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VF3TB General Techniques

Jul 13, 2022
VF3TB General Techniques
  • 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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