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Throwing in VF4...

Discussion in 'Junky's Jungle' started by Throwmasta, Jul 29, 2002.

  1. Throwmasta

    Throwmasta Well-Known Member

    Is it me, or is the window to throw much smaller in VF4 than it was in VF3tb. Wolf's catch throws seem to be useless now (although I recall someone saying that Hiro uses them really well in VF4). And his giant swing and KS have catch throw properties, making them hard to connect with as well. Even normal throws seem harder to land now. I will block a move that is supposedly throw counterable, immediately throw, and I get the missed grab animation, while my opponent is going into his next move and I get nailed. I was playing my friend's Kage yesterday and he used a low rising attack after being knocked down. I immediately blocked and did a big bridge bomb. Instead of it connecting, Wolf grabbed air and then ate a standing throw, although his Kage was still in the animation of his low rising attack when the low throw occured. This happened to me countless times when playing people; with standing and low throws (not just catch throws either). I didn't realize this when playing the cpu, only against humans. Anyone else noticed this, or am I crazy????
     
  2. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    Firstly, not all rising attacks are throw counterable. Check the frame data in the VFDC command lists to verify.

    Secondly, yes, throwing has changed since VF3. In VF4, all normal throws have an execution time of 8 frames. If you guard against an attack that is throw counterable, and you find that you still miss the throw, then your input is too slow. Do it earlier, or even better, buffer it.

    In VF3, throws were effecitvely instantaneous (1 frame) but that didn't mean you could throw anything that had -1 frame or more recovery on guard. The reason for this was due to a "no-throw" window where you couldn't throw your opponent immediately after guarding. When you put it all together though, moves were only throw counterable if they recovered in 8 frames or more. Which is effectively the same in VF4.

    VF4's throwing has a little more allowance with throw input, mainly with the buffering, whereas VF3's timing was more strict. To throw something at -8 frames took good timing in VF3, but in VF4 it's much easier once you get the hang of it. The throws in VF4 also have a little more range too.

    If you search back on the early VF4 posts you'll probably find a lot of discussion on throwing and people's initial views on it.
     
  3. Wen

    Wen Member

    A general rule of thumb is that delayed rising attacks are throw-counterable. Instant rising attacks are not, I think.

    If the move is throw-counterable, all you have to do is buffer really early/mash the throw before either of you recover and you'll throw at the earliest possible time.

    Eg. Throwing a blocked knee, just input the throw when the opponent is still air-borne from the knee.
     
  4. GaijinPunch

    GaijinPunch Well-Known Member

    Is it me, or does throw-counterable seem misleading? The only thing I think are moves like Lion's 2nd meteor punch, where you can be thrown during the execution.

    Isn't throw-guaranteed better? C'mon --- gotta fight the system!
     
  5. lau_fists

    lau_fists Well-Known Member

    What about buffering? What I can't seem to get is how to
    guard and input throw movements, release guard and hit P+G; the problem
    is only certain types of information can be buffered, isn't it? You can't do
    BACK, as in b, f P+G? You can do f or d/f, maybe?

    Is it not the case that certain characters have more difficulty getting
    throws off? I mean, I have NO trouble generally getting off
    Lei's throws, or Shun's, but Lau's better throws, not just the simple P+G, are
    inaccessible unless following an elbow or punch. But any time I try
    to just charge in and throw, there is a whiff. Is this just my lack of skill? Or
    the character?
     
  6. hiro

    hiro Well-Known Member

    Throws take 8 frames to come out and stay effective for 3 frames. I didn't know it was 3 frames until recently. (Sure, I knew it was longer than VF 1, 2 and 3 where it was just for 1 frames.) This is thanks to GP's link. Some guy there is crazy enough to test all the frame stuff.
     
  7. Llanfair

    Llanfair Well-Known Member

    It must be just you. Throw Counterable is a perfectly accurate description. Check out Bungle's counter FAQ from a while back. It has nothing to do with being able to throw during the execution of a move - it has everything to do with countering a blocked attack with a throw. There are moves which leave the opponent at less than 12 frames of recovery. This essentially means that a punch (fastest being 12 frames) would be blocked and thus the move is attack uncounterable. However, since throws execute at at minimum 8 frames, the attack is therefore couterable with a throw.

    Now, further on this - are there special circumstances that make certain moves throw counterable even though the stats say different. ie: Akira's SDE is typically regarded as being throw counterable even though it's block advantage leaves Akira at -6. Is it not counterable at all? Or is there a special trait hard-wired into the engine that says a throw can counter? Just curious, as I instinctively throw a blocked SDE and the numbers contradict this as a viable option.

    cheers,
     
  8. lau_fists

    lau_fists Well-Known Member

    I'm pretty sure it's me, but that still doesn't explain why Shun
    and Lei, two characters with limited throw options (I'm not counting
    side throws, since I believe those depend on luck more than anything,
    at least in my limited experience), have throws which are easily gotten off, while Lau's
    relatively longer list of throws that are easy to input are harder to CONNECT in
    relatively the same situation, ie from a crouch-dash after a blocked whatever,
    which almost always works for Lei and Shun (forgive the character repetition,
    but these are the three I play somewhat consistently).

    My question is whether some characters simply have better range and/or quicker throw
    motions (animations); is it because Shun has monkey arms that envelop opponents?
    Is it a physical difference within the animation, as if the characters were adhering to
    some natural laws (monkey arms as opposed to Lau's compact reach), or that the
    game desigers determined some characters might need a better throw contact (same as
    with those poor hit animations, where sometimes the characters have barely made contact
    and there is a full hit effect).

    This is not a complaint, but merely my thinking aloud about a noticable difference
    in throw ability by certain characters, and how much more work has to put into
    throwing with those characters. Or, perhaps this is all coincidence and misreading,
    which could definitely be the case too.
     
  9. CreeD

    CreeD Well-Known Member

    Maybe the thing about -6 or -7 moves is they seem throw counterable because in order to get out of the throw, akira must attack or have a thoroughly buffered crouch dash. A normal crouch is too slow, a dodge of course gets thrown, you can't backdash fast enough to get out of throw range....

    A buffered crouch dash (like if you were thinking m-dbpm afterwards) should in theory get out of it, but if you're playing akira and doing the SDE, you're hoping and watching for the MC and maybe a DJK. An akira who likes the DJK combos may not be thinking m-anything after the SDE, and to recognize it got blocked and then crouch dash on reflex is too slow.

    Maybe I've been playing too much theory fighter, but a crouch dash might be a smart thing to buffer after most SDEs. If it hits you double palm and if not you beat a quick throw attempt. On #vfhome the other night there was a lot of talk about good alternative followups to SDE crumple, followups that set up a backstagger. Yoho and m-sgpm were suggested a few times. Knee is also good if you can do it. I like the yoho concept... 35 points and a chance to mess with the TR isn't a bad reward. Being unimaginative, I'd personally just take the DJK for free damage.
     
  10. GaijinPunch

    GaijinPunch Well-Known Member

    I did check that FAQ. ISn't a counter hit when you hit someone while they're attacking? Hence, a throw-counterable move (to me, if being literal) is a move that can be intereupted by a throw.

    No offense to whoever thought of the terminology, but I'm going to strike this one up as the English translation once again, being strange - right next to crescent.

    It seems that there's only selective terminology adopted from the Japnaese. If people can memorize obscure words like Sabaki, I don't see what Nage-kaku and Kaiten are so hard. /versus/images/icons/smile.gif
     
  11. Throwmasta

    Throwmasta Well-Known Member

    Ahhhh, so it's not that the window has literally shrunk(even though it has in a sense). 8 frames of execution time as opposed to the previous VF's 1 frame. That makes sense I guess. You also noted that the motions were a little less forgiving in VF3 than in VF4. I can honestly say I've only noticed that with Wolf's giant swing (the crappy one). In fact, I can remember a few times when I blocked a combo and pressed f, p+g to attempt one of his catch throw variations, and the giant swing came out instead. Even though I never even came close to doing a hcf. Luckily, I rarely ever get the crappy giant swing anymore, as I've practiced enough where the good one (100 dmg) comes out 90% of the time.

    I had a much easier time throwing in VF3tb, than I do in VF4, now I know why. As far as not pulling the throws off fast enough; only sometimes this may be the case, because I buffer the majority of my throws from a guard (that's one thing I do well). When I whiff, and just grab air; it must be because I'm throwing after a move that I think is throw counterable and it's deceivingly not. I remember so many times I'd be playing someone in VF3tb when I would block a move or combo and know that my throw was guaranteed (as long as it wasn't escaped /versus/images/icons/wink.gif ). But in VF4, I'm never so certain. I guess I just need to play human players a little more to get a feel for what moves I can throw after and what not. Unfortunately, I only have one person to play (thankfully. he provides me with good comp). There is no VF machine or competition anywhere to be found where I live /versus/images/icons/frown.gif .
     
  12. CreeD

    CreeD Well-Known Member

    the terms in common use since VF1 are confusing because they're similar sounding:
    minor counter (attack back after the opponent's move is finished)
    and
    major counter (attack during the opponent's move, and stuff it before it comes out)

    people have gotten lazy and started saying counter rather than MC (major) and mC (minor). I sound like a netiquette nazi there, doh. But it's true, these terms used to be used religiously, and now you just see counter meaning either one, or even used to describe a reversal.

    Anyway, while I like mC and MC, ... something like 'counter' and 'interrupt' would be a good plain english way to introduce newbies to the ideas.
     
  13. SummAh

    SummAh Well-Known Member

    I dun blame GP for being confused though..
    Mc in the japanese mooks is referred as 'counter'

    I reckoned GP should just stick with his own terminologies...after all, it's a diff place over there.
     
  14. GaijinPunch

    GaijinPunch Well-Known Member

    Amen... I thought I new a lot about this game until I came here... there's still a lot of abbreviations I don't know. I was also used to the numbering system, so you could imagine my horror when I saw all this b,d/f,f,f,P+K crap -- very cryptic.

    Oh, well -- I'll do my best.

    Not only do the JPN words make a bit more sense, the abbreviations are pretty easy to understand when you talk to.... it's just every other part of the language that's phuct.
     
  15. MrWhite

    MrWhite Well-Known Member

    2nd Lion meteor punch is a TIM ( throw interruptable move ). You interrupt the move during its execution phase with a nage.
     
  16. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    I did check that FAQ. ISn't a counter hit when you hit someone while they're attacking? Hence, a throw-counterable move (to me, if being literal) is a move that can be intereupted by a throw.

    Well, as has already been explained, there are two types of counters in the game. To be completely anal, one would say "thow-minor-counterable" and in the case of throws interrupting moves, "throw-major-counterable". But prior to VF4, throws were never really known for interrupting any moves (save for catch throws), so "throw-major-counterable" moves never came into discussion. But "throw-minor-counterable" moves always did, and in fact, were a big part of the game, and so it was generally understood what "throw counterable" meant.

    No offense to whoever thought of the terminology, but I'm going to strike this one up as the English translation once again, being strange - right next to crescent.

    Seeing as you're newish to the "English speaking" VF scene, I think many would appreciate if you learnt and used some of the lingo that everyone else uses (it'd take you 5 minutes, tops), rather than brush it aside as nonsensical. There's no difference between command notation styles either: b,df+P+G versus 43P+G. You take 10 seconds to look up the definition, and then you know it for life.

    Anyway, I'd just like to make communication a little easier for everyone. Of course, nobody's going to force you to do it, just a friendly suggestion I'd give anyone as an introduction to any scene.

    It seems that there's only selective terminology adopted from the Japnaese. If people can memorize obscure words like Sabaki, I don't see what Nage-kaku and Kaiten are so hard.

    Introducing new terminology isn't as hard as changing something thats been around for a long time, makes sense, and is generally understood by most of the English speaking community.

    Anyway, throw-interruptable has only come to the fore in VF4, and I don't mind using the term throw-interruptable (or TI, or TIM as Mr. White proposed) seeing as it makes sense, and doesn't clash with throw-counterable term, which, still applies to a big part of the Virtua Fighter game.

    Throw Counterable - same as throw-minor-counterable, or throw-guaranteed.

    Throw Interruptable - same as throw-major-counterable.

    Can we move on now? /versus/images/icons/smile.gif
     
  17. Llanfair

    Llanfair Well-Known Member

    </font><blockquote><font class="small">In reply to:</font><hr />
    Introducing new terminology isn't as hard as changing something thats been around for a long time, makes sense, and is generally understood by most of the English speaking community.

    [/ QUOTE ]

    Along these lines, do you think we can get Ice-9 to use the terms open stance and closed stance? As opposed to parallel and eight? I think it's ridiculously cryptic for VFDC users to associate the japanese character for the number 8 as a description of open stance, no? /versus/images/icons/smile.gif

    cheers,
     
  18. CreeD

    CreeD Well-Known Member

    no, really! it makes sense! he explained it once!
    an eight when you lay it sideways looks like an infinity sign.
    If you chop off select chunks of the sign, it looks like
    0---
    ---0

    Then if you imagine another person standing ahhh fuck it.
    I doubt myke can make ice do it, but it'd be cool if he took the hint. I suspect the usage of eight and parallel is strictly an anti-Mr.Bungle maneuver, just like his form-letter-style disclaimer at the beginning of his reports.

    I hope jeff doesn't feel like I'm picking on him, I actually liked that report.
     
  19. GaijinPunch

    GaijinPunch Well-Known Member

    Oooh... Anal.. you Aussies really know how to spark up a conversation!

    For all intents & purposes, I generally know how to say what I know how to do... I don't know the names of a lot of the moves, and their Japanese names as well... pretty hard to read (except for the white peoples moves, which are in katakana) and English translations of them get me nowhere besides here -- I generally stick to the command if I know it.

    I think the really hard part is not the translations, but the words that exist in one, and not the other. I *STILL* don't know what a "tame kougeki" is in English, and I've looked. This would be moves that take a long time to wind up, and stagger on hit. IE --
    [3_][K] for Vanessa, [4_][P]+[K] for Lion.

    Another problem -- I've not been doing Japanese VF4 BBS'ing for a few months, besides that massive stink I brought up at Kyasao's site -- the thing about people using multiple cards. Take a look!
    http://www10.big.or.jp/~yac/k/vf_bbs2/wforum.cgi?no=4463&reno=no&oya=4463&mode=msgview&page=0

    Anyways, I'll do my best to comply.
     
  20. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    Along these lines, do you think we can get Ice-9 to use the terms open stance and closed stance? As opposed to parallel and eight?

    haha, well, like I said we can't make anyone do anything they don't want to. Although I do agree that open/closed makes more sense and is intuitive. Even my Japanese friend uses open/closed when we're talking game, even though we all understand 8 and parallel. So, it's not impossible to be sensitive to your audience, and that's all I'm really asking.
     

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