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VF3TB Uramawari
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URAMAWARI ========= You've been knocked down. But it's no big deal since you're ahead of your opponent and time is running out. You roll off to the side to buy some time while considering your Rising options. You decide to go with a high rising attack knowing that you get a throw if it hits and counting on your Yomi skills if it is blocked. Your attack comes out but something is wrong! The attack missed completely, in fact you're facing the wrong way. The opponent doles out some impressive damage and all of a sudden a game you were winning has become a game you have lost. Seem familiar? Most of us have been on the receiving end of this secenario at one point or another. It is Uramawari, it is powerful and in the right hands it can be the turning point of any game. Uramawari is a Japanese term that when translated literally means "rotate back". The kanji for Ura stands for "reverse side", "wrong side" or "back" while mawari can be read as "it rotates". Uramawari rotates the wrong side of the opponent towards you. Now that we know that it's time to actually look at the thing itself. Uramawari can seem mystifying even to those who know how to do it in certain situations but the reality is that it is quite easy to understand if you know the different types and the rules they follow. Two types? You probably thought Ura was Ura. Well not really, there are actually two kinds of Uramawari in VF3tb: There is Mechanical Ura and Observational Ura. Before we get into the two different types lets first consider the practical mechanics of Uramawari. Some veterans of play have declined to cite examples and formulaes stating that there is a certain feeling you get when you are about to apply Ura that lets you know if it will work or not. This is no doubt true but the fact is that certain conditions or setups lend themselves to the application more than others. Knowing how to spot those conditions will allow you to "feel" the ura coming more and more. Here are the conditions that lend themselves to the successful application of Uramawari. Actually, there is really only one. The opponent needs to fall in an "awkward" manner. This means that the nice opponent has landed outside of the feet towards, head up posture. That's it. Think of a clock with you standing at 6 o' clock and the opponent's feet representing the hour hand. Any time the opponet's feet are at 6 they can be considered safe, any time the opponent lands outside of this time they begin to stray into problem territory. An opponent who lands at 4:00 or 8:00 is moderately in trouble but the opponent who finds themselves anywhere from 10:00 and 2:00 is in complete Ura country. Why? Well because the "clock" is always relative to yourself. You are always at six o clock, it is the opponent who deviates. Consider approaching an opponent when both of you are at six o clock. You would simply push against each other. But when the opponent is no longer at that magic hour and you still are your bodies are off axis and when you move forward you are not moving towards but past them. Got it? Six o clock equals safe. Any straying from the magic hour could spell bonus points for you and badness for the opponent. The larger the stray the bigger the opportunity. Now onto the two different kinds. Mechanical Ura =-=-=-=-=-=-=- This is the kind most people know best and it springs from certain situations that will be familiar to veterans of the art but lets first define mechanical ura for you. Mechanical Ura is a subset of Uramawari that operates under any of these three conditions: 1) That the Uramawari be independent of the opponents actions 2) That the Uramawari utilize and attack or specific animation that changes how the gameplay engine perceives your place in the ring relative to your opponent 3) That the conditions specific to the Uramawari being tried be met before the opponent is mobile or able to change to outcome. At least one of these conditions will have been met for the type of Uramawari you're attempting to qualify as Mechanical Ura. The thing to understand about Mechanical Ura is that each particular instance of it will have common factors (the intial set up will land the opponent outside of that magic hour) and each particular instance will never change. How could it? The set up will never change. Most Mechanical Ura that you find will come out of successful throws. The animations for these throws never vary unless in the rare instance that they have wall animations. Sometimes Mechanical Ura can spawn from a successful attack but that is relatively rare since the opponent will recover around the same time you will and be able to change the outcome by moving. Here are examples of Mechanical Ura: Akira ----- 1. df+P+G -> qfx2 -> E to head 2. df+P+G -> f,f,f+P -> E to head 3. df+P+G -> df+K -> E to head Note: If successful, the screen view will reverse, so remember to input your commands opposite to the way you started for any followup. After Uramawari a suggested followup is a Bodycheck (b,f,f+P+K). Jacky ----- 1. P+K, K -> run -> E in direction of opponent's roll 2. Sidethrow (P+G) -> Soccerball Kick (df+K) -> qf -> E-CD x 2 to head 3. f+P,K -> run -> qf -> E in direction of opponent's roll Sarah ----- 1. opponent down -> qf x 3 -> E opposite direction of roll 2. opponent down and far away -> qb (to realign) -> run -> E opposite to roll 3. f+P,K -> f,f+K -> qf -> E 4. df+K+G -> qf -> E towards head Note: After Uramawari a suggested followup is: f,f+K -> db+K Lau --- 1. P+G -> qb (realign) -> run -> E to head 2. P+G -> qf -> d+K -> E (won't work against a fwd/bk roll, timing is hard) 3. df,df+P+G -> qfxa -> E to head 4. opponent down after an attack -> qb (realign) -> run -> qf -> E to head Pai --- 1. uf+K is your friend 2. P+G or f,f+P+G or High Punch/Kick Reversal (b+P+K) -> E to head x 2 (optionally E-CD to head x 2 for better positioning) 3. Knee Reversal (db+P+K against Knees) -> E-CD to head x 2 Wolf ---- 1. Double Arm Suplex (db+P+K+G) -> qf -> E opposite to opponent's sideroll -> Short Shoulder (b,f+P+K) 2. Giant Swing (hcf+P+G) or Wrist Lock Throw (hcb+P+G) -> run -> qf 3. Side Suplex (d+P+K+G) -> qf -> E to head -> Short Shoulder (b,f+P+K) 4. df+P+K -> f+E (running if possible) -> E into screen Jeffry ------ 1. Powerslam (f+P+G) -> D+K -> E to head 2. Front Back Breaker (b,f,f+P+G) -> qb (realign) -> run -> E to head 3. Machine Gun Punch (db,f+P+G) -> run -> qf x a -> E to head 4. Back Flip (P+G) -> back roll toward the opponent and stand -> E to head Note: Won't work against forward or back rollers. Kage ---- TT-d+K ->df+P (only works against low rising attacks) df+P+G or b, d+P+G ->uf+K ->DP P+G -> uf+P+G - > E to face opponent db+K -> qf -> E towards head or opposite of opponent's roll Lion ---- 1. hcb+P+G -> run -> E to head (against sideroller) 2. f,f+P+G -> qf x 2 -> f+P,P -> E to head (against sideroller) 3. Back Throw -> run -> E to head (against sideroller) 4. P+G -> E-CD to head -> uf+E (against fwd roll or inplace rising attack) 5. P+G -> E to head -> f+P+E (against back roll) 6. b,b+K,P+K -> b,b+K -> E-CD -> uf+E (against fwd roll or inplace rising attack) 7. b,b+K,P+K -> CD -> uf+E (against fwd roll or inplace rising attack) 8. b,b+K,P+K -> CD -> E to head -> f+P+E (against back roll) 9. d+P+E -> E to head (against fwd roll or inplace rising attack) 10. P,P,d+P -> E to head (against forward roll) 11. Sidethrow -> wait -> f,f+K (to jump over) -> E (to turn around) (against forward roll) Notes: 4, 5, 6, 7, 8 must be in closed stance. If 6 or 8 are in open stance, change uf+E to ub+E If against Taka, any stance is OK. Shun ---- 1. uf+E is your friend. Enter the Jiji Cyclone! 2. After a float -> df+K+G -> uf+E repeatedly to stick to the opponent. Works against forward or backward rollers. You can't avoid a delayed low rising attack. 3. Stick to an opponent's sideroll -> qb (b+E) will avoid a low rising attack. (Not really Ura, but still). 4. Chouwan (df,f+P) -> df+P,P+K -> d+PK,K,K -> uf+E x 3 (a sideroll will block you. This isn't very practical, depends a lot on the opponent's timing). 5. Chouwan (df,f+P) -> (don't dash forward) uf+E a few times 6. D+K+G (sweep) -> qf -> E towards head Note: For 5, if in open stance, the separation distance is greater, so dash forward first. In both cases, try to read the opponent. You won't always get behind. Aoi --- 1. Opponent down -> qf x a -> when camera angle changes -> E to head (against forward roll) Suggested Uramawari followup: f+K,K -> qf -> f+K -> Ground Throw (df+P+G) Against Jeff, replace f+K with down attack Against Wolf, replace f+K with d+K+G and after all this, Opponent is down again. Go back to step 1 2. Low Throw (d+P+K+G) -> qf -> E-CD x 2 to head 3. Ground Throw (df+P+G) -> wait -> f,f+E -> E 4. P+G -> qf x a -> E 5. d+K+G (in open stance) -> f+K,K (to jump over) 6. d+K+G ->qf -> E towards feet Taka ---- 1. After a throw -> f+P+K over prone opponent 2. hcf+P+G -> run -> f+P+K,P (sideroll must be in the direction of Taka's front) 3. db+P+G -> run -> f+P+K -> 4. d+P+K, P+K (dew sweeps)-> f+E (running if possible) -> E towards head 5. Low throw -> CD f+P 6. P+G throw -> CD, f+P or CD into high punch(!) Glossary -------- qf - quick foward, f+E qb - quick back, b+E qf x a - do a qf a few times Observational Ura =-=-=-=-=-=-=-=-= The other kind and the type that can become your best friend in a hurry but only if your type of play compliments it. Observational Ura requires not only that you get in close to your fallen opponent but that you have keen eyes and good reflexes. The key word is observational. While each instance of Mechanical Ura never change because the set up that provides the opportunity never change, Observational Ura changes all the time with each instance because the thing you are observing is your opponent. Or specifically how your opponent is choosing to rise. Here's how Observational Ura works. When you've knocked your opponent down get in close and pressure them. Watch what they do, specifically you are looking at whether or not they side roll because without a side roll this will not work. Here's where the observation kicks in, whatever direction they roll in you must dodge in the opposite direction. This will have the effect of positioning your character further out of line from the downed opponent. Remember the key ingredient to all Ura! The further the opponent is away from the six o clock position the more reliable this is. The really important part of this is making sure you keep in tight with the rising opponent and this is where the Korean Step can come in very handy. Being able to cancel the first dodge by a crouch dash and then instantly dodge again in the same direction (away from the direction of the roll) will improve the success rate of Observational Ura. If you've done it correctly and if the opponent plays along you will be at their back when they rise. This is not dodging a rising attack. That is completely different. The rules that apply to dodging rising attacks are not applicable here. Make no mistake about it, this is Uramawari. The reality of Observational Ura is that it is more open to being thwarted by the opponent than Mechanical Ura. It will not work against opponents who do anything but side roll. The good thing about Observational Ura is that few people expect it. They are probably just getting their minds around Mechanical Ura and in the absence of conventional set ups will probably think themselves safe. Also in the presence of pressure most people try to buy themselves a little time and knowing the dangers in the backwards or the forwards roll might opt for the sideways roll. Defeating Uramwari: =-=-=-=-=-=-=-=-=-= Now that you know how to do it you may want to stop it from happening to yourself. The truth is that in some instances it is very hard to avoid. The easiest way is to opt for a handspring recovery and this defeats most Ura quite handidly but is not the best rising option normally. And certain characters mechanical Ura will continue to function regardless of the handspring. Akira's Ura is one of these. Sometimes the handspring will work and sometimes it will fail. This has a lot to do with how and when the opponent applys the Ura, if they are slow you can escape more easily unless they deliberately slow their inputs to match your own delay in rising. Which is the other way of defeating Uramawari. You can delay your rising options. While the opponent is busy apply the conditions to your demise you can forestall that seeming inevitability by refusing to get up right away. Take your time and either wait until you know the conditions have passed by or rise naturally (no attack, no movement). Of course, sometimes defeating Ura this way leads to different games. If your opponent has noticed a trend in the way you are rising (and getting out of repeated Ura attempts) they can simple take advantage of that and go for a pounce where a pounce normally could not be had or a pick up (playing Jeff or Wolf) where it is not normally possible. They could even take advantage of your reticence to get up fast and take better command of the ring, positioning you closer to the edge. The games are endless. Here's a sample Jeff trap. He has his P+G ura (see mechanical ura number #4) but the opponent can easily defeat this by refusing to get up early or changing the way he gets up. What to do? Well, Jeff can delay his own rising options since his P+G throw lands him on the ground. As soon as the opponent moves Jeff can roll into him and force him to guess between a high or low rising attack which is almost always unexpected (don't try this against fuzzy blockers). If the opponent doesn't like that game and tries to get away quicker you can go back to practicing Ura.
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© Jason Axelrod from 8WAYRUN.COM