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The System of Instant RecoveryInstant Recovery (IR) may not be a new concept to fighting games in general, but it's a feature that has found it's way into Virtua Fighter 4. The mechanics of IR aren't immediately apparent and can be quite confusing at first, so it's the aim of this document to explain the properties of the different IR types - In-Place Recovery and Side Roll Recovery. Note: The terminology used in this document is based on the terms used in the US version of VF4 on the PS2. Other, and more commonly used terms which you'll come across are: Quick Rising (QR) which is officially known as In-Place Recovery, and Tech Rolling (TR) which is officially known as Side Roll Recovery. In general, IR is a technique enabling you to quickly recover from a knock-down. IR can also eliminate (but not always!) the portion of damage associated with the ground impact from an attack or throw. You cannot IR from every knock down though. Examples of these are knock downs incurred from crumbling attacks, attacks that slam you into the ground during an air combo, and knock downs after being slammed into a wall. Also, you can only IR from some throws. There are various timings allowed for the input of IR. In general, you should time the input at the same time you're hitting the ground. This can be tricky to judge, especially with some knockdown animations. If you time the input perfect, you will perform an Exact Recovery (ER). ER will not result in any sound being heard from the ground impact, and is usually the requirement to avoid damage. Without perfect timing, IR results in a sound being heard from ground impact. While mashing inputs is possible you will never get an ER from it. Wolf's Giant Swing is an example of a throw from which you IR from. You can IR but still receive full damage. However, if you ER you'll avoid the last portion of damage from the ground impact. Instant Recovery is also important in preventing Off The Ground (OTG) combos. Each time you hit the ground you'll have an opportunity to IR to avoid the rest of the combo. Knowing what you can IR from is the first step. The next step lies in knowing when you should and should not IR by understanding the properties of the different IR types. This knowledge can also be used to take advantage of an opponent who chooses the wrong type of IR at the wrong time. The two Instant Recovery types are In-Place Recovery (IPR) and Side Roll Recovery (SRR), and are explained in more detail below.
In-Place Recovery
In-Place Recovery (IPR) is performed by pressing
The properties of the IPR are as follows:
In the first, Down phase, the opponent is able to execute Ground Attacks. Since you are getting up in place, the chances of the Ground Attack hitting you are high. But if the opponent were attempting an OTG combo, then your IPR should successfully avoid it. In the second, While Standing, phase, your character undergoes a transition from a crouching state to a fully standing state. The player has no control over this transitioning of states. It is a known constant, and so your opponent may take advantage of this by timing a mid-level attack to hit you while you're still in the crouch state, resulting in a stagger or knock down. The final, Normal, phase is when the engine returns control of the player back to you in a full standing state.
Side Roll Recovery
Side Roll Recovery (SRR) is performed by pressing
The properties of the SRR are as follows:
The first, Down phase is as described above. In the second, Crouching, phase your character is (obviously) considering crouching. Again, a well timed mid-level attack has the ability to stagger or knock you down. An important thing to note is that your character recovers from the SRR whilst in the crouching state. This allows you to perform any attacks or throws that require you to be crouching first the instant you recover. On the flip side, you'll be vulnerable to mid-attacks or low throws as well.
Another important note is that if you hold
Instant Recovery RisksNow that you've looked at the properties of IPR and SRR you can probably begin to see the risks associated with each. Although the differences are subtle, they both share the same vulnerabilities inherent in the crouching position, and that is the inability to guard against a mid-level attack and also being open to low throws. However, these vulnerabilities are amplified if you are knocked down in a prone (face down) position. Specifically, you're at the risk of being back staggered if a well timed mid-level attack hits you during the While Standing phase (for IPR), or the Crouching phase (for SRR).
Anticipation and timing are critical to success. Also important is
the type of attack you use to interrupt the While Standing or Crouching
phase, and for most characters their sidekicks
( All Head and Stomach Crumble attacks will result in the opponent falling in the Face Down and Head Towards position. Your opponent cannot IR from the crumble attack, but may IR from the following OTG hits. This is where you look for the opponent to SRR in the hope of producing a back stagger with a sidekick. And don't forget, Back Staggers are strugglable, so followup accordingly.
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