Virtua Fighter

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

Messages : 683
Date d'inscription : 22/02/2010
Age : 37

MessageSujet: Stratégie.   Mer 24 Fév - 23:41



The basic tactic in Virtua Fighter is to attack when you have advantage, using mid striking attacks or high throws.

Mid attacks generally cannot be crouched under or jumped over, and given enough frame advantage they will beat an opponent's attacks. The most straightforward way for an opponent to defend against a mid attack is to guard standing or evade.

High throws will connect against an opponent who is standing guard or evading. The most straightforward way for an opponent to defend against high throws is to attack (using something that won't clash) or crouch.

Thus, mid attacks and high throws form two parts of a basic guessing game - if the opponent defends one, he is vulnerable to the other, and vice versa.

Disadvantaged Opponent's options
standing Evade Attack crouch
You mid attack you lose advantage you lose advantage hit opponent hit opponent
You high throw throw opponent throw opponent you're hit you lose advantage
So generally, if your opponent is guarding your mid attacks when you have advantage, use throws more often; if your opponent is hitting you out of throw attempts when you have advantage, use mid attacks more often.

More advanced defensive options extend this basic guessing game by defending against certain types of attacks and throws at the same time; more advanced attacking options are intended to beat those defensive options:

Beating fuzzy guard: low throw (if available); delay throw; mixup a mid attack with a low attack of the same execution speed.
Beating evade-throw-escape: mixup throw directions; half-circular or full-circular attacks; delay attack
Beating throw-escape-guard: mixup throw directions; mixup mid and low attacks
Beating sabaki/inashi/reversals: unsabakiable attacks (double limbed, shoulder, etc); mixup class of attack (knee, elbow, etc); mixup level of attack (high, mid, low)

Fuzzy guard: defends ,,throw and mid at up to -5, easiest to execute at exactly -5. Loses to low throw and quick low attacks. see To practice, look at your character's command list. Sort by clicking on grd. Find moves that are -5 on grd. Go to Dojo, set AI to guard, mid or throw. Do one of your -5 moves, then when its blocked, hold guard, and briefly tap down on stick. If you do it right you will duck the throw and guard the mid. Crouchdash fuzzy (crouchdash with then hold ) can be used instead at -6, but is additionally vulnerable to 10 or 11fr , and .

TEG: Throw escape guard, defends against linear & circular mid or high attacks, reduces opp. throw options. Loses to quick low attacks. At lower disadvantages, harder to use because less of a window to get throw escape commands in. Practice by setting Dojo AI to guard then mid or throw. Do a move that leaves you unable to fuzzy, but not guaranteed to be hit by an elbow ( -7 to -13 on guard ). When it's blocked, press + then let go of while still holding . If you do it right you will escape the throw, and guard the mid. Once you have that, try different / multiple throw directions.

ETEG: Evade throw escape guard, defends against linear attacks of any level, reduces opp. throw options. Loses to circular or properly timed delayed attacks. The evade provides more of a window to enter throw escapes than TEG. Evading can give more or less advantage than guarding depending on the situation. Practice in a similar manner to TEG, just tap or before doing the throw escape.

Beating throw clash with an attack: Beats throws, will lose to opp attacks (counterhit). Can be done as long as throw is not guaranteed. Use a move that has known anti-clash properties (this must be determined on a per-move basis; not all jumping attacks beat clash, for instance); alternately use a low attack vs. high throw and a high or mid attack vs low throw. If successful, will be a recovery counterhit against the throw, so use a move that has good properties on normal or recovery hit, not a move that requires counterhit to be good.

Advantage and Disadvantage

When you are in advantage, you're able to act before your opponent. Advantage is measured in frames, and the amount of advantage you have will determine what attacks you may use against the opponent without risk of an interrupt, or Counter Hit. For example, if a player has an advantage of +5, it means that he can attack with a move that is up to 5 frames slower than the fastest move the disadvantaged player can use. Should the fastest attack of the disadvantaged player be 10 frames, the advantaged player can and should go for something that takes up to 15 frames. In that case the two attacks may enter the active phase at the same time but the 15 frame attack should do more damage and therefore win.

The following chart of examples is based on 10f (very few attacks are faster) and 12f , and does not take sabaki or inashi into account.

Frame Advantage Example of What's Possible
+1 If both players attempt a , the player in advantage will win.
+2 ~ +3 If the player in advantage attempts a 14f mid attack, they can beat almost any attack except a 10f ~ 11f Punch.
+4 If the player in advantage attempts a 14f mid attack, they can beat almost any attack.
+5 The player in advantage can use 15f mid attacks, while the disadvantaged player can still crouch under standing throws.
+6 The player in advantage can use 16f mid attacks, while the disadvantaged player can crouch dash under standing throws.
+7 ~ +9 The disadvantaged player cannot crouch under standing throws except by using low attacks, so the player in advantage can force nitaku between a 17 ~ 19f mid attack (which will beat almost any attack) and a standing throw (which will beat standing guard)
+10 Light Weight attacks typically execute in 10f and are guaranteed.
+11 Middle Weight attacks typically execute in 11f and are guaranteed.
+12 ~ +13 Heavy Weight attacks, most attacks, and (escapable) high throw attempts execute in 12f and are guaranteed.
Beyond this range, certain attack classes become guaranteed. Knowing what's guaranteed when you guard your opponent's attacks can greatly improve your game.

Higher Advantages Guaranteed Attack
+14 Elbow class (e.g. )
+15 Upper class (e.g. )
+16 Middle class (e.g. )
+17 Knee class (e.g. )
The examples listed above are just the commands that are common to most characters. Refer to the VFDC Command Lists to find out what the equivalent guaranteed attacks are for each advantage.
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