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 ffP which Lau blocks. This puts Akira at a medium disadvantage (-3 frames). Lau is now in a good position to attack with a fast mid (like his elbow fP) which will beat any of Akira's attacks or Throw which will catch Akira should try to dodge. Now, Akira enters the following input:

dodge ---- df ---- d ---- df+P ---- bfP

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 df+P (which is just a low punch) won't come out. When Akira recovers from the successful dodge, the bfP comes out and hits Lau while he's still recovering from the mid attack that missed. Follow up with combo accordingly.

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 bfP doesn't come out. Akira now has a medium advantage.

So that's how and why it works. The general input is:

dodge ---- dfddf+P ---- some fast knockdown attack

If your character doesn't have a dfdfP attack, then you can use dfdf for the crouch dash input. Ideally, you want a fast knockdown attack from which you can combo (e.g. Akira and Lau's bfP), but really, any fast attack can be used.

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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