ice-9's Lion Dojo
(Version C)
Counter Table
AM2 has done a good job of balancing moves in VF4. A move's recovery
is one important variable considered along with damage, speed in execution,
range, hit level, etc. Thus a move with poor recovery is often a move
with other good attributes. That is why unless you punish each and every
time you successfully defend a move with poor recovery, the opponent can
abuse the move against you. Basically, every move has a risk-reward balance;
unless you counter the opponent, the risk-reward ratio will be skewed
in favor of the opponent.
The following table (based on the one found in the White Book) summarizes
some of the options that Lion has to take guaranteed damage after defending
certain attacks.
Frames
|
Against Standing
|
Against Crouch
|
Command
|
Examples
|
Command
|
Examples
|
8
|
Throw
|
Akira's QCB+P
|
-
|
|
9
|
"
|
|
-
|
|
10
|
"
|
|
-
|
|
11
|
"
|
|
-
|
|
12
|
Px
|
Wolf's b,f+P+K
|
-
|
|
13
|
K,K
|
Shun's D,d/f+P
|
d+P
|
|
14
|
"
|
|
f+K
|
Kage's d+K
|
15
|
b,b+K
|
Sarah's d/b+K
|
D,f+P
|
Lei's d+K+G
|
16
|
"
|
|
"
|
|
17
|
"
|
|
d/f+K
|
Lau/Pai's d+K+G
|
18
|
"
|
|
f,f+K,K
|
Lau's f,d+K
|
19
|
"
|
|
"
|
|
20
|
"
|
|
P+K
|
Lau/Pai's P,P,P,d+K
|
21
|
"
|
|
"
|
|
22
|
"
|
|
"
|
|
23
|
"
|
|
"
|
|
24
|
Etc.
|
|
Etc.
|
|
So, for example, after you block Sarah's d/b+K, Sarah is at -15 recovery.
This means that you have a 15 frame advantage and that any move (given
the range) that executes faster than 15 frames is guaranteed to hit Sarah.
You have the choice of throwing, going for a punch string, a guaranteed
K,K, but more often than not, you should go for the highly damaging b,b+K
combo.
Thus Lion is relatively straightforward in terms of countering opponents.
Use b,b+K at 15 frames or higher average against standing opponents, and
P+K at 20 frames or higher advantage against crouching opponents. Both
will combo for very good damage.
>> BACK
TO ICE-9'S LION DOJO (VERSION C)
ice-9; published June 10, 2002; last updated June 10,
2002
|