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Defence in certain situations?

Discussion in 'Dojo' started by Hazzerone, Jul 19, 2010.

  1. Hazzerone

    Hazzerone Well-Known Member

    Okay so there's a few situations in VF where I don't actually know what your (best) defencive options are.

    These include: Fuzzying under a jab - what do you do?

    Getting up off the floor.

    Exact recover:

    Side roll:

    Tech roll:

    Automatic get up:

    Sometimes after getting up off the floor I try to hold down + guard and still get thrown. This gives me the impression that I must be atleast -6 in these situations.

    Usually I opt for ETEG when getting up off the floor as that's the only thing which seems to work consistently. But with that said it's not a good idea to ETEG everytime.

    So in these situations what do you primarily go for, and also mix up with?
     
  2. Manjimaru

    Manjimaru Grumpy old man

    PSN:
    manjimaruFI
    XBL:
    freedfrmtheReal
    When teching, Tech roll([8][P]+[K]+[G] / [2][P]+[K]+[G]) recovers crouching and quickrise([P]+[K]+[G]) recovers standing (after the rising invulnerability ends). Theres no way to avoid this. This means that if opponent can time a throw on the exact moment you recover from quickrise, you will get thrown. Only way to avoid this is basically throwescape/nonclash abare, or, as you found out, ETEG for slightly added safety. Techroll recovers crouching so youre in same position regarding lowthrows after it. Difference is that you cant ETEG from crouching position properly.

    You can in each of these cases block attacks normally, but you are vulnerable to well timed throws. Imagine yourself being at -9. After techroll you can beat lowthrows with standing attacks (that dont clash with lowthrows) though, so you might wanna take the risk. In that case it might be a guessing game between abare attack to beat lowthrow and just staying crouched/fuzzy guard. Or do TEG with lowthrowescapes.
     
  3. Hazzerone

    Hazzerone Well-Known Member

    Damn, getting up can be truly hazardous to your health!

    So with all this in mind what few defencive techniques would you advise after techroll/quickrise?

    Also you mentioned techroll recovers crouching, and you are susceptible to low throws but not regular throws, right? So does this mean that if you are facing versus a character with no low throw that techrolling then stand blocking is a viable option - as they can't immediately throw you?
     
  4. Manjimaru

    Manjimaru Grumpy old man

    PSN:
    manjimaruFI
    XBL:
    freedfrmtheReal
    Yep.
     
  5. Mlai

    Mlai Well-Known Member

    But aren't you then vulnerable to a easily-timed circular mid-attack, if you techroll all the time? Or do you mean there are no vulnerable frames between the get-up animation and the standing block?

    Excuse a noob question: How do you escape low throws?
     
  6. Cozby

    Cozby OMG Custom Title! W00T!

    PSN:
    CozzyHendrixx
    XBL:
    Stn Cozby
    The thing is you want to get up in a variety of ways to keep your opponent guessing. Alot of people like to techroll towards the screen and I know Goh players that love to capitalize on that.
     
  7. Manjimaru

    Manjimaru Grumpy old man

    PSN:
    manjimaruFI
    XBL:
    freedfrmtheReal
    Yes, sort of. To be honest attacking teching opponents has that much tight timing and distancing Im not entirely sure about what vulnerability there is when teching. Apart that you can be hit from behind and backstaggered. Backstagger is major bad, because its a stagger that cannot be recovered from.

    For the backstagger, you only need to pay attention to the cases where you are knocked down in a special way and NOT tech in those situations. Theres only two:
    face down + head towards (after head crumples and stomach crumples) do NOT techroll.
    This situation happens most often after crumple stuns so its easy to remember.

    Face down + head away do NOT quick rise. Pretty rare occasion, I dont offhand remember how you can set this up.

    Same way as highthrows, except the command is a direction + [P]+[K]+[G]. Wolf has for example three lowthrow directions: [1][P]+[K]+[G] , [2][P]+[K]+[G] and [3][P]+[K]+[G].

    note that crouching attacks like low punch clash with lowthrows but not with high throws.
     
  8. Hazzerone

    Hazzerone Well-Known Member

    I know Sarah has a way of setting this up with [2][K][+][G] on CH. do [2][K][+][G] then [4][P][+][K], [G] cancel out of stance, [4][P][+][K] again and if they quickrise then you get a hit in the back, which I cannot remember clearly but I think launches.

    Another example is when you do Sarah's [P][+][G] throw. I know that she has a tech trap after this with, again, [4][P][+][K] but I swear I have hit people using quickrise with this aswell.
     
  9. Feck

    Feck Well-Known Member Content Manager Akira

    There's a small window where the opponent is considering crouching when doing recovery in place too, it's a pretty small window though.
     
  10. Hazzerone

    Hazzerone Well-Known Member

    That must have been why I got [4][P][+][K] after [P][+][G] throw with Sarah every so often. I knew I wasn't just mental. [​IMG]
     
  11. Slide

    Slide Well-Known Member

    If the opponent gets up in place(quick rise) 4P+K doesn't connect, it can be guarded.

    On tech roll after P+G, 4P+K connects to float.
     

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