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Guarding, adv and disadv: n00bish questions?

Discussion in 'Dojo' started by Franz, Dec 2, 2007.

  1. Franz

    Franz Well-Known Member

    OK, I have some incredibly stupid questions that probably highlight a deep misunderstanding of the whole game system. Brace yourselves!

    *drum roll*

    1 - What's the execution time of a guard? After the game receives the signal from the Guard button, how long will it take before I'm actually guarding?

    2 - What's the "recovery" time of a guard? I mean, after the game detects the fact that I stopped holding down the G button, how long before I'll be able to do another move?

    3 - All of the disadvantages/advantages seem really tiny to me. But how they can actually mean DEATH?

    I'm having a look at Pai's moves list. A guarded /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif leaves you at -6. Now, I stupidly wonder what can my opponent do with it, there's no moves that have a 6 frame execution time, are there?
    Or shall I consider the recovery time (which I believe should be the total time minus the execution time AND the action time, correct me if I'm wrong) as part of the disadvantage? In which case we'd have:
    37-14-2 = 21 plus 6 frames of disadvantage a total 27 frames?

    Same thing for advantage...

    I thought I "knew" all of this but now that I stop and think about it I feel like it doesn't make any sense.

    Can anybody help me?

    /forums/images/%%GRAEMLIN_URL%%/shocked.gif
     
  2. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    1. Instant
    2. Instant considering you weren't actually guarding an attack. If you were guarding an attack, then this "recovery" time is found in the command list.
    3. Read about advantage and disadvantage here: Frames Guide (link is also available when viewing VFDC Command Lists)

    In short, advantage is how much of a head start one has when attacking. If the head start is big enough (12 frames or more), that's when attacks and throws become guaranteed for all characters.
     
  3. Franz

    Franz Well-Known Member

    I thought that the values under the Grd column referred to the situation of the attacker if the moves is guarded (i.e. how quickly the attacker will be able to perform another action after the attack has been blocked) and not the situation of the defender guarding the attack.
    In other words, does the "guard stun" of the defender depends on the attack?

    For the rest thanks, I remember reading that like a yewar ago when I got into VF2 again but I hadn't revised it since I had VF5

    /forums/images/%%GRAEMLIN_URL%%/grin.gif
     
  4. Franz

    Franz Well-Known Member

    Ok, I think I got it now.
    It seems that a lot is based on the fact that the guarded attacker will attempt another attack after his first one and that if the defender fights back, having the advantage, he will win the "clash" (unless he fights back with a very slow move).

    Isn't this kind of fighting hoping for the opponent to make suboptimal moves?

    I mean, if I'm playing Akira and my opponent is kinda passive, I can just spam a SDE and guard (crouch guard if I feel like I have perfect yomi) & throw escape soon after it and I'll be eternally safe?
     
  5. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    The Grd column is relative to the character's attack (the attacker as you put it). The situation for the defender is simply the converse. That is, -6 for Pai's /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif equates to +6 for the opponent that guarded the attack.

    So the example you gave for Pai's /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif leaving Pai at -6 on guard is correct. That is, Pai is at 6 frames disadvantage when her /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif is blocked.

    Sorry if there was any confusion.
     
  6. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    This is exactly what advantage and disadvantage tells you -- who gets to "act" first, and how much of a head start they have.

    <div class="ubbcode-block"><div class="ubbcode-header">Quote:</div><div class="ubbcode-body">Isn't this kind of fighting hoping for the opponent to make suboptimal moves?</div></div>
    Absolutely, which is why you shouldn't really be playing like that. In other words, when you've had a move blocked leaving you at a disadvantage, it's your opponents chance to attack now so you should be defending instead. If you try to attack from disadvantage, you'll be at risk of eating a counter hit.

    <div class="ubbcode-block"><div class="ubbcode-header">Quote:</div><div class="ubbcode-body">I mean, if I'm playing Akira and my opponent is kinda passive, I can just spam a SDE and guard (crouch guard if I feel like I have perfect yomi) & throw escape soon after it and I'll be eternally safe? </div></div>
    Not sure what you mean by passive. Repeatedly throwing out any move, especially if it leaves you at disadvantage on guard, is not an effective way to play, and will get you killed quick against a skilled player.
     
  7. Franz

    Franz Well-Known Member

    Myke thank you very much for all the explanations. By passive I would mean somebody who wouldn't attack first, so that I'd have to do all of the first attacks and he would rely solely on attacking after having guarded my attack.
    Of course if all of my offence was based on SDE I'm sure he could do many things like evade and attack, interrupt, reverse, try to make me miss the hit completely.

    I think I was probably just surprised by how few attacks actually leave the attacker with a disadvantage (on guard) bigger than the minum required for a guaranteed hit (I see Akira's punch has 11 frames of execution on the command list, Pai's 10).

    But, in the same way, few attacks give you an advantage for a guaranteed hit.

    I reckon the two things even out and make the game what it is in the end.

    Again, thanks for all the baby-sitting!
     
  8. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    Oh, this playing style definitely exists. It's called turtling, or being "machi" (machi in Japanese means to wait).

    <div class="ubbcode-block"><div class="ubbcode-header">Quote:</div><div class="ubbcode-body">I think I was probably just surprised by how few attacks actually leave the attacker with a disadvantage (on guard) bigger than the minum required for a guaranteed hit</div></div>
    Surprised? But if the majority of attacks had some kind of guaranteed punishment on guard, then most players would be reluctant to attack first, making for a dull and boring game! /forums/images/%%GRAEMLIN_URL%%/smile.gif

    Glad to be of help.
     
  9. speedsix

    speedsix Member

    Would be cool if somebody could make a note of this in the Wiki.
     
  10. Gernburgs

    Gernburgs Well-Known Member

    I thought "machi" referred to being cheap. Like tick throwing in the original SF2??? Or any other cheap tactic in a fighting game.
     
  11. KoD

    KoD Well-Known Member

    PSN:
    codiak
    Nah, machi is definitely turtling, not being cheap. Ask the wiki if you don't believe me /forums/images/%%GRAEMLIN_URL%%/wink.gif
     
  12. Chanchai

    Chanchai Well-Known Member

    There's often a negative connotation when using the term "machi" but it doesn't mean cheap. It just refers to turtling. Some players feel that machi play is cheap though.

    Side note, I don't think tick-throwing is cheap in SF2, I think it actually makes some matches more interesting.
     
  13. ViperExcess

    ViperExcess Well-Known Member

    Question. If I'm Sarah, does my jab hit on the 10th frame or 11th frame? Same for throws, do they make contact on the 12th or 13th frame?
     
  14. Sorias

    Sorias Well-Known Member

    I believe the 11th and 12th frames are both hit frames for sarah's standing punch. And throws connect on the 12th frame.
     
  15. Gernburgs

    Gernburgs Well-Known Member

    In the original SF2 tick-throwing was unstoppable. That was why they added the counter-throw by holding back, because it was impossible to counter before that. Some dude used Guile and smoked everyone in tournies by ticking in the original, that was what prompted the addition of the counter throw.
     
  16. akai

    akai Moderator Staff Member Bronze Supporter

    PSN:
    Akai_JC
    XBL:
    Akai JC
    Hit detection for Sarah's jab start at 10th frame
     
  17. Sorias

    Sorias Well-Known Member

    Oops... akai's right. I misunderstood the frame data on the move lists when I posted before... helps to actually read the legend.
     

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