VF4 [ print friendly ] [ command view ] The System of Break Falling
Break Falling may not be a new concept to fighting games in general,
but it's a feature that has found it's way into Virtua Fighter 4.
The mechanics of Break Falling aren't immediately apparent and can
be quite confusing at first, so it's the aim of this document to
explain the properties of the different Break Falling types - Tech
Rolling and Quick Rising.
In general, Break Falling is a technique enabling you to quickly
recover from a knock-down by essentially falling in a safe manner.
Break Falling can also eliminate (but not always!) the portion of
damage associated with the ground impact from an attack or throw.
You cannot Break Fall from every knock down though. Examples of
these are knock downs incurred from crumbling attacks, attacks that
slam you into the ground during an air combo, and knock downs after
being slammed into a wall. Also, you can only Break Fall from some
throws.
Some knock downs require strict timing in order to correctly Break
Fall, although it is certainly possible to mash the Break Fall input.
How reliable you find this in consistently Break Falling is dependant on
how accurately you can mash.
Wolf's Giant Swing is an example of a throw from which you can break the
fall. A correctly timed Break Fall results in no sound being heard
when you land, and you'll negate the last portion of ground impact
damage. Break Falling is also important in preventing Off The Ground
(OTG) combos. Each time you hit the ground you'll have an opportunity to
Break Fall to avoid the rest of the combo.
Knowing what you can Break Fall from is the first step. The next
step lies in knowing when you should and should not Break Fall by
understanding the properties of the different Break Fall types. This
knowledge can also be used to take advantage of an opponent who
chooses the wrong kind of Break Fall at the wrong time.
The two Break Falling types are Quick Rising (QR) and Tech Rolling
(TR), and are explained in more detail below.
Quick Rising
Quick Rising (QR) is performed by pressing
++
at the moment you hit the ground from a knock down and results in
your character quickly springing up in place.
The properties of the Quick Rise are as follows:
Down
|
While Standing
|
Normal
|
In the first, Down phase, the opponent is able to execute Ground
Attacks. Since you are getting up in place, the chances of the Ground
Attack hitting you are high. But if the opponent were attempting an OTG
combo, then your QR should successfully avoid it.
In the second, While Standing, phase, your character undergoes a
transition from a crouching state to a fully standing state. The player
has no control over this transitioning of states. It is a known
constant, and so your opponent may take advantage of this by timing a
mid-level attack to hit you while you're still in the crouch state,
resulting in a stagger or knock down.
The final, Normal, phase is when the engine returns control
of the player back to you in a full standing state.
Tech Rolling
Tech Rolling (TR) is performed by pressing
(or )
++
at the moment you hit the ground from a knock down and results in
your character quickly rolling to the specified side and then getting up.
The properties of the Tech Roll are as follows:
The first, Down phase is as described above.
In the second, Crouching, phase your character is (obviously)
considering crouching. Again, a well timed mid-level attack has the
ability to stagger or knock you down. An important thing to note is that
your character recovers from the Tech Roll whilst in the crouching
state. This allows you to perform any attacks or throws that require you to
be crouching first the instant you recover. On the flip side, you'll be
vulnerable to mid-attacks or low throws as well.
Another important note is that if you hold during the TR, your opponent's attacks
will track you.
Break Fall Risks
Now that you've looked at the properties of QRs and TRs you can probably
begin to see the risks associated with each. Although the
differences are subtle, they both share the same vulnerabilities
inherent in the crouching position, and that is the inability to guard
against a mid-level attack and also being open to low throws.
However, these vulnerabilities are amplified if you are knocked down in
a prone (face down) position. Specifically, you're at the risk of being
back staggered if a well timed mid-level attack hits you during the
While Standing phase (for QR), or the Crouching phase (for TR).
Opponent Falls Prone with Head Away and
Quick Rises
|
Mid-Level Attack hits Opponent during While Standing
phase
|
Opponent is Back Staggered
|
Opponent Falls Prone with Head Towards and
Tech Rolls
|
Mid-Level Attack hits Opponent during Crouching phase
|
Opponent is Back Staggered
|
Anticipation and timing are critical to success. Also important is
the type of attack you use to interrupt the While Standing or Crouching
phase, and for most characters their sidekicks
(+)
will suffice since they won't knock down and produce the stagger that
you're after.
All Head and Stomach Crumble attacks will result in the opponent falling
in the Prone and Head Towards position. Your opponent cannot break
the fall from the crumble attack, but may break the fall from the
following OTG hits. This is where you look for the opponent to TR in the
hope of producing a back stagger with a sidekick.
And don't forget, Back Staggers are strugglable, so followup accordingly.
Written by Myke |
Last Updated 2002/03/04 |
|