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Some questions about nitaku

Discussion in 'Dojo' started by speedsix, Sep 2, 2008.

  1. speedsix

    speedsix Member

    Hi all,

    I'm just trying to get a few things straight re. nitaku situations. If I rattle off what I think so far (after lots of reading) can those in the know correct me where I go wrong.

    Ok, nitaku is a situation where the player has to choose either to avoid a throw, but risk taking the mid, or avoid the mid but risk being thrown, correct?


    1. Would I be correct in saying if the defending player hasn't mastered the art of fuzzy guarding, he could be put in a nitaku situation as little as -3 (assuming 11f punch vs 14f mid)?

    2. Why would you use ever use either a standing punch or a crouch to counter an expected throw attempt when a low punch puts you in the crouch position straight away (i.e is effective past -6) and also won't clash?

    3. If you then learn how to fuzzy guard, would I be right in saying you then can't be put into a nitaku situation until -7 and worse? Would you use FG as often as possible -3~-7?

    4. At what point does TEG/ETEG become practical/worthwhile?



    Many thanks
     
  2. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    Yep.

    <div class="ubbcode-block"><div class="ubbcode-header">Quote:</div><div class="ubbcode-body">1. Would I be correct in saying if the defending player hasn't mastered the art of fuzzy guarding, he could be put in a nitaku situation as little as -3 (assuming 11f punch vs 14f mid)?</div></div>
    Yep.

    <div class="ubbcode-block"><div class="ubbcode-header">Quote:</div><div class="ubbcode-body">2. Why would you use ever use either a standing punch or a crouch to counter an expected throw attempt when a low punch puts you in the crouch position straight away (i.e is effective past -6) and also won't clash?</div></div>
    If you anticipate a throw attempt a single action to punish it as greatly as possible, then that action would really depend on your character of choice.

    In general terms, a crouch (or crouch dash) would result in a throw miss, and if you're fast enough you can punish with 17f move like a knee for a good combo.

    A standing punch, for some characters, can lead into a canned series and more attacking options.

    A low punch, while it may be easier to execute and likely to be more successful (i.e. won't clash), probably represents the least rewarding option against a throw.

    I wouldn't personally advocate any one of those over the other. Ideally, I guess you should choose the right amount of risk/reward to fit both your character, your opponent and the "situation" (amount of health left, ring position, etc, etc).

    <div class="ubbcode-block"><div class="ubbcode-header">Quote:</div><div class="ubbcode-body">3. If you then learn how to fuzzy guard, would I be right in saying you then can't be put into a nitaku situation until -7 and worse? Would you use FG as often as possible -3~-7?</div></div>
    Just a correction -- fuzzy only works up to -6, but otherwise you would be correct.

    <div class="ubbcode-block"><div class="ubbcode-header">Quote:</div><div class="ubbcode-body">4. At what point does TEG/ETEG become practical/worthwhile?</div></div>
    IMO, as soon as fuzzy guard ceases to work. So at -7 or worse.

    Good questions.
     
  3. Manjimaru

    Manjimaru Grumpy old man

    PSN:
    manjimaruFI
    XBL:
    freedfrmtheReal
    EDIT: I got SgPm hit as counter so its 17 frames... Thought the window wouldnt be that big but I stand corrected /forums/images/%%GRAEMLIN_URL%%/smile.gif
     

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