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VF3TB Uramawari

Jul 13, 2022
VF3TB Uramawari
  • 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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