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Offensive Evade Cancels and You.

Discussion in 'Dojo' started by Drift, Nov 18, 2012.

By Drift on Nov 18, 2012 at 6:13 PM
  1. Drift

    Drift Well-Known Member

    An effective defensive technique at certain disadvantages is the Evade-Cancel; 866G / 833G and their variants. However, it is possible to use evade-cancels offensively as well. Let's call the ability "OEC" for "offensive evade-cancel". I know many VFDC'ers already use it (or at least the weak form of it), but the technique doesn't seem to be explained in any detail yet, so here goes.

    ADVISORY: The full OEC technique is very high-level and mechanically demanding. If you cannot yet box-step, this tech is out of your reach. However, if you never bothered to learn to step due to the reduced efficacy of movement in VF5:FS then I hope to change your mind. Also, hit-checking is absolutely required. I'll give a drill to train both of these things in conjunction with this tactic further below.

    First, I'll describe when and how the technique works before getting to the inputs. When your opponent is at disadvantage, their best options are either defensive option-selects (fuzzy, ECD, yutori, etc) or an abare attack. Each option has counters (guard breaks, fast mid full-circulars, adapting your throws, and only throwing when guaranteed, for example), but they tend to lose if your opponent uses a different defensive tech and not every character has those options. Thus, higher-level matches often have a stuttered rhythm where each player either attempts to trick the other into thinking it's safe to attack or deliberately baits a specific response. This technique accomplishes both of those goals while remaining very safe. It beats the primary abare attacks (2P or launcher) while also giving defensive-minded opponents just enough rope to hang themselves.

    The technique boils down to purposefully giving away your advantage by dashing forward and then evade-cancelling into an attack. The notation would be 668[Dash-Attack]. Examples would be 66866P (Jean or Akira) or 66833P (Kage.) Any quick dash attack may be used, but dash attacks are not the only useful ones (more on that later.) When performed correctly, your character will perform a very short dash which will give up your advantage, evade and immediately cancel into their attack. If your opponent abares, you will evade it. If they fuzzy, evade-cancel-guard or just lazy-TE, they may stick an attack out and get counter-hit. At worst, your opponent will evade (failed or cancelled) and guard your attack leaving you better off than attacking immediately and being evaded.

    Note: The initial dash is important. I've seen several players (good ones, too) simply use a basic evade-cancel attack (like 866P) to try and accomplish the same thing. This version of OEC is susceptible to abare attacks, particularly at minor advantages. Since you're at advantage, you will always fail your evade and the fastest evade-cancelled attack isn't fast enough to stuff most launchers [10 frames for the evade + 1 for the dash-cancel + the attack's execution - your advantage.]

    As I mentioned, dash attacks are not the only useful options. Just like is possible with evade-cancel throw escapes, the game will accept any two identical dash inputs as the evade-cancel. This allows you to change the inputs to nearly anything: 668,6P,6 for elbows; 668,3K,3 for sidekicks; 668,4P,4K for Kage's high elbow-K string; etc. There is a quirk that allows things such as 668,3P,3 to count as Kage's 15f counter-hit launcher (33P) instead of his 3PP string starter (very useful compared to 66833P which will sometimes give the 3P on successful evade.) Experiment to find your character's best options.

    Once again, this tactic is very high-level and difficult to execute. To get your first handle on it, here are two drills:
    In Dojo, set the CPU to guard and counter-attack with a jab. Then attack with a move that is + on block (Preferably not regular jab; Use an attack with some guard-stun and/or slower start-up to begin.) After the CPU guards, input the dash and then the evade (don't worry about cancelling right away.) You should see your character dash forward slightly and then evade the CPU's attack. If you are too fast entering the dash command, you will get hit during a failed evaded. If you are sloppy or slow with the evade input, you will be hit during a dash.

    Once comfortable with the initial dash and evade, set the CPU to guard or normal hit. Attack with the same move. If the CPU gets hit, respond accordingly. If the computer guards it, input 66866P (or an attack of your choosing.) It is quite difficult to do this. Practice is key; BOTH sides!

    Then you want to learn the timing for entering the dash and evade in different advantages. It is possible to cancel the dash quite late in its animation which is required when at major advantage to give it all back before the evade.

    Finally, how do you beat this technique? Well, oddly enough, you beat it by playing like a scrub. Since your opponent is giving back all of their advantage and then evading, anything that would normally beat a raw evade wins here. So, throws, mid full-circulars, delayed launchers, etc. This means that you would have to throw from disadvantage! Who does that?! It is actually possible to option-select a throw escape into this as well: 668,6P,6P+G; 668,4K,4P+G; etc.
     
    Cnul, BeastEG, Trykt and 21 others like this.

Comments

Discussion in 'Dojo' started by Drift, Nov 18, 2012.

    1. SDS_Overfiend1
      SDS_Overfiend1
      What the fuck does me not understanding Jean have to do with YOU Not doing well with him?
      Your the only good Jean on Xbox live. Yes he gives me trouble because i don't face him enough For me its all about repetition.. I did'nt learn VF5 in 5 months so i don't expect to master this but that is another story.. Like i said good Tech but its not crucial to kill myself to learn at the moment. Maybe you have a use for it i don't..
    2. Lucky_GT
      Lucky_GT


      Eh, you kinda missed the point, but it doesn't really matter.

      BTW, the "bullshit" (I saw the shoutbox convo but you were gone by then) Drift posted up was something I showed him at MLG. He's very knowledgable about VF and even showed me some new things while I was there. I'm not sure why you feel the need to go back Forza and Gears for a long time because someone disagreed with you about VF, but it's not really that serious.

      Whats the point of posting on a forum if there is no back and forth? You feel this tactic is not so good. I disagree. But the info should still be out there regardless.

      This isn't a secret to a lot of veterans and no one ever claimed it was. But, everyone knew and no one posted it which is pretty par for the course at this point. I played Denkai last night and even he used it a few times.

      I'm not trying to attack you so I hope it's not coming off that way. It's hard to tell through text, but most of what I say isn't very serious. Have fun with Gears! : D
    3. Tricky
      Tricky
      GT you were telling me about this tech the other day when we chatted on the phone and I kinda had an idea of how to use it, However now I really have an even better understanding seeing it written out by drift. While I probably won't be putting the TE into my dash cancel anytime too soon it's great to know it's there.

      What I like about this tech is that it makes it easier to throw someone without being so afraid of their abare launch attempts. It's really just another option offensively, or defensively if you include adv gained from blocking moves. Whenever I'm getting this to work right input wise, shit works real well. My problem is I mess up my dash cancel a lot because I'm just not use to inputing 6+P6 or 3+P3 after a failed evade.

      Now I remember you were also mentioning to use a G at the end of your dash, so that when you option select into a successful evade that you can use the proper move without worrying about the buffered directionals. Can you also buffer in something like PK after the G to option select a punish or is the input buffer too small for that?
    4. shinryu_returns
      shinryu_returns
      Will this work off of a backdash cancel? Can I 84k4 with Sarah, say, and evade into 4k into Flamingo, or 844k to the switch kick? 866p for elbow is fine but I'd rather get Flamingo if I can.
    5. Drift
      Drift
      Yes, any dash cancel works. Experiment! ^,^
    6. shinryu_returns
      shinryu_returns
      Reading, I fail at it. I think the 4p 4k notation confused me. Thanks.
    7. social_ruin
      social_ruin
      Thanks for this thread drift. I look forward to practicing this.

      SDS, i can see where this tech might not be as useful to your Jacky as it would be Rodnutz Akira. Given Akira's linear nature and his nice combos on elbow CH, this seems like a good fit for him.

      On the other hand jacky has nice enough circ/half-circ options and strings that i can also see where you'd rather just keep pouring on the pressure when at advantage.
      SDS_Overfiend1 likes this.
    8. SDS_Overfiend1
      SDS_Overfiend1
      Nah We cool GT.. no problems here you good Money.I have a love/hate thing with playing Your Jean. Love playing against you, Hate Jean lol! never said this Info does'nt belong. All VF info for the people who wants to learn is cool. My counter argument is its not a basic neccessity you should Kill yourself to learn before getting the fundamentals under your belt... The Forza/ Gears thing is because with Black ops 2/Halo nobody is online as much. Its back to Vanilla lobby for me so i don't get the reps i want. People have lives too so i have to put that into consideration. Anywho Congrats on this making Front page... Maybe basic knowledge should make front page too.
    9. _Denkai_
      _Denkai_
      I usually love your imput SDS but this technique is actually very "VF" imo. Having an advantage doesn't mean you have to be on autopilot and just attack or throw (even though this is what I do most of the time)"faking" out an opponent using this technique is actually a good form of confusion which is why it beats fuzzy at times. Rodnuts always gives up his advantage to use this but I use the the phrase "give up" loosely because you can use advantage anyway you see fit to gain the real advantage.
    10. SDS_Overfiend1
      SDS_Overfiend1
      You absolutely right Denkai.. In general your advantage is your advantage to do as you see fit. Kinda hard to fake out your opponents when they don't even know what the hell is going on. Only problem is though.... Rod does'nt pressure you by doing this now does he Denkai lmao!! J/K Rod..
      Rodnutz and social_ruin like this.
    11. akai
      akai
      I moved several posts from here to a side topic - which seems to be related to front page promotion.
    12. Shidosha
      Shidosha
      ah so now i know what this looks like. I noticed this in tekken and tried doing that on VF, it's worked for me but i never really thought about what i was doing. Alot of 833 posts are emerging finally. good to see :D
    13. DrunkenFist
      DrunkenFist
      Im a little late reading this but its pretty interesting. SDS I see your point about using this tech on people who don't know what is happening but that is part of VF is playing at the level of your opponent. It's part of all fighting games actually. This technique is useful in limiting your opponents defense options which is always good. They can still do them but when you use the technique you no longer care about some. As opposed to having the advantage and continuing to attack. You now are doing a rock paper scissors game and have to plan ahead for multiple defensive options. This one allows you to narrow that down or just plan not care about some. Always a good thing but def not useful against scrubs because they are random
      SDS_Overfiend1 likes this.
    14. Zekiel
      Zekiel
      Hmmmm......yea i see the usefulness in this technique but its hit or miss to me. i rather just throw or keep attacking. i guess a slow start move would be jacky's bigee. 86P+K = +1 on side guard. at this point i would just throw out 2p, Side hook turn 44P, jab double straight PPP, Pchain delay (to counter opponents evade), throw etc. IDK it just makes you think to hard tryin to keep up with all that. intead do somethin simple because throws beat evades anyway. I mean i hardly run into players who fuzzy on side guard and what not. its w/e unless im facing EVO/Tournament class players who have almost perfect defense and know the game inside out which is very few. just my 2 cents. good stuff though. Thats what makes the most technical fighter on the planet :)
    15. Zekiel
    16. Ytpme_Secaps
      Ytpme_Secaps
      Lucky GT's post highlighted when and why I need to use this tech. Versus Gunsniper!!!, gun lives on offense from dis. He uses aoi, so he's got great dis. options. This tech should throw his flow off. Time to practice.
      social_ruin likes this.
    17. social_ruin
      social_ruin
      If nothing else this tech is worth learning, and practicing so that you will see/understand when it is being done against you.

      This is something i had used against me often (ahem rodnutz/lucky gt) and never really knew what was happening because i didn't know it even existed. I knew they had good movement and they were hard to hit. After i practice this (if i ever get around to it with my work schedule) i will recognize it even quicker when it happens.

      Also i see lots of people this would work well vs. There are some very well-known, successful, tournament level, american vf players that can be borderline p/2p spammers at disadvantage.
    18. Tricky
      Tricky
      I made a drill for this in dojo. Though I'm adding in the option select of throw escaping during the offensive evade, and attacking during the offensive evade.

      First step is

      Record Jean CPU to do these settings and do you offensive evade cancel stuff after you block the first move

      1. 4P > 9KP
      2. 4PK
      3.4P > Throw

      To practice throw escaping while canceling do this input.

      What you're inputting is 66 then 8. After you hit 8 you press P+G at the same time. Next you hit 6 while still holding P+G. Because you hit P+G first you'll get neutral throw escape instead of 6 throw escape even though you're still holding P+G. Then let go of P, so now you're only holding G. At the same time that you let go of P press the last 6 while only holding G. You're still not done, you're guarding high, you want to duck that 9K circular. So you need to tap 2. And you're done.

      To practice attack and throw escape while evade canceling you do something different on your end.

      Input 668 like normal. Then you press (w/e your attack is, in this case Eileen's 6P+K) 6 P+K at the same time. Right after that you press P+G and 6. There is no need to let go of P or keep holding G because you're going to get your attack here instead of a guard. However if they threw you, now you'll be breaking the 6 direction. To do neutral throw you would need to wait until after the second 6 then press P+G. If they throw you'll get the escape, and if they don't you get your attack to come out instead of a whiffed throw.
      pana, Drift, Sozos and 1 other person like this.

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