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Understanding evade properties

Discussion in 'Dojo' started by raoul, Apr 14, 2007.

  1. raoul

    raoul Well-Known Member

    Translated from Arcadia 83

    Knowing the fine details about both successful and failed evades is useful because it expands your available strategies.
    A failed evade takes 23 frames. Starting at the 11th frame, evades can be cancelled by dashes. Because the cancel window is later than in VF4, you can get thrown before you can cancel even at -1.
    Evade cancel loses to throw, but with evade cancel guard, you can evade linear attacks and guard full circular ones. Because of this, use forward dash to cancel your evades, because it allows you to guard the fastest.
    Successful evade takes a total of 21 frames, and cannot be cancelled. During the evade, you are completely invincible to linear attacks, but you will get hit by full circulars.
    For some strings, like Brad's Jab-Spin Kick (PK), the second hit is full circular, so even if you evade the first hit, you will get hit by the second.
    Finally, the advantage after successfully evading an attack can be calculated as follows: Evaded move's total frames - (disadvantage frames + 21). At big advantage, make sure to punish properly.
     
  2. comoesa2

    comoesa2 Well-Known Member

    hmmmmm so after failed evades punish with a throw.
     
  3. ice-9

    ice-9 Well-Known Member

    Thanks Raoul for the translation! This info will be very helpful for the VF5 system thread.
     
  4. Chanchai

    Chanchai Well-Known Member

    I want to say thanks a lot for doing this.

    This thread didn't get many responses, but I wanted to say that I GREATLY APPRECIATED THIS ONE A LOT.

    It's just that maybe some people don't post responses when things are so factual, because there isn't much to be said. But I love these posts.

    Thanks a lot, Raoul!

    -Chanchai
     

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