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VF5FS Wiki Throws

Discussion in 'Dojo' started by Myke, Jan 18, 2013.

  1. Myke

    Myke Administrator Staff Member Content Manager Kage

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    Throws
    Throws are a basic, if not essential, part of anyone's arsenal in VF and are useful for breaking down the defence of an opponent who simply likes to stand and block your attacks. Generally speaking, the Throw system in VF5FS has been simplified compared to previous versions in the series. Put simply, all High Throw commands now end in either [4], [5] or [6] with [P][+][G], and all Low Throw commands end in either [1], [2] or [3] with [P][+][G]. Similarly, the Throw Escape system has also been revised to suit.


    Normal Throw(top)


    In VF5FS, all normal throws execute in 10 frames (with some exceptions) and must be performed in close proximity to the opponent. There are different types of Normal Throws which all depend on your position relative to your opponent, as well as whether or not they're standing or crouching.

    High Throw(top)


    high-throw.jpg
    High Throws can be considered the basic throw in the game, as every character has them. They are executed with the [P][+][G] command with optional directional inputs of [4], [5] or [6]. Refer to the VFDC Command Lists to see which throws are available for your character.

    High Throws connect when the Opponent is:
    • Standing, but not attacking (i.e. evading, blocking, dashing, moving)
    • Recovering from an attack in a standing state
    • Recovering from a missed throw attempt (high or low)
    • Performing a reversal or inashi
    High Throws miss when the Opponent is:
    • Crouching (crouch dashing, blocking or passive)
    • Executing an attack
    • Staggered
    • Crumpled
    • Stunned (some exceptions)
    • Airborne
    When a High Throws fails to connect, a throw miss animation occurs and your character will be vulnerable (unable to Guard) for a short period of time. Total frames of a whiffed throw, from start to end of animation, is 34 frames.

    Low Throw(top)


    low-throw.jpg
    Low Throws are throws that will grab a crouching opponent. They are executed with the [P][+][G] command with directional inputs of [1], [2] or [3]. Not all characters are capable of performing Low Throws so refer to the VFDC Command Lists to see if they're available for your character.

    Low Throws connect when the Opponent is:
    • Crouching, but not attacking
    • Recovering from an attack that recovers in a crouching state
    • Performing a low reversal
    Low Throws miss when the Opponent is:
    • Standing
    • Executing an attack
    • Staggered
    • Crumpled
    • Stunned (some exceptions)
    • Airborne

    Side Throw(top)


    side-throw.jpg
    Side Throws are High or Low Throws performed from the Opponent's side. Everyone has High Side Throws and all are executed with [P][+][G]. Some characters have Low Side Throws executed with a downward directional input and [P][+][G]. Some characters have different High or Low Side Throws that depend on which side of the Opponent -- left or right -- they're executed from.

    Any other throw attempt at the Opponent's side will result in a Side Throw. For example, performing [4][1][2][3][6][P][+][G] against a standing Side Turned Opponent will result in a regular [P][+][G] Side Throw.

    However, some characters can perform additional throws using directional inputs on a Side Turned Opponent, so consult the VFDC Command Lists for details.

    Back Throw(top)


    back-throw.jpg
    Back Throws act like any other High or Low throw, except that they only work when the opponent is Back Turned and cannot be escaped. Everyone has at least one of these and can execute it through hitting [P][+][G]. some characters have options beyond that but this always works.

    Any High (or Low) Throw executed on a Back Turned (or Crouching Back Turned) opponent will automatically become a Back Throw, regardless of the directional input used. For example, performing [6][6][P][+][G] against a Back Turned opponent will result in a regular [P][+][G] Back Throw.

    Some characters can perform additional directional throws on a Back Turned opponent.

    Some characters can perform Catch Throws on a Back Turned opponent.

    Guaranteed Throw(top)


    Any attacks that are -10 or worse on guard are referred to as "Throw Guaranteed" or "Throw Punishable", provided you're within throwing range.
    A Guaranteed Throw is exactly as the name suggests. A throw that is guaranteed to grab the opponent, and there is nothing they can do to prevent it during it's start-up (such as attacking). Since most Normal Throws in VF5FS execute in 10 frames, any such time that the opponent is unable to attack for this period of time constitutes a opportunity for a Guaranteed Throw.

    Some specific examples include:
    • You guard your Opponent's attack which leaves them at 10 or more frames of disadvantage.
    • Your Opponent's high attack misses overhead and takes a long time to recover (more than 10 frames)
    • Your Opponent performs an unsuccessful evade (or Defensive Move).
    • You land attack that has a special throwable hit stun, and you're within Throw range.
    In the figure below, Player 1 has guarded Player 2's back roll mid rising kick which results in +15 frames advantage. Given that a throw executes in 10 frames (which is less than or equal to 15), then the throw is guaranteed to connect.

    guaranteed-throw.jpg

    Knowing when you have guaranteed throw opportunities, and punishing accordingly, is a key skill to acquire.

    It's important to note that a Guaranteed Throw does not mean it'll be a successful Throw. While it is guaranteed to grab the Opponent, it may still be escaped! Note that all Normal Throws, except Back Throws, can always be Throw Escaped in any situation.


    Catch Throw(top)


    These are throws with special, and usually slower than normal, start-up animations. Catch Throws are designated on the VFDC Command Lists as "HCT" (High Catch Throw) in the "Lvl" (Level) column.

    Depending on the character they have varying execution speeds and ranges, and all Catch Throws are inescapable, however, their follow-ups can usually be escaped.

    Catch Throws will beat an attack if it executes within the first half of the attack's execution, and is on the same level (standing or crouching).

    For comparison, we know that Normal Throws lose to attacks. The frame chart below shows a Normal Throw that started executing first, but by the time it reaches it's active (grab) frames there's an attack executing. As expected, the Normal Throw fails:

    normal-throw-vs-attack.png

    Similar to the previous example, the throw began executing first, and by the time it reaches it's active frames there's an attack incoming. However, since this is a Catch Throw and it reached it's active frames within the first half of the incoming attack's execution, the Catch Throw succeeds:

    catch-throw-vs-attack.png
    We can represent the success of a Catch Throw versus an Attack with the following formula:

    Catch Throw succeeds if (Catch Throw Execution - Advantage) is less than or equal to (Attack Execution / 2)


    To further illustrate, the figure below has Player 1 disadvantaged by 5 frames due to being hit by Player 2's standing [P]. Player 1 then attempts Wolf's [P][+][K], however, Player 2 has followed up with a catch throw and successfully grabs Player 1. Had Player 2 tried a normal throw instead, they would have failed, and Wolf's [P][+][K] would have Counter Hit.

    catch-throw.jpg

    In this situation, Player 2 had 5 frames of advantage and attempted Wolf's Catch Throw, which takes 15 frames to execute. The opposing Wolf initiates [P][+][K] which takes 24 frames to execute. So do the numbers hold up?
    • Catch Throw Execution = 15 frames
    • Advantage = 5 frames
    • Catch Throw Execution - Advantage = 15 - 5 = 10
    • Attack Execution = 24 frames
    • Attack Execution / 2 = 24 / 2 = 12
    Since 10 is less than 12, then the Catch Throw succeeds.

    Hit Throw(top)


    These are inescapable throws that can only be performed as an extension to certain moves. Hit Throws are designated on the VFDC Command Lists as "HIT" (Hit Throw) in the "Cls" (Class) column.

    Hit Throws require the leading move to make contact -- by either Guard, Hit or Counter Hit -- with the opponent, and require strict timing. Specifically, the input for the throw component is generally required at the moment of contact. To illustrate using a 16 frame attack, which has 4 active frames, and [P][+][G] as it's Hit Throw input:

    hit-throw-timing.png

    From this chart you can see that the [P][+][G] input must be entered during the Active frame window, which happens to be 4 frames long.

    In the figure below, Wolf attempts his Heavy Toe Kick into Standing Neck Clutch hit-throw: [4][K][+][G] (during hit) [P][+][G]. You can see with the aid of the input display that [P][+][G] is pressed the moment the toe kick connects, resulting in a successful Standing Neck Clutch.

    hit-throw.jpg

    Depending on your character's specific Hit Throws, it may, or may not, work against an opponent's side or back.

    Mid Air Throw(top)


    Only one character in VF5FS has a Mid Air Throw, and that's Jeffry. It's only practical use is during combos while the opponent is airborne. Different Mid Air Throws will result depending on the Opponent's orientation in the air.

    mid-air-throw.jpg
     
  2. Unicorn

    Unicorn Well-Known Masher Content Manager Wolf

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    akai likes this.
  3. Myke

    Myke Administrator Staff Member Content Manager Kage

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    Thanks for that! So is the general consensus that Catch Throws "execute" in 15 frames and will eat an attack or normal throw provided it connects in the first half of the attack/throw start up?
     
  4. akai

    akai Moderator Staff Member Bronze Supporter

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    That is the general consensus. And the "catch throw" executing at 15 frames refers only to wolf's 15 frame catch throw and not others (for example wolf's 25 frame shining wizard or 21 frame diamond cutter).
     
  5. Myke

    Myke Administrator Staff Member Content Manager Kage

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    Ah, sorry, yeah, the 15 frames specifically refers to Wolf's particular Catch Throw.

    So does the rule (success = connect in the first half of start up) hold for all Catch Throws? The thread quoted above was only testing Wolf's 15f Catch.
     
  6. akai

    akai Moderator Staff Member Bronze Supporter

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    Just tested shining wizard: 25 frames execution

    -- Wolf at +15, his shining wizard connects against Pai 20-frame move at her move's 10th frame (first half of her move's total execution). Throw connects.

    -- Wolf at +15, his shining wizard connects against Pai 19-frame move at her move's 10th frame (second half of her move's total execution). Throw does not connect.

    -- Wolf at +15, his shining wizard connects against Pai 18-frame move at her move's 10th frame (second half of her move's total execution). Throw does not connect.

    So I think it is safe to say all catch throws follow the rule
     
  7. Myke

    Myke Administrator Staff Member Content Manager Kage

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    I've revised the Catch Throw section. Thanks for everyone's contribution, this information was certainly new to me! :)
     
    akai likes this.
  8. VolcanoShed

    VolcanoShed Well-Known Member

    Juicebox_FGC and I through testing found that a regular throw whiff lasts 34 frames in total.

    Here's how we were able to figure this out:

    K~G Cancel Total Frames

    Juicebox labbed K~G cancel and found that its total frames, for the characters that can cancel their standing K, are:
    - 12 frames for Akira/Lau/Jeffry/Lion
    - 13 frames for Eileen/Jacky
    - 14 frames for Kage
    - 15 frames for Sarah
    - 16 frames for Wolf
    (with K~G cancel being done at the fastest possible timing)

    Testing Method: Against a CPU, Juicebox used a move to put himself at -6, then did a K~G cancel at the fastest possible timing and tested to see what was the slowest move the CPU could use that would be a regular hit and not a recovery hit (hitting a K~G cancel during its recovery frames results in a recovery hit). He repeated this many times to make sure execution errors weren't a factor.

    With this information, we were then able to find:

    Throw Whiff Total Frames

    Testing Method: Setting the dummy to Guard and Counterattack with a throw, I did a K~G cancel at the fastest possible timing with Kage and tested moves of decreasing speed starting from 5P (11 frames) to see what was the slowest attack that could punish a whiffed throw after a K~G cancel at -6. I found that I could punish and get a recovery hit with a 14 frame move such as 6P, but not with a 15 frame move.

    Considering that the CPU threw at the fastest possible timing: starting at 6 frames of disadvantage, then doing Kage's K~G cancel which takes 14 frames, then a 14 frame attack is able to punish, thus the total frames for a throw whiff is 34 frames.

    Juicebox also tested this with Akira who has a 12 frame K~G cancel and found that after doing K~G cancel at -6, he could punish a whiffed throw (get a recovery hit) with up to a 16 frame attack. This also adds up to 34 frames on the throw whiff, so he can also corroborate this number.
     
    Myke, ToyDingo, Tricky and 4 others like this.
  9. akai

    akai Moderator Staff Member Bronze Supporter

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    Akai_JC
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    Thanks for posting your tests. I thought the 34 total frame information for a whiffed throw was already in the wiki. Throw wiki portion updated.
     
    ToyDingo and VolcanoShed like this.
  10. beanboy

    beanboy Well-Known Member

    @Myke
    Nice catch throw info. Thanks for posting this.
     

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