Arriving at
・General Properties of Catch Throws: Connect the Same Level!
・General Strategy Based on Catch Throws



 Chapter 12 is about Catch Throws[1] and Guard Break Attacks. Given that these two categories are quite different, you might be wondering why they are treated in same chapter. The answer is that some regulation of Throws[2] would be mitigated with both Catch Throws and Guard Break Attacks.




12・1 General Properties of Catch Throws: Connect the Same Level!
 Catch Throws was first introduced in Virtua Fighter 3 (since 1996), and was established in Virtua Fighter 4 (since 2001). Depending on the character, Catch Throws have a variety of execution speeds. There are similarities between Catch Throws and Normal Throws: the essential condition is that the opponent should be on the same level, standing or crouching state.[3]

 In Figure 121, Player 1 has 4 frames advantage, and then attempts Catch 46P+G (15 frames Catch Throw) against Fuzzy Guarding[4] of Player 2. You would not get upset by the expected result. Notice that the last frame of active phase of Catch is made to agree with the 1st frame of Player 1's recovered standing state (Diagram 121, highlighted light blue).

バーチャファイター VF5FS攻略
 Figure 121

バーチャファイター VF5FS攻略
 Diagram 121



 We promised in the last chapter that an effective use of Sensuous Fuzzy Guarding would appear and here it is.[5] Since all of Catch Throws are inescapable by Throw Escape,[6] in this scenario, Sensuous Fuzzy Guarding would be the best way to avoid Wolf's mix-up, including exceptional 9 frames High Throw (Diagram 122). You will see another defensive technique, Fuzzy Guarding Throw Escapes, in chapter 17.[7]

バーチャファイター VF5FS攻略
 Diagram 122



 What a remarkable phenomenon, in selected situations, Catch Throws would miss though the opponent has reached recovered standing state. The only exception is that Catch Throws cannot connect the opponent being at the 1st frame of standing state via side-roll recovery, namely 4th frame.[8]




12・2 General Strategy Based on Catch Throws
 The figure below has Player 1 advantaged by 9 frames due to blocking Player 2's Senzankou 66P+K (Figure 122). Player 2 then attempts standing 12 frames punch P, Player 1 has followed up with Catch. Similar to the previous example mentioned in the section 10・2,[2] the Catch Throw began executing first, and by the time it reaches it's active frames there's an attack incoming (Diagram 123). However, since this is a Catch Throw and it reached it's active frames within the first half of the incoming attack's execution (highlighted light blue), the Catch Throw succeeds.

バーチャファイター VF5FS攻略
 Figure 122

バーチャファイター VF5FS攻略
 Diagram 123



 We can represent the success of a Catch Throw versus an Attack (or a Throw) with the following formula:

 (Catch Throw Execution – Advantage) is less than or equal to (Attack or Throw Execution/2).

 Catch Throw Execution – Advantage = 15 – 9 = 6
 P Execution / 2 = 12 / 2 = 6

 Since (Catch Throw Execution – Advantage) is equal to (Attack Execution/2), then the Catch Throw succeeds.




 Had Player 2 tried a low punch 2P instead, Catch would have failed (Figure 123). The low punch enters a crouching state on the first execution frame[9] and Catch Throws cannot connect opponent being on the different level, so 2P wins. In previous version of Virtua Fighter 5, 2P would have Normal Hit, but now result in Recovery Counter Hit.[10] Anyway, Player 1 might not worry about the risk if he acquires an art of Anticipating the Coming Moves. Player 1 will probably make the preparations for an input of Fuzzy Guarding against the expected 2P Hit. The strategy based on Anticipating the Coming Moves is a subject in chapter 15.[11]

バーチャファイター VF5FS攻略
 Figure 123



 Player 2 might attempt forward crouch dashing as FCD could be insured against the risk (Figure 124). Actually, FCD is not necessarily a bad move and might allow Player 2 to avoid all High Throws, including Catch Throws, if it combined with Throw Escapes (click here if you want to see Supporting Information).[6]

バーチャファイター VF5FS攻略
 Figure 124



 Following the same setup, Player 1 now chooses to counter attack with Screw Lariat 63214PP instead (Figure 125). You already know that FCD involves 6 frames of inability time to act.[4] In this scenario, Player 2 cannot block Player 1’s attack that requires execution of up to 15 frames (Diagram 124). Our message is that:

At large advantage, nothing gives us greater confidence than exceptional power of Catch Throws.


バーチャファイター VF5FS攻略
 Figure 125

バーチャファイター VF5FS攻略
 Diagram 124



VFDC Forums
Unthrowable during some throw ?: ttp://virtuafighter.com/threads/unthrowable-during-some-throw.15993/

References
[1] VFDC, Wiki, Throws: ttp://virtuafighter.com/wiki/throws/
[2] General Properties of Throw 1
[3] Attack Levels 1
[4] Fuzzy Guarding 1
[5] Fuzzy Guarding 3
[6] General Properties of Throw Escapes
[7] Guarding Throw Escape, GTE
[8] General Properties of Roll Recovery
[9] Attack Levels 2
[10] Guaranteed Attacks: After Whiffing
[11] General Strategy 2: Anticipating the Coming Moves

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