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VF3TB General Techniques
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General Techniques Essential techniques all accomplished VFers will use. * Crouch Dashing This is a very important technique that everyone should learn to master. Instead of simply dashing, as in tapping f, F, or F+E, one should instead crouch dash by keying in d/f, D/F. The result is the character dashing on his knees, which means the character is able to evade his opponent's throws and upper attacks. The exposed missed-throw animation appears, opening up opportunities for big damage. * Korean Step A very controversial technique. The Korean step can be executed by mixing up crouch dashes, escapes, forward and backward dashes, all buffered continuously into each other. The result is a smooth looking "slithering" around. This technique is mainly used to get up close to the opponent and attack. Characters with crouch-dash based throws will find this technique particularly useful. A condensed application of the Korean step is simply Crouch-Dash-Escape (CDE) and Escape-Crouch-Dash (ECD) or simply known as the New Taiwan Step. I prefer referring it as CDE or ECD though. * Okizeme My favorite technique. Okizeme is basically the art of applying pressure to a downed opponent. My one piece of advice? Don't bother trying to escape rising attacks. It's just not worth it. Especially since players can delay the rising attack, the timing needed borders on impossibility. Only apply escape okizeme in special cases. 1) Against Akira lying face upwith feet toward you: escape to your left. This works mostly because Akira's rising attack is not circular like most characters. Don't bother trying this when Akira is not lying face up or if his feet is away from you; these circumstances require you to escape differently. 2) Against characters lying face down feet toward you or face up feet away. The majority of these players will generally attempt to attack you with an "up" rising attack. If this happens their rising attacks will be like Akira's in that it won't be circular. Escape to your left for an easy okizeme. If you know they'll do a "down"rising attack, then escape to your right. The rising attack looks circular but in fact it's easy enough to escape that you can risk escaping. Only try to escape rising attacks in these conditions. Otherwise, don't even bother -- it's just not worth it. If you know a player will use a "down" rising attack, instead of blocking it, go for a hop attack. Most characters are able to combo after the hop attack connects and you can at least connect with a stomp after the hop if your character doesn't have a known combo. Besides, it's better because if you just block down and if you guessed incorrectly, the "up" rising attack will make you stagger, putting you at risk for a throw. But if you do a hop attack, then the rising attack will just knock you over. The result? Less damage. Even for players that can do low throws, hopping is still advantageous. You can still do a low throw after you hop over a low rising attack and the opponent would probably be too surprised to input a low throw escape. When you're down and you know that your opponent just blocking waiting for you to do a rising attack, simply throw him as soon as you get up.Ê Try not to roll forward when intending to do a rising sweep. The reason is because while rollingy ou are vulnerable to almost any middle or down blow.Ê For example, if you were playing a Jacky, he can do a flip kick while you're rolling forward.Ê I find that the best thing to do, especially when playing experts, is to just do nothing while you're getting up and block low. Of course, if you know your opponent is gonna do nothing while getting up, attack as soon as he's on his feet. * Ura-mawari This is a specified form of okizeme. For some characters, they can perform a move that jumps over the downed opponent while the opponent is in the beginning of a rising sweep animation. The result is that your character ends up on the back of the opponent with the opponents rising sweep completely missing you. Now his back is vulnerable. Simply do a back attack to punish the opponent. Aoi's f,f+K is one example of umawarani. * Escaping throws Throwing is a big part of the game, and if you want to win, you must be able to escape throws. Basically, to escape a throw, input the last direction input of your opponent's throw with P+G for high throws and P+K+G for low throws. So, for example, if your opponent Jeffry tries to do a Splash Mountain on you (d/f,d/f+P+G), simply input d/f+P+G to escape. The same logic applies for escaping low throws. The only time when you'll have to input more than one direction is when the throws are semi-circular, for example, Wolf's Giant Swing.(b,b/d,d,b/f,f+P+G). In this case simply input the first and last direction -- b,f+P+G.Ê Simple heh?Ê Simply mix up your throws to keep your opponent guessing. You have ten frames to input the escape throw command after your opponent throws you, so you have time, don't rush the input. * Taking Advantage of Throw Escapes A big part of the game is yomi, mind anticipation, and usually, the best way to inflict maximum damage is by anticipating your opponent's throw escape. The most obvious way to do this is by doing a normal move. If the move hits the opponent while he/she is throw-escaping than a mC will result. Other methods include CD > throw (note: the miss throw animation extends the range of your opponent that is able to get thrown), or catch-throw if you have one. For the latter method, wait for the miss-throw animation to occur and initiate catch throw. So, for example, if you are Taka, b,f+P+G will give you a guaranteed throw opportunity. Note: if this is done too late or too early you will be thrown instead. For a sophisticated opponent who knows double escape and triple escape, usually pausing for the first part of the escape to occur is effective. * Double Escape In Virtua Fighter 3, normal P+G throws have precedence over command throws. This means that a normal throw done at the same time the opponent does a command throw results in the normal throw winning. This has important implications. However, there is a mechanism to downplay the advantage of doing normal throw -- the double escape. If you know someone is going to throw you, then you can escape two throws at the same time.Ê All you have to do is input P+G and immediately the appropriate escape throw command afterwards. This means that in case your opponent was tryingto throw you with a normal throw, the P+G component of your escape will counter that. And if your opponent does a command throw, provided that the escape command throw you had keyed in is correct, then you'll escape that too.Ê Double escaping is more useful than you may think. For example, if you're using Lau and if you do a d/f+P+K which is blocked, and if you suspect your opponent is going to attempt a throw, doing a double escape (if timed properly) will usually result in YOU throwing your opponent instead, albeit it being a normal throw. This is because since you have keyed in a normal throw escape, it will take precedence over your opponent's command throw. One last benefit of the double escape is that even if the opponent does a crouch dash on you, waiting for you to whiff your throw animation, your second escape throw will still be in effect. A double escape will automatically throw an opponent trying to K(G) your throw (see below for more info).Ê Use the double escape.. * Triple Escape A yet even more sophisticated way of escaping exists.The triple escape entails you to input a punch, or an elbow, an escape, or a reversal and the double escape thereafter. When this is useful of course depends on the situation you're in. In throw guaranteed situations, let's say that instead of attempting a throw your opponent has become smarter and willa ttempt to attack you instead. Keying in a punch (which is the fastest move for any character) will most likely interrupt your opponent's attack. An elbow is useful in that it is relatively fast and will stagger a crouch-dashing opponent. If you escape hopefully you'd escape in the right direction so you could punish your opp's whiffed attack. A punch reversal will reverse, for example, Akira's trying to trick you with a SPoD or a DBG. However, most people won't be able to input the triple escape within the ten frames required for escaping a throw so instead simply do a P/elbow/reversal/escape-command throw escape.. This technique has many useful applications. * G-Cancel Escape Now this is a tricky technique but incredibely useful if mastered. What happens is that the miss throw animation does not appear when you do this but your character simply blocks. The method is: P+G but let go of the P while holding on to the G a la Akira's knee. The timing is also similar. The biggest problem with this technique though is that it's difficult to tell if you're doing it right. For example, in theory I can do this already pretty well, but sometimes it doesn't reverse throws, or sometimes the miss animation comes out. I don't know how reliable I am in applying this technique; it's difficult to tell when you have succeeded. The G-cancel escape can be also be further extended to triple escapes and double escapes.Ê If your opponent can do this well all that really means is to throw more often. * Recovering It may not be so obvious, but going crazy on the controls does make a difference in the speed your character recovers. This may not sound so important, but when you get to be good, the margin gained recovery time is incredibly vital. Take this scenario for example: Akira does his b,d+P+G throw on you, unless you recover, a f,f+K will connnect resulting in a DLC air combo. Half your life is gone. Now had you recovered, you would be able to block the single jump kick. How exactly do you recover? Well what I do is I rotate the joystick in circles and I rapidly (frantically is more like it) jam at all four buttons repeatedly. What Neogamer recommends is to hold the guard button down so you won't accidentally do a move you didn't intend, but recovery time seems to be a bit slower this way.Ê Another application of recovering is whenever you get staggered by your opponent. For example, your character is crouching and your opponent, Kage, does an elbow. It hits and you stagger backwards. In this case, unless you "recover," Kage is guaranteed an automatic throw (you'd have to use double or triple escape). But if you recover, you might be fast enough (or your opponent slow enough) to buffer in a punch or a move that will interrupt Kage or result him in whiffing his throw. * Down Kick Counter Throw For some characters, this technique becomes extremely vital. Almost all characters, with perhaps the exception of Pai, Lion and Taka-arashi can do this (for Lau the second kick applies in his d+K,K). It's simply a down kick that hits as a major counter. You can tell it's a major counter by hearing a larger hit sound. The good thing is, every time you hit adown kick counter, you can immediately throw your opponent afterward. For example, Wolf does a down kick which counters a punching Pai, Pai is stunned for a moment, and Wolf can then immediately throw Pai. Very powerful. If this is done to you, you can still escape the throw of course with the double or triple escape. I suspect Yu Suzuki put in this move specifically to counter those "berzerker barragers" found in Virtua Fighter 2 (i.e. Lau's punching mania). This move is extremely useful against avid attackers like Lau's rush and Pai's punching onslaught. For TB, the down kick counter throw is not so easily implemented. It still works, but the key is that the commands must be immediately inputted (thus, you have to know the down kick will counter). If you don't pre-input the throw then your opponent's berzerker barrage will win. For example, against a PPPPPPPPPP Pai, if the command for a throw is not immediately inputted after a d+K counter, then the PPPPPP will win. If you down kick and it doesn't counter but you had immediately inputted the throw, your opponent can punish you. Also keep in mind that during down kick counter situations both players have an equal chance of throwing each other, so if you don't your opponent can. Another point to remember is that if you counter a d+K counter to a crouching opponent (for example, interrupting Lau's f,d+K) a throw is not guaranteed (unless you have a low throw). In that situation you have a good 50-50 guessing game (I found elbowing immediately after to stagger quite well). * Down Punch Counter A down punch counter also exists, but it is generally a close range version of the down kick counter. Countering with a down punch seems like a rarer phenomenon and you have to be fast for the throw to connect. Use this move in moderation 'cause down punching players are bloody annoying. In TB, the down punch counter operates much the same way the d+K counter. * Hit MC Throw As Neogamer maintained, certain moves, if MCs, can get a throw, kinda like the PK(G) > throw thing. One example is the MC side kick. However, only a few characters can do this, characters with side kicks similar to Lau. Although this sounds like a useful tactic, in reality its application is unreliable at best. Other hit throws also include: Kage's P+K; Taka's P and f+P+K,P; Akira's P+K+G (yep!); Shun's b,f+P; Jeffry's d+K+G; Jacky's f+P,P,d+K; etc. I will post them as I find them. * Kick Guard Cancel For almost all characters, it's possible to cancel a kick. Taka-arashi, Pai among others are the exceptions. The system of the game prohibits a player from throwing another player while the opponent is performing move. Thus, Akira, anticipatingWolf's throw, will attempt a throw escape. Of course, Wolf would avoid the throw by doing the Kick Guard Cancel and could then have the opportunityof throwing Akira. It's actually not really that useful, but it's a rather insulting thing to do to your opponent.Ê It has even less utility since a double escape will throw the K(G)ing opponent automatically after the G. * Advanced Yomi Yomi is the art of reading your opponent. Advanced yomi, however, entails more than simply knowing which level to block. There are two principle concepts to advanced yomi: reversals and what I call evade attacks. Reversals are simple enough. When you see a Pai doing her punching rush, simply block the first one and reverse the second (if your character has an upper punch reversal). Although it is a canned combo, you can still reverse it. The second part, evade attacks, are much more complicated. Most characters in the game do not have reversals. Yet, do you really need reversals per se? Not really. For example, if you know your opponent is going to do a down kick, and if you're playing Akira, simply do a little hop over the down kick and punish the opponent with a SPoD (look in Akira's character section for more information). Thus,if you know they are doing a low level attack, "reverse" their attack with a jumping attack that can both evade the low level blow and initiate your own attack at the same time. Another example is Wolf's short shoulder (b,f+P+K). This move will actually make Wolf temporarily evade a high punch (when done at the right time). Advanced yomi is a sign of an expert player, so if you think you're good, then let's see those evade attacks. * PK(G) vs P(G) The Senbon punch has been a main weapon in Virtua Fighter 2, but it's strength has been majorly toned down in Virtua Fighter. Essentially, the Senbon punch is a continous flow of PK cancels. The PK cancel is a basic punch kick combo but by pressing G after the P,K, the kick component is retracted (and does not hit) for a lesser recovery time. In Virtua Fighter 3, however, the recovery time of a P(G) is faster than the PK cancel. The main advantages of a PK cancel over a P(G) though, remain the added range (the character takes a step forward after cancelling the kick) and the rather confusing animation (which can lead to flow chart options). Furthermore, if you MC with PK(G) you can go for a throw (although your opponent can throw you first if you are not fast enough -- there is equal chance of throwing and being thrown). The Senbon punch is still widely used in air combos (some air combos require the PK cancel over the P(G)). There are several defenses against Senbon punchers: 1) the easy down kick counter throw, 2) the guaranteed throw counter afterwards (that is, if you're fast enough), 3) crouch dash throw, 4) punch reversal.
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