VF4 [ print friendly ] [ command view ] ARE and VIP in FT
OK let me try to clarify a couple of things and then summarize what
I believe are the main points of the translated
document.
ARE and VIP
I briefly defined these as follows:
ARE (All Round Escape) = dodge ~ crouch dash ~ attack
VIP (Very Important Protection) = dodge ~ attack ~ crouch dash
In the case of VIP, we're not talking about dodge attacks (evade
P+K+G). Instead, we're referring to distinct inputs. This is what
is really happening with your input:
ARE = or ~ ~ (+ optional attack, more on
this later)
VIP = or ~ ~ (+ optional attack)
How are they applied? Let's say you've had your attack guarded and
now you're at a medium disadvantage. Your opponent will typically
make you guess between a mid attack or throw, right? Well, if you
enter one of the above techniques during your recovery time, you
can "avoid" both. By avoid I mean the following:
1. If they try to attack --> you will get a successful
dodge. This is where your optional attack at the end comes in.
If you enter the whole set of commands and your opponent
tried to attack you, making you dodge successfully, then by the
time you've recovered from that dodge, you'll have your optional
attack processed. A nice fast knockdown attack / combo starter is
preferred here. For example, Akira can use the following ARE input
set:
~ ~ ~
which will punish anything slow enough and still standing (i.e.
most mid attacks!) with a combo starting standing palm!
2. If they try to throw --> you will attack them (stopping
their throw). In the case of ARE, a is a good choice
since it's quick to input. You can enter any attack here actually
but you don't want to be wasting frames with more complex inputs,
which end up wasting time and the overall effectiveness of the
technique. In the case of VIP in Evo, with Jeffry you could the
following:
~ ~ ~
and the result would be a nice combo starting knee if they tried to
throw you!
A couple of notes about these techniques:
- ARE (in Evo and FT) is effective up to -4 frames disadvantage
- VIP (in Evo only) is effective up to -5 frames disadvantage
- you must be very fast and clean with your input. For e.g. if
you're at -5 then you must complete the input in around 14 frames.
You can still apply these techniques at small disadvantages, but
learning how to fuzzy guard at -1 and -2 is much, much
easier. Ideally, you should only apply this technique when at -3 or
-4 frames disadvantage.
This is nothing new if you were already familiar with ARE and VIP.
Both of these techniques were discussed to death in the thread I
linked earlier. Only back then, we didn't refer to VIP by that
acronym, and many just thought it was another form of ARE. If
you're still confused at this point, then there's little point in
reading on. Just skip to the last SUMMARY
paragraph for one last chance at understanding
just what the hell this is all about
Making Sense of the Frame Charts
OK everything explained so far is still relevant in FT. The only
exception is the VIP no longer works in FT.
If you're trying to make sense of the frame charts, then the
important thing you want to look at is the green, cyan (light blue)
and yellow shaded cells.
Green: Button Input Ignored
During this time, no button inputs will be processed. Even if you
do enter button inputs, they will be ignored. This is a result of
the updated system in FT. One can speculate as to why this occurs,
and one possible explanation is that if you enter the dodge ~
crouch dash as a "set piece" during freeze time, then it simply
ignores any button inputs. What constitutes the set piece?
Well, looking at Case 1 and 2, the dodge ~ crouch dash is
initiated during freeze time and completed on the 2nd frame after
recovery. It can't be completed faster than that. (Back in Evo,
you could complete the input on the 1st frame after recovery.)
If you look at Case 3 and 4, the inputs shown here are not the
ideal "set piece". In both cases, the crouch dash is completed on
the 3rd frame after recovery, and any buttons that were previously
buffered will be processed and no dodging will occur. So if the
opponent attacks you, you'll be counter hit. If no buttons were
entered, then you will simply dodge, but if the opponent tried to
throw you, you will be thrown as you cannot crouch in time.
Cyan: Button Input Accepted
During this time, any button inputs entered will be processed. Let
me go over the cases again.
Case 1 and 2: If the ideal "dodge ~ crouch dash" input was entered,
then you have a 2 frame window for button input to result in the
your fastest possible attack. By that I mean, this is the earliest
your attack can start to execute -- and as long as it starts
executing, then you'll stop any throw attempt. You might think that
a 2 frame window is pretty small, and you're right. Practically
speaking, this window can be as large as you like (though it can't
start sooner than the 2nd frame after recovery), but the longer you
leave it open, the later your attack will execute. And the later
your attack executes, the less effective this will be at stopping a
throw.
Case 3 and 4: the ideal input wasn't entered, and as such, if any
buttons inputs were buffered during freeze time, they will be
processed. The earliest they will come out is the 4th frame after
recovery, but if the opponent attacks you instead, your dodge won't
get processed. Another way to think about it is, if you don't input
the dodge ~ crouch dash as the ideal "set piece" then you can spoil
it with any button input, and that input gets processed instead.
But let's say you were careful not to enter any button inputs
during the "dodge~crouch dash", hoping not to spoil it, and instead
tacked on your button inputs at the end. Since your "dodge~crouch
dash" wasn't ideal, the ealiest your attack can come out is the 5th
frame after recovery. Basically, this means that you've reduced the
effectiveness of the technique by 1 frame due to slow input. That
is, if you input like Case 3 and only attack at cell "C", then it
will only work at -3. With the perfect input it can work at -4.
Yellow: Attack Executing
This shows the earliest time your attack can execute after the
unsuccessful dodge has been cancelled with the crouch dash. The
location of the yellow cell basically tells you how much
disadvantage is allowed for the technique. You'll see that the
earliest it can occur, in all cases, is the 4th frame after you've
recovered (i.e. after freeze time) which means you can use it at 8
- 4 = 4 frames disadvantage maximum. If you try to use it at, say,
-5, then you'll be thrown before your attack comes out.
SUMMARY
Like other defensive techniques, these aren't without their
weaknesses. If the opponent uses a circular attack, delays their
attack, or you dodge into their half circular, then you'll
get hit in all cases.
In order to see what's changed between FT and Evo, just compare the
charts, and the main differences that should come out are as
follows.
in Evo, when doing the VIP technique (ignore ARE since it's
inferior):
- you could complete the dodge ~ crouch dash input on the 1st
frame after recovery
- you had a nice fat window
to enter your attack
- the earliest your attack could execute was on the 3rd frame after recovery,
- this technique is effective up to -5 frames disadvantage.
in FT, when doing the ARE technique:
- you had to complete the dodge ~ crouch dash on the 2nd frame
after recovery (i.e. one frame slower than Evo)
- you have a considerably smaller
window (2 frames) in order to enter your attack
- the earliest your attack could execute is the 4th frame after recovery (1 frame
slower than Evo)
- making this technique effective up to -4 frames
disadvantage (1 frame less effective than Evo)
Bottom line: In FT, you have a technique that's 1 frame less
effective than what it used to be, with tighter input requirements
and potentially more disastrous results if you spoil the input.
Posted by
Myke
on 07/11/2004
|
Edited by
Myke
on 16/04/2005
|
|