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escape throwing

Discussion in 'Dojo' started by LyTeFei, Jun 20, 2004.

  1. LyTeFei

    LyTeFei Member

    Well, after a week of having my brand new ps2 and VF4 evo at home, I'm stuck!
    I've completed most of the training sessions, but I am still stuck at some. for example, throw escapes and evade throws. those truely befuddle me.
    I was wondering - is there a method to the maddness? i've tried entering the combination for the throw escape, but no luck availed me...
    can someone please help?
     
  2. Valdimiar

    Valdimiar Well-Known Member

    with the throw escaping tutorial you have to enter the throw escapes as your character is returning to their normal stance after doing a garanteed trow move, this time is called recovery time.
    The evading throw escapes are similar, this time you have to enter the [P]+[G] command to ecape throw whilst evading. I think that the window for entering this [P]+[G] is 10 frames, with the evading throw escape guard you simply have to leave [G] held down, evading throw escape guard is usefull after tech rolling.
    You can also escape more directions with the evading throw escape by buffering [6][P]+[G] [2][P]+[G] [3][P]+[G] but it is very hard.
     
  3. LyTeFei

    LyTeFei Member

    Ok, so if i understand you correctly, after a gurranteed throw move, i should enter the throw-escape combination immediately?
    also, the evade throw escapes are still egging me... i tried re-reading what you wrote and tried it on the console, but again, not much luck...
     
  4. LawlesS

    LawlesS Member

    With evading throw escapes you need to tap [8] or [2] THEN enter the throw escape [G]+[P],[6][G]+[P][2][G]+[P] etc. and you can obviously leave the [G] held for guarding evade throw escapes. Keep practising and you will get the hang of the timing /versus/images/graemlins/grin.gif Its all about a precise, fluid command input during the recovery phase.
     
  5. ZSS

    ZSS Well-Known Member

    Ok, so if i understand you correctly, after a gurranteed throw move, i should enter the throw-escape combination immediately?

    The moment you got your ThG move guarded begin entering the escapes. The directions of the escapes are up to your decision with your current Training mission taken into consideration. As for the ThG moves of a character refer to Counter Attack Tables, paragraphs "Versus [Character]".
     
  6. LyTeFei

    LyTeFei Member

    Well, thanks to your help (and in no small part the last 8 hours of playing) i finally got the hang of it at the training session. my only real problem is at the quest mode. Now i need to figure out when and where I'm about to get caught, in real time. which leads me to another question - does Throw-escape apply when my charecter's back is turned, or is that a gurranteed throw move, no escape?
     
  7. Valdimiar

    Valdimiar Well-Known Member

    Throw escaping is escaping a throw after you have been caught with it, a garanteed throw is when the opponent catches you with a throw that you could not have counter hit with [P] or [2][P]. It is not garanteed to damage.
    you can escape back turn throws
     
  8. LM_Akira

    LM_Akira Well-Known Member

    Throw Escapes

    Gah? Whatever you wrote there made my head hurt. /versus/images/graemlins/confused.gif


    Ok, we're talking about TEs (Throw Escapes) right?

    Every move in the game has a certain time associated with it and properties which happen when a move connects with your opponent. The "time" we consider as Frames (frames of animation). 1 frame = 1/60th of a second (if you're playing at 60hz that is).

    A move has frame data for execution, hit, guard or counter. Execution is how long it takes to perfom, hit is the status of frames when the move hits, guard is the status of frames when your opponent blocks it and counter is the status of frames when your move counters.

    As an example Akiras SDE is 14 frames, ie it takes 14 frames to execute. If you do SDE and your opponent guards it, you are left at -6 frames, ie your opponent has an advantge of 6 frames over you.

    It takes 8 frames to throw someone in VF. A guaranteed throw move is one where the frame data on guard exceeds 8 frames. eg I do a move against you and you block it. Say I'm now at -15, then you have a guaranteed throw as throw is 8 frames and I don't have a move that can attack you out of throwing me (the fastest stand alone attacks are 11 frame jabs). Therefore, to avoid damage I guess the throw you will try and enter a TE eg [6][P]+[G] or [2][P]+[G] etc...its possible to enter several TEs to avoid damage, though things get a little difficult past 2/3.

    Essentially, think of a guaranteed throw move as one with a long recovery on guard. The recovery is so long, that "throw (remember, only 8 frames) is guaranteed". Check out the command lists here for help on frame data.


    EDIT

    LyTeFei, if you tell me the character/s you're using then I can explain things a little better to you and give you examples of what moves are guaranteed throw moves and which aren't for example.
     
  9. ZSS

    ZSS Well-Known Member

    [ QUOTE ]
    Valdimiar said:

    Throw escaping is escaping a throw after you have been caught with it, a garanteed throw is when the opponent catches you with a throw that you could not have counter hit with [P] or [2][P]. It is not garanteed to damage.
    you can escape back turn throws

    [/ QUOTE ]

    Was that English? Plus you CANNOT escape back turned throws, don't make a mess of things.

    [ QUOTE ]
    LM_Akira said:

    LyTeFei, if you tell me the character/s you're using then I can explain things a little better to you and give you examples of what moves are guaranteed throw moves and which aren't for example.

    [/ QUOTE ]

    Which is obvious from the Counter Attack Tables.
     
  10. Valdimiar

    Valdimiar Well-Known Member

    sorry I was a bit uncomprehensable
    I really did think back turned throws could be escaped though
     
  11. LyTeFei

    LyTeFei Member

    Re: Throw Escapes

    [ QUOTE ]
    LM_Akira said:
    LyTeFei, if you tell me the character/s you're using then I can explain things a little better to you and give you examples of what moves are guaranteed throw moves and which aren't for example.

    [/ QUOTE ]

    well, your explenation was quite clear and to the point, and for that i thank you. my usual charecter is Lei. I chose him mainly for his sabaki and fast applied counter (from the Independant stance), but mainly, i choose mostly chinese fighting style charecters in almost all fighting games i ever played - Lei Wulong from Tekken, the guy from KOF (I think) who did all those dragon kick jumps etc. I also like lei because to me he represents what a true shaolin style should look like in a fighting game, and to me it's very important (in tekken, the 5 animal style play of lei wulong is pretty nifty, however it's pretty limited and unimaginitive after some time).
     
  12. LM_Akira

    LM_Akira Well-Known Member

    Lei Fei

    Ok, good stuff. I like to use Lei too. Heres a link to his move list:

    http://virtuafighter.com/commands/index.php?chara=lei&ver=evob

    Now, simply looking down the table and checking numbers you can see how much of a disadvantage/advantage you may be at when your moves are blocked.

    EG: [2][3][6][P]+[K] is greater than -8 frames on block so ideally you'll need to input TEs to escape the threat of being thrown if you perfom this move and its blocked.

    A side note on TEs is that there are a few techniques in which they may be used. TE, TEG, EXTE, EXTEG...

    Just bear with me a mo.

    TEs are what you know already, simply a throw escape command of direction + [P]+[G] to avoid the throw. Some guessing on your part is required though.

    TEG stands for Throw Escape Guard and this is where you enter a TE and leave Guard held down after your input/s. This is done to try and defend an attack if your opponent tries to hit you instead of throw you.

    EXTE stands for Evade X Throw Escape where X stands for a number eg Double (D), Triple (T) and so on. This is where you enter an evade [2] or [8] then your TEs.

    EXTEG stands for Evade X Throw Escape Guard. This is where you evade, enter your throw escapes and leave guard held down at the end. This is to try and prevent a throw or to evade an attack and not whiff a throw attempt.

    Essentiall these are the basics of TEs you'll need to go through Quest. Have a flick through the frame data for yourself to obtain your own appreciation of it.


    On another note I wrote a bit about Lei a while ago. You can check it out here:

    http://virtuafighter.com/versuscity/favlinker.php?Cat=&Entry=1443&F_Board=training&Thread=82390&partnumber=&postmarker=
     
  13. Jerky

    Jerky Well-Known Member

    Re: Lei Fei

    Hi, I just wanted to add that like any other technique in VF you must practice. After you've trained your muscles you'll find TE'ng more natural as opposed to fumbled joystick movements due to unfamiliarity.

    I'm not responding to anyone in particular, but it's just that these type of threads have been popping up more recently and I think it's important to make note that you do NEED to practice (especially if you've not any competition) to gain these skills.

    The easiest way I find it to train is by setting the cpu to guard everything in training mode and having them counter with a throw.... now I know you won't be able to see if you're doing things right, but this method allows you to select different opponents. (more variety of throws to escape) While training DON'T forget to switch up which moves you use to get defended so that you can get used to the different timing due to recovery frames. This way you'll get more satisfying results.

    Hope this helps anyone,
     
  14. danny13

    danny13 Well-Known Member

    Re: Lei Fei

    Alright! The Texus Meat Talking!!

    Whoo! whoo! whoo!
     

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