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VER C movelist column definitions

Discussion in 'Dojo' started by jwalton, Mar 25, 2002.

  1. jwalton

    jwalton Active Member

    At the top of the version C Movelists, the columns are defined as such:

    Dmg Lvl Rev Exe Grd Hit MC Esc

    many of these are obvious, but what are Grd and Hit??

    thanks!
     
  2. GLC

    GLC Well-Known Member

    Grd - frame advantage/disadvantage when the character's move is blocked
    Hit - ditto when the move hits normally (not mC/MC)
     
  3. jwalton

    jwalton Active Member

    can you explain frame advantage a little more? I'm not sure I fully understand the concept...
     
  4. CreeD

    CreeD Well-Known Member

    frame advantage works like this:

    ===Let's say your enemy does an attack that takes 20 frames to recover (20 frames is about 1/3rd of a second). The means that once the attack comes out, the opponent can't move or do anything for about 1/3rd of a second.

    ===You block that attack, and the block stun lasts about 8 frames.
    That means that after blocking the attack, for 8/60ths of a second you can't move, attack, throw or do anything else. In the meantime your opponent is recovering from his attack.

    ==But, here's the happy part. You are helpless for only 8 frames after blocking that move. The opponent though is helpless for 20 frames. So after you finish suffering through blockstun, you're free to attack while the opponent still has 12 frames left before he's fully recovered.

    That 12 frame 'edge' you have on the opponent is frame advantage. You have about 1/5th of a second to try an attack or throw while the opponent is stuck recovering from some move. A punch can come out in 12 frames, so the opponent's attack can be countered with a PPP-type combo if you react immediately. A throw only takes eight frames to come out (usually) so that means a throw is guaranteed in this situation also.

    While my numbers may not be realistic, the above scenario is very, very common in VF4. Almost NEVER can you block a move in VF4 and get a free, big combo in retaliation every time. Usually if you can get anything, it's either a throw (which can be escaped) or a mere punch. So knowing which moves give you free throws/punches is important . Some moves don't give you free ANYTHING when blocked, but they give you a frame advantage of (for example) 7 frames.
    In situations like that, a throw CAN connect, but only if the opponent hesitates for a fraction of a second. It's not 100% guaranteed.
     

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