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Evade Cancel Throw Escape

Discussion in 'Dojo' started by Lucky_GT, Aug 31, 2012.

  1. Chanchai

    Chanchai Well-Known Member

    Regarding Sudden_Death's inquiry on Plinking Lazy Throw Escape... This has plagued me since FS came out, but my main way of dealing with it, for better or worse, is to try to avoid plinking/pianoing it so much, and just treat the first P input as a more deliberate throw escape with a later timing.

    Basically something like instead of G_+P__ I'm doing G____+P____

    Please do correct me if I'm wrong, but you do have a reasonable amount of time to enter that throw escape (ie. 6+P while already holding G) in most situations where the plinking can screw you because VF's buffer somehow reads it as either you pressed G at some bad time somehow and you're walking forward or you pressed P too soon after pressing G and got the game's buffer forgiving you by giving you a throw whiff :p

    For me, the most common place the plinking has screwed me is after P+K+G to quick rise. Opponents tend to be skeptical though. I'll complain "I should have been guarding" and I get the reply "yeah, you should have, stop throwing when you get up" "wasn't trying to throw..." :p

    But yeah, I feel the pain... at first I was just wondering if it was because my thumb was slower than my index finger... But VF's buffer has at least 1 frame of forgiving inputs to turn G,P (with like a 1 frame difference) into G+P... BTW, I still think my thumb is slower than my index finger :p

    Marly: Thanks a lot for pointing out tapping P repeatedly ^_^
     
  2. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    This is why i use my index middle ring finger. No thumbs allowed.
     
    AnimalStaccato and Chanchai like this.
  3. Drift

    Drift Well-Known Member

    No, only "active actions" after a successful evade count. You can clearly see this in the demo video posted recently of how to successfully attack after evading a string with followups. The Akira clearly inputs a dash during his successful evade but does not hold guard which makes the opponents string continue to whiff.
     
  4. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    I don't know about you but I consider any input an "active action". A simple yes would suffice.
     
  5. Drift

    Drift Well-Known Member

    I believe you misunderstood. There was no sarcasm in my post. Neither joystick motions nor even button presses during a successful evade will cause tracking as long as they don't result in anything coming out after the evade. Such as: 8,66G (don't hold G) will not cause a string to track if you evaded the first move.
     
    Chanchai likes this.
  6. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    Ah I see you were answering a different question, that wasn't what I was asking.

    That can depend on the timing of your evade cancel and the timing of the followup in the string. My question is regardless of timing irregularities will 33 after the successful evade and the opponent does the next part of the string lead to you getting hit.
     
  7. Chanchai

    Chanchai Well-Known Member

    Late reply to this but thanks so much, I'm really looking forward to it! And I'll try to pull my weight too and try to figure things out ^_^
     
  8. SDS_Overfiend1

    SDS_Overfiend1 Well-Known Member

    The irony in it is players is actually subbing Lazy TE for actual know how.. Its over for this game. Its been proven that there is no need for Advance defensive strats any more..SHOU told you this already. The game has been dumbed down.. Imjustsayinthough....
     
  9. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    Use Jeffery if you want a challenge :p Imjustsayin
     
  10. SDS_Overfiend1

    SDS_Overfiend1 Well-Known Member

    I will.... I use other characters also... but why should i scramble my brain when i don't fully understand my main yet? when i get him under control then i work on the others.
     
    Kamais_Ookin and Tricky like this.
  11. R_Panda

    R_Panda Well-Known Member

    PSN:
    Likely_A_Panda
    XBL:
    R Panda
    I'm pretty sure he's answering your question, clearly, and several times. And like you thought the answer is yes. Btw, I think the reason Drift said "active actions" was because while most joystick movement won't lead to a string tracking you, 2 or 8 will get a failed evade, and a string will track at that point. Apparently dashes aren't active actions. I hope I understood your question, but I feel like you are good enough to have already known this answer.
     
  12. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    So I was working this out in dojo mode againt Jacky's 1K+G or 4P+G after he hits you with standing jab. I found that the only way I can really block the sweep and TE the throw was to input things like this. Otherwise there just didn't seem to be enough frames for me to input 4P(hold) using GT's aforementioned method. Anybody have a idea why this is, or is it still possible to block the low using his input technique?

    866[G](Hold), 2(tap),[4][P](Hold)

    Have other folks found other ways of inputting this technique that works for tight situations?
     
    Chanchai likes this.
  13. Lucky_GT

    Lucky_GT Well-Known Member

    ^I'm kinda glad I posted this thread now because I didn't even think of attempting it that way with the TE after the crouch. I'll normally just do 8662 no TE vs. Jacky and try to TE on reaction but I'll try this now because his sweep is so fast.

    But anyways, I haven't tested that specific setup for Jacky but I'd just assume his sweep is too fast.
     
    Chanchai and Tricky like this.
  14. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    I was doing some more practice today and from -5 the tap is enough, but from -4 you have to hold the 2 for a little bit longer before going for the TE or you'll end up standing when the sweep comes out. Ducking after the TE might be better in those situations e.x. NH 2P.
     
    Chanchai likes this.
  15. nou

    nou Well-Known Member

    Ok now I'm trying the other input method people mentioned and I just get a throw when doing P+G between dasia and yes Ikm letting go of P. trolled?

    Also at -6 I get either the evade and throw escape. Am I doing ths tech at neutral as way to bulldog my in safely?
     
  16. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    Posted from my shoutbox statement since nobody on had an answer at the time.I now present to you all my observations.
    1. sry if this question is redundent but do we know the frames you can dash cancel your evade fast enough to duck under high circualrs?

    2. 1 minute ago - Tricky:
      like i"m finding that I can duck under a 17 frame high circular using 866G(tap2)

    3. 1 minute ago - Tricky:
      when I'm at -2, but not from -5

    4. 1 minute ago - Tricky:
      but I can use 833G to duck under that same 17 frame high circular from -5, but now can't get up in time to block an 18 frame mid
     
    Ytpme_Secaps likes this.
  17. Chibiaya

    Chibiaya Well-Known Member

    XBL:
    Bus Orez

    ive been doing it -5 and it works ok. i use 66 thou over 33. that 1 frame difference is alot lol
     
  18. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    Oh i didn't specify from the -5 situation using 833 leads to me eating 18 frame mid circulars.

    When you say you're doing it at -5 are you saying you've been ducking 17 frame high circulars using 8662(tapped) cuz I'll keep trying if that's the case. You can't actually block the 17 frame high circular using 866G when you're at -5, you have to duck it.
     
  19. Chibiaya

    Chibiaya Well-Known Member

    XBL:
    Bus Orez
    I do not believe you can block 17 Frame high circulars at -5 18 or more frames you can. You are correct, You can duck though.
    At -4 You can do 17 Frame high circulars but you cannot do 17 Frame circular mids with 8662 or 833(jacky's 46 K+G)
     
  20. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    Nice looks like we found the most obvious chink in the armor of evade canceling. More specifically we've highlighted the nitaku situation you're in when choosing to evade cancel. I really wish Eileen had a mid circular that wasn't 30+ frames long now.

    In regards to the limit to when you can duck a high circular, I've found that you can't duck a 17 frame high when you're at -8 even if you're using 833. I haven't tested from -7 or -6 to see at what point high circulars have to be dealt with by just ducking instead of evade canceling.

    I also know that from -5 you can't duck under a 15 frame high circular using 8662 either, but I think that's probably redundant info from our other findings.

    Finally now I'm wondering at what point can you not duck in time to block a low circular too (after evade canceling).

    If you can't tell by now I'm looking to include circulars more solidly into my game, and learning the limiting frames helps me pick which mixups I can work with.
     
    R_Panda likes this.

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