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VF3TB System Guide

Jul 13, 2022
VF3TB System Guide
  • System of VF3tb
    
    Attack Levels
    
    In VF3 there are three levels of attack: high, middle, and low. High attacks
    can be blocked while standing and will whiff over crouching opponents. Attacks
    that hit a crouching opponent but does not cause damage are still considered
    high attacks. Any attack that will hit a crouching opponent and cause damage is
    considered a middle attack and must also be guarded while standing. A middle
    attack will still hit an opponent who stands but does not block. Low attacks
    must be crouch guarded against (d+G) to block. Low attacks can also hit
    crouching opponents who do not guard.
    
    The Escape
    
    Escaping is accomplished by pressing the E button (or the fourth and last
    button, usually red in color). There are four directions one can utilize the E
    button with: up, down, backwards and forwards. Pressing E forward and backward
    (f+E or b+E) will induce a forward and backward dash respectively. Pressing u+E
    will result in the character escaping into the screen, and d+E will have him or
    her escape out the screen towards the player. Pressing E by itself will cause
    the character to escape in the direction of his open side. It is absolutely
    essential to learn how to use the E button in VF3. You can "cancel" an E by
    buffering a move within the E animation.
    
    When you escape from a distance, your character automatically escapes a further
    distance forward on the x-axis though not necessarily on the z-axis (i.e.
    escapes forward a lot but not to the side as much). E-ing from a distance is
    still cancellable by any move within the animation.
    
    Escaping attacks with E
    
    Several moves require a specific direction to escape. Usually, the fastest
    moves that "poke straight" can be escaped any way. Common moves that can be
    escaped either way include: standing P, d+P, and elbow. Common moves that must
    be escaped to the characters back side without harm include: sidekick and knee.
    Although there are no common moves that must be escaped towards the open side,
    most specialty moves do (for example, Kage's d+K+G and Akira's SDE - f,f,f+P).
    Even pounces, stomps, and ground attacks sometimes require a specific direction
    to escape.
    
    Defeating Escape
    
    Several "circular" moves can not be escaped with the E button, such as Lau's
    K+G. However, circular moves are often characterized as high, slow executing
    and slow recovering attacks. The damage is usually high.
    
    The other method is quick dashing and throw. When quick dashing towards an
    E-ing opponent the character automatically tracks the opponent, resulting in a
    throw opportunity.
    
    Escape Okiseme
    
    In VF3 it is now possible to successfully escape a rising attack, high or low,
    with the escape button. In theory, any form of rising attack is easily
    escapable but some forms are much easier than others. For the "standard" lying
    position - face up and feet towards your character - when your character is
    facing left, one should escape into the screen. When facing right, one should
    escape out of the screen for a successful okiseme. Precise timing is also
    required. Although it is possible to escape the opposite direction as listed
    above, it is almost impossible to execute successfully. When a successful
    escape okiseme is performed your character ends up behind the opponent's
    vulnerable back.
    
    Other situations exist where an easy okiseme is possible. For opponents facing
    up and feet away or facing down feet towards (this sounds complicated but with
    experience these positions will be easy to recognize) a high rising attack is
    easily escapable by dodging into the screen when facing left and dodging out
    when facing right. This is because a high rising kick in these situations come
    out "straight" like Akira's high rising kick (which can always be escaped with
    the same method). If the rising attack is low, it is possible to escape with
    the opposite direction but the timing is generally much more strict.
    
    Many characters have special rising attacks when facing down and feet away that
    could be also escaped. Kage for example, when rising high, could be escaped by
    dodging out of the screen when facing left and into the screen when facing
    right.
    
    Several attacks have properties that can avoid rising attacks high or low. For
    more details please refer to Techniques.
    
    If you know the opponent will not rise with an attack, attack the opponent
    immediately as he/she is rising.
    
    Rolling on Ground
    
    After being knocked down on the ground, aside from the usual rising attacks and
    special pounce escapes (look in Techniques for more info) a character can opt
    to roll away: forward, backward, into and out of the screen. Rolling is
    accessed by pressing the direction you want to roll in repeatedly while on the
    ground. Which way to roll often depends on differing circumstances and desired
    positioning. When the opponent rolls forward he/she is vulnerable to low
    attacks and middle attacks that hit quite low (for example, Kage's DP).
    
    Jumping and Hopping
    
    In VF2 jumping was simply executed by pressing u or u/f or u/b. This is not the
    case in VF3 and "d" is required before pressing upwards. Thus a high jump can
    be executed as d,U and a "hop" can be executed as d,u. Every character can jump
    (even Taka in TB) and has a basic jumping attack. With the exception of Taka,
    every character can d,U+K -> while descending+K. The execution time is roughly
    fourteen frames, hits middle, and if the opponent fails to counter you while in
    the air the descending kick if blocked is uncounterable. Each character possess
    unique traits in addition to this basic high jump attack. Hops are less
    uniform, differing from character to character.
    
    Crouch Dashing and Modified Crouch Attacks/Throws
    
    Simply crouching actually takes 11-12 frames to execute. A much faster way to
    immediately recover low is to crouch dash, executed by d/f,D/F which can make
    your character crouch by 8 frames. The trick is to be able to crouch dash fast
    enough to offset the frame advantage: within 3 to 4 frames.
    
    Several attacks must be executed by holding down, these types of moves often
    begin with D,f+attack or D,b+attack. There are also crouch based throws, for
    example, Taka's D,b+P+G throw. Although normally one would need to hold down
    first before the b or f +P+G, the VF system allows this "holding lag" to be
    bypassed with a crouch dash. Hence, Lion's D,f+P+G throw can also be executed
    with CD,f+P+G. Similar moves, such as Kage's d,D/F+P are the same and can be
    executed as CD+P.
    
    AI Assumption
    
    Another feature of VF3 is the AI. In an effort to make the game easier, Yu
    Suzuki programmed it so a button masher, say, playing Pai who mashes on Ps and
    then a K will get P,P,P,K canned combo even though he pressed P too many times.
    The computer tries to guess what the Pai player is trying to do and does it for
    her. This also applies to several other canned moves (for example, Kage's
    P,P,P,K, Sarah's P,P,P,K, etc).
    
    The only character with a punching-kick string who does not benefit from this
    is Lau.
    
    Reversals
    
    It is possible to "reverse" attacks given the proper type of reverse. There are
    high reverses, middle reverses, low reverses, and flipkick reversals, a new
    feature to TB. These reverses always have a P+K command coupled with b, d/b, d,
    and u/b respectively. However, these reverse do not always correspond with the
    attack levels of the attack. For example, although Kage's u/f+K+G hits middle
    it is reversed high. Usually, circular attacks, "big" attacks, two handed or
    two feet attacks, and attacks that do not expose the ankle or wrist cannot be
    reversed. u/b+P+K always reverses flipkick type attacks (which only Jacky,
    Sarah, and Kage have) and nothing else, not even a move like Lion's u+K. This
    new reversal was probably added so that players had a relatively strong single
    attack that wasn't easily Triple Escaped.
    
    These are the characters with reversals:
    
    *  Akira has all four level reverses and can reverse punch, elbow, knee, and
       kick attacks including the flipkick.
    
    *  Pai has upper and middle reverses
       (b+P+K and d/b+P+K) and can also reverse punch, elbow, knee,
       and kick attacks
    
    *  Kage can only reverse upper punch attacks (b+P+K)
    
    *  Wolf can reverse upper and middle kick attacks (b+P+K and d/b+P+K
       respectively)
    
    *  Aoi has all four levels. Aoi is a special case since she can
       reverse circular attacks like her own d+K+G although she does not
       inflict damage and only pushes the opponent away.
    
    
    These reversals have miss animations should no attack be forthcoming.
    
    Special Reversals
    
    Pai and Aoi share the honor of having unique reversals. Pai has f+P+K which
    although does not cause direct damage but disorients the opponent causing
    momentary vulnerability. Called the inashi, Pai often has a small but sure
    window of opportunity to float the oponent with K or throw them. The inashi
    however will not stop a canned combo (see below for more details on canned
    combos). For example, if she tries to f+P+K a punching Kage, the first P may
    seem to disorient him but his subsequent P,P will still continue and hit Pai
    instead. Pai's inashi is effective against both high and several middle
    attacks.
    
    Aoi has a reversal that also does not take direct damage but pushes the
    opponent behind her; it is more of a parry than a reversal. Her parry is
    executed with b+P and is applicable to high attacks.
    
    Both the inashi and parry have miss animations as well.
    
    Pouncing and Angulation
    
    Pouncing is executed by u+P or D,u+P for bigger damage. D,u+P (high pounce)
    pounces are generally slower in execution than u+P but more in damage. When
    there is angulation there are important factors to consider when going for a
    pounce. If your character is on higher angulation (uANG), a high pounce will
    result in more damage (approximately 1.25) but because the character is "in the
    air" longer due to elevation there is more time for the opponent to escape. If
    your character is on lower angulation (dANG) then the pounce is more probable
    to connect since the time until contact is less but the damage is also usually
    less.
    
    Air Combos and Angulation
    
    Angulation also effects combos to a very important degree. In general, air
    combos that are going up slope are less likely to connect (since the opponent
    is in the air for less time until he or she makes contact on the ground).
    However, when going dANG the opponent is in the air longer and thus a bigger
    combo will more likely connect. Some combos can only be down from uANG.
    
    Attack Levels and Angulation
    
    Angulation also plays a crucial part in attack levels. As a rule of thumb,
    middle attacks are more likely to connect when executed from dANG than uANG.
    Take this scenario for example: Lion vs Jacky. Lion is on uANG and did a d/b+K.
    Jacky blocks it and could immediately retaliate with an elbow. However, if the
    situation was reversed and Jacky was on uANG and just blocked Lion's d/b+K, a
    counter elbow will completely whiff the crouching Lion. Thus, ANG must be
    considered when choosing your attacks. (In the latter situation, Jacky could've
    countered with a f,f+K). It is also more difficult to throw an opponent in
    angulation differences since the range between two opponents is further.
    
    Throwing
    
    Throwing is an integral part of VF3 and must be used frequently. Normal throws
    are all executed with P+G coupled with the appropriate directional commands.
    These throws are classified as high attacks but can not interrupt during an
    opponent's attack. The throw is instantaneous after the command is inputted.
    However, there is a range requirement for throws. Most character's throwing
    range is 1.5 but big guys like Wolf, Jeffry, and Taka have throw ranges of 1.6.
    A throw will not connect if the opponent is in the middle of the execution
    phase of a move. However, they can be thrown in the move's recovery phase (look
    in countering for more details).
    
    There are also low throws which are exactly the same except they throw
    crouching opponents only and can be accessed with P+K+G and the appropriate
    joystick commands.
    
    Both throws have miss throw animations should a throw attempt be unsuccessful.
    
    Reversing Throws
    
    Being able to reverse throws is absolutely vital. The method to do so is to
    input the last directional direction+P+G of the throw. So for example, if you
    know Kage is trying to throw you with a b+P+G, the way to escape it would also
    be b+P+G. If Jeffry is trying to Splash Mountain (d/f,d/f+P+G) then the escape
    method is d/f+P+G. The only exceptions to this rule are half-circular throws,
    like Wolf's Giant Swing. In that case, the first direction and the last
    direction is inputted, i.e. b,f+P+G. To escape Lion's HCB+P+G, one would need
    to input f,b+P+G. The important thing to remember about reversing throws is
    that the command input must be put within ten frames.
    
    When a throw is reversed the positioning of opponent and character are often
    changed. Some situations give the character which reversed the throw a distinct
    advantage.
    
    Catch Throws
    
    A catch throw is a quasi throw that is actually considered an attack, often
    having it's own recovery time and execution time (normal throws are
    instantaneous -> 1 frame). The catch throws in the game are:
    
    *  Wolf's f,f+P+G, u/f+P+G and f+P+G multi-link series
    *  Kage's u/f+P+G
    *  Sarah's u/f+P+G
    *  Taka's b,f+P+G
    *  Akira's back throw P+G
    
    
    Catch throws have a 10 frame "hit" window; that is, after a catch throw is
    executed the opponent has 10 frames to react and counter. Because the catch
    throw is considered an attack you cannot escape the throw once it makes
    "contact". However, you can throw the opponent while he/she is executing a
    catch throw. The catch throw will track escaping opponents but are considered
    high attacks. Because catch throws are not normal throws per se, they can
    interrupt attacks. For example, catch throws can interrupt an opponent who does
    a P provided the timing and type of catch throw is correct.
    
    Thus, for example, take this scenario: Kage has blocked Akira's high rising
    attack. If Kage goes for a u/f+P+G and Akira attempts a throw reversal, Akira
    will end up throwing Kage out of his catch throw. But if Kage pauses and waits
    for Akira's miss throw animation then a catch throw executed immediately
    afterwards is guaranteed to connect. If Akira triple escapes with a punch (see
    Techniques for more information) then Kage's catch throw will intercept the
    punch and execute.
    
    Hit Throws
    
    There also exists in the game specific types of throws only accessible after an
    attack. Examples of this include:
    
    *  Taka's elbow -> toss (f+P, b+P+G) and d/f+P -> f+P+G
    *  Jeffry's b,d/f+P+K -> d+P+G or b+P+G
    *  Jeffry's d+K -> d,d/f,f+P+G
    *  Wolf's u/f+P -> f+P+G
    
    Hit throws often require specific situations to be executable, usually the
    preceding attack before the throw to hit as a counter.
    
    Stumble Throws
    
    Stumble throws causes the opponent to stumble and be vulnerable after executed
    successfully. They are usually characterized by a b,d+P+G command and when the
    opponent is hit while stumbling the attack is considered a counter. Thus, a
    "float" attack such as Lau's d/f+P+K will cause the opponent to float
    extroadinarily higher. Characteristically opponents are able to struggle out of
    a stumble throw to avoid getting floated so that nothing is guaranteed. This
    window however is quite small. Characters with stumble throws are Akira, Pai,
    and Lau.
    
    Surprise Exchange
    
    This was a term first coined for Akira's b/d+P+G throw but has come to describe
    any throw that causes the opponent to switch sides with their backs turned
    without taking any damage. The characters with Surprise Exchanges are:
    
    *  Akira's b/d+P+G
    *  Kage's f+P+G
    *  Jeffry's b/d+P+G
    *  Lion's d/f+P+G
    *  Pai's d/f+P+G and f+P+K+G
    
    
    Multi-link Throws
    
    Multi-link throws are simply throws that require more than one input to execute
    and often consist of "parts" each escapable. The multi-link throws in the game
    belong to:
    
    *  Aoi's HCF and HCB +P+G series
    *  Wolf's f+P+G series
    *  Taka's f+P+G and b,f+P+G series
    *  Jeffry's b,f+P+G series
    
    
    Ê
    
    Look in the characters' respective sections for more details.
    
    Standing K Cancel
    
    Throws by definition can not interrupt an attack; hence when an opponent does
    an attack he or she is throw-invulnerable until the hit window of the move is
    over. A trick to utilize this is the standing K cancel (K and then tap G). Your
    character will retract the standing K in the middle of its animation, making
    the opponent who is attempting a throw or a throw-reverse to whiff. However be
    wary since in a double escape situation the K(G) animation usually ends before
    the second throw-reverse is executed (look in Techniques for more information).
    
    Stances
    
    Another innovation of VF is the importance of stances between two characters.
    Different stances results in different situations. There are two basic stances:
    closed or open/eight.
    
    The closed stance is when both opponents' legs are parallel to each other. The
    default stance as a round opens is closed. For example: / / or \ \. The slash
    represents an imaginarly line drawn from one foot to the other.
    
    The open stance is when the opponents' legs are closer on one side and more
    wider on the other. For example: / \ pr \ /. This stance is also called "Figure
    Eight" due to it's similarity to the Chinese character "eight". I personally
    prefer calling it the eight stance since "open" is the term I used to
    differentiate escape direction (look in Lexicon for more details). In open
    stance, it is more difficult to throw the opponent since the distance between
    each character is further; this is exacerbated during angulation differences.
    However, it's also easier to perform combos in the eight stance and some combos
    are only possible in this stance. For example, for Jacky's P+K -> P -> flipkick
    to connect it is much easier if in eight stance.
    
    The Japanese have a different way of classifying stance, using "pole leg" as
    the center of reference but I believe the explanation above is easier to
    understand.
    
    Changing Stance
    
    There are several ways to change stance to benefit you. The easiest is to
    simply take a step forward or backward (note: not dash) by pressing F or B. The
    other is to utilize moves that change the stance of a character, for example, a
    knee.
    
    Block Animation
    
    Several circular or half-circular moves now have block animations. When a
    particular move is blocked, for example, Jacky's b,f+P+G, the move is not
    executed in full and there is a special block animation. The result is usually
    a longer recovery time; a stance change always occurs after a block animation.
    
    Counter Attacking
    
    Counter attacking occurs during an opponent's recovery time from a move. For
    example, if Jacky performs a knee and Pai blocks it, there is a recovery time
    where Jacky is vulnerable. Pai can take advantage of that vulnerable recovery
    window and attack. Some attacks are "uncounterable" meaning the recovery window
    is so small that it is impossible for the opponent to have a guaranteed
    counter. Every character's normal standing punch is one example.
    
    Differing Damage Levels
    
    A character's health bar is measured is in "points". The default setting
    against a CPU is 200 points of health and against other human opponents 250
    points. Thus, damage from an attack is not proportional but always constant;
    the only thing changing is the number of points of the health bar. The damage
    often cited along a move is the default damage if the move was performed on an
    opponent not doing anything. However, this is not to say that damage is always
    constant and in fact is always changing. There is a total of five different
    types of damage levels, but for the sake of simplicity only two types of
    counters are classifed and discussed: major counter (as denoted by MC) and
    minor counter (mC).
    
    Minor counters occur when an opponent is attacked within his or her "recovery
    time" after a move. For example, after Kage blocks Akira's b,f+P+K+E and
    "counters" Akira with a P,K before Akira has fully recovered. The damage of a
    minor counter is marked up by 25%, in other words, 1.25 times what it usually
    is. Other situations where a minor counter occurs is during an opponent's
    escape, miss throw animation, etc.
    
    A major counter often occurs when an opponent is interrupted within his/her
    attack execution. For example, say Lau is attempting to K+G Sarah but Sarah
    interrupts with a flipkick before the K+G can connect. The resulting damage is
    50% more than the default damage - 1.5 times what it is without the counter.
    
    Opponents also float higher during counters. Some combos are only possible
    after a counter hit.
    
    Float Combo Damage
    
    To guard against 100% combos or generally just combos that take too much damage
    Sega made attacks that damage floating opponents take less life. The combo
    floater will still take the original damage (i.e. 100% of what it is supposed
    to take, whether counter or no). The second hit (or the first attack to strike
    the floating opponent) takes only 75% of the damage, providing it is a
    different move than the first. If it is the same move, then it will only take
    50% damage. For example, when Wolf does a short shoulder, the first takes full
    damage. However, if he does another short shoulder, the second short shoulder
    will only take 50% damage. If he had gone for a knee instead then it would've
    taken 75% damage of what the knee would've taken if it was not attacking a
    floating opponent. The third hit (or second hit in the air) follows the same
    rule: if it was the same move used before, it would only take 50% of its
    original damage; if it was a different move then it would take 75% of the
    original damage. However, after the first three hits of a combo all subsequent
    hits, whether different or not only take 50% damage.
    
    First Hit/Floater = 100% -> 2nd Hit 75%/50% -> 75%/50% -> 50% all hits after
    
    What of ground combos such as Kage's u/f+K+G -> DP or Taka's D,f+P -> d+K you
    may ask. They follow the same rule and usually only take 75% damage if
    different from the "combo starter" or 50% if the same.
    
    One type of attack that does not correspond to this rule, however, are pounces.
    Pounces take 100% damage no matter how many hits there are in a combo. That is
    why Wolf's short shoulder x2 plus pounce still takes half life.
    
    Attack Recovering Positions
    
    In VF2 this is a very important concept - moves recover in different positions,
    high or low. Although this is much more uniform in VF3 it is still worth
    noting. For example, when Lion does a b/f+K he recovers in a crouching
    position. Blocking the low attack and immediately countering with a low throw
    will be successful. However, not all low attack recover low, Akira's d+K for
    example lets him recover high. Thus blocking Akira's d+K a normal high throw
    should be used to counter. This concept also applies to several middle attacks
    (i.e. some recover high and some recover low). Knowing which is vital to be
    able to plan a proper counter-offensive.
    
    Delayed Attacks
    
    Several moves can be "delayed", these moves are "canned" combos, also called
    strings. These moves are designed to flow into each other. For example, Lau's
    d/f+K -> f+P -> b,f+P is a canned combo. Canned combos can be delayed by
    pressing a button and pausing before going on to the next command. So in Lau's
    case he can do d/f+K -> f+P quickly, then pause before doing the last b,f+P.
    The effect is there is a delay before the last hit executes. This can be useful
    in that the opponent may attempt to counter Lau after the first two hits only
    to be stuffed by last palm. In this case we say the third hit is delayed. A
    string of canned combos can be cancelled by pressing G. For example, after Lau
    does P,P if he doesn't cancel no matter what direction input he presses if the
    next button is P then a third P will come out in the string. To cancel, press
    P,P and then G before attempting another move that involves P. This design
    gives players a lot of control over their character's attacks.
    
    There are several moves that usually will get a block animation if done usually
    and guarded but does not receive the block animation if delayed. For example,
    when Lion does an u+K,K normally if the first u+K gets guarded there will be a
    block animation. But if Lion delays the second K then no block animation will
    appear despite the first u+K being guarded and the second K will appear. Other
    such types of moves also include:
    
    *  Jacky's P+K,P
    *  Sarah's u or u/f+K,P (flip, summersault)
    *  Shun's P,P,d+K,K and (from lying down) K,P,d+K,K.
    
    
    Rising attacks can also be delayed. Delaying rising attacks will also often
    change the rising character's stance, negating some of the easy okiseme options
    outlined above.
    
    Ura-mawari and Stepping Across
    
    Ura-mawari is a general term for whenever a character crosses to the back of
    the opponent while he or she is on the ground and rises. The usual method for
    doing this is to use a move which can "hop" over the downed opponent, for
    example, Pai's u/f+K.
    
    Another method more easily done in Team Battle is to simply dash over (or use a
    dashing move) a rolling opponent and position oneself to end up behind the
    rising opponent.
    
    One last method is to trick the computer into thinking a character is on one
    side when in fact he/she is on the other, causing an opponent's rising attack
    to come up the wrong way. These situations are usually very specific. One
    common example is after a Taka's P+G throw and then CD -> D,f+P. The D,f+P if
    done right will cross over to the opponent on the ground; the computer things
    Taka is on the other side and thus the opponent rises the wrong way. The easy
    solution to these kind of tricks is to simply not rising with an attack or
    delay the rising attack. These situations are easy to stop when recognized
    early.
    
    Struggling and Recovering
    
    Any recovery time can be sped up in the game by struggling or recovering. This
    is done by pressing all the buttons rapidly and making rotating the joystick
    every direction. A modified version of recovering that is just as effective as
    random button mashing and much safer is to tap G and then press it while going
    crazy at the other buttons and rotating the joystick. This is to ensure that
    your character does not do something else by accident but guards after
    recovering.
    
    Staggers and Freeze Stuns
    
    Some middle attacks when they hit a crouching opponent will cause them to
    stagger backwards. Elbows and sidekicks are common examples. During a stagger
    the opponent's recovery time (the one being staggered) is much longer, allowing
    the character a dash -> throw opportunity. Staggers are usually very
    disadvantageous to the one being inflicted upon but can be struggled out of
    safely.
    
    Some other attacks also has special freezing properties after a counter.
    Jeffry's d+P+K is one example and during a counter will cause a double-over
    stun that leaves the opponent recovering low. The recovery time is also longer
    in this case for the opponent but not as long as a stagger. However, this
    situation leaves Jeffry at the advantage since he is able to dictate the flow
    chart whereas the stunned opponent must anticipate and defend.
    
    Walls
    
    One Fighting Viper innovation that carried onto VF3 is the use of walls, though
    VF3's walls are quite unlike any other game. "Walls" as talked about in this
    section are those that cannot be jumped over, such as the high fence in Aoi's
    snow stage. "Fences" such as those found in Kage's stage do not count.
    
    Special types of combos can be done only with the wall since it prevents
    opponents from floating out of reach. Special throws can also be executed only
    with the wall. For example, Wolf's d/f+P+G throw against the wall animates as
    Wolf slamming the opponent to the wall before body slamming him back to the
    ground. In pTB, wall throws are unescapable. However this has been changed in
    VF3 and wall throws can now be escaped.
    
    Walls have a special property: the ability to prove "quasi-floats" (look in
    Lexicon for more details). This is when the opponent kinda bounces off the wall
    in slow motion. At this point, the opponent is very vulnerable and every attack
    done to him/her while in this quasi-float will result in full damage or major
    counter damage. Major damage can be done utilizing this property.
    
    In pTB, only certain moves can knock opponents into this quasi-float. However,
    in TB this was made much simpler and now pratically any move that knocked an
    opponent down can produce this quasi-float.
    
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