VF4 EVOLUTION SYSTEM MEMORANDUM Notations: MC = major counter mc = minor counter QR = quick rising TR = tech-rolling Small advantage (+1) = SmAd Medium advantage (+2 to +4) = MidAd Large advantage (+5 to +7 and above) = LgAd Light weight’s P (+11) = LtP Middle weight’s P (+12) = MidP (d+P (Not Lion), Akira’s (CR)->b,f+P, Sarah’s df+P, etc) Heavy weight’s P (+13) = HvP (Lau, b,f+P, Pai’s K, Lion’s d+P, Lion’s K, etc) Small disadvantage (-1) = SmDis Medium diadvantage (-2 to -4) = MidDis Large disadvantage (-5 to –7 or –8 if throws aren't guaranteed) = LgDis Throw guaranteed situation = ThG With a counter = w/C Back dash = BD Crouch-dash = CD Crouch-backdash = CBD Crouching = CR Crumble = CB (e.g. head-CB, etc) Defense Techniques Idea: In SmDis, you can use d+P to stop the opp’s elbow (14fr) but will get hit by his d+P w/C if you use d+P. In MidDis, you can use d+P to stop the opp’s knee (17fr) but will get hit by his elbow and will get staggered. In LgDis, you can use d+P to stop the opp’s delayed attack aiming at your dodging, but can not stop any of the ordinary attacks. 1. Dodge Throw escape Guard (DTEG) Avoid straight attacks and throws. Useful when you have any kind of disadvantage (from –2 to –8 (MidDis – ThG) Even if throws are guaranteed (-8 to –10) it makes sense to do this, since you can still dodge any of the attacks. Vulnerable against circular attacks (also against half- circular attacks if you dodge in a wrong direction.) Also, vulnerable against delayed throws and delayed attacks (such as delayed Toe-kich-stunner.) Even if you dodge successfully, since you are defending when you finish dodging, you can NOT attack at the fastest timing. Thus, sometimes, it makes sense to just dodge and input attack in advance. 2. Attack Throw escape (ATE) Can be used in ThG. (If throws are not guaranteed, you can avoid being thrown just simply by attacking.) Crashes the opp’s delayed attack or throws and let you escape the fastest guaranteed throw. Normally, done with d+P and throw escapes. You may stop the opp’s circular attack with d+P as well. (not like Jacky’s b,f+K+G since it comes out in 17 fr.) Weak against the fastest attacks. 3. Fuzzy Guard (FG) Used when you have SmDis (-1) If you have –1, you can duck before the opp’s throw reaches you. Then, you can hold G before his mid attack reaches you. Often done when you defend the opp’s P or when you defend or get hit by Kage’s PPb+P (he has +1 in either case.) Weak against low throws. Also against low attacks. If you see nothing happened and you think he will try to throw you after your FG, then do DTEG (or just throw escape.) Can be used when you have –2 (such as after being hit by PK), if you use CD to crouch. This might come handy, when you get hit by the opp’s PK (-2.) If you are facing away, you can do this any time you want. (It normally takes 7 frames to shift to crouching position, but if you are facing away, you will shift to crouching position instantaneously!!) Also, if you have –1, d+P is of course a good choice. d+P will stop the opp’s any elbow with counter. Also, d+P will hit him if he is trying to throw you or using anything high. You will get hit by the opp’s d+P with counter in this case (-5 frames.) On the other hand, FG will let you avoid high throws, mid and d+P. (If you defend d+P, you will have +4.) But, it is weak against low throw, delayed throw, and low attacks. 4.Throw escape Guard (TEG) This can be used ONLY WHEN you have –8 and above. Then, you can input TE and G before you can start to move. Note that since you are utilizing the first half of the throw escape time frame, you can NOT really input more than 2 TE. (Even 2 is hard enough to do consistently.) There are two parts for the throw escape time frame. i.e. before you get thrown and after you get thrown. In VF3, you had 10 frames each. (I don’t know how many frames in VF4.) However, when you do TEG, you have to be holding G when you can start to move, you can only use the first half of throw escapable frames. With this technique, you can escape one (or two) throws, fastest and delayed mid attacks, and circular attacks. (After defending Jacky’s b,f+K+G, you have +15. Considering that he does not have any strong low attack, this technique is useful.) Vulnerable against delayed throws and low attacks. But, after you get hit by most of low attack, you have +3 to +7, so it’s fine. As an exception, you can use TEG even when throws are not guaranteed. This can be done if you get thrown by the throw after which you can QR and TR such as Giant Swing. This technique is, in particular, useful against Wolf and Brad, since you can QR and TR after their main throws. (Could be used against Akira (b,f+P+G, db,f+P+G), Lau ((CR)-f+P+G, b,df+P+G), Jacky (df,df+P+G), Lion (b,db,d,df,f+P+G,df,df+P+G), etc.) 5.Back dash Dodge (BD-D) Used mostly when you have MidDis. Then, you can dodge both the fastest attacks and delayed ones. Also, you will be out of the reach of the opp’s throw if he decides to use a delayed throw. Useful in many situations. Mostly when you have –1 to –4, but can be used when you have –5 and above, especially it is against Jeff. (then you can dodge both fastest and delayed knee. If you use other defense techniques, then he could be reluctant to go for the fastest throws.) Typical situations: after the opp’s PK hits you (-2), your d+P is defended (-3), your f+P is defended (-4 and above.) Weak against the fastest throws, but if you are far from the opp from the beginning, then it is really useful. Vulnerable if the opp guesses right and he steps forward and go for a throw. This technique is useful even when you have advantage to avoid the opp’s oppsite 2-taku. (i.e. by doing BD, you waste enough frames, you can dodge the opp’s attack if he attacks even when he has disadvantage. Also, you will be out of reach of the opp’s throw. Here, the opp’s throw might comes out as a result of throw escape.) As a variation, you have BD-D-CD (to cancel unsuccessful dodges). Note that it does not make much sense to do BD-TE since your TE input will be too slow and you get thrown anyway if he decides to go for the fastest throw. (Of course, could work against the opp going for the delayed throws.) 6. ARE = Dodge-CD-attack Can be used when you have MidDis. However, unlike other defense techniques, this technique can NOT be used after seeing your move defended since you have to input doge (Up or Down) in advance. The way it works is, when you dodge unsuccessfully, you cancel it by CD and attack right away not to get thrown. If you dodge successfully, nothing comes out. You will find it difficult. (Sometimes, you may dodge successfully, but still your CD or attack comes out, etc.) D-CD-d+P This is used to avoid throws and delayed attack as well as fastest attacks. D-CD-d+P (e.g. D-CD-Yoho with Akira, D-CD-Kenka-Upper with Jeff) This is used to get a direct damage as a result of ARE. I think these characters should use more of these than D-CD-d+P. Anyway, this is NOT something you can use all the time. You can use this when you anticipate to have MidDis, or you don’t have to check the status after using a move. (i.e. This technique is NOT suitable afte d+P, since you will have NO TIME to check the status after d+P. If you decide to do, you will have to input dodging before you even see d+P come out.) Typical situations: The opp’s PK hits you (-2.) (Then, you MAY have time to react.) Kage’s PPb+P hits you (-1 or –2 depending on the stance) Make sure to dodge toward his back in case he uses delayed PPb+PK You are using Lau and you hit the opp with df+PPK(-3) In above situations, you may have time to react since they are multiple-hit attacks. Akira: after b,f+P+K and (CR)f+P,P. After these moves, Akira does not have to see the status. i.e. if these hit the opp, then you knock the opp down. If defended, go for ARE. Could use after f,f+P if you don’t ignore the combos after f,f+P counter hit. (So, might be useful against mid-heavy to heavy since you can not to any combo from the beginning. Against light weight, I recommend you not to use it, since you want to give the pressure by f,f+P counter hit -> new triple combo in a parallel stance.) Kage: after f+P. If you hit the opp with f+P, you have +0 or +6 w/C. Then, if you do ARE, your upper ((CR)-df+P) will be automatically delayed. After f+P hits the opp w/C, you can crash the opp’s d+P with the upper. Jeff: maybe after df+K+G (-3.) In this case, you can not do any combo even if df+K+G hits the opp, but you can still do u+P or df+K. But, if you use this move in a far distance, I would recommend to do BD-D Lei-Fei: after you hit the opp with f+PP(-2, not after defended since you have –6) or after f,f+P+K(-3 whether it is defended or hit.) Especially, after f,f+P+K, since after w/C, you knock the opp down and there is no combo you can do. With other characters, there may not be any place where you can use without taking much risk. However, it makes sense to do it in several situations. For example, with Jeff, after d+P. (Remember that you have no time to see whether d+P hit or defended.) If d+P is defended, ARE works as it should. When, d+P hits the opp, your Kenka upper will work as a delayed attack and will hit the opp out of unsuccessful dodge if he does DTEG, etc.) Note: This ARE technique can be done even if you enter P or K before CD since you are inputting CD in advance as well. e.g.) D - P - df,df, this will give you high P. D - P - df,df, with Lau, this will give you Heel Kick (K, while standing) 7.Reversal-Throw escape Useful with Aoi, against Jacky, Lau, etc. Also, with Wolf, if you use RAW (P+K+G), you should input TE anyways. Since you have enough time to input 3 TE’s, it can be very useful depending on the situation. (The same thing is true if you use b+P+K+G with Akira. If your b+P+K+G, you have enough time to see what happened. i.e. after reversing d+P or high kicks, do Yoho, and after reversing high P, do b,f+P.) 8.Delayed Throw escape This has two meanings. When you have disadvantage and after you do some defense technique, you may see the opp waiting. Then you may do TE again. (Preferably, DTEG.) When you have disadvantage, you first hold G and do the throw escape. If you do it in the right timing, you should be holding G when the opp’s attack such as f+P reaches you, but you will utilize the second half of throw escapable time frame to escape his throws. As an application, you can do the following. When you are fighting against Aoi, when she does f+P,P or f+P+K,P, you always have to guess whether she will cancel the second P or not. It may not be difficult if you defend the first one. But, if you get hit with the first one, it will be difficult to guess. Then, you can first hold G, and then attack. If you do this in the right timing, then, you will defend her second P if she attacks and you will hit her with a big attack if she cancels the second P. (i.e. you are supposed to input your attack after you have defended her second P if she does not cancel it.) 9.Opposite 2-taku Basically, just attack with a big move when you have –2 to –7. (i.e. when throws are not guaranteed.) Also, when you do QR or TR, and if you think he will try to throw you, do it. For example, Akira’s Yoho, Jeff’s Kenka, Wolf’s Toe-kick-stunner. Of course, you will get hit w/C if the opp decides to hit you with an attack, but this is a risk you are willing to take. Pitfall of Dodge: If you dodge unsuccessfully once, you cannot dodge successfully right away even if you cancel the first one by CD. You might have seen this. For example, at the beginning of a round, you dodge, and Lei-Fei goes into d+P+K+G stance. Then, if he does charged P+K, you will NOT be able to dodge it, since you have already dodge unsuccessfully. (Even if you try to dodge, you will still get hit.) So, someone like Lei-Fei and Wolf who have long-range charging attacks can utilize this fact. Remember that you will sometimes need to use something simple (such as opposite 2-taku and Dodge-attack right away) although there are advanced techniques. (These advanced techniques are good, but they won’t let you attack with much advantage even if you successfully dodge.) Offense Techniques 1.Delayed attacks. Used to hit the opp in the middle of unsuccessful dodge. Weak against opposite 2-taku (if you are using Lau and using b,f+P as a delayed attack, this is not the case.) Weak against attack throw escapes, etc. Note that even if you have MidAd - LgAd, you can not just do the simple Mid-Throw 2-taku if the opp is crouching. If he just stands up and defends, then mid attacks and fastest throws do not work as he is in the state of FG. In this case, you will have to use delayed throw, low throw, and K-cancel, etc. Thus, if the opp is crouching, the situation is more delicate even if you have advantage. 2.K-cancel (K-G) If the opp uses any kind of techniques with dodging in it, K-G will make the opp’s dodge successful, and hence, he won’t be cancel it. Since the successful dodge lasts for 17 frames, your throw is guaranteed. (and most likely, his throw escape input will be disregarded as certain frames have passed after he has input it.) If you are not too sure, you can do K-G –CBD to be safe. This can be useful to confuse the opp as well. If you want to be offensive, you may do K-G-CD and then attack or throw. Can be useful against beginners - intermediate players, since they may do just TE and K-G make them whiff. 3.Back dash Attack Most famous with Jacky’s P+K. When you have advantage, just BD and attack. Works well against the opp’s (unsuccessful) dodge and d+P. Weak against opposite 2-taku. With Akira, you can do, CBD->shoulder ram. If you are skillful, CBD -> knee. (This will reduce the risk, and lets you take more damage if it hits. After shoulder ram is defended, you have –13. i.e. Lau’s b,f+P is guaranteed, but after knee is defended, you have –8. Thus, you can do TEG to avoid throw-mid 2-taku.) If you want to reduce the risk, you can do (CR)-f+P,P. Then, you will have –4, even when defended and you can do ARE or anything you like. With Jeff, BD->b,df+P or f,f+P. You can use BD -> b,f+P+K, if you want higher return. (When b,f+P+K is defended, you have –14.) Also, BD -> f+P+K is useful as it will let you avoid d+P and high attacks, and f+P+K will still hit the oppnent. When defended, you will have –12. With Lei-Fei, BD -> uf+K+G. (Also, df,df+P with delay is useful since you have time to see whether it hits the opp or not.) Also, fastest attack after you switch into other stance is useful since switching into other stances will make the opp dodge unsuccessfully. (You will have to wait a bit if you have +8 or so.) Some other facts: 1. After head and stomach-CB, if you take TR, there is a moment you can not defend attacks. After leg-CB (such as after Lion’s b,df+P -> KK), there is a moment you can not defend, if you take QR. From the back, by doing QR, there is a moment you can not defend. e.g.) Lei-Fei, (CR)f+P (w/C) ->f,f+K , d+P+K+G, (the opp TRs) -> P+K ->df,df+PP, d+P+K,P Brad, b,f+P+G, (the opp TRs) -> f,f -> KP,f (into ducking) K -> df+P+K,P Wolf, d+P+K(d+P-cut with right hand) -> b+P -> b+K+G,K, (the opp QRs) -> (fastest) b,f+P+K -> d+P -> f+K Akira, SPOD (the opp QRs) -> (fastest) df+K Turning around There are several ways to turn around. 1) With attacks. They are character-specific. 2) G. Not so useful, but good against the opp who goes for low throws guess that you would do FG 3) d+G -> G (FG.) When you are facing away, you can duck instantaneously at the moment you press Down. Thus, you can do FG even if you have bigger disadvantage than –1 to –2. Of course, vulnerable against low throws, but useful in general. 4) b,b. This lets you step away from the opp and turn around. Useful if the opp uses some short-range move. 5) D or U. This will make you dodge and turn around. But, you can not dodge many moves, and this is no quite useful. 6) ARM (i.e. b/u = walking away from the opp and into the screen) and then turn. This will lets you dodge quite a few moves. If you are using Lion, you can then do K to turn around and b,f+P+K,PP, since (facing back) K lets you do combos with regular hits. 2.After QR and TR As you may know, you can NOT dodge attacks placed right when you finish QR and TR. (e.g. Aoi, b,df+P+K w/C -> f+KK -> f,f (to waste several frames)-> b,f+P+K. You can not dodge the last one since she wastes frames by f,f. Also, Wolf, knee w/C -> b+K+G,K -> b,f+P. You can not dodge the b,f+P as it will be placed in front of you when you get up. Also, you can NOT TR since b,f+P hits you out of TR automatically.) However, there is a technique to stop this. If you do anything with G after QR or TR, if any attack is placed in front of you when you get up, you can defend the move because of any command you have input with G. Simplest case: Against Akira, you QR or TR and input a throw. Then, if Akira goes for a catch (b,f+P+G,) then you can throw him. If he does b,f+P+K right when you get up out of QR or TR, then you can defend. Against Wolf, knee w/C -> b+K+G,K. If you input a throw, and if he does b,f+P right away, you can defend it. Also, if he does low throw, you can still grab him. (After getting up out of QR when you are facing down, you will be crouching. Thus, it is less likely than Wolf will go for the fastest throw.) More Advanced cases: When you are getting out of QR or TR, you can do b+K+G with Lau and db+P+K+G with Lion. Then, you can defend the attacks placed in front of you, and dodge any of the delayed attacks. (And, avoid being thrown if you are doing b+K+G with Lau.) It could be useful with Wolf’s P+K+G and Akira’s b+P+K+G. (I must say that if you can defend any move then, you are lucky. But, it happens every now and then.) Even more Advanced cases: If you do Dodge -> some other command, unless you do Dodge -> G, your Dodging command will be respected. i.e. Even if you do Dodge -> throw, the Dodge you have input will come out. Hence, you can do Dodge -> throw escape right before you get out of QR or TR (and hold G when you get up). For example, against Aoi, if she places b,f+P+K right when you get out of QR or TR, then you can defend her b,f+P+K. If her attack is not place at the right timing, you can dodge it. Also, if she goes for low throws (if you get out of QR, you will be crouching, so she will be going for low throws,) then, you will dodge. (unsuccessfully, but you can cancel the unsuccessful dodge by CD. Even if you don’t cancel it, you won’t have disadvantage, because she will be in the motion of the low-throw whiff.) If she goes for a fastest throw, you can al least escape one. (You could re-enter more throw escapes later as well, if you are SUPER skillful.) Note: Unless you are out of QR, facing up. In other situations out of QR and TR, you will be crouching. Note2: If you hold G in TR, then the opp’s move will track you. So, DO NOT hold G in TR. 3. Minor counters Minor counter happens when you hit the opp when he has missed some move and he is still in the motion of the move. Usually, the frame stat after mc is the same as that of normal hit. (Of course, the damage is 1.25 more.) As you know, there are moves that do not connect with normal hits but do connect with mc. (e.g. Lau’s (CR)->df+P,P+K, Jacky’s df+PPP, Brad’s d+P+K,f+P.) However, there are moves after which you will have larger advantage with mc. Most famous one is Jacky’s Barrier Kick (D - > P+K+G, +2 -> +8. Note that you have only +4 even after MC!! Same is true for Vanessa and Goh.) e.g.) Akira’s df+K (+0 -> +5) Jeff’s (CR)->df+P (SmAd -> LgAd ) Kage’s b+P (+1 -> +2) (This works against the opp who does FG after being hit by Kage’s b+P.) 4. Taking drinks away from Shun after each round By KOing Shun with moves that do not knock him down (such as regular middle kicks), you can hit Shun with moves to take drinks off from him. There are two kinds of standing KOs. One is done with df+K and other mid attack, and the other is mainly done with P. (Note that the opp falls more quickly after the second.) So, some combos here are to be used after the first kind, so may not work after you KO the opp with high P. However, there are combos that still work after KO with P such as Akira’s. (i.e. as long as you use fast attacks to start combo, it works.) e.g.) Akira, (df+K, b,f,f+P+K, f+P, etc) -> b,f+P -> b,f+P -> df+P+K+G (takes off 5 drinks!!) Lau, (df+K, etc) -> b,f+P -> d+P -> f+K+G (in parallel stance, takes off 3 drinks) -> b,f+P -> d+P -> b,b,f+P (in open stance, takes off 2 drinks) As for the second combo, you need to input b,b so that Lau’s (CR) - b,f+P does not come out. (in this case, you can simply use f+K+G which takes 2 drinks as well.) Wolf, (P, f+P, df+K) -> uf+P -> b+P (takes off 2 drinks) -> b+P -> f,df,d,db,b+PP (takes off 2 drinks) (tackles, f+P) -> b,df+P -> K+G (takes off 4 drinks) (df+K) -> b,df+P -> b+P (takes off 3 drinks) Jeff, (d+K) -> fully charged b,f,f+P (takes off 3 drinks) -> b,f+P -> f+K+G (takes off 4 drinks, in closed stance) -> b,f+P -> d+P+K (takes off 3 drinks) Kage, (df+K, K+G, PPb+P) -> df+P -> b,b+P (takes off 3 drinks) Lei-Fei, (f+P+K) -> b,f+P+K -> b,df+P (takes off 4 drinks) You can switch back to the normal stance even after you kill the opp with PP, etc. Goh, (df+K, K) -> ARM to the opp’s back -> b,f+P -> b,f+P -> b+P (takes off 3 drinks) 5. Okizeme If you defend any delayed rising kicks (except for Akira’s), you have +15. So, if you defend delayed rising kick, you should use a guaranteed move to knock the opp down against. After defending Akira’s mid rising kick, nothing is guaranteed, but you can dodge them. Whether it is delayed or not, after defending Akira’s low rising kick, elbows are guaranteed, mostly. (There are some where you only have +12, facing down with head near, and facing up with legs near.) In order to dodge Akira’s mid rising kick, you dodge toward his bent knee (if he is facing up with legs near.) Also, if the opp is facing up with head near, you can dodge toward the other direction (i.e. to the leg with straight knee.) Then, you can dodge mid rising kicks. If the opp is facing down with legs near, then most of the mid rising attacks will be straight and you can dodge them in either direction. (These situations happen a lot after throws, so it is worth knowing which way to dodge.) If the opp is on the ground facing up with legs near you, you can jump over the opp when he gets up, rolling to the side. If he does any rising kick, then you can hit him if you have any fast back attack. Although this technique does not get URA if the opp is not rolling, you can surely jump over the opp’s low rising attack, anyway. Also, if you want to crash rising kick directly, use moves that will stay there for a while after coming out. e.g. Jeff’s f+K+G, Kage’s knee, etc. You can make up your own Okizeme, too. e.g.) Kage, (combo with f,d,df+P+K) -> f,f -> jump forward (the opp TRs) Then, you will be facing away from the opp, and you can use (facing away)ub+K and P+G. (the opp is on the ground) -> f,f -> (the opp rolls to the side) -> b+P into Jumonji Then, the opp’s rising kick will miss you, and you can do (facing away, Jumonji) P -> df+K+G Note that (facing away, Jumonji) P causes stomach CB. (the opp is on the ground) -> f,f -> (the opp rolls to the side) -> b,b+P Then, the opp’s rising kick will miss you, and you will turn toward the opp by b,b+P. If you dodge mid rising kick, throws are guaranteed. P+G (df+P+G, b,d+P+G, etc) -> df,df,f+K If the opp does any rising kick, Kage’s knee will crash it. In closed stance, you can do f,d,df+P+K, and in open stance, you can do bu+K+G. Against the light weight, you can do Knee -> d+P -> K+G,PP. Jeff, (the opp is on the ground) -> d+P+K when he gets up. Then, it will crash both high and low rising kicks, and you will have +6. d+P+G -> f+K+G (this will crash the opp’s rising kick.) Then, you will have +13) (-> P) -> throw df,df+P+G -> jump forward -> f,f (away from the opp) Then, the opp’s rising kicks after rolling will not reach you. Note that the opp will usually try to roll toward Jeff’s stomach in order to avoid his df+K after the throw as that is the only way to get out of df+K. b,f,f+P+G -> f,f -> ARM toward his legs. Then, the opp’s rising kick after side-rollingwill miss you and side throw (or low side throw) is guaranteed!! Also, if he gets up with kicks without rolling, then you can avoid kick if the opp is someone who has a special rising kick when facing down such as Lau. (Anyway, if he does not roll, you can step forward and do df+K.) When you do this, make sure you do NOT let the lever go to neutral after f,f, so that you can walk up or down smoothly. If the opp uses delayed rising kick, it will track you but you can defend it and then do b+K,P. (Depending on the situation, also df+PP -> combo.) Wolf, uf+P -> b+P+G -> b,f+P charging a bit -> (the opp gets up with mid kicks) -> d+K -> df+P+K Lei-Fei, df+P+G -> f,f+K+G -> G, G (to turn around) -> uf+K+G At this point if the opp does rising kicks without rolling, then your (facing away) K will hit him from his back with mc, and you and step toward him and another (facing away) K will hit. Even if the opp gets up with rolling, you will have enough time to turn around and defend kicks. Lastly, if the opp TRs after f,f+K+G, then, you press G once to get out of the stance (you are still facing away) then, use (facing away) K. Since this K will be placed in front of the opp when he gets up, he can not dodge it. (the opp is on the ground) -> d+P+K+G,d -> P+K or K+G If the opp is getting up with mid rising kick, do P+K. If the opp is getting up with low rising kick, do K+G. (Of course, you have to do it in advance, so you have to take a guess.) (the opp is on the ground, not too close) -> b,f+P+K or u+K+G If the opp is getting up with mid rising kick, do b,f+P+K. If the opp is getting up with low rising kick, do u+K+G. Also, you can use u+K,K to crash the opp’s rising kick. Also you often go to the opp’s back. It seems to work better in closed stance. After u+KK is defended, the opp’s throw is guaranteed, so you can do TEG. Vanessa, Heaven’s Gate(u,f,d,b+P+G) -> b,b+K+G charging. Even if the opp gets up with rising kicks without rolling, it will not reach you and your charging kick will hit the opp. If he rolls back, then charging kick will be placed right when he gets up. Thus, he won’t be able to dodge it. Also, it will often crash rising kicks in that situation. When he rolls back and you charging kick hits him, then you can do f+PKK. Goh, (the opp is on the ground) -> u or d+P+K (to the bent knee) Brad, (the opp is the ground) -> P+K Then, you can crash rising kick, and PK or f+P,K is guaranteed. If you have placed P+K in advance (just enough to crash rising kicks), d+P+K, f+P is guaranteed. Automatic 2-taku This is NOT the automatic 2-taku used in VF2. Rather, this is a technique where you use down attack/ mid-attack automatically. e.g.) Sarah, df,df+K -> P -> KK -> (step forward) -> ub+P (hold P) This will give you u+P if the opp does not TR, but it will give you back jump if he does. Wolf, f+K (MC) -> b+K+GK -> (step forward) -> uf+P If the opp QR, then uf+P gives you the double chop. If not, you will get u+P by uf+P. Shun, d,df,f+P -> b,f+PPP -> df+P Lei-Fei, uf+K -> (delayed) df,df+PP -> f,f+P -> (step forward) df+K (Aoi, open) Besides these automatic 2-taku, you can use mid/low attack in the following way. e.g.) Sarah, f+P+K -> b+K If the opp does not TR, then b+K will hit him. If he does, then you can attack him with the flamingo stance. Vanessa, G, u or d+P (mc) -> d+P -> df+K -> ( step forward) K or d+K+G. If the opp does not TR, then K (or d+K+G) will hit him. If he does, K (mid) or d+K+G (low) will be placed in front of him when he gets out of TR. 6. Special Mid Attacks Some special mid attacks have different frame stats after being defended, depending on whether the opp is standing or crouching. (standing defense) -> (crouching defense) Akira, (CR) -> f+P. -8 -> +0 Sarah, f+P,K. -18 -> -6 Lau, p,b+P. -5 -> -3 Lau, b,b+P. -11 -> -6 Wolf, f,df,d,db,b+P. –10(? i.e.ThG) -> -4 Jeff, f,f+PP. –10 -> -4 Jeff, b+K. –10 -> -6 Shun, f+P,K etc. –13 -> -6 Aoi, PPPK. –13 -> -5 Aoi, b,df+P. –6 -> +1 Note: During Low Sabaki (Vanessa’s db+P, etc), it will let you (crouching-) defend Special Mid attack automatically, defend some mid attacks, duck under all high attacks, and reduce the damage by Guard-Half if you get hit by elbows and middle kicks. (Guard-Half, the damage of some mid attacks are reduced by half, if you get hit in crouching defense.) e.g) Vanessa using db+P after defending Sarah’s f+P -> (Sarah) K -> Vanessa defends K of f+PK since it is Special Mid. -> (Sarah) P -> Sarah’s f+PP will miss Vanessa. -> (Sarah) u+K+G -> Vanessa’s db+P beats Sarah’s u+K+G etc. 7. Some special throw escape commands Akira, f,b+P+G -> P+K. f+G (+10) f,b+P+G -> d -> P+K. d+G (+13) f,b+P+G -> u -> P+K. u+G (+13) You have +13 in the last two cases, but since Akira is facing away, you can hit him with mid and low attacks that come out within 17 frames. (b/c it takes 5 frames to turn around.) So, by doing f+G -> u+G -> d+G, you can escape all, but in this case, Akira’s f+P+K+G is guaranteed when you are in a special defense animation. Wolf, D-P+K+G. f+P+G or b+P+G(+1) Lion, f,db+P+G -> PPP. f+G (ThG) Also, if he stops with P or PP after f,db+P+G, you can throw him even if you got hit with P or PP. Vanessa, P reversal (b+P+K or db+P+K.) P+G to reduce the damage It take 50 + x, and there are two point where you can escape. So, just keep inputting P+G right after you get caught. If you escape at the first escape point, you have +0. If you escape at the second escape point, you have +6 (but you will get more damage…) Vanessa, Hand Hold (neutral against high and mid P) -> K. G -> d+K. d+G -> P+G. P+G In Right Hand Hold, if you defend high K by G, then you have +20. In Left Hand Hold, if you escape Arrest Hold Knee (P+G, this is the one that takes the most damage), Vanessa has +10. For everything else, it is even. Vanessa, Take Down. -> P or P+K. G -> d+P. d+G -> P+G. P+G You can escape P and P+K by holding G. Thus, if you do P+G -> let go of P, just like TEG, then you can escape both. Goh, Catch. Just input the direction opposite to the one he inputs. e.g. if Goh input u, you do d. Brad, Catch ->P. G (+6) ->K (knee kick) d+G (+6 after the first and third, +0 after the second) ->change. The direction opposite to Brad’s input. (if Brad successfully changes the position, the following P and K will take more damage.) Ground throws, d+P+G or df+P+G. Also, note that you can only input ONE throw escape command when you are trying to avoid side throw. (And, you can not TE low side throws.) 8. Basic Directions to Dodge Akira, (Back) b,f+P+K. back P+K+G. stomach Pai, (Back or Stomach) (standing) K. stomach b+K. back Lau, (Stomach) (standing) K, f,d+K. stomach F,f+P+K. back (if you defend this, d+P is guaranteed if not too far.) Wolf, (Back or Stomach) Screw Hook and df+P+K. stomach d+K, df+K, f+K+G. back Jeff, (Stomach) b,f+P. stomach KKP. back (if you defend this, you have +14) Kage, (Back or Stomach) df+P, b+K. stomach d+K+G, K+G, back Sarah, (Back in a regular stance. Stomach against flamingo) u+K+G, df+P. back (in flamingo stance) K. stomach Jacky, (Stomach) db+P,b+P. stomach Shun, (Back) db+K,K back b+P is full circular. Lion, (Back) df+K, u+K. back f+P+K. stomach Aoi, (Back) f+P+K. back f,f+P. stomach Lei-Fei, (Stomach) f+P,f,f+P+K. stomach Vanessa, (Back) (D-style) df+P+K. stomach Goh, (Back) df+K+G, f,f+K+G. back Brad, (Stomach) b+P. back 9. Stepping Forward dashing – You can cancel this by G, dodging, CD, CBD, and attacking (attacks and throws.) BD – You can NOT defend anything. You can cancel this by dodging, CD, and attacking (attacks and throws), but you can NOT cancel it by CBD. Dodging – you can cancel it only by CD. CD – you can cancel this by G (then into any other step.) Also, by attacking. CBD – The same as CD and also you can cancel it by f,f and b,b. Consecutive CBDs – Do db,d,db -> neutral + G -> db,d -> neutral +G -> etc. 10. Just Timing QR and TR You avoid some combos by taking Just-timing QR and TR. e.g) Lau, b,f+P -> d+P -> f+P,P+K. For heavies only. You can take TR right after d+P to avoid the upper-cut. Note that if you TR at the wrong timing (such as before d+P), you will float higher. Thus, you have to TR at the right timing. Shun, d,df,f+P -> b,f+PPP -> df+P Mid and heavies. Closed stance. With normal hit, you can TR to avoid the last df+P (except for Kage.) If it is from your back, it is guaranteed. Lei-Fei, df+P+G -> df,df+PP -> K+G. Above Jacky. You can TR K+G. Other middle weights can also TR the second P of df, df+PP if Lei-Fei misses the timing. 11. Wall There are Wall Hit and Wall Stagger. Wall Hit Caused by any attack with damage less than or equal to 20. There is no recovery necessary and you will not get thrown in the animation, but you will get hit by any attack. The only thing you can do is defend. i.e. G is the only input that CPU takes. Here, Akira’s guard break (f+P+K+G) works well. After you get out of Wall-Hit, you will have to use some defense technique. Wall Stagger Caused by any attack with damage more than or equal to 21. You need to recover from Wall Stagger not to get hit by the subsequent attacks. In this situation, some moves that do not CB the opp with normal hit will CB him. e.g.) Lau, f+P+K Wolf, f+P Aoi, b,df+P+K So, you need to struggle to recover. Here are some combos. Lau, db+P+K -> (Wall stagger) -> f+P+K -> df+PPPK Wolf, b+P+G -> (Wall stagger) -> f+P -> b+K+G,K -> ground throw. Jeff, db+P+G -> (Wall stagger) -> f+P+K -> f,f+PP -> u+P Lei-Fei, f,f+P -> (Wall Stagger) -> uf+K -> PP ->b+KK,d+K f,f+P -> (Wall Stagger) -> uf+K -> b+PP -> u+P f,f+P -> (Wall Stagger) -> uf+K+G -> combo, depending on the distance to the wall. Note: Larger the distance to the wall, harder it is for the opp to recover. The reasoning is that if you are far from the wall, after your attack hits the opp, you will have more time to recover from the motion of the attack and get ready for the subsequent attacks. Also, if it is a breakable wall, you can not hit the opp for a certain amount of time after he bumps into the wall in the air. This is done in order to avoid instant ring-out. However, there are cases where you can ring-out the opp by hitting him on the ground. e.g.) Sarah, f,f+K -> (Wall breaks) -> b+P+K -> ring-out Jeff, f+P+K -> f,f+PP -> (Wall breaks) -> b,df+PP -> ring-out (Far from the wall) db+P+G -> (Wall stagger) -> f+P+K combo as above. b,f+P -> PKP -> (Wall breaks) -> b,df+PP -> ring-out If you are close to the wall, you may do just P or PK of PKP. Lion, f,f+KK -> (Wall breaks) -> db+PP -> ring-out Brad, d+KK -> (Wall breaks) -> df+P+K,P -> ring-out Note that a wall breaks even if you start with a combo with wall-breaking move and the opp hits the wall in the air after some other move in the combo. (Look at Jeff’s.) After you bump into the wall in the air, if you are either diagonal or you are low in the air, you CAN still take TR after you hit the wall. Also, if you can hit by some move and you are facing up, then you can still take TR even before you hit the wall. If the height of the wall is low, you can directly ring-out the opp even if it is not breakable. e.g.) Lei-Fei, (f,f+P -> (Wall stagger)) -> uf+K -> ring-out Shun, uf+K+G -> ring-out Unlike other combos where it is easier to do against light weight, this direct ring-out technique is easier to do against heavies as they are taller.