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Unsuccessful Dodge Cancel Attack

Discussion in 'Dojo' started by Myke, Nov 5, 2004.

  1. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    The webmaster of 1/60sec, Kazu, gave permission for us to use and translate some material on his website. I've finally spared some time to put the translation (thanks to my friend Atsushi) together in a document on VFDC:

    Unsuccessful Dodge Cancel Attack

    The information is quite advanced so it may be very confusing if you're new to VF or don't understand the concept of frames and buffering inputs.

    It basically details the mechanics behind cancelling an unsuccessful dodge with a forward crouch dash. It's this mechanism which made defensive techniques such as ARE and VIP possible in Evo. But now in FT, only ARE is possible. Read the document to find out why.

    As a reminder:

    ARE = dodge ~ crouch dash ~ attack
    VIP = dodge ~ attack ~ crouch dash

    When the ARE technique was first discussed on VFDC, there was some confusion between ARE and VIP. Here's the thread as reference: ARE (All Round Escape).

    Use this thread for any discussion on the matter, or if you have any questions I'll try to answer them as best I can. If anyone else has anything to contribute, then feel free as well.
     
  2. Siyko

    Siyko Well-Known Member

    Thanks for the info!

    edit: 0_ooooo /versus/images/graemlins/confused.gif /versus/images/graemlins/confused.gif[2_][G]
     
  3. OffBrandNinja

    OffBrandNinja Well-Known Member

    Excellent stuff, Myke. Mucho gracias, and kudos to you, Kazu, and Atsushi for the collaboration to bring this information to us. All this translated VF gold we've been provided with lately is definitely turning me on. Keep the hits coming!
     
  4. alucard

    alucard Well-Known Member

    Wow, thats some work myke.

    I'd like to mention that ARE still works up to -5, but the window of button input has been narrowed to just 2 frames, compared to 4 in EVO.
     
  5. EUROTRASH

    EUROTRASH Well-Known Member

    Basic stuff really... ok a bit more detailed than what I had worked out /versus/images/graemlins/grin.gif
     
  6. Shang

    Shang Well-Known Member

    myke,
    what a great translation. I just want to say without you the current vf community would not be the way it is. although i don't think 1% of the people reading this would understand the application nor the implication of what was said, it's still great to have the information out there in english. One thing comes to mind is when Ryan said ARE was a bug, which I think now he is referring to VIP. thanks!
     
  7. thebradSHow

    thebradSHow Well-Known Member

    great work Myke, This is magnificent data and awesome that it's in ENGLISH!! (woot)
     
  8. Robio_kun

    Robio_kun Well-Known Member

    You're right Shang, I only understood about 75% of that. Oh well, I will read it a few more times and have a think. I think I will get it soon enough.

    Robin
     
  9. Rodnutz

    Rodnutz Well-Known Member

    PSN:
    XxRodnutzxX
    XBL:
    XxRodnutzxX
    O.K. I guess I am one of the few that just don't understand this. Myke I hate to be a sore, but is there anyway you could simplify this for me. When I read it I get one thing. I try to read it and follow the chart and that is when my brain starts to get scrambled. In simpilar terms, exactly when do I input the commands for A.R.E.. The beggining, middle, or towards the end of inputting a dodge. Christ now I am even more lost after writing this post. Sorry, but any assistance would be greatly appreciated. You can PM the information to me if you like so we don't clog up this thread with none sense. Thanks in advance.
     
  10. tzgorr1

    tzgorr1 Well-Known Member

    Konjou_Akira had some good questions that I hope you could address for me as well.

    In addition can someone also clarify this one basic premise: VIP = dodge ~ attack ~ crouch dash

    the dodge~attack part; do you mean ANY attack or do yo umean the "dodge-attack" as in dodge then pressing [P]+[K]+[G]?

    And the crouch dash part at the end is supposed to help you after a blocked dodge~attack? I take it that you crouch dash away, unless you're buffering [3] as you are crouch dashing forward, right?
     
  11. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    OK let me try to clarify a couple of things and then summarize what I believe are the main points of the translated document.

    ARE and VIP
    I briefly defined these as follows:

    ARE (All Round Escape) = dodge ~ crouch dash ~ attack
    VIP (Very Important Protection) = dodge ~ attack ~ crouch dash

    In the case of VIP, we're not talking about dodge attacks (evade P+K+G). Instead, we're referring to distinct inputs. This is what is really happening with your input:

    ARE = [8] or [2] ~ [3][3] ~ [2][P] (+ optional attack, more on this later)
    VIP = [8] or [2] ~ [P] ~ [3][3] (+ optional attack)

    How are they applied? Let's say you've had your attack guarded and now you're at a medium disadvantage. Your opponent will typically make you guess between a mid attack or throw, right? Well, if you enter one of the above techniques during your recovery time, you can "avoid" both. By avoid I mean the following:

    1. If they try to attack --> you will get a successful dodge. This is where your optional attack at the end comes in. If you enter the whole set of commands and your opponent tried to attack you, making you dodge successfully, then by the time you've recovered from that dodge, you'll have your optional attack processed. A nice fast knockdown attack / combo starter is preferred here. For example, Akira can use the following ARE input set:

    [8] ~ [3][3] ~ [2][P] ~ [4][6][P]

    which will punish anything slow enough and still standing (i.e. most mid attacks!) with a combo starting standing palm!

    2. If they try to throw --> you will attack them (stopping their throw). In the case of ARE, a [2][P] is a good choice since it's quick to input. You can enter any attack here actually but you don't want to be wasting frames with more complex inputs, which end up wasting time and the overall effectiveness of the technique. In the case of VIP in Evo, with Jeffry you could the following:

    [8] ~ [6][K] ~ [3][3] ~ [4][P]

    and the result would be a nice combo starting knee if they tried to throw you!

    A couple of notes about these techniques:
    - ARE (in Evo and FT) is effective up to -4 frames disadvantage
    - VIP (in Evo only) is effective up to -5 frames disadvantage
    - you must be very fast and clean with your input. For e.g. if you're at -5 then you must complete the input in around 14 frames.

    You can still apply these techniques at small disadvantages, but learning how to fuzzy guard at -1 and -2 is much, much easier. Ideally, you should only apply this technique when at -3 or -4 frames disadvantage.

    This is nothing new if you were already familiar with ARE and VIP. Both of these techniques were discussed to death in the thread I linked earlier. Only back then, we didn't refer to VIP by that acronym, and many just thought it was another form of ARE. If you're still confused at this point, then there's little point in reading on. Just skip to the last <font color="white">SUMMARY</font> paragraph for one last chance at understanding just what the hell this is all about /versus/images/graemlins/smile.gif

    Making Sense of the Frame Charts
    OK everything explained so far is still relevant in FT. The only exception is the VIP no longer works in FT.

    If you're trying to make sense of the frame charts, then the important thing you want to look at is the green, cyan (light blue) and yellow shaded cells.

    <font color="00ff00">Green: Button Input Ignored</font>
    During this time, no button inputs will be processed. Even if you do enter button inputs, they will be ignored. This is a result of the updated system in FT. One can speculate as to why this occurs, and one possible explanation is that if you enter the dodge ~ crouch dash as a "set piece" during freeze time, then it simply ignores any button inputs. What constitutes the set piece?

    Well, looking at Case 1 and 2, the dodge ~ crouch dash is initiated during freeze time and completed on the 2nd frame after recovery. It can't be completed faster than that. (Back in Evo, you could complete the input on the 1st frame after recovery.)

    If you look at Case 3 and 4, the inputs shown here are not the ideal "set piece". In both cases, the crouch dash is completed on the 3rd frame after recovery, and any buttons that were previously buffered will be processed and no dodging will occur. So if the opponent attacks you, you'll be counter hit. If no buttons were entered, then you will simply dodge, but if the opponent tried to throw you, you will be thrown as you cannot crouch in time.

    <font color="00ffff">Cyan: Button Input Accepted</font>
    During this time, any button inputs entered will be processed. Let me go over the cases again.

    Case 1 and 2: If the ideal "dodge ~ crouch dash" input was entered, then you have a 2 frame window for button input to result in the your fastest possible attack. By that I mean, this is the earliest your attack can start to execute -- and as long as it starts executing, then you'll stop any throw attempt. You might think that a 2 frame window is pretty small, and you're right. Practically speaking, this window can be as large as you like (though it can't start sooner than the 2nd frame after recovery), but the longer you leave it open, the later your attack will execute. And the later your attack executes, the less effective this will be at stopping a throw.

    Case 3 and 4: the ideal input wasn't entered, and as such, if any buttons inputs were buffered during freeze time, they will be processed. The earliest they will come out is the 4th frame after recovery, but if the opponent attacks you instead, your dodge won't get processed. Another way to think about it is, if you don't input the dodge ~ crouch dash as the ideal "set piece" then you can spoil it with any button input, and that input gets processed instead. But let's say you were careful not to enter any button inputs during the "dodge~crouch dash", hoping not to spoil it, and instead tacked on your button inputs at the end. Since your "dodge~crouch dash" wasn't ideal, the ealiest your attack can come out is the 5th frame after recovery. Basically, this means that you've reduced the effectiveness of the technique by 1 frame due to slow input. That is, if you input like Case 3 and only attack at cell "C", then it will only work at -3. With the perfect input it can work at -4.

    <font color="ffff00">Yellow: Attack Executing</font>
    This shows the earliest time your attack can execute after the unsuccessful dodge has been cancelled with the crouch dash. The location of the yellow cell basically tells you how much disadvantage is allowed for the technique. You'll see that the earliest it can occur, in all cases, is the 4th frame after you've recovered (i.e. after freeze time) which means you can use it at 8 - 4 = 4 frames disadvantage maximum. If you try to use it at, say, -5, then you'll be thrown before your attack comes out.

    <font color="white">SUMMARY</font>
    Like other defensive techniques, these aren't without their weaknesses. If the opponent uses a circular attack, delays their attack, or you dodge into their half circular, then you'll get hit in all cases.

    In order to see what's changed between FT and Evo, just compare the charts, and the main differences that should come out are as follows.

    in Evo, when doing the VIP technique (ignore ARE since it's inferior):
    - you could complete the dodge ~ crouch dash input on the 1st frame after recovery
    - you had a <font color="00ffff">nice fat window</font> to enter your attack
    - the earliest your attack could execute was on the <font color="ffff00">3rd frame after recovery</font>,
    - this technique is effective up to -5 frames disadvantage.

    in FT, when doing the ARE technique:
    - you had to complete the dodge ~ crouch dash on the 2nd frame after recovery (i.e. one frame slower than Evo)
    - you have a <font color="00ffff">considerably smaller</font> window (2 frames) in order to enter your attack
    - the earliest your attack could execute is the <font color="ffff00">4th frame after recovery</font> (1 frame slower than Evo)
    - making this technique effective up to -4 frames disadvantage (1 frame less effective than Evo)

    Bottom line: In FT, you have a technique that's 1 frame less effective than what it used to be, with tighter input requirements and potentially more disastrous results if you spoil the input.
     
  12. CreeD

    CreeD Well-Known Member

    EDIT: I just realized myke replied and answered everything. Everyone go read Myke's instead please /versus/images/graemlins/laugh.gif

    I'm probably not qualified to explain, but I'll give it a try.

    When your opponent blocks your attack, you have disadvantage and you could avoid many punishments by using the ARE and VIP techniques (In VF4 Evo). It's sort of like using EDTEG techniques to avoid 2 or 3 of your opponent's options when you don't know what they'll do next, but VIP/ARE were a bit better than the popular EDTEG technique. They avoided all throws, not just 2 throws, and the built-in attack sometimes allowed you to get a free low punch or something even more useful like kage's FC uppercut.

    The way they worked was:
    In Evo,
    VIP = dodge, press df, press attack, press df again (OR dodge, attack, df,df?)
    [8] - [3] - [P] - [3]
    ARE = dodge, press df, press df, press attack.
    [8] - [3],[3] - [P]

    The end result of these motions: If the enemy attacked, the game would interpret your command as a dodge into a crouch dash. If the enemy did a throw or something else, the game would interpret your command as an attack (specifically, I guess it's a failed dodge that is cancelled instantly by a modified attack) you attack immediately and interrupt your opponent's throw with your attack. You can avoid the enemy's throw options and many of his attack options with a single quick command. I have an example video of this, note that this video is made in evo and the technique I'm using will not work in final tuned anymore: http://media.virtuafighter.com/media/creedsfavorites/ARE_full.avi

    In the video, the attacking player is just doing a single recorded motion - attack, dodge, df, P, df. The last part is entered very quickly after the dodge. The recorded motion beats my fast throw attempts and my fast attacks, even though the enemy is at a big disadvantage after their elbow is blocked (for example).

    In Final Tuned, dodge - df - attack - df doesn't work anymore. There's a stretch of 8 frames after you enter a dodge where no attack button input is accepted. You can only input a forward crouch dash during these 8 frames. After the 8 frames is over, there's a 3 frame "crouch dash cancel" animation. Basically even if you enter your crouch dash with the right timing, you still must wait through 3 frames of failed dodging animation before a crouch cash (and by extension, a crouch dash+attack) is permitted.

    Your window for entering a crouch dash+attack begins immediately after the 8 frame "no attacks" window endgs. If you do enter an attack with the correct timing, it will come out on the next frame after the 3 frame CD-cancel animation.

    As I understand the chart, here's how it breaks down:

    • Enter df,df during the 8 frames: you get dodge into crouch dash, but no attack. This isn't that useful, ECD works at -1 situations, and now it works at -2 situations I'm told, but with larger disadvantages like after a blocked elbow, it will not avoid a throw. You lose to throws.

    • Enter dodge, df, attack, df (or df,df,attack?) during the 8 frames: Again you will just do a boring E-CD, your attack input is ignored.

    • Enter dodge, df, ....df+attack 1 frame AFTER the 8 frame waiting period: You will do ARE, so you'll get a dodge if the opponent's attack started here, and you'll get your df+P attack if the opponent's throw started here.
    Your attack won't come out immediately, it will be buffered and come out only after the required 3 frame waiting period is over.

    • Enter dodge, df, ....df+attack 2 frames AFTER the 8 frame waiting period: same result, you avoid both attacks and throws.

    • Enter dodge, df, ....df+attack 3 frames AFTER the 8 frame waiting period:
    Failure... you are trying to attack at the end of the 3 frame waiting period, but your attack input overrides the E-CD input. The game decides you are only trying an attack, no dodge will come out and if the opponent tries an attack, it will just be your attack vs his attack, whichever attack is faster wins. The opponent's attack will usually be faster, you lose /versus/images/graemlins/frown.gif

    I hope my interpretation of this is correct and clear, if it's wrong then I welcome corrections.
     
  13. KiwE

    KiwE Well-Known Member

    So everybody's ignoring the most obvious question;
    What the hell is VIP a abbreviation for?? /versus/images/graemlins/wink.gif

    Edit: Nvm; Saw that it was Very Important Protection now. Thanks for the document translation - hats of!

    /KiwE
     
  14. Rodnutz

    Rodnutz Well-Known Member

    PSN:
    XxRodnutzxX
    XBL:
    XxRodnutzxX
    Hats off to both Myke and Creed. After reading both of your new post I understand things much better now. Keep up the good work and keep the info coming. Thanks for taking the time out to help.
     
  15. EUROTRASH

    EUROTRASH Well-Known Member

    Sweeeeeeeet /versus/images/graemlins/smirk.gif I have a question. I think I did ARE in training in evo, but is it possible or even probable that i have been doing VIP instead due to sloppy command input? My input wasn't perfect back in the day when I was experimenting with that /versus/images/graemlins/crazy.gif
     
  16. alucard

    alucard Well-Known Member

    [ QUOTE ]
    Myke said:

    Yellow: Attack Executing
    This shows the earliest time your attack can execute after the unsuccessful dodge has been cancelled with the crouch dash. The location of the yellow cell basically tells you how much disadvantage is allowed for the technique. You'll see that the earliest it can occur, in all cases, is the 4th frame after you've recovered (i.e. after freeze time) which means you can use it at 8 - 4 = 4 frames disadvantage maximum. If you try to use it at, say, -5, then you'll be thrown before your attack comes out.
    [/b]

    [/ QUOTE ]

    That was what I thought when I first read the chart on 1/60th, but I did manage to do ARE at -5 back in Evo, although it took me quite a few tries. What gives?
     
  17. Robio_kun

    Robio_kun Well-Known Member

    One thing that I never understood about ARE (lets not get into VIP) is why you need to input [2][P] at the end. shouldn't [3][3] cancle the evade into crouch dash, which thereby avoids the throw, allowing you to follow up after the whiffed throw, whereas if they attack (non-circular) shouldn't you still evade it? I'll admit I've had little success with AREs when I've tried them so I'm certainly no expert, but I just don't see the point in the [2][P]. Is it to avaid a delayed attack or something?
     
  18. tzgorr1

    tzgorr1 Well-Known Member

    Thanks for the clarification guys! Extremely helpful.

    This is why I abso-fucking-lutely love this game: just when I thought I was starting to get the hang of things and understand a little bit, I learn something new and gives me a renewed appreciation of its depth.
     
  19. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    [ QUOTE ]
    Robio_kun said:

    One thing that I never understood about ARE (lets not get into VIP) is why you need to input [2][P] at the end. shouldn't [3][3] cancle the evade into crouch dash, which thereby avoids the throw, allowing you to follow up after the whiffed throw, whereas if they attack (non-circular) shouldn't you still evade it? I'll admit I've had little success with AREs when I've tried them so I'm certainly no expert, but I just don't see the point in the [2][P]. Is it to avaid a delayed attack or something?

    [/ QUOTE ]

    Crouch dashing takes 6 frames for you to be considered in a crouch state (where high throws would whiff). Given that you're already at, say, -3 or -4 frames disadvantage, then a throw can get you in effectively 5 or 4 frames, which isn't enough time for you to crouch under (you need 6 frames remember?).

    But if you enter an attack, like [2][P], then you will execute this attack instead of trying to crouch (actually you're cancelling the crouch dash with your attack) . As long as the attack starts to execute it will stop the throw attempt outright. A [2][P] is good as well as it has a good chance of beating any delayed attacks, only if they're slower though.


    To alucard: some of us were chatting about ARE at -5 in Evo as well. I'll get back to this after I try a few tests on the ps2.
     
  20. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    [ QUOTE ]
    alucard said:

    That was what I thought when I first read the chart on 1/60th, but I did manage to do ARE at -5 back in Evo, although it took me quite a few tries. What gives?

    [/ QUOTE ]

    OK, I don't know what gives. I was just testing it now in the ps2 training mode with Kage's [3][3][P] which is -5 on guard. I recorded the following action:

    [3][3][P] ~ [8] ~ [3][3][P]

    and set it on playback. My fastest attack was always dodged, and any throw attempt always resulted in another upper.

    I'm pretty convinced it works at -5 then, and I'm not sure why 1/60sec doesn't show that, or maybe I misinterpreted it?
     

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