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Questions

Discussion in 'Dojo' started by Esquire, Oct 11, 2003.

  1. Esquire

    Esquire Active Member

    Hi, i'm playing the quest mode, how do i perform "gauranteed" throws/counter moves?
    I don't really get the meaning of gauranteed
     
  2. SoundWave

    SoundWave Well-Known Member

    a guaranteed throw situation has to do with frame advantages. A throw takes 8 frames of execution so if you're at 8 frames advantage thats a guaranteed throw situation. And that comes along when you block a big attack of someones(you can usually guess some guaranteed throw moves) but some moves dont really look like they are.
     
  3. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
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    Myke623
    Understanding the concept of "guaranteed throws" is important in VF and is introduced the in the Training Tutorial. Make sure you do it if you haven't yet.

    To be more accurate, when you guard an opponent's attack that recovers slow 'enough' (enough meaning 8 frames or more), then your throw is guaranteed. If you need help in determining which attacks are throw guaranteed against each character then consult the command lists here on VFDC.
     
  4. Jerky

    Jerky Well-Known Member

    Just to add the what Myke said -

    There's an excercise in training that deals specifically with recognizing throw counterable situations. So there.
     
  5. Ryadus

    Ryadus Well-Known Member

    I think you mean that Challenge where you have to do different kind of throw escapes, do you? In my opinion that place is pretty bad because you practise throw escapes only in four of the directions. I would like to practise throw escapes for [3]. That's is pretty high-damage directions. For example Wolf's throw [3][3][P]+[G] and Jeffrey's [3][3][P]+[G]. They do a lot of damage.
    I hate Wolf's throws. He has strong throws in three different directions and it's pretty hard to avoid them all especially against human opponent. There are three different directions:
    half round back[P]+[G] Wolf can either stop the throw by pressing [P]+[G] or keep it going. Both of them are scary.
    half round front[P]+[G]. Giant swing! It does 100 damage if you can't do exact recovery or if you hit a wall.
    [3][3][P]+[G] Wolf can change his side. This throw does 80 damage so it really do is tough.
    Of course he has many other throw for these directions but I just introduced the strongest (I guess).

    This is just MY opinion so please don't start to call me names or do something else.
    If anyone has any tricks how I could easily avoid Wolf's throw please tell me. I'm not in trouble with Wolf but it's always funny to be better!
     
  6. Jerky

    Jerky Well-Known Member

    Hi, I think you're missing the point unfortunately. We're talking about recognizing WHEN to throw - not BREAK them. The excercise I'm referring to is the one where you select an opposing character and pay attention to which attack is being thrown out. If it is throw counterable the game wants you to react with a throw, and if it isn't with lp.
     
  7. Petrovsk

    Petrovsk Active Member

    Trying to throw after blocking a move - only to discover that half your life was juggled away while you tried to throw is a good way to learn which moves are guaranteed throw moves.
     
  8. Ryadus

    Ryadus Well-Known Member

    Alright I got the point. Sorry for sending my stupid message /versus/images/graemlins/blush.gif
     

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