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"Ticking"

Virtually every move that major counters and does not knock down technically
allows enough time for you to throw your opponent. The key word is
"technically", because throwing will not always be possible. Certain moves
have been modified by Sega so they do not follow the hitstun formula that
allows the throw in the first place. The next factor is range. You might have
the advantage time needed to throw your opponent, but you may be out of throw
range after the move hits, and any attempts to close the distance will use up
the necessary time which allows the throw.

Here is a list of the more obscure moves which allow ticking.

If you MC a move from your opponent with the following moves, and your opponent
is not knocked down, and if you're within throw range, you may immediately
buffer in a throw during the recovery time of your move.

Jeffry: d+K+G
Jacky: f+PPd+K / P+KP (only if MC'ing a move 12 points or greater in damage)
Kage: P+K (only if MC'ing a move 11 points or less in damage)
Shun: d,df+PP (only if MC'ing a move 11 points or less in damage, and only
during drink points 6-11)
Aoi: P+K,P+K,P+K
Taka: PPP / f+P+KP / f+P+KPP / ff+PP / d+P 

If you MC a move from your opponent with the following moves, and your opponent
is not knocked down, and if you are within throw range, then you must wait
until the recovery of your move has ended, and enter your throw during your
advantage period (you may buffer in the throw movements during the recovery
period, however, the P+G can only be entered during the advantage time).
Immediately after the advantage time the situation is 50/50.

Pai: df+K / uf+K / f+p  (only if opponent is near wall and still within throw
range)
Kage: df+K / b+P / P+K (if MC'ing a  move that is 12 points or greater in
damage)
Shun: d,df+PP (only if MC'ing a move 11 points or less in damage, and during
drink points 11-22)
Aoi: df+P (only if MC'ing a move 11 points or less in damage)
Taka: df+P (only if MC'ing a move 11 points or less in damage) 


              
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