Virtua Fighter 3tb/Mechanics

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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 and force them standing, but will not do damage to them.)

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 within 10 frames of the throw connecting. 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.

Throws have a lockout period after an attack connects with an opponent where neither player can throw. This last 8 frames after an attack is guarded, 9 frames if an attack connects on normal hit, and -1 frame on counter hit.

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, after a side roll, back roll or forward 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, forward 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 down attacks and certain okizeme setups.

Stagger

An attack that puts the opponent off their balance, causing them to take a few small steps backward, and doesn't knock them down. While the opponent is staggered they are unable to guard, but will be invulnerable to throws. The amount of time spent in the stagger can be reduced by struggling. The most common type of stagger is crouch stagger which happens when certain mid attacks (conventional 6p or 3k for example) connect with crouching opponents.

Struggling is a term used to describe entering many inputs with the joystick and buttons in a short amount of time, for the purposes of reducing the time spent in vulnerable state. A struggle technique commonly used is to hold G while circling the joystick and simultaneous alternating the P and K buttons. This sends many inputs in a short period of time while ensuring that you're maintaining a Guard the moment you recover.


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Characters
Akira Yuki
Aoi Umenokouji
Jacky Bryant
Jeffry McWild
Kage Maru
Lau Chan
Lion Rafale
Pai Chan
Sarah Bryant
Shun Di
Taka Arashi
Wolf Hawkfield