VF4 [ print friendly ] [ command view ] Evading
Evading, also referred to as escaping or dodging, was first
introduced with a couple of characters in Virtua Fighter 2. It was then
implemented for every character in Virtua Fighter 3 via a dedicated button,
and now has been further refined in Virtua Fighter 4. The obvious change
from VF3 is in how you evade (via joystick rather than button), but
there's also a subtle, and yet probably more important, change in when
you evade.
The key to successful evading in VF4 is timing. When you evade an attack
during it's execution time, the evade is much quicker and recovers faster.
This special evade is also acompanied by a unique sound effect, similar
to a quick scraping sound. A normal evade is usually quite slow, takes
longer to recover and has no unique sound efect. Thus, the difference
between the two types of evades is quite pronounced.
Not only is timing crucial to successful evading, the direction you evade
in must also be taken into consideration. Every attack will follow a pre-set
path during it's execution. Some attacks are linear and others are circular.
As a general rule of thumb, linear attacks can be evaded in any direction,
whereas circular attacks can only be evaded in one particular direction,
either to the front or back of your opponent.
Knowing when and where to evade is one thing, but putting it into practice
is another. Your opponent's front and back will be obviously determined by
his/her stance. In other words, evading to their leading foot is in the
direction of their back, and evading to their rear foot is in the direction
of their front.
The chart below is taken from the Arcadia Magazine, November Issue,
2001. It lists a selection of attacks from each character, and the
direction to successfully evade in. Also listed is a rating on the
usefulness of knowing how to successfully evade a particular attack. Take
it as a recommendation, and nothing more.
Character |
Command |
Evade Direction |
Usefulness |
Akira |
|
front |
*** |
|
back |
** |
|
back |
|
|
front |
** |
|
back |
|
Aoi |
|
front |
|
|
back |
|
|
back |
|
|
front |
|
|
back |
*** |
|
back |
|
|
front |
|
|
back |
|
Jacky |
|
front |
* |
|
front |
** |
|
front |
*** |
|
back |
|
|
back |
* |
|
back |
|
Jeffry |
|
back |
|
|
back |
|
|
front |
|
|
back |
** |
|
back |
|
|
front |
** |
Kage |
|
back |
** |
|
back |
|
|
front |
|
Lau |
|
front |
* |
(while standing)
|
front |
** |
|
front |
*** |
|
back |
* |
Lei |
|
back |
|
|
front |
** |
|
front |
|
|
front |
|
|
front |
|
(evade stance)
|
front |
|
Lion |
|
front |
|
|
back |
** |
|
back |
** |
|
back |
*** |
|
back |
|
|
front |
|
|
front |
|
Pai |
(while standing)
|
front |
** |
|
back |
|
|
back |
|
Sarah |
|
back |
|
|
back |
|
|
back |
** |
|
back |
* |
|
back |
|
(while standing)
|
front |
|
(flamingo stance)
|
front |
*** |
Shun |
|
front |
|
|
back |
|
|
back |
** |
|
back |
* |
|
back |
* |
|
front |
** |
(handstand)
|
front |
|
(lying down)
|
back |
*** |
(lying down)
|
back |
|
Vanessa (Defensive Style) |
|
front |
*** |
|
back |
|
(while standing)
|
front |
* |
|
back |
** |
|
back |
* |
|
back |
* |
|
back |
|
|
front |
* |
Vanessa (Muay Thai Style) |
(while standing)
|
front |
* |
|
back |
|
|
back |
|
|
back |
|
|
front |
|
Wolf |
|
front |
|
|
back |
|
|
front |
|
|
back |
|
A couple of footnotes.
Some attacks have tracking properties. That is, they have the
ability to follow their target (you) during execution. This adds another
degree of difficulty to evading, because you don't want to commit to an
evade while the attack is still able to follow you. In these situations it's
best to time the evade at the last possible moment.
It's possible to evade certain attacks while walking into or out of the
screen. This can sometimes work into baiting your opponent to attack which
hopefully misses you. Don't forget, you can walk while your back is turned as
well!
Rising attacks, like other attacks, can be evaded as well. This can be tricky
because the opponent has full control on the type of rising attack and the
timing of it, so a lot of anticipation is required. Familiarity with rising
attacks available from various knockdown positions is essential to success.
Written by Myke |
Last Updated 2002/02/07 |
|