VF4 [ print friendly ] [ command view ] All Round Escape (ARE)
In the August issue of Arcadia, they have an article on the
ARE technique. It's derived from the ECD defensive technique, and can be used to
avoid a nitaku (2-choice) situation and really turn the table
around when you're at a medium disadvantage (-3 or -4 frames).
I'll illustrate the technique with an example.
Akira performs a dashing elbow   which Lau blocks. This
puts Akira at a medium disadvantage (-3 frames). Lau is now in a
good position to attack with a fast mid (like his elbow  )
which will beat any of Akira's attacks or Throw which will catch
Akira should try to dodge. Now, Akira enters the following
input:
dodge ---- ---- ---- + ----   
If Lau tried a mid attack, Akira's dodge will be successful
(i.e. a fast dodge). Successful dodges can't be cancelled with a
crouch dash and as such the + (which is just a low punch)
won't come out. When Akira recovers from the successful
dodge, the   comes out and hits Lau while he's still
recovering from the mid attack that missed. Follow up with combo
accordingly.
If, instead, Lau tried a throw, Akira's dodge will be unsuccesful.
However, unsuccessful dodges can be cancelled with a crouch dash,
and since the low punch was entered with the crouch dash input, it
will hit Lau as he's missing the throw, and the   doesn't
come out. Akira now has a medium advantage.
So that's how and why it works. The general input is:
dodge ----   + ---- some fast knockdown attack
If your character doesn't have a   attack, then you can
use  for the crouch dash input. Ideally, you want a fast
knockdown attack from which you can combo (e.g. Akira and Lau's
  ), but really, any fast attack can be used.
Don't forget, like all defensive techniques beginning with an
escape, they're vulnerable to circular (and half circular) attacks,
as well as delayed attacks.
Posted by
Myke
on 12/07/2003
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Edited by
Myke
on 16/04/2005
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