Arriving at
・Mid Attacks
・Relationship between Mid Attacks and Wall
・Low Attacks



6・4 Mid Attacks
 Middle Attacks will hit standing and ducking characters who aren't guarding and will also hit hopping characters (See Table 61: click here). Note that they can be guarded while standing but not while crouching. Some Middle Attacks, such as an elbow 6P or sidekick 3K (Figures 67 and 8), will increase frame advantages[1] when they hit the opponent at crouching state[2] (guarding or not). As mentioned in chapter 2, the difference of frame advantages depends on the period of opponent's recovery (Supporting Information: click here).[3] Also, notice the difference of each animation displays between standing (Figure left) and crouching (Figure right).[4]


 Figure 67: elbow 6P*
*left: hit standing state (0 F). right: hit crouching state (+6 F). The animation displays help you to execute the best possible Hit Confirm.[5]


 Figure 68: sidekick 3K*
*left: hit standing state (0 F). right: hit crouching state (+8 F)



 If these attacks resulted in Counter Hit,[6] you need to be careful. The figure below has Player 1 advantaged by 7 frames due to Counter Hit of Player 1’s Middle Smash 6P against Player 2’s standing P (Figure 69 left). However, this 7 frames of advantage will not change even when Middle Smash vanquishes Player 2’s Low Punch 2P (Figure 69 right).


 Figure 69: Middle Smash 6P*
*Notice that Counter Hits will result in a yellow light effect reflecting on the opponent.[1] left: CH standing state (+7 F). right: CH crouching state (+7 F)



6・5 Relationship between Mid Attacks and Wall
 The other feature of these attacks (elbow 6P and sidekick 3K) are especially interesting. If they are performed in close proximity to wall and hit your opponent who is under crouching state, Wall Hit[7] and Wall Stagger as well as Wall Side Stun (See also chapter 61, section 6・2[8]) will not occur (Figure 610).[9]


 Figure 610



 The next example will emphasize one aspect of the difference between states and detections.[10] In section 6・3,[8] we introduced some special type of High Attacks, like Blaze’s High-Speed Jab 46P (13 frames attack), as a brief discussion of the point of crouching detection (See Figure 65: click here). At 5 frames advantage, Player 1 attempts Middle Smash (14 frames attack) against Player 2's High-Speed Jab (Figure 611). Needless to say, Player 1's attack wins because it executes faster.[11] However, you should feel suspicious about why Player 2 falls into Wall Stagger.


 Figure 611



 If High-Speed Jab has crouching states, Middle Smash would not cause any Wall Hit Effects. However, since High-Speed Jab is an attack with crouching detection but with standing states, it behaves like normal High Attacks in this scenario. The key note is that:

a proper understanding of the difference between States and Detections will help you in a variety of situations.




 By the way, it seems likely that Middle Smash is less powerful to produce load on Wall Stagger. The answer is the damage bonus due to Counter Hit.[1] Themes of Wall Hit Effects are pursued in later chapters.[7]




6・6 Low Attacks
 Low Attacks (See also chapter 4, Figure 44: click here)[1] will hit standing and crouching opponent who aren't guarding (See Table 61: click here).[8] They will hit opponents who are standing and guarding, but not crouching and guarding. Most Low Attacks (exceptions are low attacks with standing detection like Jean's Renge Karitsumi 2K+G)[12] enter a crouching detection on their first execution frame, so 2P wins because it crouches under the high P and causes it to miss (Figure 612 and Diagram 61).


 Figure 612


 Diagram 61



 Low Attacks would miss the opponent being in air detection even though the attack is active.[13] As shown in Figure 613, one obvious candidate for this scenario is that Lion's Senputai 8K beats the Rising Low Kicks (Strategy 9).[14] You might think that there is nothing wrong with this situation, but two important arguments arise here: 1) It is unclear whether Lion becomes airborne or not at Active Phase.[15] 2) Why do Senputai (18 pts) win even though Rising Low Kick (20 pts) would give more damage than Senputai?


 Figure 613*
*You are requested to see chapter 3[11] in which the rules for attack analysis were described.


 Actually, in previous version of Virtua Fighter 5, this scenario did not occur because the air detection of Senputai was maintained until only Start up Phase. In contrast, the air detection in Final Showdown is maintained until the end of Active Phase (Diagram 62). As mentioned above, Low Attacks will miss air detection, and Senputai attacks Rising Low Kicks unilaterally. Thus, Senputai would be useful for the conquest of Low Attacks even though it gives less damage than Rising Low Kicks. You are referred to the next section for a much more detailed analysis of air detections.[16]


 Diagram 62



References
[1] Advantage and Disadvantage
[2] D.K.のVF5通信, 第107回: ttp://www.virtuafighter.jp/dk_107.html
[3] General Properties of Attacks: ttp://blog.livedoor.jp/dora_nekoaki/archives/1924253.html
[4] D.K.のVF5通信, 第79回: ttp://www.virtuafighter.jp/dk_79.html
[5] Guaranteed Attacks: Hit Confirm
[6] Forced Choice after Counter Hit
[7] Forced Choice after Wall Hit
[8] Attack Levels 1
[9] VF5FSレタスメモ: ttp://lettuce1789.blog133.fc2.com/blog-entry-322.html
[10] Collision Detection
[11] Attack Analysis
[12] VF Moves Project: ttp://vfmoves.blogspot.jp/2012/12/jean-renge-karitsumi.html
[13] D.K.のVF5通信, 第96回: ttp://www.virtuafighter.jp/dk_96.html
[14] Strategy based on General Properties of Rising
[15] General Properties of Attack
[16] Attack Levels 3

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