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Tips on Evading and Throw Escapes Please

Discussion in 'Dojo' started by Nolte, Apr 7, 2004.

  1. Nolte

    Nolte Well-Known Member

    I've been playing VF4E for a couple months now and have yet to really implement Evades and Throw Escapes into my game.

    1. When are the best times to evade? After a move with a high recovering frame rate gets blocked? If so, how high (in frames)?

    2. If you "think" your opponet will attack a certain attack, is this a good time?

    3. Do you input the Evade or/ TE:

    A. As quickly as you can during your attack.
    B. After your attack hits/is blocked during recovery time.
    C. As soon as the opponent's attack begin ( 1 frame and onward before it hits).

    4. How fast does an Evade execute? Seems like it'd take at least 2 frames to go from [2] / [8] to neutral, and then any after that?

    This is kinda technical beyond my playing abilities, but this will certainly help me and others players out. Feel free to add anything else that might be useful. Thanks.
     
  2. thebradSHow

    thebradSHow Well-Known Member

    I will add what I can and hope it is what u r looking for.

    1) The "best" times to evade would be when u r expecting a linear attack because it of course avoids it. Being that this is VF (balanced), evades can be dealt with by semi (if evaded wrong) or full circulars, throws, and delay attacks. It is also feasible often times to evade when at disadvantage (-1 to -7 seeing as throw is guaranteed at -8).

    2) If u "think" a certain attack is coming that is semi circular or linear, this would be a good time to do it because they'd be going on whiffed move frame data as opposed to on guard (always better).

    3) As far as evade, b. or c. is feasible but for TEing, only b. because if u try and put in a throw escape when ure moves recovery is done with, u get a whiffed throw which means their move will hit on counter (pretty much always better).

    4) I'm not exactly sure how fast in frames but it is semi instantaneous.

    To start with, learn the frames for throw counterables, non throw counterables and the like and learn more as u go along. Play alot to get better execution, and (just because I feel like saying it) don't be afraid to use the search. /versus/images/graemlins/tongue.gif
     
  3. Chill

    Chill +40 DP Content Manager Shun Gold Supporter

    PSN:
    Chill58
    XBL:
    Chill PKG
    Just add a few of things, mainly about ETEG (These have been said before in other threads but just to reiterate):

    You don't have to be a TE master. Triple throw escapes are risky because the timing is so tight - pick the two best throws of your opponent and try to break them with double throw escapes. It's better to do one throw escape correctly than three poorly.

    If you get hit by a move that gives you a large disadvantage evading throw escapes aren't always the ultimate reply. One of the things that is noticeable of the japanese players is that if they get hit by an attack that gives them a large disadvantage (like an MC low punch) they will prefer to guess if their opponent is going to attack or throw rather than try to deal with both with ETEG. The same happens if you attack with a move that gives you a large disadvantage (as long is it isn't throw counterable of course /versus/images/graemlins/smile.gif). The advantage of this is that if they try to throw you and you do a floater move you will get a combo, where as with ETEG you will only get an advantage from escaping the throw (if you escape the throw at all).

    I would say if you want to practice TE then start with doing DTEG after you have a throw counterable move blocked. With if you can do that fairly consistently and have good yomi then you're a good VF player. Guessing what your opponent will do correctly will win you games - evading throw escapes are more icing on the cake than a big part of the game.
     
  4. kimheng

    kimheng Well-Known Member

    Please,can someone explain me what is a nitaku situation or a yomi??

    thank you!
     
  5. Chibitox

    Chibitox Well-Known Member Bronze Supporter

    Yomi is the art of guessing the opponent.
    A nitaku is when you have enough advantage to force a 2 choices guessing game, typically knee/throw guessing games. The frame disadvantage must be large in order that any attack you try would get MCed by the mid attack (even LP and such). Basicelly it means a situation where you can't LP (or P for 11 frames punch characters and Vanessa) to stop mid AND throw.

    Opposite nitaku is the exact same situation from the defender point of view, you are at a serious disadvantage and have to guess between a mid and throw.
     
  6. maddy

    maddy Well-Known Member

    [ QUOTE ]
    DrunkenCat said:

    where as with ETEG you will only get an advantage from escaping the throw (if you escape the throw at all).



    [/ QUOTE ]

    One thing I want to point out is you shouldn't overlook what you can do after evading your opponent's move by EDTEG. If you avoid an elbow+ move by doing EDTEG, you can get at least a garanteed punch on your opponent. That means any throw is garanteed as well. Depending on what move you avoided, bigger attacks are garanteed. EDTEG is not just a defensive tactic. If you made a right choice and did EDTEG(by right choice, I mean you guessed that your opponent will throw or use a non delayed linier attack), in both cases you will get an advantage by either escaping a throw or evading an attack.
     
  7. Chill

    Chill +40 DP Content Manager Shun Gold Supporter

    PSN:
    Chill58
    XBL:
    Chill PKG
    Yep you are quite right. I was trying to say that in an attack/throw guessing game there are some options (like reverse nitaku) that will, if you guess correctly, give you a better result than doing EDTEG, I didn't word it very well though /versus/images/graemlins/smile.gif. Thanks for pointing that out maddy.
     
  8. Hayai_JiJi

    Hayai_JiJi Well-Known Member

    Much of the time there really isnt much reason to not put in TEG if your going to evade it just covers your bases and carries no risk. reverse nitaku is very strong as well though. picking the right defensive option for the situation is pretty much the hardest and most rewarding part of vf to me.
     

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