Throw Escape Chart

The chart below is from the Virtua Fighter 4 Blue Book. For each character's throw listed, the result of the throw escape is shown in the context of the Escapee's options. Comments are included where appropriate.

The values in the Result column are as follows:

nitaku The term nitaku is Japanese for two-choice. It is used to denote the opportunity for either a fast attack or throw. Specifically, the opponent must guess between defending against an attack or throw. As a result of a throw escape, the escapee has enough advantage to force a two-choice guessing game, but neither the attack nor throw are guaranteed.
perfect nitaku As explained above, the escapee has sufficient advantage to force a hit or throw guessing game. However, what makes this perfect is that if both sides attack at the same time, the escapee will win, and a throw is possible, but not necessarily guaranteed, if the thrower decides to guard. If the escaped throw recovers in 8 or more frames, then perfect nitaku allows for a guaranteed throw.
counterable A guaranteed counter attack after escaping the throw.
down After the throw escape, the Thrower recovers on the ground.
even After the throw escape, it's a 50/50 situation.

Akira perfect nitaku  
nitaku  
counterable dash in required and use a long reach mid attack
perfect nitaku  
perfect nitaku  
perfect nitaku  
counterable  
Aoi counterable counter attack with d+P possible for some characters
perfect nitaku  
perfect nitaku  
perfect nitaku  
even characters are separated apart
perfect nitaku  
perfect nitaku  
even characters are separated apart
even characters are separated apart
perfect nitaku  
perfect nitaku  
nitaku  
Jacky perfect nitaku  
even some down attacks may hit
perfect nitaku  
down small down attack possible for some characters
nitaku counter attack possible for some characters
Jeffry nitaku  
down small down attack possible for some characters
nitaku counter attack with d+P possible for some characters
perfect nitaku  
perfect nitaku  
even characters are separated apart
even characters recover back to back
perfect nitaku  
nitaku  
perfect nitaku  
perfect nitaku  
even characters recover back to back
perfect nitaku  
nitaku  
Kage perfect nitaku  
nitaku  
perfect nitaku  
perfect nitaku  
nitaku  
perfect nitaku  
Lau perfect nitaku  
perfect nitaku  
perfect nitaku  
nitaku  
nitaku  
perfect nitaku  
Lei even characters are separated apart
perfect nitaku  
perfect nitaku  
nitaku  
Lion perfect nitaku  
nitaku  
perfect nitaku  
even characters are separated apart
even characters are separated apart
counterable  
nitaku  
perfect nitaku  
Pai even characters recover back to back
perfect nitaku  
perfect nitaku  
perfect nitaku  
perfect nitaku  
perfect nitaku  
perfect nitaku  
nitaku  
nitaku  
nitaku  
Sarah counterable counter attack with d+P possible for some characters
even some down attacks may hit
perfect nitaku  
nitaku  
nitaku  
Shun nitaku  
even characters are separated apart
even characters are separated apart
nitaku  
even characters are separated apart
Vanessa (D) perfect nitaku  
perfect nitaku  
(D) perfect nitaku  
(D) perfect nitaku  
(D) even front facing, close distance
(D) nitaku  
(D) perfect nitaku  
(D) even front facing, close distance
(D) perfect nitaku  
disadvantage Vanessa has the advantage!
even front facing, close distance
(M) nitaku front facing, close distance, slight advantage
(M) nitaku front facing, close distance, slight advantage
(M) nitaku front facing, close distance, slight advantage
Wolf perfect nitaku  
even front facing, close distance
even characters are separated apart, but Wolf can move first
nitaku  
counterable counter attack with d+P possible
down small down attack possible for some characters
counterable counter attack with d+P possible
perfect nitaku  
even characters recover back to back
perfect nitaku  
even characters recover back to back

Some footnotes:

  • All frontal + throws are escaped with +, and all frontal [commands]++ throws are escaped with [last command]++.
  • All frontal low throws are escaped with [last command]+++.
  • All side throws are escaped with or ++. The direction is determined by the side your opponent is on.
  • Back Throws and Catch Throws (some exceptions) cannot be escaped.
  • If you consult the Command List, the frame difference in the Guard column of a Throw entry indicates the amount of frames you have in your favour (or against you) after escaping the Throw. This can be helpful in determining what attacks or throws, if any, you can counter with.


Chart translated by SummErs
Additional text, format and editing by Myke
Last Updated 2002/03/14
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