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All Round Escape (ARE)In the August issue of Arcadia, they have an article on the ARE technique. It's derived from the ECD defensive technique, and can be used to avoid a nitaku (2-choice) situation and really turn the table around when you're at a medium disadvantage (-3 or -4 frames).I'll illustrate the technique with an example. Akira performs a dashing elbow ![]() ![]() ![]() ![]() ![]() dodge ---- ![]() ![]() ![]() ![]() ![]() ![]() ![]() If Lau tried a mid attack, Akira's dodge will be successful (i.e. a fast dodge). Successful dodges can't be cancelled with a crouch dash and as such the ![]() ![]() ![]() ![]() ![]() If, instead, Lau tried a throw, Akira's dodge will be unsuccesful. However, unsuccessful dodges can be cancelled with a crouch dash, and since the low punch was entered with the crouch dash input, it will hit Lau as he's missing the throw, and the ![]() ![]() ![]() So that's how and why it works. The general input is: dodge ---- ![]() ![]() ![]() ![]() If your character doesn't have a ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Don't forget, like all defensive techniques beginning with an escape, they're vulnerable to circular (and half circular) attacks, as well as delayed attacks.
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