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Standing up in VF4 version C (Kinda odd)

Discussion in 'Junky's Jungle' started by replicant, Aug 12, 2003.

  1. replicant

    replicant Well-Known Member

    Ok, I was passing some time playing the PS2 VF4 until Evo comes out tomorrow. My Akira was fighting against Jacky and I got nailed with his double spinning kick (KK) and as I was falling I went to land in a TR. I guess I pressed something not quite right because when I landed I instantly stood straight up and with the way I was holding the pad/buttons I immediately blocked his ground attack punt kick. I've never done that before so I was wondering if it was a glitch (saved a replay in case) or if it's just a basic rising technique I've never done successfully. It was almost instant full recovery to block. Thanks.
     
  2. EmpNovA

    EmpNovA Well-Known Member

    Some attacks "force" you into standing guard from an in place quick rise. Because during a quick rise you are supposed to not take any damage from contacted attacks, so when Jacky attempted the kick, the game forces you into high guard which will allow you to block the animation. This is usually the case for down attacks, such as Jacky's soccerball kick.

    Because if you do not quick rise, and attempt to get up slowly, you are still vulnerable to a down attack during portions of the getting up animation. The "glitch" is suppose, it the VF engine ensuring that you are in the correct position to guard the down attack, and it goes overboard by choppily standing you up.

    So the animation started off with a quick rise, then immediately switched to you high guarding his down attack?
     
  3. replicant

    replicant Well-Known Member

    Yeah, that sounds exactly like it. Just never had that specific situation come up and I notice it I suppose. Oh well, I got Evo today so vanilla VF4 goes on the shelf for a bit. Thanks Emp.
     
  4. CreeD

    CreeD Well-Known Member

    I've gotten this several times, and I remember it being reproducable with certain setups.

    It's a specific thing that happens when an opponent tries a ground attack in a non guaranteed situation. If you struggle to stand up and rise in place (without TR, QR, or sideroll) you normally gradually get up and then smoothly finish by standing in time to block a move. So if the opponent elbows, the game says "ok we have 14 frames to get them into a natural standing guard animation". Standing only takes ~7 frames I think so the transition from lying down to crouching to standing is very fluid.

    In the case of jacky's df+K... it's blockable if you're even just in the very first frames of starting to stand up. It's almost like the game says "if he's even 1 frame into rising-in-place animation we'll make him able to block the df+K, since he's clearly trying to rise in place to avoid that kick"

    Maybe in earlier versions, when you had in-between animation...that caused you to eat the ground kick. So sega said "well get rid of that in between animation to facilitate the player's attempt to struggle out of the ground kick."

    PS: I was gonna refer to the star_030605_kumite12.wmv clip because of the way minami quickly stands to avoid lau's stomp, but it's not a teleport there. I think it's because lau's stomp doesn't have the hit detection of jacky and sarah's... the warp might only happen with them.
     

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