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The stupid questions thread

Discussion in 'Dojo' started by Wonderful, May 26, 2004.

  1. Wonderful

    Wonderful Active Member

    I saw this kind of thread over at an SSX3 site and it´s very clever. The idea is that in this kind of thread I can ask my stupid questions without feeling stupid. So, we can keep the stupid questions in a thread FOR stupid questions and the flames in threads where they belong. And so other newbies like me can ask stupid questions in here and those veterans on the board that can be bothered can answer them here, and the ones that just want to flame newbies for asking stupid questions can´t really do it with good reason because the disclaimer is that it´s a thread for stupid questions.

    So, I´m going to ask a few stupid questions here:

    1. Guaranteed throw moves. Is there any way to tell from the movelists on this site which of the moves are guaranteed throw moves ? I haven´t figured it out althought I´ve printed out and analyzed the lists for the characters I like to play. Could be good to know exactly what moves are guaranteed throw moves and which aren´t so I know when to enter a gazillion throw escapes /versus/images/graemlins/cool.gif

    2. Isn´t there any strat guide out there for Sarah Bryant ? If the answer is "use search" then I´ve probably read all there is on her on the board /versus/images/graemlins/grin.gif

    3. Catch throws. What exactly does that mean ? or rather what are a catch throws properties, as far as I can understand they "override" some attacks but can be intercepted and reversed into a throw by the opponent ? (I´ve had this reversal happen with Sarahs leg hook throw [P]+[G] from flamingo stance a number of times.)

    4. "Hit-throw set-ups" I read the thread by Shaolin_hopper asking about these for Lei. Curious to know if a "hit-throw setup" wouldn´t be any attack that would give you enough frame advantage to perform a throw before the opponent can react ? Either frame advantage or enough surprise of course /versus/images/graemlins/grin.gif

    Hmm... I think that´s enough stupid questions for now. tyty
     
  2. Valdimiar

    Valdimiar Well-Known Member

    I'm not a veteran but I will try and anwer

    1. The movelists on this site have a colum that says what amount of frames it takes to be able to block after an attack (Recovery time). If this is more than 8 frames the move is a garanteed throw because throws take 8 frames.

    2.I have no idea what a 'strat guide' is.

    3. A catch throw is a throw where the character usually lunges forward and catches the opponent, eg. vanessa's lighting takle
    these can not be throw escaped but can be avoided by a low punch of similar

    4. I think this either doing a move to stun the opponent and throwing then eg.[2][P]>high throw
    or a move like wolf's toe kick stunner or SPoD
     
  3. Wonderful

    Wonderful Active Member

    [ QUOTE ]
    Valdimiar said:
    2.I have no idea what a 'strat guide' is.


    [/ QUOTE ]

    Strategy guide, playing guide, tactics guide ??

    I really liked CreeDs guide for Goh, tried all the stuff in there and I could actually play Goh decently. Too bad I don´t enjoy playing him, great guide though. (quite a lot of stuff in there that helps with playing in general, for example understanding the use of jabbing, great for a n00b like me.)

    btw, thanks for the explanation about guaranteed throw moves, all makes sense now /versus/images/graemlins/smile.gif
     
  4. Siyko

    Siyko Well-Known Member

    to expand

    3: catch throws are much like throws in that they can't be evaded out of, and will work on a standing guarding opponent (but not a crouching opponent). Catch throws, however, can connect during the execution phase of the opponent's standing striking move, unlike regular throws though. Also, most catch throws can't be escaped (goh's [6][6][P][G] is escapable for instance). The reason your catch throws are being interrupted by regular throws is the large different in speed - catch throws are very slow in comparison to regular throws, and since a catch throw isn't a striking move, you can be thrown while executing it.

    4: yes, the idea of hit-> throw setups is to create a frame advantage, which is incentive for the opponent to take up defensive options (guard or evade) and throw them to beat these options.
     
  5. vanity

    vanity Well-Known Member

    all a hit throw setup is, is a move that gives you a major frame advantage, which will likely force your opponent to block, which will allow you to throw them.

    ie: [2][P] counter hit
     
  6. Wonderful

    Wonderful Active Member

    Btw, I´d also like to make a request for some Shun Di combos out of the Chouwan uppercut [2][3][6][P] the ones I´ve seen are annoyingly difficult to pull off, except: [2][3][6][P]->[6][P][K] the [2][3][6][P]->[K][K][2][P] I find almost impossible to pull off because you have to delay the second [K] I´ll get it eventually /versus/images/graemlins/mad.gif.

    It´s just that this is such a nice and quick floater move and I pull it off several times in most matches only to watch my opponent float harmlessly to the ground, so frustrating /versus/images/graemlins/tongue.gif especially knowing that I could be hurting them severely /versus/images/graemlins/frown.gif

    tyty
     
  7. Pai_Garu

    Pai_Garu Well-Known Member

    Go into training mode and check out the suggested combos for a start. Also with shun, some of the combos require certain amount of drink points.
     
  8. Siyko

    Siyko Well-Known Member

    chowan combos you only need like 3 or 4-

    the "this will always work" combo:
    chowan, [4][6][P][P][P], [3][P]

    the closed stance standard combo
    chowan, [P], [K][K][2][P]([K]) (just keep doing it in free training and you will get used to the timing)

    the closed stance on akira combo because akira is gay
    chowan, [K][K][2][P]([K])

    the open stance combo (will work in closed, but significantly less damage)
    chowan, [P], [2][3][6][P]([P])
     
  9. GKaizerZero

    GKaizerZero Well-Known Member

    [ QUOTE ]
    SiYkO said:

    the closed stance on akira combo because akira is gay
    chowan, [K][K][2][P]([K])



    [/ QUOTE ]

    best combo name ever.
     
  10. archangel

    archangel Well-Known Member

    I was just wondering does anybody actually look at the training IN THE GAME there is plenty of help there teaches all about gyranteed throws etc etc etc
     
  11. Shaolin_Hopper

    Shaolin_Hopper Well-Known Member

    'Guaranteed throw move' is there, but I don't think they have 'hit-throw setup' there, since the objective is to create pretty much the exact opposite situation of a Sega (tm) 'guaranteed throw move' - the attacker has the throw option, not the defender.
     
  12. Rectifier

    Rectifier Member

    Ok, this is a dumb question but I really dont know how I can do this. .. How do you jump without using an attack in this freaking game???!!!?
     
  13. Shaolin_Hopper

    Shaolin_Hopper Well-Known Member

    Hit and *hold* [P], while pressing up, or up forward, or up-back, and don't let go of [P]. You can replace [P] with [K], as well.
     
  14. Wonderful

    Wonderful Active Member

    [ QUOTE ]
    archangel said:

    I was just wondering does anybody actually look at the training IN THE GAME there is plenty of help there teaches all about gyranteed throws etc etc etc

    [/ QUOTE ]

    Well, sounds like this question was directed at me, and yes I´ve been through most of the training. What it teaches about guaranteed throw moves is that you have to learn how to recognize them, I was asking specifically about how to identify them in each characters movelist /versus/images/graemlins/grin.gif makes it much faster than having to go through each and every move in practice to find out if it´s a guaranteed throw move.
     
  15. Valdimiar

    Valdimiar Well-Known Member

    You can generally see if a move is garanteed throw
     
  16. MadAoi

    MadAoi Member

    Got to the main page, Virtua Fighter 4/ Counter attack tables. It clearly states which moves that are throw counterable (and which are counterable with other moves).
     
  17. Wonderful

    Wonderful Active Member

    Vanessa...

    Here, I came up with another stupid question, it´s for Vanessa. I just want to ask you seasoned Vanessa players do you have any tips for a newb to learn this character. I think she´s very cool with all her brutal grappling sweetness and the option of the offensive stance. Thing is I end up using offensive stance most of the time, because I don´t really know what the approach to the defensive stance would be. Clearly there must be two completely different approaches to the two different stances, I´m speaking in a general way here. I admit, I haven´t made my way through the FAQ on the site, I will soon, but I´ve got her movelist printed out and read through (I do this for all characters I try). Any pointers in the direction of becoming adept with Vanessa ?
     
  18. Robio_kun

    Robio_kun Well-Known Member

    Re: Vanessa...

    I'm coming from the perspective of someone who played vanessa originally before evo, when her offensive stance was useless. I'm only just starting to get back into her in evo though so I guess this could fall into the stupid answer category /versus/images/graemlins/smile.gif.

    The defensive stance is exactly what it says, use her reversals etc. otherwise it is much like the offensive without the guessing games created by the catch throws. Use regular throws more and use things like hold[G], [2][P] to set up combos.
     
  19. Toodles

    Toodles New Member

    Adding to the stupid questions

    I've ben studying VF4E for a few months now, and I think I understand most of the fighting engine. What I am looking for is advice on when to do some of it. For example, evading throw escapes with guard (Ill just shorten that to EnTEG). I understand what they do, and can do them reliably with one or two throw escapes. But, when should I try it?

    1. When I should be programming my reflexes to go 'Oh crap, time to EnTEG'?
    2. Is there any reason to EnTE instead of EnTEG?
    3. Isnt a EnTEG still vulnerable to low sweeping attacks, like Lion's 3K+G?
    4. Other than after throw counterable moves, when should I be buffering throw escapes?
    5. Should I (or, Do people...) input throw escapes on reaction to a throw? This seems a little too fast to do on reaction, so wanted some input from other players.
    6. People talk about their flowcharts they use during a game, and I do understand the purpose of them. Has anyone actually written one? I'd really like the chance to compare with their reactions to situations.
     
  20. Siyko

    Siyko Well-Known Member

    Re: Adding to the stupid questions

    1. After most throw counterable moves, it's a good reflex, but like all things, if you are predictable with it, you WILL get punished.
    2. Yes, if you plan on throwing them after you evade (pray its not a string) or want to input more throw directions
    3. Yes
    4. Anytime you're at a disadvantage and are apt to a forced choice (mid/throw guessing game) eteg can beat the 50/50. But, of course, don't use it too much.
    5. If you see them dash up to throw you, you can often eteg to get out of it, but to react on reflex to see "that IS a throw coming out" you would need inhuman reflexes
    6. Written isn't really as much as developing a flowchart. Some are written though, but watch videos of high level play to get an idea of how to react to a situation.
     

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