Arriving at
・Attack as quickly as possible
・0-Frame Delay Attack
・Practice of Jumping Attacks
・Throw as quickly as possible



 Alternating with theoretical chapters, like the last one, will be training chapters, like this one, which would help with getting your hands and eyes trained to put the theories into practice. In addition, this chapter would link ‘Input Buffer’ (chapter 51)[1] with the general principles of ‘Advantage and Disadvantage’ established in chapter 4.[2]

 The free training mode option is to use the record command option and record up to three actions. Our first challenge in using the free training mode will emerge from Training 7C. ‘Key Training Points’ outline important issues involved in putting the theories into practice.



7・1 Training 7A:[1,2] Attack as quickly as possible

I. Record Commands
 CPU, Goh: Hiji'ate 6P (14 frame attack) → Sune'uchi 2P (12 frame attack)


 Figure 71

Key Training Point 11
 Record Commands should be performed as follows: enter 6P, and then tap 2P immediately.



II. Display setting
 Detaild Stats



III. Training
 Block CPU’s Hiji'ate (4 frames advantage), and do Side Kick 3K (16 frame attack).


 Figure 72

Key Training Point 12
 You have only to enter 3K during the last 12 frames of your recovery, which will get executed the very first frame you're able to move.[1] As you become more proficient at Input Buffer analysis, you will probably choose much more suitable Mid Attacks (Figure 73), such as Jacky's Beat Knuckle P+K (16 frame attack), which would give an opportunity of the ensuing combo (Combo 71).


 Figure 73


 Combo 71



7・2 Training 7B:[3] 0-Frame Delay Attack

I. Record Commands
 CPU, Kage: Hiji'uchu 6P (14 frame attack) → Danken P (11 frame attack)


 Figure 74

Key Training Point 13
 Record Commands should be performed as follows: enter 6P, and then tap P immediately.



II. Display setting
 Input Display



III. Training
 Block CPU’s Hiji'ate (4 frames advantage), and do Gyaku Seikenzuki 66P (15 frame attack).


 Figure 75

Key Training Point 14
 To avoid 1-Frame Delay, you have only to enter Dash Command 66 of the attack command before Input Buffer.[3] It seems likely that the training above would be beyond your control, but you need not have any anxiety. You will meet a highly effective technique in chapter 14.[4]



7・3 Training 7C:[5,6] Practice of Jumping Attacks

I. Record Commands

 Record Commands 1
 CPU, Blaze: Jumping Hammer Knuckle 8P+KP (12 frame attack)

 Figure 76


 Record Commands 2
 CPU, Blaze: Jumping Hammer Knuckle 8P+K2 or 8 (Defensive Move)

 Figure 77

Key Training Point 15
 Record Commands 1 should be performed as follows: enter 8P+K, and then tap P immediately.

 Record Commands 2 should be performed as follows: enter 8P+K, and then tap optional direction 2 or 8 during holding G followed by returning to neutral and release G (See also ref [6]).



II. Display setting
 Detaild Stats



III. Training
 Block CPU’s Jumping Hammer Knuckle (9 frames advantage), and do Wolf’s Jumping Push Kick 9GK immediately.


Key Training Point 16
 You must enter 9G during Input Buffer, and then tap K after the last frame of Input Buffer.

 If CPU chose P from disadvantage (Record Commands 1), Jumping Push Kick would result in Counter Hit. You should confirm that Jumping Push Kick executes in 19 frames (Figure 78).


 Figure 78


 If CPU perfomed Defensive Move (Record Commands 2), Jumping Push Kick would track an Unsuccessful DM and result in a hit. Jumping Push Kick should execute in 19 frames (Figure 79). The discussion of DM begins on chapter 31, so you need not get worked up yet even if you have no idea what happened here.[6]


 Figure 79



7・4 Training 7D:[7,8] Throw as quickly as possible

I. Record Commands
 CPU, Kage: Hiji'uchu 6P2_ (crouching)


 Figure 710

Key Training Point 17
 Record Commands should be performed as follows: enter Kage’s Hiji'uchu, then hold optional direction 1, 2 or 3.



II. Display setting
 Whatever you like



III. Training
 Block CPU’s Hiji'uchu (4 frames advantage), and do P+G with optional direction 4, 5 or 6.


 Figure 711

Key Training Point 18
 You can throw Kage (CPU) before the opponent will be in crouching state[9] if you input P+G in Input Buffer. As you progress, 0-frame delayed 66P+G would become a challenging objective (Figure 712).


 Figure 712



References
[1] Top Tips for Command Input 1
[2] Advantage and Disadvantage
[3] Top Tips for Command Input 2
[4] Training Programs for Implementation of Strategy 2
[5] Attack Levels 3
[6] General Properties of Defensive Move 1
[7] General Properties of Throw 1
[8] Fuzzy Guarding 1
[9] Attack Levels 1

このエントリーをはてなブックマークに追加 mixiチェック

プライバシーポリシー

本サイトではよりよいバーチャファイター攻略の提供を目的として,Google Analyticsを用いてアクセス情報を収集しています.Google Analyticsは,ファーストパーティCookieを利用して利用者のアクセス情報を収集します.アクセス情報の収集方法および利用方法は,Google Analyticsサービス利用規約およびGoogleプライバシーポリシーによって定められています.Google Analyticsについての詳細は,次のページをご参照ください:Google Analytics

ブログランキング ブログランキング・にほんブログ村へ

・記事が役に立ったら左のバナーをクリックしてね!
・Please click the banner if you are satisfied with our article!