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The Situation After a Throw Escape (FS/US 1.0)

Discussion in 'Dojo' started by VolcanoShed, Nov 30, 2024.

  1. VolcanoShed

    VolcanoShed Well-Known Member

    VF5: what situation are you in after your throw gets escaped? For each character.

    - Typical situation after your throw gets escaped (applies to most throws being escaped): you're sideturned and -6, out of throw range but can't backdash away from a side kick (3K-type move).
    -To save space whenever this situation applies to a throw then I'll say "typical situation"
    - Typical situation after your side throw gets escaped (applies to most side throws): you're +2 and out of throw range, about a backdash distance away.
    -To save space whenever this situation applies to a side throw then I'll say "typical ST situation"
    Akira Yuki
    • P+G: typical situation
    • 6P+G: typical situation
    • 46P+G: typical situation
    • 64P+G: moves the opponent perpendicularly in the direction of Akira's back, you're -6 and sideturned, and in throw range
    • 214P+G: moves the opponent behind Akira, about backdash distance away. You're -6. Switches sides regardless of whether the throw was successful!
    • 4P+G: also moves the opponent behind Akira, about backdash distance away, but slightly angled in the direction of Akira's stomach. You're -6
    • 16P+G: you're -6 and at the tip of 2P range
    • Side P+G: you're +2 and at the tip of 2P range
    Aoi Umenokouji
    • P+G: typical situation
    • 6P+G: you're -6 and sideturned, and in throw range
    • 4P+G: typical situation
    • 64P+G: you're -6 and sideturned, and in throw range
    • 46P+G: typical situation
    • 63214P+G: you're -6 but not sideturned, and over a backdash distance away
    • 41236P+G: you're -6 but not sideturned, and over a backdash distance away
    • 2_6P+G: you're -6 but the opponent is moved back a lot, about two dashes distance. Good for pushing the opponent out of the ring regardless of throw escape?
    • 2_4P+G: you're -6 but not sideturned, a bit outside of 2P range, can backdash away from short attacks like elbow
    • 2684P+G/8624P+G: typical situation
    • 2486P+G/8426P+G: typical situation
    • Side P+G: typical ST situation
    • Wall 46P+G: you're -6 but not sideturned, and over a backdash distance away
    Brad Burns
    • P+G: typical situation
    • 66P+G: you're -6 but you move slightly further than a full backdash away.
    • 46P+G: you're -6 but you move slightly further than a full backdash away.
    • 4P+G: typical situation
    • Ducking P+G: you're -3 and slightly out of 2P range
    • Side P+G: typical ST situation
    • Wall 46P+G: you're -6 but not sideturned, and over a backdash distance away
    Eileen
    • P+G: -6 but you move far away, about 2 backdashes distance, basically reset to neutral
    • 63214P+G: typical situation
    • 66P+G: typical situation
    • 46P+G: typical situation
    • 64P+G: -6 but you move far away, about 2 backdashes distance, basically reset to neutral
    • 6P+G: typical situation
    • Side P+G: typical ST situation
    • Full Wall 64P+G: you're -3, not sideturned, and about a backdash distance away
    • Half Wall 64P+G: typical situation
    El Blaze
    • P+G: typical situation
    • 63214P+G: typical situation, but you switch sides with the opponent
    • 4P+G: typical situation
    • 6P+G: typical situation
    • 44P+G: typical situation
    • 41236P+G: -6 but you're moved 2 backdashes away, basically reset to neutral
    • 2486P+G/8426P+G: typical situation
    • Side P+G/46P+G/64P+G: +2 but you're moved really far away, over 2 backdashes distance, basically reset to neutral
    • Wall 64P+G: typical situation
    • Wall 66P+G: typical situation
    • Half Wall 6P+G: you're -6 and backturned
    Goh Hinogami
    • P+G: you're -6, sideturned, and in throw range, but you switch sides with the opponent
    • 6P+G: typical situation
    • 4P+G: typical situation
    • 46P+G: you're -6, sideturned, and in throw range
    • 41236P+G: typical situation
    • 63214P+G: typical situation
    • 2_6P+G: you're -6, sideturned, and moved 45 degrees behind the opponent in the direction of their stomach
    • Tsukami (e.g. after 4P+K+GP+G): you're -3, not sideturned, and over a backdash distance away
    • Side P+G: typical ST situation
    • Wall 64P+G: typical situation
    • Wall 46P+G: typical situation
    • Half Wall 2_6P+G: you're -6, sideturned, and in throw range
    Jacky Bryant
    • P+G: typical situation
    • 6P+G: you're -6 but not sideturned, about a backdash distance away.
    • 66P+G: typical situation
    • 46P+G: you're sideturned, -6, and in throw range
    • 64P+G: you're sideturned, -6, and in throw range
    • 4P+G: you're -6 but not sideturned, about a backdash distance away. Despite being a back throw, this throws you forward, so Jacky can use this when your back is to the ring edge to ring you out! But he can also use 46P+G or 66P+G, so it's a tough mixup.
    • Side P+G: typical ST situation
    • Wall 66P+G: Jacky recovers down, a down attack is guaranteed
    Jean Kujo
    • P+G: typical situation
    • 6P+G: you're -6 but not sideturned, about a backdash away
    • 66P+G: typical situation
    • 4P+G: typical situation
    • 46P+G: typical situation
    • Side P+G: you're +2 but really far away, about two backdashes distance, basically reset to neutral.
    • Wall 46P+G: typical situation
    Jeffry McWild
    • P+G: typical situation
    • 41236P+G: you're -6 and not sideturned, and you're in throw range (Jeffry is in nitaku)
    • 63214P+G: you're -6 but the opponent moves really far away, about two backdashes distance. Basically reset to neutral
    • 4P+G: you're -6, sideturned, and in throw range
    • 44P+G: typical situation
    • Side P+G/46P+G: you're +2 and left right next to the opponent
    • Wall 6P+G: you're -5, not sideturned, and about a backdash distance away
    • Wall 46P+G: typical situation
    • Half Wall/Full Wall 66P+G: opponent switches sides with Jeffry, is left about a backdash distance away, and Jeffry is backturned and near the wall
    Kage Maru
    • P+G: you're sideturned and -6, and in throw range, so prepare a side throw escape
    • 46P+G: typical situation
    • 63214P+G: typical situation
    • 64P+G: you're sideturned and -6, and in throw range, so prepare a side throw escape
    • 6P+G: you're -6 and about a backdash distance away, so not in throw range. If your back hits the wall after 6P+G gets throw escaped you're actually -0
    • Side P+G or Side 6P+G: typical ST situation
    • Back to Wall 64P+G: typical situation
    • Half Wall/Full Wall 66P+G: typical situation
    Lau Chan
    • P+G: You're -6 but not sideturned, just out of 2P range meaning you can backdash away from throw attempts and short moves, and you side switch with the opponent!
    • 6P+G: you're -6, sideturned, and in throw range. Lau can use this at the wall to get a combo
    • 66P+G: you're -6 but not sideturned, and about a backdash distance away
    • 46P+G: typical situation
    • 4P+G: typical situation
    • 214P+G: you're -6, sideturned, and in throw range
    • Side P+G: typical ST situation
    • Back to Wall 6P+G: you're -6, sideturned, and in throw range
    • Back to Wall 4P+G: typical situation
    Lei Fei
    • P+G: you're -6 but you move really far away, about 2 backdashes distance, basically reset to neutral
    • 6P+G: you're -6 but not sideturned, just outside of 2P range
    • 46P+G: you're -6 but not sideturned, just outside of 2P range
    • 64P+G: typical situation
    • 41236P+G: typical situation
    • 2_6P+G: typical situation
    • Side P+G: you're +2 but you move really far away, about 2 backdashes distance, basically reset to neutral
    • Wall 66P+G: you're -6 but you move really far away, about 2 backdashes distance, basically reset to neutral
    Lion Rafale
    • P+G: you're -6 but not sideturned, at about the tip of 2P distance, you can backdash away from a throw attempt
    • 6P+G: typical situation
    • 4P+G: you're -6 but not sideturned, at about the tip of 2P distance
    • 46P+G: typical situation
    • 41236P+G: typical situation
    • 63214P+G: you're -6 but not sideturned, at about the tip of 2P distance, you can backdash away from a throw attempt
    • 2_6P+G: typical situation
    • 61P+G2/8P+G: same as Side P+G
    • Side P+G: typical ST situation
    • Half Wall 66P+G: typical situation
    • Full Wall 66P+G: you're -6 but not sideturned, in throw range
    Pai Chan
    • P+G: typical situation
    • 6P+G: you're -6, sideturned, and in throw range. Why would Pai use this throw? She can combo after hitting you into the wall with this.
    • 2_6P+G: you're -6 but not sideturned, about backdash distance away, basically a side switch as well
    • 2_4P+G: you're -3 and the opponnent is moved far away, about 1.5 backdashes distance. Why would Pai use this throw? It side switches and staggers, so if her back is to the wall or ring edge this throw can be trouble.
    • 64P+G: typical situation
    • 4P+G: typical situation
    • 46P+G: typical situation
    • 63214P+G: typical situation
    • Side P+G: you're +2 but the opponent moves really far away, over 2 backdashes distance, basically reset to neutral
    • Back to Wall 6P+G: you're -6, sideturned, and in throw range
    Sarah Bryant
    • P+G: typical situation
    • 6P+G: typical situation
    • 66P+G: typical situation
    • 64P+G: typical situation
    • 4P+G: typical situation
    • 46P+G: typical situation
    • 41236P+G: typical situation
    • Side P+G: typical ST situation
    • Wall 64P+G: you're -6 but not sideturned, in throw range
    Shun Di
    • P+G: Shun is -6 and backturned, so if the opponent does 11F P then it's unevadable and unblockable while standing. To beat this, go for 2P or crouch
    • 6P+G: Shun is -6 but not sideturned, and left over a backdash distance away
    • 66P+G: typical situation
    • 4P+G: Shun is -6 but not sideturned, and left over a backdash distance away
    • 46P+G: Shun is -6, sideturned, and loses 3 drinks
    • 63214P+G (10+ drinks): typical situation, but you switch sides with the opponent
    • Side P+G: typical situation
    • Half Wall 4P+G: Shun is -6 but not sideturned, and left over a backdash distance away
    • Full Wall 4P+G: Shun is left about 2 backdashes away
    Taka Arashi
    • P+G: typical situation
    • 6P+G: you're -6, sideturned, and in throw range
    • 41236P+G: you're -6 but not sideturned, and about backdash distance
    • 63214P+G: you're -6 but not sideturned, and about backdash distance
    • 4P+G: typical situation. Why would Taka use this throw? He can use it to switch sides or ring you out if his back is to the ring edge
    • 66P+G: you're -6 but not sideturned, and about backdash distance. Why would Taka use this throw? He can use it to ring you out if your back is to the ring edge
    • 2_4P+G: typical situation
    • 46P+G: Taka is -3, not sideturned, and about a backdash distance away
    • Side P+G: you're +2 but move really far away, about two backdashes distance. Basically reset to neutral
    • Wall 66P+G: you're -6 but not sideturned, and a bit out of 2P range
    • Wall 41236P+G: you're -6 but not sideturned, in throw range
    Vanessa Lewis (Defensive Style)
    • P+G: you're -6, sideturned, and in throw range, but you switch sides with the opponent
    • 6P+G: you're -6 but not sideturned, just outside 2P range
    • 41236P+G: you're -6 but not sideturned, about tip of 2P range
    • 63214P+G: typical situation
    • 4P+G: typical situation
    • 44P+G: typical situation
    • Side P+G: typical situation
    • Wall 66P+G: typical situation
    Vanessa Lewis (Offensive Style)
    • P+G: you're -6, sideturned, and in throw range, but you switch sides with the opponent
    • 41236P+G: typical situation
    • 46P+G: you're -6 but not sideturned, and about a backdash distance away, so you're out of throw range
    • 6P+G: typical situation
    • 4P+G: typical situation
    • 63214P+G: typical situation
    • Takedown (e.g. after 66P+G): you're -3, not sideturned, and a bit over a backdash distance away
    • Side P+G: you're +2 but move really far away, about 2 backdashes away, basically reset to neutral
    • Wall 41236P+G: you're -6 but not sideturned, in throw range
    Wolf Hawkfield
    • P+G: typical situation
    • 6P+G: you're -6 but not sideturned, about backdash distance away
    • 4P+G: typical situation
    • 63214P+G: typical situation
    • 2684P+G/8624P+G (F5): you're -6, sideturned, and in throw range
    • 2486P+G/8426P+G (Burning Hammer): you're -6, sideturned, and in throw range
    • 41236P+G: you're -6 but not sideturned, about backdash distance away
    • 46P+G/46P+G > 6P+G/44P+G (Catch or Change): you're -3, not sideturned, can backdash away from short moves like 2P or elbow but not throw
    • Side P+G: typical ST situation
    • Wall 6P+G: Wolf recovers down, a down attack is guaranteed
    • Half Wall 64P+G: you're -6 but not sideturned, about backdash distance away
    • Full Wall 64P+G: Wolf recovers down, a down attack is guaranteed
    Let me know if there's anything inaccurate or anything I should add and I can update the thread. Also if there's anything different about these in REVO I'll be sure to update when I find out
     
    Last edited: Dec 1, 2024
    Chanchai, G0d3L, Myke and 5 others like this.
  2. supergolden

    supergolden Well-Known Member Content Mgr El Blaze

    Great information!

    Now I'm wondering, what is the common offense & defense when you wind up in a 'typical situation'?
     
  3. Razinoff

    Razinoff Active Member Content Manager Brad

    Thank you for compiling this. Now it exists and we're all better for it :)

    Couple of small additions I thought could be of note, since some situations add an additional prejudice to the thrower, beside the frame/ST situation.

    - Shun: After 46P+G throw is broken, Shun loses 3(!) drink points.
    - Jacky: When recovering down after 66P+G wall throw is broken, Jacky suffers a guaranteed down attack.
    - Wolf: Wall throws 6P+G and full wall 64P+G: Again a down attack is guaranteed on Wolf.
     
    Myke and VolcanoShed like this.
  4. erdraug

    erdraug Well-Known Member Content Mgr Vanessa

    XBL:
    erdraug
    @VolcanoShed:
    • IIRC after Vanessa's neutral throw is broken BOTH players are sideturned
    • You appear to have OS Vanessa's 46P+G listed twice
    • AFAIK 66P+G is a catch throw so... it can't be escaped? Unless you refer to what happens after you break free from Vanessa's takedown - but that's 3 different situations!
     
    Last edited: Dec 1, 2024
    VolcanoShed likes this.
  5. Combolammas

    Combolammas Sheep

    Same for Goh but it doesn't really affect the other player in any meaningful way so I'd keep it simple.

    Goh 2_6P+G I'd almost advocate for saying it swaps sides because you get pushed strongly 45 degrees behind the opponent.

    EDIT:

    On a sidenote, this is the main reason why I love Blazes throw game so much. Having access to a pretty damaging throw that doesn't put you in an awkward position if the opponent escapes it is one of my favorite things about the character.
     
    Last edited: Dec 1, 2024
    VolcanoShed likes this.
  6. VolcanoShed

    VolcanoShed Well-Known Member

    Oh wow yeah I completely forgot to add Goh's Tsukami lol, went and did that, also added the other suggestions to the post

    @erdraug Yeah I meant Takedown, and there are three different throws you can break but the situation is pretty similar for all of them (Vanessa is -3, not sideturned, and a bit over a backdash distance away), the only difference is the angle Vanessa moves: If Takedown 6P+G is broken Vanessa moves at a slight angle in the direction the opponent's back was facing before they entered Takedown, while if Takedown P+G or 4P+G are broken Vanessa moves in a slight angle in the direction the opponent's stomach was facing.

    Went and added that for extra clarification as well
     
    erdraug and Combolammas like this.
  7. Combolammas

    Combolammas Sheep

    I just realized there's no low throws on the list
    EDIT:
    and while they're rare, ground throws could also be added
     
  8. VolcanoShed

    VolcanoShed Well-Known Member

    In the process of updating this for REVO, updated Akira/Sarah/Lau so far

    I'll try to add low throws and ground throws too
     
  9. Razinoff

    Razinoff Active Member Content Manager Brad

    Wait, so in the process of updating the info for Revo, we're losing the data for FS? :D
    ¿Por qué no los dos? Hmm?
     
    akai likes this.
  10. Combolammas

    Combolammas Sheep

    Goh standing throws are unchanged
    Tsukami escapes are now -6, front facing and out of throw reach
    Low throws are -6 front facing and out of throw reach if you want to add those
    Ground throws are -3 front facing and quite far away
     
    VolcanoShed likes this.
  11. akai

    akai Moderator Staff Member Bronze Supporter

    PSN:
    Akai_JC
    XBL:
    Akai JC
    Volcanoshed - great work. I agree with Razinoff. While majority of people will be moving on to US2.0 / REVO, I think there is value of keeping the work you did for FS / US1.0 intact.

    I suggest two threads, you can use the “history” option to get back to your original FS list. If you need help let me know.
     
    VolcanoShed likes this.
  12. VolcanoShed

    VolcanoShed Well-Known Member

    Alright, it's not too much work to just make another post anyway, I'll go ahead and do that
     
    Razinoff and akai like this.
  13. akai

    akai Moderator Staff Member Bronze Supporter

    PSN:
    Akai_JC
    XBL:
    Akai JC

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