Virtua Fighter 3tb/Mechanics

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< Virtua Fighter 3tb
Revision as of 09:39, 29 August 2023 by Jedvf3tb (talk | contribs) (Created page with "== '''System of VF3tb''' == === Attack Levels === Similar to other 3d fighters, there are 3 levels of attacks in VF3tb. High attacks can be blocked while standing, and will whiff over crouching opponents. Mid attacks can be blocked while standing and will hit crouching opponents. Low attacks can be blocked while crouching, and will hit standing opponents. (EX-Mid attacks will connect with crouching opponents, but will not do damage to them and force them standing...")
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System of VF3tb

Attack Levels

Similar to other 3d fighters, there are 3 levels of attacks in VF3tb.

High attacks can be blocked while standing, and will whiff over crouching opponents.

Mid attacks can be blocked while standing and will hit crouching opponents.

Low attacks can be blocked while crouching, and will hit standing opponents.

(EX-Mid attacks will connect with crouching opponents, but will not do damage to them and force them standing.)

Throws

Throws will connect with standing opponents, but will whiff on crouching opponents.

Low throws will connect with crouching opponents, but will whiff on standing opponents.

Throws can be escaped with P+G and the direction of the command throw. Throws with half circle inputs need to be escaped with the first and last direction of the throw. (E.g, Wolf's Giant Swing needs to be escaped with 46p+g.)

Catch Throws cannot be escaped.

OTG

There are a number of different ways in which you can get end up on the ground. You can either get knocked down by your opponent's attack or throw, or even your own attack which may leave you recovering on the ground. While you are laying prone on the ground, you have a number of options to choose from in deciding how to rise. You can either rise in place, or after a side roll or back roll. Additionally, you can choose to perform either a mid or low level a rising attack.

The constant factor with all rising techniques is that once you're knocked down on the ground, there's a set amount of time that you'll be stunned for and unable to move. You can reduce this amount of stun time by rapidly entering any Joystick/Button inputs, enabling you to rise much quicker.

Rising Attacks are dependent on your initial knock down position, and whether you choose to rise in place, with a side roll or back roll. In general, mid rising attacks are throw punishable on block, and low wakeup kicks are elbow punishable.

You can also rise with a handstand by pressing evade. This is useful for escaping your opponents Okizeme setups.