An effective defensive technique at certain disadvantages is the Evade-Cancel; 866G / 833G and their variants. However, it is possible to use evade-cancels offensively as well. Let's call the ability "OEC" for "offensive evade-cancel". I know many VFDC'ers already use it (or at least the weak form of it), but the technique doesn't seem to be explained in any detail yet, so here goes.
ADVISORY: The full OEC technique is very high-level and mechanically demanding. If you cannot yet box-step, this tech is out of your reach. However, if you never bothered to learn to step due to the reduced efficacy of movement in VF5:FS then I hope to change your mind. Also, hit-checking is absolutely required. I'll give a drill to train both of these things in conjunction with this tactic further below.
First, I'll describe when and how the technique works before getting to the inputs. When your opponent is at disadvantage, their best options are either defensive option-selects (fuzzy, ECD, yutori, etc) or an abare attack. Each option has counters (guard breaks, fast mid full-circulars, adapting your throws, and only throwing when guaranteed, for example), but they tend to lose if your opponent uses a different defensive tech and not every character has those options. Thus, higher-level matches often have a stuttered rhythm where each player either attempts to trick the other into thinking it's safe to attack or deliberately baits a specific response. This technique accomplishes both of those goals while remaining very safe. It beats the primary abare attacks (2P or launcher) while also giving defensive-minded opponents just enough rope to hang themselves.
The technique boils down to purposefully giving away your advantage by dashing forward and then evade-cancelling into an attack. The notation would be 668[Dash-Attack]. Examples would be 66866P (Jean or Akira) or 66833P (Kage.) Any quick dash attack may be used, but dash attacks are not the only useful ones (more on that later.) When performed correctly, your character will perform a very short dash which will give up your advantage, evade and immediately cancel into their attack. If your opponent abares, you will evade it. If they fuzzy, evade-cancel-guard or just lazy-TE, they may stick an attack out and get counter-hit. At worst, your opponent will evade (failed or cancelled) and guard your attack leaving you better off than attacking immediately and being evaded.
Note: The initial dash is important. I've seen several players (good ones, too) simply use a basic evade-cancel attack (like 866P) to try and accomplish the same thing. This version of OEC is susceptible to abare attacks, particularly at minor advantages. Since you're at advantage, you will always fail your evade and the fastest evade-cancelled attack isn't fast enough to stuff most launchers [10 frames for the evade + 1 for the dash-cancel + the attack's execution - your advantage.]
As I mentioned, dash attacks are not the only useful options. Just like is possible with evade-cancel throw escapes, the game will accept any two identical dash inputs as the evade-cancel. This allows you to change the inputs to nearly anything: 668,6P,6 for elbows; 668,3K,3 for sidekicks; 668,4P,4K for Kage's high elbow-K string; etc. There is a quirk that allows things such as 668,3P,3 to count as Kage's 15f counter-hit launcher (33P) instead of his 3PP string starter (very useful compared to 66833P which will sometimes give the 3P on successful evade.) Experiment to find your character's best options.
Once again, this tactic is very high-level and difficult to execute. To get your first handle on it, here are two drills:
In Dojo, set the CPU to guard and counter-attack with a jab. Then attack with a move that is + on block (Preferably not regular jab; Use an attack with some guard-stun and/or slower start-up to begin.) After the CPU guards, input the dash and then the evade (don't worry about cancelling right away.) You should see your character dash forward slightly and then evade the CPU's attack. If you are too fast entering the dash command, you will get hit during a failed evaded. If you are sloppy or slow with the evade input, you will be hit during a dash.
Once comfortable with the initial dash and evade, set the CPU to guard or normal hit. Attack with the same move. If the CPU gets hit, respond accordingly. If the computer guards it, input 66866P (or an attack of your choosing.) It is quite difficult to do this. Practice is key; BOTH sides!
Then you want to learn the timing for entering the dash and evade in different advantages. It is possible to cancel the dash quite late in its animation which is required when at major advantage to give it all back before the evade.
Finally, how do you beat this technique? Well, oddly enough, you beat it by playing like a scrub. Since your opponent is giving back all of their advantage and then evading, anything that would normally beat a raw evade wins here. So, throws, mid full-circulars, delayed launchers, etc. This means that you would have to throw from disadvantage! Who does that?! It is actually possible to option-select a throw escape into this as well: 668,6P,6P+G; 668,4K,4P+G; etc.
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Offensive Evade Cancels and You.
Discussion in 'Dojo' started by Drift, Nov 18, 2012.
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Discussion in 'Dojo' started by Drift, Nov 18, 2012.
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