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thow escape questions

Discussion in 'Dojo' started by Yupa, Jul 7, 2007.

  1. Yupa

    Yupa Well-Known Member

    I'm in the process of creating a throw escape guide very similar to what Drift++ did for VF4. (I'm using his format as a template.) But I have a few questions.

    First, the timing involved. Is VF5 still a 20 frame window? Starting 10 frames before your opponent enters in the final input command of the throw and ending 10 frames after he finishes entering the last command. Is this window effectively halved when you get a 0-frame throw. i.e. you lose the 10 frames after the final input of the thrower because there is no longer any grasping animation involved. This is at least what it feels like to me when I'm playing the game. Have the exact number of frames for this window been published for VF5?

    Next, what's the max number of throw escape inputs allowed. Is it the max number that you can bash in during the above window, or is there a hard maximum? I got the impression from the VF4:Evo training that the maximum possible was 3. Has this changed in VF5?

    Myke notes "just ukemi" in the movelist notes to denote which throws you can quick rise/tech roll from to reduce the damage, like Wolf's giant swing. I would suggest that the wording be changed to "perfect ukemi." Also, I wasn't able to find "ukemi" defined in the VF glossary here. This is a term a nOOb might be confused by. It simply means all methods of getting up quickly when knocked down. Both quick rise and tech roll. Quick rise (QR) is when you tap /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif just before you land-- your character will get up in place. A tech roll (TR) is when you tap either up or down on the joystick along with /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif just before you land-- your character will roll sideways, either away from the screen or toward the screen. You cannot perform a rising attack when you QR/TR, but there are other options available.

    BTW, a perfect ukemi is just that. You can't bash on /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif and hope to get the timing right. If you enter in the ukemi attempt too early you will not get the benefits of the perfect QR/TR, but may still be able to QR/TR. It is possible to QR/TR from the throws that are "just ukemi" but still take the extra damage. If your timing isn't perfect, you will hear your character thud into the ground and take the extra damage. If the landing was silent, then you performed the perfect ukemi properly.

    Beyond the "just ukemi" notes in the movelists, however, there are many other throws that you can ukemi from. I think these should be added to the notes in the movelists. Although you can't reduce the initial damage by doing QR/TR after these throws, in a few cases, you can reduce the overall damage taken from follow up ground attacks.

    I was just going to ask a couple of questions and I end up writing this...

    edit: I just double checked this... sorry Myke, you do indicate throws with "possible ukemi" in the notes column... oops /forums/images/%%GRAEMLIN_URL%%/blush.gif

    Sarah's /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif throw is possible ukemi.
     
  2. 33

    33 Active Member

    the brady guide states that:

    "Throw escapes will register from between 10 frames before a throw lands up until 11 frames after it connects." (italics in original)

    and yes, you do lose the 10 frames in the case of the 0-frame throw.



    i believe that srider has previously stated the maximum possible throw escape inputs was 4. i'm not sure of the source (maybe black book). i would love if srider or some other person could confirm this, because honestly i've been inputting throw escapes like a mad man as soon as the warning light goes on in my head.
     
  3. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    I adopted the QR and TR terminology when VF4 first came out, along with everyone else.

    But when the official VF4 ports on the PS2 were released, the in-game terminology referred to these as "In-Place Recovery" and "Side Roll Recovery". Collectively they're known as "Fall Recovery" techniques.

    "Just Ukemi" is a direct translation from official (Japanese) terminology. The word "just" has applications in many areas, in many fighting games, and is widely understood to mean it requires specific timing. In the official English versions, this was known as Exact Recovery.

    I like Fall Recovery as a collective term because it says what it is. To be honest, I never liked QR and TR -- "Quick" and "Tech" are ambiguous, and we never had a consistent way of referring to them collectively other than "QR/TR", which looks like a math equation.

    I understand that old habits die hard, but my suggestion is to use the following on the basis of consistency, and support within the official product:

    - Fall Recovery (FR)
    - In-place Recovery (IR)
    - Side-roll Recovery (SR)
    - Exact Recovery (ER)

    For reference:
    http://virtuafighter.com/wiki/doku.php?id=vf5:system_part_1#fall_recovery

    The VFDC Command Lists are probably in need of reconciling the terms used for all Fall Recovery notes.

    As far as your Throw Escape guide goes, looking forward to reading it!
     
  4. Yupa

    Yupa Well-Known Member

    33, thank you for the clarification on the throw escape window. To escape every possible throw would take 6 inputs, and most characters only have 5 or less, so if you could reliably input 4, that would be a powerful skill. I'm sure the best I can do is 3 in the 21 frame window, but most of the time I only input 2 escapes when I think I'm about to be thrown. The guide will point out the highest priority joystick directions IMO.

    Myke, I'm set in my ways too... I think I'm going to end up using "quick rise" to refer to ukemi in the guide.
     

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