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- Evading FAQ - Akira Specifics v1.1
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- By: Stephen Quinlan
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- Quinlan@ug.cs.dal.ca
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- Changes from v1.0: Typo corrections, more description of certain things.
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- The biggest is the correction of discussing a d+K,G-cancel. That was a BIG
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- mistake. Any Sample combo's/ descriptions with this should be IGNORED!
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-
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- Contents:
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- 1) Introduction
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- 2) Notation
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- 3) Special Terms and Actions
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- i) G-cancel
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- ii) Crouch Dashing
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- iii) CD Evade Canceling
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- iv) Evasion Angles - Circular Coordinates
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-
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- 4) General Evasion and Evade Motion
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- 5) Special Evade Motion
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- i) Evade Crouch Dash
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- ii) Korean Stepping
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- iii) "Slip dodging"
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-
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- 6) Evading Attacks and Counter Attacking
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- i) Evading a Basic Attack
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- ii) Counter Attacking after Evasion
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- 7) Using "E" in Combo's
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- i) Sample Combo's
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- ii) Descriptions
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- 1) Introduction
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- The "Evade" button, and its proper use is an integral part of becoming a
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- good VF3 player. But I believe even more so if you are learning a
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- character such as Akira. Many of his moves lend themselves very nicely to
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- the inclusion of the dodge before and afte r their execution. In fact,
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- Akiras "style" is known as "Hakkyoken-ken" or "the eight extremes fist".
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- This style was supposedly based on the eight compass points, and if one
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- could defend all eight points at once, you could not be hit. So, most of
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- the moves from the style has circles, dodges etc.. involved in them. It follows
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- naturally that any Akira (obsessed?) player would want to include the
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- dodge on these points alone!
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- This FAQ will describe various uses for the evade for
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- circumstances specific to Akira. They are based on personal observations
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- and experiences alone, so some things may or may not work in all
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- situations. Note: I am writing this FAQ specifically for Akir a and so
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- will be using his name to describe some general things as well as Akira
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- specific things. In the "general" cases any characters name can be
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- substituted as these moves are common to all characters.
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-
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- 2) Notation
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- G = Guard
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- P = Punch
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- K = Kick
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- E = Evade
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- d, f, b,u = down, forward, back, up
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- d/f = down forward diagonal
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- u/f = upper forward diagonal
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- MC = Major Counter
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- mC = minor counter
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- A capitalized d,f,b,u etc... means to hold that direction.
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- eBC = "evading bodycheck" / b,f+P+K+E
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- DbPm = "Double Palm" / D,b,f+P
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- DFS = "double fist strike" / b,f+P+K
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- LBF = "low back fist" / d/f +P+K
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- SRM = "shoulder ram" / D,f+P+K
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- SPoD = "Stun Palm o' Doom" / G+P+K, b,d/f+P+K, d,(b or f)+P
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- DLC = "Dragon Lance Combo" / d/f+G+K, f+P, b,f,f+P+K
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- CD = "Crouch Dash"
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- GC = "G- Cancel"
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- 3) Special Terms / Actions
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- i) G-Cancel:
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- When you perform a move, it requires a certain number of frames to
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- be executed. While this is occurring, it is possible to "cancel" your move
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- by hitting "G". This must be done fairly quickly, as each move has a
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- certain frame limit in which you can cancel
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- it. If this time passes before you push "G", you cannot cancel the move
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- and it will be fully executed. The benefit of G-canceling is that you can
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- "correct" some mistakes you may have made if you catch them in time, also
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- there is the various "Senbon" typ e moves. A full discussion of
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- G-canceling will not be given here; you just need to be familiar with how
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- to do it and what it is.
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-
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- ii) Crouch Dashing:
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- Crouch Dashing is a special form of movement. Basically it is
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- exactly what the name sounds like; dashing while you are crouched. It is
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- done by hitting d/f,D/F while you are crouching. If done correctly, you
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- will "hop" instead of crouch "walking". It is a
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- very effective form of movement, especially if you need to "jump in"
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- quickly for a combo. Even more so since most of Akira's moves come from a
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- crouched position. CD's can also be used for defensive maneuvers as well,
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- such as quickly escaping high attacks
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- etc...
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-
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- iii) Crouch Dash Evade Canceling:
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- This is using the CD to cancel your "E" input during your evade
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- motion. It is done "simply" by entering the commands for a CD during your
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- evade. There is a small glitch in that the E, CD cancel is done a little
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- more easily if you evade by using the "d+E" . Just push one d/f during the
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- evade (d+E) and a crouch dash cancel will come out.
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- iv) Evasion Angles:
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- For many of the discussions about evading I will give an
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- approximate "angle of motion". To picture this, think of a circle. When
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- two characters are facing each other directly, P1 is at 180 degrees and P2
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- is at 0 degrees. Directly up is 90 degrees, and th e bottom of the circle
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- is at 270 degrees. If two lines are drawn connecting 0-180 and 90-270,
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- this divides the circle into four pieces. Each piece can them be dived in
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- two by drawing a line from the center of the circle to its edge at a 45
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- degree angle. ( if you can't picture this mentally, draw it on paper).
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- When people dodge, they deviate from the starting position of 0-180 degree
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- line, off to different angles. So, when I give an angle motion, (Akira is
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- the one usually moving) the opponent is stationary at the 0-180 line and
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- Akira ends up standing on a different one. Eg., a side throw can occur
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- when Akira is in the section of approximately 45-90 degrees. Dodging
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- "into" the screen translates to movement from 0 deg up towards 90 deg, and
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- "out" of screen is from 0 deg down towards 270 deg. Its not as confusing as
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- it sounds.
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- 4) General Evasion/ Evade motion
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- General evasion is the most basic form of evasion possible. It is
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- done simply by pressing the "E" button. When done, Akira will dodge into
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- the screen, by about 45 degrees into the screen. If however, d/f+E is used
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- Akira will dodge 45 degrees out of the screen. (i.e. be at 315 degrees on
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- circle) If this is done without the purpose of dodging a move it serves
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- you no purpose as your opponent can hold "G" and re-orient themselves to
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- face you quite quickly. However, if this is done as your opponents attack
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- i s coming at you, you will dodge your opponents attack, ending up at
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- their side leaving them totally exposed to your attack. This a perfect
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- opportunity to get a mC to start off a combo.
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- Evade motion doesn't actually have anything to do with dodging,
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- instead it deals with actual character motion. Akira can Run (forward), or
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- quick-step (forward or backward) by pressing "E" and "F" for running, or
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- either "E" +f, or "E"+b for a quick step. These quick-steps are much more
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- efficient than hitting f,f or b,b for motion.
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- These evade motions can be combined with regular evasion to
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- confuse your opponent or to help get you out of a sticky situation. For
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- example, if you are pressured into a corner or an edge where a ring can
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- occur, use a general evasion (not to evade an atta ck) in the appropriate
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- direction, then a quick-step away from the opponent once finished dodging.
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- This will successfully move you out of the corner/RO spot and give you a
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- little breathing space from your opponent, who if didn't match your
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- evasions with th ose of their own is themselves against a wall! Lets look
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- at a specific example using our "circle" coordinate system.
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- Akira is at 0 deg. His back, and right arm are both facing a wall. If
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- Akira does a d/f+E, he'll dodge out of the screen and be placed at 315
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- deg. Now do a short quick step backward. If you opponent held "G" at all
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- during any of this, they would have rotat ed around to face you. Now both
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- chars. are facing each other again except now they are on the 90-270 line
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- and the opponents back is against the wall Akira's right arm used to be
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- against!
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- Evade motion is also quite "short ranged" except the run of
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- course. This makes them the perfect tool to quickly move away from an
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- incoming attack, then to move back in for a counter of your own. This does
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- not work against "multiple hit" attacks like Akir a's DJK 'cause you'll
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- just walk right into the second attack. Only quick-step back in if you
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- know you'll have a chance to counter attack.
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- Ex. Shun does his "Chouwan upper". Quick-step backwards to avoid it, then
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- immediately quick-step back in. Shun's attack will just be retracting as
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- you arrive at your original location, and he's wide open for a throw or
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- quick counter attack!
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- 5) Special Evade Motions
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- i) Evading CD. You can crouch dash by using the evade button as well. Its
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- similar to the motion of a Standard CD (d/f, D/F +E) except at the end of
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- the dash you end up slightly off to the side of the opponent. You are not
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- "rotated" so you are facing the s ide of the opponent, but yours and your
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- opponents left (or right depending which side your on) legs are almost
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- "touching" one another. I'll give more info on the use of this if I find
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- out anything else on it.
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- ii) Korean Stepping. This is a STYLE of play such that one can
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- "continuously" dodge and "eliminate" the dodge recovery time. Its done by
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- "E" ing and canceling that evade with a CD. Not too many people have
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- witnessed this, so there isn't much info beyond t his. Korean stepping is
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- best likened to "TAIWAN STEPPING" which is a style that uses CDing as your
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- PRIMARY form of movement. See the section on "Crouch Dash Evade Canceling"
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- above.
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- iii) "Slip-dodging". This is using the "E" to escape rising attacks. For a
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- full discussion of how its done go to Kris' Miscellany at
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- HTTP://www.kwaltd.com/vf3/index.html.
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- 6) Evading Attacks / Counter Attacking
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- i) Evading attacks is just as important, if not more than just
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- being able to block them properly, and Akira has moves to capitalize on
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- this ability. In order to evade attacks you need to learn the proper
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- timing.... and that takes practice. Its best not t o try and evade on
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- "reflex" until your sure of your timing. Limit yourself to evading attacks
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- you "know" are coming. The second thing is DO NOT try to evade multiple
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- attacks like a pppX. You will successfully evade the first attack, but the
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- others will "h ome in" on you and that means trouble. Evasion has a
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- "recovery" time associated with it. So, getting hit during this period is
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- almost like getting a MC or mC.
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- The "time" for evasion is when you just start to see the attack
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- coming. i.e. foot just leaving ground or whatever. If you do it too early,
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- the attack will re-align itself and hit you, too late and well, your
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- probably already hit. The window is somewhat small, but not small enough
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- such that only the elite can do it. In fact EVERYBODY can learn it, if a
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- little effort is put into it.
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- Direction is also important. Some moves, like sweeps, originate at
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- a certain point and "sweep" out a certain area. If you dodge into this
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- area, you'll be hit. So you have to pay attention to stance, and the move
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- you are dodging.
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- ii) Counter Attacking
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- One of the easiest counter attacks to do after a dodge is the "side
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- throw". Everyone has one which is just P+G, a few others have more
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- elaborate ones (Wolf, Jeff). You must enter the command for the side throw
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- just before the Dodge comes to an end. If you
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- do it too early, the input will be entered before you reach the side of
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- your opponent. If you do it too late, your opponent may move out of range,
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- and attack you during your missed throw animation, or you might enter your
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- "recover" phase of the dodge in which you cannot do anything.
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- 7) Moves/ Combo's using "E"
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- Akira has many attacks / combo's that work quite nicely from the side. In
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- fact most of his normal float combo's work exactly the same. I'll describe
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- a few of the "E" moves and combo's.
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- i) Sample Combo's
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- 1) E, DLC (mC)
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- 2) E, Yoho (float), DLC
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- 3) E, SPoD *
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- 4) E, eBC *
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- 5) E, DFS *
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- 6) LBF, E, SPoD
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- 7) LBF, E, d+K, E, SPoD (mC)
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- 8) LBF, E, d+K, E, DLC (mC)
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- 9) f+P+G, P,K, E, f+E, Throw
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- 10) K,(G-cancel), E, d+K, d+E, (CD - cancel), SPoD #
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- 11) E(spinning attack), P+G (special)
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- 12) SE, f+E-> A+B during "quick-step" (special)
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- * Combo's will hit Crouchers.
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- # Special circumstance; The KG must have "wiffed" the opponents throw.
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- ii) Descriptions
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- 1) Evade an attack, mC with a DLC, or DLC type float combo as in 2).
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- 3) Evade an attack and SPoD while the opponent is recovering. This is a
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- good way to get consistent SPoD opportunities. SPoD works from the side,
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- and on crouched opponents, so you can use this after evasion of low
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- attacks as well
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- 4), 5) Combo's 4, and 5 are somewhat special. You can do these as a
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- regular attack instead of limiting them to dodging an attack, especially
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- the E,eBC. Both the eBC and the DFS are Dodging attacks. This means that
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- Akira will dodge from the 0-180 line just
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- by doing this attack. It is not as pronounced with the DFS. Akira more or
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- less just steps aside for a split second while the attack is coming out.
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- If timed correctly, both attacks will dodge attacks on their own.
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- Combining them with an E serves to amplif y this effect. Lets look at the
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- E, eBC.
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- The eBC will cause Akira to dodge about 30-45 degrees. If you do
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- this attack alone, Akira's arm (from eBC) will hit the side of the
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- opponent. If you dodge first, the dodge angle and eBC angle are
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- cumulative. Thus Akira CAN hit the opponents BACK with his
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- eBC instead of the side. The eBC seems like it can also "cancel" an
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- evade. So if you start the eBC at the end of the dodge, you'll hit the
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- opponents back. If you do it "mid-dodge" Akira's back will hit the
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- opponents side. Needless to say, this move often
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- will hit as a MC due to its peculiar dodging abilities.
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- 6),7), 8) rely on "conditioning your opponent. You must condition
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- them to stay Crouched, or to do a certain counter attack after the LBF.
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- The low kick is a good way to accomplish this. The low K is a deceiving
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- lead up to a Double Palm, which can also h it a "crouched" blocker. If you
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- think your opponent will stay crouched, evade SPoD (or DbPm). If you know
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- a certain counter attack is coming, E, low K (mC), SPoD or DLC or
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- whatever.
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- 9) This is a sample combo of how the "E" can be used as a "mixer".
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- If people get used to certain things being thrown at them, like a BG, P,K,
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- use the evade to mix it up. In this example after the P,K, use "E" to
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- escape any expected counters or just for s urprise. Then quick-step in for
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- a throw or combo initiator.
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- 10) This is a SAMPLE of how more complex E ing can be used during
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- combo's, meaning I haven't actually done the COMPLETE example I give
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- below, but I have done up to the d+E dodging an attack. I screwed up the
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- "simple" CD. There was PLENTY of time left dur ing my screw up to get a
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- KNEE combo, or something like that. After the "whiff" animation (or
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- during actually) instead of doing those tired old combo's everyone has
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- seen a thousand times, throw in a little spice! This combo requires a
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- little conditioning of your opponent, so don't expect it to work unless
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- you have done this. Basically, the E, d+K will hit the opponent for a mC
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- if your fast enough. Then, d+E an incoming counter attack and SPoD. If the
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- d+E is used for MOTION only, do the "simple" CD cancel
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- for a quick surprise. Lets look at the circle coordinates again.
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- Akira is P1. Akira and opponent start at 0-180 line. During the
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- "whiff" animation from the KG, Akira dodges into the screen (now located
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- at ~ 135 deg.) and d+K's the opponent. Then, using the d+E for MOTION, it
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- gets canceled by a CD. Lets assume the d+E was canceled half way through.
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- So, the CD begins when Akira is located at ~155 deg. The CD moves him
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- ahead (towards opponent) but due to the angle of motion, he should end up
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- at opponents side hopefully dodging an attack on the way by. Now any
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- devastating combo you can do from the side can be done, while the opponent is
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- recovering from their missed attack, and it hits as a mC!!
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- 11) This is a "special" quirk I found fighting against Lau. We all
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- know that Akira's Behind catch throw (G+P) stinks... Its too slow. Well, I
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- evaded Lau's spinning chop (turns him around) which I believe is b,b+P+K
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- or something like that. I dodged INTO its origin. i.e.. opposite direction
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- which it "sweeps". I saw Lau's back exposed so I quick-stepped in and as I
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- was quick stepping I hit G+P. It appeared to me that a WHOLE LOT of the
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- catch throw animation was removed. It was almost like the quick-step co
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- unted as some of the animation, and to my surprise the throw caught him! I
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- tried this again (with a friend) by positioning myself to the same
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- distance away from Lau as I was before, AFTER Lau did the "spin", then hit
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- P+G. The throw did NOT hit. I tried it again but hit P+G during a quick-step
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- and this time it HIT. Some more testing of this is necessary!
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- 12) Combo 12) is similar to 11) except it requires a successful SE.
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- These are just SAMPLES of how Akira or anyone can use the dodge. Since
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- dodging can get SOOOO complex, you can't really just write down a list of
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- combo's and expect them to work for everyone. So use them as a GUIDE as to
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- how Akira, or anyone for that matte r, can incorporate the E into combo's!
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- Any additions or corrections to this FAQ are welcome.
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- Steve
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- "Tanoshii, ne?" - Vice
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- Stephen Quinlan
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- Quinlan@ug.cs.dal.ca
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