VF5 Throw Escape guide.

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VF5 Throw Escape guide.

Сообщение SUGATA » 24 ноя 2007, 01:17

Что такое Throw Escape-это освобождение от (уже произведенного)захвата противника. На начальной стадии(пока не достал)-захват можно перебить обычным быстрым ударом.
Как сделать Throw Escape-ввести в определенное "фреймовое окно" комманду TE(это последнее направление комманды противника+(P+G OR P+K+G в зависимости от типа захвата)...А что делать если мы(естественно) не знаем точно какой захват произведет соперник-надо ввести(обезопасить, "подготовиться") сразу к нескольким захватам, введя как можно быстрее как можно большее кол-во вариантов захватов , имеющихся в арсенале соперника)-это Multiple TE/
Система Throw в VF-самая глубокая среди всех файтингов. Налицо специализация персонажей: у Бросковых(Aoi, Goh, Vanessa)-большое кол-во направлений захватов, и следовательно, сложнее обезопасить(или вырываться) себя от них, т.к. много направлений TE(Throw Escape) надо вводить-буфферить; с небросковыми(Lei, Lau)-проще и относительно спокойнее можно относиться к их броскам, т.к. необходимый минимум TE можно спокойно ввести...Все как и в реальной жизни: мы редко получаем(ждем) броски от каратиста и соответственно строим этому строим стратегию и тактику своего поединка с ним; и совсем наоборот, напр.,с дзюдоистом-броски это его основное оружие, и именно их мы должны опасаться прежде всего, соответственно корректируя свои действия.
Вполне реально стабильно вводить 2 TE, сложнее(на уровне мастеров)-3 TE, Крайне тяжело(особенно в напряженной боевой обстановке-опять "психология")-4 TE(это максимум)...Очевидно, что против Бросковых персонажей-на 100% обезопасить себя невозможно, но на то они и бросковые.
Ниже приведена(по Command lists) сводная ТАБЛИЦА Throw Escape для Virtua Fighter 5 ver.B(PS3)...Определите перед боем с определенным персонажем:
-какие у него вообще есть броски(направления для TE);
-какие из них самые опасные(Dmg, ring out)-и следовательно приоритетные при TE;
-также изучите особенности своих бросков-напр., после каких можно (и каким образом) продолжить-добить противника, а после каких нет.

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Сообщение El Salo » 24 ноя 2007, 02:02

Это для тех кто не играл в ВФ4ево )
с небросковыми(Lei, Lau)-проще и относительно спокойнее можно относиться к их броскам, т.к. необходимый минимум TE можно спокойно ввести...
Я бы не сказал, что Лау так уж редко использует броски)
Offtop
"ST and Tekken are like the universal truths of fighting games. People will always play ST and people will always play Tekken. ST, because it's good. Tekken, because it's new." (C) SRK
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Сообщение SUGATA » 24 ноя 2007, 17:06

[Y.A.L.T.A]Neuromancer,
Это и для тех, кто играл в ВФ4:ЕВО, но... не проходил Туториал)

Лау не редко использует броски(просто народ редко их даже пытается искейпить), но главным образом бояться надо не его бросков , а его джаглов и комб)

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Сообщение sk0111 » 04 дек 2007, 14:43

Раз уж зашла об этом реч, хочу привести немного более грамотный Guide, нагло скопированный с vf.com. Здесь рассписаны в основном все возможные захваты и кэтчи, за всех бойцов. И три основных направления для эскейпа по каждому из них. FAQ на английском и немного незавершон. В будущем, как только появится время и VF5, постараюсь перевести и дополнить. А пока и в таком виде он довольно полезен и познавателен=)

======================
VF5 Throw Escape Guide
======================
Offtop

by Yupa

ver 1.4
history:
[ver 1.1: changed defense advice after Jeff's b+P+G throw]
[ver 1.2: added % notation in damage column to indicate throws
in which you can minimize damage by knowing the
correct way to get up.
note which of Shun's throws earn him DP.
Brad's throw escape order changed to df,b,f
Pai's throw escape order changed to b,f,d
OS Vanessa's throw escape order changed to f,df,b
revised study guide to reflect above changes.
corrected some other minor mistakes in notation.]
[ver 1.3: added ^ notation in damage column to indicate throws
in which you can lower damage by quick rising.
Jeffry's throw escape order changed to df,f,b
Kage's throw escape order changed to b,d,f
Lau's throw escape order changed to f,df,b
Lion's throw escape order changed to b,f,df
revised study guide to reflect above changes.]
(Well I only got 7 of 18 wrong initially... ;-p )
[ver 1.4: specifically noted that the throw escape order lists
are NOT suggested throw escape input lists.
added half circular technique for escaping multiple
throws.]

coming eventually:
Brad, Goh and Vanessa need their hit throw/grab combo
defenses added. There may be a bug with a Jeffry throw
which needs to be investigated. The priority of Wall
and ring out throws need to be considered.

acknowledgement:
Thanks to Jeneric, Sebo, Elite, and Myke for their input on VFDC.


This is a throw escape guide in the same vain as what Drift++ did
for VF4. I'm blatantly copying his format as I find it quite useful
for this kind of list/guide. My purpose is to help new players
learn what are the higher priority throw escape directions that
should be entered when fighting against different characters, as
well as detailing which characters have low throws and ground
throws. I've also included details on escaping/defending against
specific character catch throw combination chains.

Abbreviations:

f,b,d,u: tap forward, back, down, up on the joystick
(forward and back are relative to the character
positions on screen)

df,db,uf,ub: the diagonal directions down-forward, down-back,
up-forward, up-back

D: hold down so that your character crouches, this
can be achieved with a crouch dash (df,df or db,db)

HCF: half circle forward, always thru the down direction
(b,db,d,df,f)

HCB: half circle back, always thru the down direction
(f,df,d,db,b)

270F: a 270 degree joystick motion that ends with the
forward direction can be performed either clockwise
or counter-clockwise (d,b,u,f or u,b,d,f)

270B: a 270 degree joystick motion that ends with the
back direction can be performed either clockwise or
counter-clockwise (u,f,d,b or d,f,u,b)

>: indicates that the following motion is part of a
combo, perform the next motion while the previous is
executing

wall in front: the character attempting the throw is facing the
wall, and the wall is behind the defending character

wall behind: the character attempting the throw has the wall
behind them, and the defending character is facing
the wall

wall hit: the thrown character is slammed into the wall usually
denying the chance to quick rise or causing a stagger
if the thrown character is on their feet (see below)

QR: quick rise or tech roll is possible (tap P+K+G
just as you land to quick rise, tech roll by
tapping d+P+K+G or u+P+K+G)

PQR: quick rise or tech roll with perfect timing will
reduce damage. you won't hear a thumping sound
when this is done correctly

%: after the damage amount indicates that a follow up
ground attack can only be avoided by getting up in
ONE of the four possible ways to get up.
the correct direction is noted in the notes column

^: after the damage amount indicates that a PQR will
reduce damage or a QR will avoid any follow up
ground attacks unless noted

behind: the thrown character has their back exposed after
the throw, but is not necessarily vulnerable to attack

side: the thrown character has a side exposed after the
throw, but is not necessarily vulnerable to attack

combo: the thrown character is left vulnerable to additional
attacks

stagger: the thrown character is left vulnerable to additional
attacks, but can struggle to recover quicker


To escape a throw in VF5, you want to enter in the final
direction plus P+G (or P+K+G for low throws) that your opponent
inputs to execute the throw they are trying to perform. For
example, to escape Wolf's turbo drop (HCB+P+G) you would need
to enter b+P+G just after the Wolf player finishes his command
input. Note that b+P+G also escapes Wolf's DDT (b+P+G) and the
F5 throw (270B+P+G). So by entering in b+P+G with the correct
timing, you will successfully escape three of Wolf's more
powerful throws. One of the goals of this guide is to try to
summarize which throw directions your opponent is likely to use
the most.

Note that it is possible to enter in multiple throw escapes
during the throw escape window. The escape window is normally
21 frames long. You can successfully escape starting 10 frames
before the throw initiates and up to 11 frames after it starts.
Normally a throw attempt generates a 12 frame grabbing animation,
but if you're in a state vulnerable to being thrown i.e.
standing, dashing, evading, or at greater than 12 frames
disadvantage, a 0-frame throw will result. In this case, the throw
escape window is halved to the final 11 frames.

I'm not sure if multiple throw escapes are possible for low throws
or ground throws.

Most people can reliably enter in two escape directions when they
find themselves at a large disadvantage, say after a strong mid
attack is blocked. If I'm really focused on it, I can get three
directions in. To that end, I will give my opinion as to the two
most likely joystick directions to be used vs. each character
along with a secondary third direction. But at the end of the day
you must observe your opponent's tendencies and learn all of the
throw animations to know what they prefer and which directions
you should choose the most often to defeat them. (Shun players
have the additional concern of which throws reduce Shun's drink
points. I am not taking DP into account in my advice for escaping
throw tendencies, but if a Shun player wants to add their input,
I'd gladly add it to this guide.)

I note wall throws and wall hit damage in this guide, but I prefer
to keep focused on theoretical clashes in the center of the ring
for now. In the future I may amend the guide to include situations
where you are facing or backed up against a wall or the ring edge.
In any case, you need to learn which of your opponent's throw
motions push or pull your character when near the edge of the ring
to avoid taking extra damage or getting thrown out of the ring.

Side throws are escaped the same no matter which character you're
fighting, so I will not list them here. Basically, if you want to
escape a side throw, tap the joystick in the direction that your
opponent is in in relation to your character and hit P+G. If your
opponent dodged and is on your character's left side, tap left+P+G.
If he is on your right side then use right+P+G.

At the end of the guide I will outline some strategies you can use
against specific characters.

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Сообщение sk0111 » 04 дек 2007, 14:53

=================================================================
Akira
=================================================================
Offtop
high throw cmd damage notes
-----------------------------------------------------------------
P+G 40

f+P+G 40^+ 30 w/ QR, 52 w/ ground punch
wall hit 40+ combo
f+P+G,u 20 side
f+P+G,d 20 side

b,f+P+G 25^ 15 w/ QR, 15 + FFT combo
wall hit 15+ combo

db,f+P+G 60^ 50 w/ PQR

df+P+G 40+ 52 w/ ground punch
wall behind 65+ 77 w/ ground punch

b,df+P+G 28+ behind combo
wall hit 28+ stagger

b,d+P+G 10+ stagger

db+P+G 00+ behind combo


pull-in-throw combo
-----------------------------------------------------------------
f,b+P+G 00+ catch throw cannot be escaped
> P+K 20 escape w/ f+G
> u 00 side, not escapable
> d 00 side, not escapable
> u,P+K 15 escape w/ u+G
> d,P+K 15 escape w/ d+G


Akira high throw escape list
-----------------------------------------------------------------
direction # of throws throw damage/notes
n : 1 40
f : 3 60^, 40^+, 25^ or 15+combo
df : 2 52, 28+
d : 1 10+
db : 1 00+
b : 0

vs. Akira most likely throw escape order f,df,d

=================================================================
Aoi
=================================================================
Offtop
high throw cmd damage notes
-----------------------------------------------------------------
P+G 40

f+P+G 00+ combo, forces open stance
wall hit 20? does anything combo after this wall hit?
f+P+G,b 00+ behind combo
wall hit 20+ side stagger
f+P+G,u 00+ side combo
f+P+G,d 00+ side combo

b,f+P+G 50

D,f+P+G 40+ 50 w/ ground punch, 66 w/ ground throw

HCF+P+G 20+ continue with throw combo see below
> ***throw combo

270F+P+G 40+
> HCF+K+G 20^ 15 w/ PQR

df+P+G 45+ 55 w/ ground punch

df,df+P+G 42+ 52 w/ ground punch, 68 w/ ground throw

db+P+G 45

f,b+P+G 30 QR, Aoi left back exposed

D,b+P+G 55 QR

HCB+P+G 30+ continue with throw combo see below
> ***throw combo

270B+P+G 57


***throw combo (after half circle throws)
> f or b,u+P+G 35 escape w/ u+P+G
> f or b,d+P+G 20+ escape w/ d+P+G
> d,u+P+G 25+ escape w/ u+P+G, +10 w/ ground punch
, +26 w/ ground throw
> u,d+P+G 26 escape w/ d+P+G


low throw cmd damage notes
-----------------------------------------------------------------
d+P+K+G 50

db+P+K+G 53


ground throw cmd damage notes
-----------------------------------------------------------------
d+P+G 26

df+P+G 26


Aoi high throw escape list
-----------------------------------------------------------------
direction # of throws throw damage/notes
n : 1 40
f : 5 60^, 50, 50, 20+, 00+
df : 2 55, 52
d : 0
db : 1 45
b : 4 57, 55, 30+, 30

vs. Aoi most likely throw escape order f,b,df

Throw combo escape advice:
Escape with d+P+G to avoid Aoi's most damaging options once she
starts her half circle multi-throws. Then change to u+P+G to
reverse the most potentially damaging third part of the throw.
If you miss time it, the ground throw can then also be reversed.
You have a 50/50 guess there too.


=================================================================
Brad
=================================================================
Offtop
high throw cmd damage notes
-----------------------------------------------------------------
P+G 40
wall hit 40? does anything combo after this wall hit?

b,f+P+G 35^+ 30 w/ PQR, 48 w/ ground kick,
57 w/ pounce

df+P+G 30+ 43 w/ ground kick

df,df+P+G 55^+ 45 w/ PQR, 68 w/ ground kick

db+P+G 00+ behind combo
wall hit 22+ stagger

b+P+G 45


hit throw combo
-----------------------------------------------------------------
P,f+P,K,(MC)P+G
b+P,K,(MC)P+G
KPK,(MC)P+G
df+K,(MC)P+G
(ducking)K,(MC)P+G
(slipping left)K,(MC)P+G

neck clinch escapes need to be added


Brad high throw escape list
-----------------------------------------------------------------
direction # of throws throw damage/notes
n : 1 40
f : 1 35^+
df : 2 55^+, 43
d : 0
db : 1 00+
b : 1 45

vs. Brad most likely throw escape order df,b,f

=================================================================
Eileen
=================================================================
Offtop
high throw cmd damage notes
-----------------------------------------------------------------
P+G 40 QR
f+P+G 45 QR
f+P+G,f 00+ behind combo
f+P+G,u 00+ side combo
f+P+G,u+K 45 QR
f+P+G,d 00+ side combo
f+P+G,d+K 45 QR
df+P+G 25+ stagger, Eileen left back exposed
f,b+P+G 50 QR
HCB+P+G 55

Eileen high throw escape list
-----------------------------------------------------------------
direction # of throws throw damage/notes
n : 1 40
f : 1 45
df : 1 25+
d : 0
db : 0
b : 2 55, 50
vs. Eileen most likely throw escape order b,f,n


=================================================================
El Blaze
=================================================================
Offtop
high throw cmd damage notes
-----------------------------------------------------------------
P+G 40
f+P+G 45 QR
b,f+P+G
wall in front 65 wall throw only
HCF+P+G,P+G 60
df+P+G 45
wall in front 50
df,df+P+G 55
b,d+P+G 42
db+P+G 00 behind
wall hit 22+ stagger
b+P+G 40^+ QR, 53 w/ ground kick
f,b+P+G 45 QR
wall in front 65
HCB+P+G 55

low throw cmd damage notes
-----------------------------------------------------------------
d+P+K+G 25+ combo
df+P+K+G 00+ behind combo
df,df+P+K+G 65

El Blaze high throw escape list
-----------------------------------------------------------------
direction # of throws throw damage/notes
n : 1 40
f : 2 60, 45
df : 2 55, 45
d : 1 42
db : 1 00
b : 3 55, 45, 40^+
vs. El Blaze most likely throw escape order f,b,df

=================================================================
Goh
=================================================================
Offtop
high throw cmd damage notes
-----------------------------------------------------------------
P+G 40
b,f+P+G 50
HCF+P+G 60+% 72 w/ ground punch, avoid ground punch
by side rolling to Goh's back
270F+P+G 70
df+P+G 45
df,df+P+G 40+ 52 w/ ground punch
wall hit 40+ combo, 70 w/ ground throw
b,df+P+G 35+ 47 w/ ground punch
f,d+P+G 47
f,b+P+G 50
wall hit 40+ combo, 70 w/ ground throw
HCB+P+G 55
270B+P+G 65

low throw cmd damage notes
-----------------------------------------------------------------
d+P+K+G 00+ tsukami combo defense will be added later
df+P+K+G 50

ground throw cmd damage notes
-----------------------------------------------------------------
d+P+G 30
df+P+G 30

Goh high throw escape list
-----------------------------------------------------------------
direction # of throws throw damage/notes
n : 1 40
f : 3 70, 60+%, 50
df : 3 52, 47, 45
d : 1 47
db : 0
b : 3 65, 55, 50
vs. Goh most likely throw escape order f,b,df

=================================================================
Jacky
=================================================================
Offtop
high throw cmd damage notes
-----------------------------------------------------------------
P+G 25+% 38 w/ ground kick, 47 w/ pounce, avoid
pounce by side rolling to Jacky's front
f+P+G 25+ 38 w/ ground kick
f+P+G,u 25 side
f+P+G,d 25 side
f,f+P+G 45
wall in front 65
df+P+G 42
df,df+P+G 55^ 45 w/ PQR
f,b+P+G 55

Jacky high throw escape list
-----------------------------------------------------------------
direction # of throws throw damage/notes
n : 1 25+%
f : 2 45, 38
df : 2 55^, 42
d : 0
db : 0
b : 1 55
vs. Jacky most likely throw escape order b,df,f

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Сообщение sk0111 » 04 дек 2007, 15:05

=================================================================
Jeffry
=================================================================
Offtop
high throw cmd damage notes
-----------------------------------------------------------------
P+G 40

f+P+G 50

b,f+P+G 25+ throw combo
> b+P+G 35 escape w/ b+P+G
> f+P+G 15+ escape w/ f+P+G
> b+P+G 35 escape w/ b+P+G
> f+P+G 30 escape w/ f+P+G

db,f+P+G 60

HCF+P+G 65

df+P+G 35
wall in front 65
wall behind 58+% 80 w/ pounce, avoid pounce by side
rolling to Jeffry's back

df,df+P+G 70

b,df+P+G
wall in front 60+ wall throw only, 75 w/ ground kick
82 w/ pounce, 88 w/ butt bomb

d+P+G 45+% 73 w/ butt bomb, avoid butt bomb by back
rolling away from Jeffry

db+P+G 00 behind
wall hit 22+ stagger

HCB+P+G 55

b+P+G 35^ 00 w/ PQR, tech roll is vulnerable to
low throw, but after a quick rise you
can interrupt Jeff's low throw attempt
with an attack or by standing quicker
with an evade or buffered forward dash
wall hit 20+ combo, QR to avoid ground throw
b+P+G,u 35^+** 00 w/ PQR, not in danger of low throws
57 w/ pounce, 63 w/ butt bomb
(but see ** below)
wall hit 20+ combo, QR NOT possible (start escaping
ground thows if no combo)
b+P+G,d 35^+** 00 w/ PQR, not in danger of low throws
57 w/ pounce, 63 w/ butt bomb
(but see ** below)
wall hit 20+ combo, QR NOT possible (start escaping
ground thows if no combo)

**these 2 throws are interesting if there
is no wall hit and you miss the PQR.
if Jeffry throws you to your front side
(from the initial stance) you can avoid
a follow-up pounce or butt bomb by rising
in any direction. if Jeffry throws you to
your back side (from the initial stance)
you can only avoid the pounce by side
rolling to Jeffry's back (57 w/ pounce)
and you can NOT avoid a follow-up butt
bomb (63 pts) but there seems to be a bug
in training mode. the AI won't back roll
away from Jeffry when I do this throw to
the victim's back side. can you do a
rising back roll in this situation?
Does it escape a pounce or butt bomb?


low throw cmd damage notes
-----------------------------------------------------------------
d+P+K+G 50

df+P+K+G 60

d,f+P+K+G 65


ground throw cmd damage notes
-----------------------------------------------------------------
d+P+G 00 behind when face down
wall hit 00+? does anything combo after this wall hit?,
side stagger when face down

df+P+G 30


Jeffry high throw escape list
-----------------------------------------------------------------
direction # of throws throw damage/notes
n : 1 40
f : 4 65, 60, 50, 25+
df : 2 70, 35
d : 1 45+%
db : 1 00
b : 2 55, 35^+

vs. Jeffry most likely throw escape order df,f,b

=================================================================
Kage
=================================================================
Offtop
high throw cmd damage notes
-----------------------------------------------------------------
P+G 40

f+P+G 00+ behind combo

b,f+P+G 45

df+P+G 40+% 53 w/ ground kick, avoid ground kick by
side rolling to Kage's back

b,d+P+G 55
wall behind 70

b+P+G 45

f,b+P+G 40^/00+ 00 w/ PQR if no TFT combo
wall hit 40+ combo
> u+P+G 55 throw combo, not escapable?


Kage high throw escape list
-----------------------------------------------------------------
direction # of throws throw damage/notes
n : 1 40
f : 2 45, 00+
df : 1 40+%
d : 1 55
db : 0
b : 2 TFT combo, 45

vs. Kage most likely throw escape order b,d,f

=================================================================
Lau
=================================================================
Offtop
high throw cmd damage notes
-----------------------------------------------------------------
P+G 25+ 38 w/ ground kick

f+P+G 40 QR
f+P+G,u 25 side
f+P+G,d 25 side

b,f+P+G 50+ 63 w/ ground kick

D,f+P+G 60 QR
wall hit 60+ 73 w/ ground kick

df+P+G 45+% 58 w/ ground kick, avoid ground kick by
back rolling away from Lau
wall hit 15+ combo
wall behind 60+ 73 w/ ground kick

df,df+P+G 55

b,df+P+G 50^+ 40 w/ PQR, 63 w/ forward dash > ground
kick, 72 w/ pounce
wall hit 50+ combo, 72 w/ pounce

b,d+P+G 10+ stagger

b+P+G 45
wall behind 60


Lau high throw escape list
-----------------------------------------------------------------
direction # of throws throw damage/notes
n : 1 38
f : 3 63, 60, 40
df : 3 55, 50^+, 45+%
d : 1 10+
db : 0
b : 1 45

vs. Lau most likely throw escape order f,df,b

=================================================================
Lei Fei
=================================================================
Offtop
high throw cmd damage notes
-----------------------------------------------------------------
P+G 40

f,f+P+G 50
wall hit 50

b,f+P+G 20+ combo

HCF+P+G 15+
> b,f+P+G 20+ throw combo, not escapable?
> d,df,f+P+G 25 throw combo, not escapable?

df+P+G 50

df,df+P+G 28+ combo

f,b+P+G 45


Lei Fei high throw escape list
-----------------------------------------------------------------
direction # of throws throw damage/notes
n : 1 40
f : 3 60, 50, 20+
df : 2 50, 28+
d : 0
db : 0
b : 1 45

vs. Lei Fei most likely throw escape order f,df,b

=================================================================
Lion
=================================================================
Offtop
high throw cmd damage notes
-----------------------------------------------------------------
P+G 40

f,f+P+G 50^+ QR, 62 w/ ground punch
wall hit 50+ 62 w/ ground punch

b,f+P+G 50

D,f+P+G 30+ combo

HCF+P+G 55^+ 45 w/ PQR, 67 w/ ground punch, 77 w/ pounce

df+P+G 00+ behind combo

df,df+P+G 45^+ 40 w/ PQR, 57 w/ ground punch, 67 w/ pounce

b,df+P+G 20+ stagger

HCB+P+G 60

b+P+G 40+% 52 w/ ground punch, avoid ground punch by
side rolling to Lion's front

catch throw combo
-----------------------------------------------------------------
f,db+P+G 00+ catch throw cannot be escaped
> u 00 side, not escapable
> d 00 side, not escapable
> u+P+G 55 escape w/ b+P+G
> d+P+G 55 escape w/ f+P+G
> PPP 48 not escapable


Lion high throw escape list
-----------------------------------------------------------------
direction # of throws throw damage/notes
n : 1 40
f : 4 55^+, 50^+, 50, 30+
df : 3 45^+, 20+, 00+
d : 0
db : 0
b : 2 60, 40+%

vs. Lion most likely throw escape order b,f,df

=================================================================
Pai
=================================================================
Offtop
high throw cmd damage notes
-----------------------------------------------------------------
P+G 40

f+P+G 45
wall hit 45+ 67 w/ pounce
wall behind 60

f,f+P+G 50

D,f+P+G 60^+ 50 w/ PQR, 70 w/ ground punch

df+P+G 00+ behind combo

df,df+P+G 25 side

f,d+P+G 10+ forward dash > low throw

b,d+P+G 10+ stagger

b+P+G 40 QR, victim is pushed in direction of
their front side
wall hit 40+ 50 w/ ground punch

f,b+P+G 15+ behind combo

HCB+P+G 60


low throw cmd damage notes
-----------------------------------------------------------------
d+P+K+G 45+ 55 w/ ground punch

f+P+K+G 00+ behind combo

b,f+P+K+G 35 stagger, Pai left back exposed


Pai high throw escape list
-----------------------------------------------------------------
direction # of throws throw damage/notes
n : 1 40
f : 3 60^+, 50, 45
df : 2 25, 00+
d : 2 10+, 10+
db : 0
b : 3 60, 40, 15+

vs. Pai most likely throw escape order b,f,d

=================================================================
Sarah
=================================================================
Offtop
high throw cmd damage notes
-----------------------------------------------------------------
P+G 30^+ 25 w/ PQR, 43 w/ ground kick,
52 w/ pounce

f+P+G 25
f+P+G,u 25 side
f+P+G,d 25 side

f,f+P+G 40

b,f+P+G 50

270F+P+G 60

f,db+P+G 40+ 53 w/ ground kick

b+P+G 30+ 43 w/ ground kick
wall in front 55

f,b+P+G 45


Sarah high throw escape list
-----------------------------------------------------------------
direction # of throws throw damage/notes
n : 1 30^+
f : 4 60, 50, 40, 25
df : 0
d : 0
db : 1 53
b : 2 45, 43

vs. Sarah most likely throw escape order f,db,b

=================================================================
Shun
=================================================================
Offtop
high throw cmd damage notes
-----------------------------------------------------------------
P+G 50 DP+4

f+P+G 40
wall hit 40
f+P+G,u 20 side
f+P+G,d 20 side

b,f+P+G 50 Shun req 3DP

df+P+G 00+ behind combo

b,df+P+G 10+ behind combo, Shun req 6DP

b+P+G 50
wall in front 60+ 72 w/ ground punch, 82 w/ pounce, DP+5

270B+P+G 64 Shun req 10DP, DP+4


Shun high throw escape list
-----------------------------------------------------------------
direction # of throws throw damage/notes
n : 1 50 gain DP
f : 2 50, 40
df : 2 10+, 00+
d : 0
db : 0
b : 2 64 gain DP, 50

vs. Shun most likely throw escape order n,b,f

sk0111
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Сообщение sk0111 » 04 дек 2007, 15:15

=================================================================
Vanessa
=================================================================
Offtop
defensive stance
----------------
high throw cmd damage notes
-----------------------------------------------------------------
P+G 40 QR

f+P+G 40+ 53 w/ ground kick

HCF+P+G 62

f,f+P+G
wall in front 30+ wall throw only, stagger
> f+P+G 45+% escape w/ f+P+G, 88 w/ ground kick,
avoid ground kick by side
rolling to Vanessa's back
> b+P+G 40+ escape w/ b+P+G, 83 w/ ground kick,
92 w/ pounce

f,d+P+G 47

b,d+P+G 35+ 48 w/ ground kick

db+P+G 00 behind
wall hit 22+ stagger

270B+P+G 58+ 71 w/ ground kick

hand hold combo defense needs to be added


DS low throw cmd damage notes
-----------------------------------------------------------------
d+P+K+G 50+% 63 w/ ground kick, avoid ground kick by
side rolling to Vanessa's back

df+P+K+G 55+ 68 w/ ground kick


offensive stance
----------------
high throw cmd damage notes
-----------------------------------------------------------------
P+G 40 QR

f+P+G 40+ 53 w/ ground kick

HCF+P+G 60+% 73 w/ ground kick, avoid ground kick by
getting up in place

f,f+P+G
wall in front 65 wall throw only

df+P+G 35+% 48 w/ ground kick, avoid ground kick by
side rolling to Vanessa's back

df,df+P+G 52

HCB+P+G 28+ takedown combo
> P 10+/15 escape w/ G
> P+K 15 escape w/ G
> d+P 8+/12 escape w/ d+G
> P+G 25 escape w/ P+G


OS low throw cmd damage notes
-----------------------------------------------------------------
d+P+K+G 30

df+P+K+G 50


Vanessa high throw escape list (defensive stance)
-----------------------------------------------------------------
direction # of throws throw damage/notes
n : 1 40
f : 2 62, 53
df : 0
d : 2 48, 47
db : 1 00
b : 1 71

Vanessa high throw escape list (offensive stance)
-----------------------------------------------------------------
direction # of throws throw damage/notes
n : 1 40
f : 2 60+%, 53
df : 2 52, 35+%
d : 0
db : 0
b : 1 28+

vs. Vanessa defensive stance most likely throw escape order b,f,d
vs. Vanessa offensive stance most likely throw escape order f,df,b

=================================================================
Wolf
=================================================================
Offtop
high throw cmd damage notes
-----------------------------------------------------------------
P+G 40
wall hit 40? does anything combo after this wall hit?

HCF+P+G 80^ 60 w/ PQR
wall hit 80+% 95 w/ ground punnch, avoid ground punch
by side rolling to Wolf's back
fastest input 100^ 80 w/ PQR
wall hit 100+% 115 w/ ground punnch, avoid ground punch
by side rolling to Wolf's back

270F+P+G 75 QR
wall hit 75

df+P+G 20+ throw combo
> b,f+K 30 not escapable
wall in front 70

df,df+P+G 70

b,df+P+G 60
wall in front 75

db+P+G 00 behind
wall hit 22+ stagger

b+P+G 50

HCB+P+G 60^+% QR, 82 w/ pounce, avoid pounce by side
rolling to Wolf's front
wall hit 35+ combo or ground throw

270B+P+G 75


catch throw combo
-----------------------------------------------------------------
f+P+G 00+ catch throw cannot be escaped
> P+G 45 escape w/ P+G
> df+P+G 00+ combo, escape w/ df+P+G
wall hit 00? does anything combo after this wall hit?
> db+P+G 55 escape w/ db+P+G
> b+P+G 50 escape w/ b+P+G
> f+P+G 00+ escape w/ f+P+G
> P+G 60 escape w/ P+G
> f+P+G 00+ behind combo, escape w/ f+P+G
wall hit 00+ stagger behind??
> df+P+G 65 escape w/ df+P+G
> b+P+G 70 escape w/ b+P+G


low throw cmd damage notes
-----------------------------------------------------------------
d+P+K+G 45

df+P+K+G 60

df,df+P+K+G 70

db+P+K+G 60

db,db+P+K+G 75


ground throw cmd damage notes
-----------------------------------------------------------------
d+P+G 00 behind when face down
wall hit 00+? does anything combo after this wall hit?,
side stagger when face down

df+P+G 35


Wolf high throw escape list
-----------------------------------------------------------------
direction # of throws throw damage/notes
n : 1 40
f : 2 100^, 75
df : 3 70, 60, 50
d : 0
db : 1 00
b : 3 75, 60^+%, 50

vs. Wolf most likely throw escape order f,b,df

Catch throw combo escape advice:
Escape with f+P+G to avoid Wolf's most damaging options if he
grabs you with the catch throw. If he gets to the change position,
keep trying to escape in the same joystick direction (the character
positions on screen are switched) to avoid the most damaging option.
Wolf has 4 good options once he gets to the change position, so
observe your opponents tendencies if he likes to use this throw.

=================================================================
study guide for high throw escapes
=================================================================
Offtop
highest *priority* escape directions:
vs. Akira f,df,d <
vs. Aoi f,b,df <
vs. Brad df,b,f - >
vs. Eileen b,f,n n
vs. El Blaze f,b,df <
vs. Goh f,b,df <
vs. Jacky b,df,f >
vs. Jeffry df,f,b - <
vs. Kage b,d,f - }
vs. Lau f,df,b - <
vs. Lei Fei f,df,b <
vs. Lion b,f,df - >
vs. Pai b,f,d - }
vs. Sarah f,db,b <
vs. Shun n,b,f n
vs. Van (DS) b,f,d }
vs. Van (OS) f,df,b - <
vs. Wolf f,b,df <

I wrote this guide with the premise that most average level players
will be able to enter in 2 throw escapes when they find themselves
at a large disadvantage or whiff a strong high attack. I was
prejudiced by my own method of escaping throws. I usually simply
bang out 2 directions when I attempt to escape a throw. The way
I use the above list is to almost always use the first listed
direction and then go to the second direction the next most often.
I keep the third direction in mind for when I see my opponent
mixing up his throws because he understands that I'm capable of
escaping throws.

PLEASE NOTE: The above list is NOT a suggested way to input throw
escapes. It is simply my opinion as to which throw directions each
character is most likely to use.

To this end, there are 2 major classes above, characters which
use primarily f and b throws, and characters which use primarily
f and df throws. I've also indicated the secondary throw direction
for each character in parenthesis.

f/b: Wolf(df), El Blaze(df), Goh(df), Aoi(df)
b/f: Lion(df), Eileen(n), Pai(d), DS Vanessa(d)

f/df: Jeffty(b), Lau(b), Lei Fei(b), OS Vanessa(b)
Akira(d)

b/df: Jacky(f), Brad(f)
f/db: Sarah(b)

b/d: Kage(f)
n/b: Shun(f)

--The majority of characters (11) primarily rely on f,b,df (in no
particular order.) (WO, EL, GO, AO, LI, JE, LA, LE, OS VA, JA, BR)
--Jacky and Brad are mirror images of Sarah.
Jacky/Brad are b/df(f). Sarah is f/db(b).
--Kage and Shun are special cases for obvious reasons.
Kage is b/d(df) and Shun is n/b(f).
--Pai, Kage and DS Vanessa are similar, commonly preferring b,f,d.
--Shun and Eileen are similar in that they are the most likely to use
their n+P+G throw, with b & f being the most frequent other directions.
--Akira is quarter circle down, f,df,d.

=================================================================
technique for entering multiple throw escapes
=================================================================
A good technique for entering in multiple throw escapes is to make
a half circle motion with the joystick and tap P+G at the appropriate
directions. A common pattern emerges: f+P+G,df+P+G,b+P+G. As noted
above, it will work against 11 of the 18 characters, and Sarah is the
mirrored motion b+P+G,db+P+G,f+P+G. A further refinement is to
classify the characters as HCF or HCB. You want to start your throw
escape attempts at the most popular direction, f or b.

I advise using the below inputs when trying to escape multiple throws.

HCF: b,df,f: Lion, Jacky, Brad
b,d,f: Kage, Pai, DS Vanessa

HCB: f,df,b: Wolf, El Blaze, Goh, Aoi, Jeff, Lau, Lei, OS Vanessa
f,db,b: Sarah
f,df,d: Akira (quarter circle down)

b,n,f: Shun, Eileen

Instead of making a half circle motion for Shun and Eileen, I
suggest moving the joystick straight across the horizontal:
b+P+G,n+P+G,f+P+G.

Good luck frustrating your opponents.

=================================================================

If you have a different opinion on which throw directions are
highest priority for specific characters, please add your comments
to this thread. I'm not on expert on follow-up stagger combos,
so I may have missed something obvious.

Throw escaping is a vital part of higher level VF play. I hope
this guide improves your overall defense. It's improved mine by
putting it together. Cheers!

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Сообщение SUGATA » 05 дек 2007, 12:24

Хроший гидик - очень полезно , что для каждого чара уже указаны направления TE-ов ПО ПРИОРИТЕТНОСТИ(в зависимости от дмг и эффектов), хотя конечно с некоторыми приоритетами я бы поспорил: напр., за Goh я чаще использую df нежели b захваты, т.к. (twice df-позволяет разорвать дистанцию до противника, возможность рингаута, гарантия downthrow,...да и вообще как показывает практика df реже искейпят, чем b).

Скинь ссылку плиз на оригинал(а то я там такого не нашел).

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Сообщение sk0111 » 05 дек 2007, 20:36

с некоторыми приоритетами я бы поспорил: напр., за Goh я чаще использую df нежели b захваты, т.к. (twice df-позволяет разорвать дистанцию до противника, возможность рингаута, гарантия downthrow
При выборе приоритетности автор, скорее всего, руководствовался количеством бросков на данном направлении и величиной их демага, а никак не чьими то личными предпочтениями=))
да и вообще как показывает практика df реже искейпят, чем b).
Это какая практика? наша нубская, что ли?)))
Скинь ссылку плиз на оригинал(а то я там такого не нашел).
Я бы и рад, да боюсь, уже и не вспомню откуда его выкопал. Этот гайд на моём компе уж давнёхонько валяется)

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Сообщение SUGATA » 05 дек 2007, 23:12

sk0111,
Это какая практика? наша нубская, что ли?)))
именно )))))))
Я бы и рад, да боюсь, уже и не вспомню откуда его выкопал. Этот гайд на моём компе уж давнёхонько валяется)
Давнехонько говоришь...и все это время ты молчал?! то же мне Рихард Зорге...))

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Сообщение sk0111 » 06 дек 2007, 08:23

и все это время ты молчал?
а никто и не спрашивал %))

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Сообщение Dubrovskay » 06 дек 2007, 16:02

Эта система - одна из причин, почему в ВФ не хочется трениться вообще=)

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Сообщение SUGATA » 06 дек 2007, 20:38

Dubrovskay,
я даже понимаю почему-думать приходиться =)

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Сообщение Ryan » 08 дек 2007, 21:31

Скажите, а вы все это хоть помните, как и куда нажимать в определенной ситуации? Я лишь помню 3% всех вырываний в ВФ. "А тебе и не нужно, у тебя Лау" - скажите Вы. А если не Лау, то как все это запомнить?
VF is like a game of chess ... u must think first before u move

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Сообщение sk0111 » 09 дек 2007, 09:36

Скажите, а вы все это хоть помните, как и куда нажимать в определенной ситуации? Я лишь помню 3% всех вырываний в ВФ. "А тебе и не нужно, у тебя Лау" - скажите Вы. А если не Лау, то как все это запомнить?
А при чём здесь твой перс? Для эскейпа бросков нужно знать, ни кем ты играешь, а против кого. И как это 3%? Тут же всего, не более пяти направлений на каждого перса. Или ты имеешь ввиду, что знаешь направление эскейпа по анимации конкретного броска, конкретного перса? Так ты, можешь и не замарачиваться по этому поводу. Признаться честно, что если я и вырываюсь иногда, то это происходит путём жуткого намешивания эскейпов, включая даже те направления, бросков на которых у моего противника и близко не наблюдается. Просто, по крайней мере пока, успевать думать об этом, в пылу борьбы не очень то и получается)) А если ты действительно хочешь попытаться изучить эту систему, то для начала можешь запомнить только обобщённые сведения в конце гайда, благо это не особо и трудно -
Offtop
highest *priority* escape directions:
vs. Akira f,df,d <
vs. Aoi f,b,df <
vs. Brad df,b,f - >
vs. Eileen b,f,n n
vs. El Blaze f,b,df <
vs. Goh f,b,df <
vs. Jacky b,df,f >
vs. Jeffry df,f,b - <
vs. Kage b,d,f - }
vs. Lau f,df,b - <
vs. Lei Fei f,df,b <
vs. Lion b,f,df - >
vs. Pai b,f,d - }
vs. Sarah f,db,b <
vs. Shun n,b,f n
vs. Van (DS) b,f,d }
vs. Van (OS) f,df,b - <
vs. Wolf f,b,df <

I wrote this guide with the premise that most average level players
will be able to enter in 2 throw escapes when they find themselves
at a large disadvantage or whiff a strong high attack. I was
prejudiced by my own method of escaping throws. I usually simply
bang out 2 directions when I attempt to escape a throw. The way
I use the above list is to almost always use the first listed
direction and then go to the second direction the next most often.
I keep the third direction in mind for when I see my opponent
mixing up his throws because he understands that I'm capable of
escaping throws.

PLEASE NOTE: The above list is NOT a suggested way to input throw
escapes. It is simply my opinion as to which throw directions each
character is most likely to use.

To this end, there are 2 major classes above, characters which
use primarily f and b throws, and characters which use primarily
f and df throws. I've also indicated the secondary throw direction
for each character in parenthesis.

f/b: Wolf(df), El Blaze(df), Goh(df), Aoi(df)
b/f: Lion(df), Eileen(n), Pai(d), DS Vanessa(d)

f/df: Jeffty(b), Lau(b), Lei Fei(b), OS Vanessa(b)
Akira(d)

b/df: Jacky(f), Brad(f)
f/db: Sarah(b)

b/d: Kage(f)
n/b: Shun(f)

--The majority of characters (11) primarily rely on f,b,df (in no
particular order.) (WO, EL, GO, AO, LI, JE, LA, LE, OS VA, JA, BR)
--Jacky and Brad are mirror images of Sarah.
Jacky/Brad are b/df(f). Sarah is f/db(b).
--Kage and Shun are special cases for obvious reasons.
Kage is b/d(df) and Shun is n/b(f).
--Pai, Kage and DS Vanessa are similar, commonly preferring b,f,d.
--Shun and Eileen are similar in that they are the most likely to use
their n+P+G throw, with b & f being the most frequent other directions.
--Akira is quarter circle down, f,df,d.
То есть, к примеру, сразу у 11-ти персонажей рекомендуемые направления для эскейпа- f,b,df. А там уже остайтся запомнить только частные случаи.
Система, если разобраться, не такая уж и страшная, главное- желание=))

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Сообщение tenchuu » 09 дек 2007, 15:31

SUGATA писал(а): Скинь ссылку плиз на оригинал(а то я там такого не нашел).
очевидно, речь идет об этом мануале http://users.aol.com/joopasawa/vf5_thro ... ver2_0.txt (здесь уже 2.0 версия)

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Сообщение Broken » 24 дек 2007, 14:47

вопрос если идёт стандартный захват P+G
он эмскйпитсья тока P+G?
а если нажать f+P+G не поулчиться?
Изображение

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Сообщение TCD | Minagushi » 24 дек 2007, 14:57

Broken_Angel, нет ибо f+P+G это уже совсем другой бросок.

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Broken
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Сообщение Broken » 24 дек 2007, 15:20

просто в последовательности нигде не вижу нетрала n вот и думаю

Добавлено через 13 минут(ы)
а вот нашёл нетрал у Елени
гы нетрал броски никто не эвейдит ппц=)

у ванесы довольно поасный для ринг аута просок, заганли в угол а ты его туда кинул=)
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Dark
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Сообщение Dark » 24 дек 2007, 15:45

гы нетрал броски никто не эвейдит ппц=)
Броски не эвейдятся, они одно из средств, чтобы как раз ловить эвейды.

Простые броски у большинства мало демага дают ~40. Так что не первоочередной бросок для эскейпа. Эскейпят его первым делом у Шуна, ну и в конкретных ситуациях, аля рингаут и абьюз и т.п.

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