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 Les mécaniques de l'attaque.

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AuteurMessage
Segata Kenshirō
Jesus is a true pussy sore loser blah blah
Jesus is a true pussy sore loser blah blah
Segata Kenshirō


Messages : 683
Date d'inscription : 22/02/2010
Age : 43

Les mécaniques de l'attaque. Empty
MessageSujet: Les mécaniques de l'attaque.   Les mécaniques de l'attaque. EmptyMer 24 Fév - 21:23

This section explains the mechanics of an attack. The system of Virtua Fighter is such that any attacks can be described by it's properties, level and class. These will be detailed in the following sections.

Attack Properties

An attack transitions through three phases from start to end. Each of these phases are measured in frames. There are 60 frames/second. The following diagram illustrates these phases.

1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6
Execution Active Recovery
Total
Execution

When you press , a punch is initiated and it takes some time for the arm to fully extend and hit. This time it takes from the start until the first frame hit detection is known as the Execution.

The chart above shows 11 frames of Execution. But this actually represents a 12 frame punch. Why isn't this an 11 frame punch? The answer is because hit detection doesn't begin until the 12th frame where the attack becomes Active. It's a subtle, but important detail, especially when you're analysing the frame data from a number of attacks in series or parallel.

Active

When a punch has fully extended, hit detection usually lasts for a small amount of frames, typically 1 or 2. This is commonly known as the Active phase, during which time the opponent can be either hit by, guard, or even reverse the attack.

The chart above shows 2 Active frames.

The Active phase is also known as the Hit phase.

Recovery

When the hit phase ends, the punching arm begins to retract until the entire attack has ceased and the player is free to move again. This final phase is known as the Recovery.

The chart above shows 13 frames of Recovery.

Total

The length of the entire attack, from start to end.

The chart above shows an attack with a total of 26 frames.

Effect of Attack Properties

When opponents execute attacks near the same time, and within range of each other, the attack that finishes execution phase first wins:

1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0
execution active recovery
execution active recovery
wins, even though it started after , because it finished execution and reached active phase first.

When attacks reach active phase at the same time, the higher damage attack wins:

1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0
execution active recovery
execution active recovery
wins, because it does more damage than

Tracking

There's a common misconception held by many players in how tracking works, so let's clear one thing right off the bat: Attacks do not hold any special tracking properties.

Whether it's a , a jumping kick, or a charge attack, any and all attacks in the game have the potential to track the opponent. The primary factor that determines whether or not an attack will track is the action of your opponent.

That is, if your opponent is doing something while your attack is executing, then your attack will track.

I'm sure there have been many times when you thought you successfully dodged an attack but still got hit out of it. This is because you recovered from the dodge, tried to do something, all the while the attack was still executing, and thus it tracked and hit you.

If you press any button at all, even if it's , then that equates to you doing something.

So with charge attacks that have long execution times, the chances of it tracking the opponent are increased since during this time, the opponent is likely to do something.

For a more detailed look at how tracking works, refer to the Frames Guide under the section Why did I get hit out of my successful evade?

Attack Levels

An attack's level determines where it hits. In the Virtua Fighter system, there are three main attack levels:

High
Mid
Low
The Attack Level also determines if the attack can be guarded while standing or crouching:

Standing Crouching Hopping
Attack
Level Guarding Not
Guarding Guarding Not
Guarding
High guard hit miss miss hit
Mid guard hit hit hit hit
Low hit hit guard hit miss
There are also Special variants of each attack level with their different properties discussed below.

In addition to the above three attack levels, there is also the Down (or Ground) attack level. All characters have Down Attacks (typically , or ) which can only be used when the opponent is in a downed state on the ground.

High Attacks

High attacks will hit standing characters who aren't guarding or are hopping, but will whiff crouching characters and leave the attacker vulnerable. High attacks can be guarded while standing. The most basic high attack is the punch

Mid Attacks

Middle attacks will hit standing and ducking characters who aren't guarding and will also hit hopping characters. They can be guarded while standing but not while crouching. Some mid attacks, such as an elbow or sidekick will cause a crouching opponent (guarding or not) to stagger on hit. This stagger typically won't occur if the same attack hits a standing opponent. Different frame advantages result.

Low Attacks

Low attacks will hit standing and crouching characters who aren't guarding. They will hit opponents who are standing and guarding, but not crouching and guarding. Low attacks will also whiff hopping characters if the hopping character is airborne while the attack is active.

Most* low attacks enter a crouching state on their first execution frame:

1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9
execution active recovery
execution active recovery
wins, because it crouches under the high
*(exceptions are standing low attacks like Jeffry's +)

Special High Attacks

Special high attacks will whiff characters that are merely crouching. However, they can hit characters that are executing a crouching low attack:

1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9
execution active recovery
execution active recovery
Jeffry's wins, because it's special high and reached active phase first.

Special high attacks are not like sabaki (see return attacks below); they can still lose to crouching attacks:

1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9
execution active recovery
execution active recovery
wins, because it reached active phase first.

Special Mid Attacks

A special mid attack is a mid attack that can be safely guarded while ducking or standing. An example is Shun's Chouwan . This makes the attack less powerful as special mids are easier to guard than other mid attacks.

A special mid forces a crouch guarding opponent to stand while breaking their guard. Some special mid attacks have a followup attack. Against a crouch guarding opponent, this followup to the special mid will be a guaranteed hit. An example of this is Akira's (guard or hit) . If the is guarded by a crouching player, then the followup is guaranteed to hit.

Special Low Attacks

A Special low attack is a low attack that can be guarded while standing. An example of this is the low punch . This makes the attack less powerful as special lows are easier to guard than other low attacks.

Attack Classes

Attacks can be classed by the body part(s) being used to strike. This is important for understanding how Reversal, Sabaki and Inashi skills work since they only apply to specific Attack Classes at specific Attack Levels. The Attack Classes currently defined in Virtua Fighter 5 are:

Punch
Kick
Elbow
Knee
Somersault
Circular Kick
Double Punch
Double Kick
Head
Shoulder
Back
Each class is explained in the following sections, along with a list of abbreviations you will find used in the VFDC Command Lists, among other places.

Punch

An attack using the hand. Attack Levels for Punch attacks can be High, Mid or Low along with Special variants. The most basic of punch attacks is the High Punch and Low Punch .

The abbreviations for Punch class attacks are:

Attack Abbreviation Example
High Punch HP Sarah's Straight Lead
Mid Punch MP Jacky's Middle Smash
Low Punch LP Vanessa's Sit Jab
Kick

An attack using the foot. Attack Levels for Kick attacks can be either High, Mid or Low along with Special variants. The most basic of Kick attacks is the High Kick , Side Kick and Low Kick .

The abbreviations for Kick class attacks are:

Attack Abbreviation Example
High Kick HK Pai's KouShuuTai
Mid Kick MK Jacky's High Angle Kick
Side Kick SK Kage's Naga Geri
Low Kick LK Lau's KaSouTai
Side Kick vs Mid Kick

A subtle but important point needs to be made about Side Kicks and Mid Kicks. Even though both are Kick attacks that hit in the middle region, the game engine distinguishes between these two classes. Generally speaking, Side Kicks are long protruding kick attacks where the foot impacts the mid region. Most character's is a Side Kick class attack. On the other hand, Mid Kicks are usually any other middle hitting Kick attack where the foot may sweep across the mid region vertically, but not necessarily stop or impact there. An example of this is Jacky's or Sarah's . Both have their Kicks sweeping in an upward direction, kicking through the mid section.

Elbow

An attack using the elbow. Elbow attacks can be either High or Mid and are commonly performed with the command.

The abbreviations for Elbow class attacks are:

Attack Abbreviation Example
High Elbow HE Brad's Sawk Klab
Mid Elbow EL Akira's Dashing Elbow
Knee

An attack using the knee. Knee attacks can be either High or Mid and are commonly performed with the command.

The abbreviations for Knee class attacks are:

Attack Abbreviation Example
High Knee HKN Brad's Face Crush Knee (phasing turn)
Mid Knee KN Jeffry's Knee Attack
Somersault

A kicking attack performed by a backward somersaulting or flipping manoeuvre, also known as a kickflip. All Somersault attacks are Mid and are commonly performed with either a or .

The abbreviations for Somersault class attacks are:

Attack Abbreviation Example
Somersault SM Jacky's Somersault Kick or
Circular Kick

A spinning kick that travels in a circular motion. Circular Kicks can be either High, Mid or Low and are commonly performed with a command.

The abbreviations for Circular Kick class attacks are:

Attack Abbreviation Example
High Circular Kick (or Crescent Kick) HCR Jacky's Spinning Kick
Mid Circular Kick MCR Vanessa's Shadow Slicer (DS)
Low Circular Kick (or Sweep) SW Lion's KouSouTai
Double Punch

A simultaneous attack with both hands. Double Punch class attacks can be either High or Mid.

The abbreviations for Double Punch class attacks are:

Attack Abbreviation Example
High Double Punch HDP Lei's KyuuHoSouFuuKen
Mid Double Punch MDP Akira's Byakko
Double Kick

A simultaneous attack with both feet. Double Kick class attacks can be either High, Mid or Low.

The abbreviations for Double Kick class attacks are:

Attack Abbreviation Example
High Double Kick HDK Pai's EnSeiSenPuuKyaku
Mid Double Kick MDK Wolf's Drop Kick
Low Double Kick LDK Kage's Jisuberi Bashiri (run)
Head

An attack with the head. Head class attacks can be Mid or Low.

The abbreviations for Head class attacks are:

Attack Abbreviation Example
Mid Head MHD Jeffry's Head Attack
Low Head LHD Jeffry's Sliding Headbutt rising attack (face down, head towards)
Shoulder

An attack with the shoulder. Shoulder class attacks are Mid.

The abbreviations for Shoulder class attacks are:

Attack Abbreviation Example
Shoulder SH Wolf's Short Shoulder
Back

An attack with the back. Back class attacks are Mid.

The abbreviations for Back class attacks are:

Attack Abbreviation Example
Back BK Akira's Bodycheck
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