hide results

    Rising Attack Dodge FAQ by Hyun Supul

    Version: 0.2 | Updated: 04/24/02 | Search Guide | Bookmark Guide

    ==========================================================================
    Dodging Rising Attack FAQ for Virtua Fighter 4
    
    by Hyun Supul
    v0.2
    
    hyun@earthling.net
    
    v0.2 April 24, 2002
    v0.1 April 22, 2002
    ===========================================================================
    
    
    ==================================
    What is this FAQ about?
    ==================================
    This FAQ explains somewhat advanced VF4 technique of dodging your opponent's
    rising attacks. A rising attack can be performed after you chose not to, or
    failed to tech roll after being knocked down.
    
    When your opponent does a rising attack, you would want to do your best to
    make him pay. There are many different ways to do this but this FAQ will
    deal with one particular method: Making the rising attack miss by
    sidesteping.
    (After that you will be free to either throw or strike your helpless
    opponent.)
    
    I will be honest and say that in many times this may not be the best way to
    punish rising attacks. But this is an important method to remember
    nevertheless. Trying to punish rising attacks is usually a high-risk,
    high-reward game. This method is no exception. Having a good knowledge of
    when and how to dodge rising attacks will tilt the risk-reward factor in
    your favor, no doubt.
    
    
    =================================
    Quick reminder about dodging
    =================================
    In VF4 you dodge by tapping up or down and returning it to neutral (Unlike
    Tekken4, if you tap and hold down your stick, you will crouch instead of
    dodging.) If you time your dodge correctly to dodge your opponent's attack,
    your character will make an audible grunt to let you know that you timed
    your dodge just right.
    
    =================================
    Down positions
    =================================
    There are basically four ways your the opponent is positioned after being
    knocked down without a tech roll/quick rise.
    
    face up, head away from you. (da most common situation)
    face up, head toward you
    face down, head away from you
    face down, head toward you
    
    Of course, there are situations when the opponent falls down in an angle
    from you, not in a straight line. More on that later.
    
    
    ================================
    Dodging Akira's Rising Attacks
    ================================
    This is the easiest part. Because all his normal rising
    attacks are semi-circular, it means that you can always dodge his rising
    attacks as long as you get timing and direction right. To dodge his
    rising attacks from his face up, head-away position (the most common
    position), DODGE TOWARD HIS LEAD LEG.
    
    BUT WAIT A MINUTE. HOW DO YOU EXPECT ME TO KNOW WHICH IS HIS "LEAD LEG"
    WHEN HE IS DOWN?
    
    Now this is an interesting part. Akira, and everyone else
    for that matter, "bends" his lead leg more when they are down. This is
    same for both face up and face down positions. So for the practice, just
    knock Akira face up, see which of his knees are sticking up high. (Since
    the lead leg is bent, the easiest way to tell is to see which knee sticks
    up high.) Then dodge toward the "bent knee"'s direction. The same idea
    applies when he goes face down, head toward you. You just watch which of
    his legs are bent more.
    
    Other knockdown positions
    -----------------------------
    Here are the list of the things to do when you have your opp Akira in
    other knockdown positions:
    Face down, head toward you : Dodge toward the lead leg
    Face up, head toward (generally, the second most common case):
                           Dodge toward the opposite direction of the
                           lead leg
    Face down, head away : Ditto
    
    
    Easy enough huh?
    
    
    ===============================
    For all other characters
    ===============================
    This becomes much more tricky. Unlike Akira, other characters have circular
    rising attacks. You may just well forget about dodging circular rising
    attacks. But all hope is not lost. I will start to go over each specific
    situation.
    
    Face up, head away (most common case):
    ----------------------------------------
    The rising attacks are full-circular. Not recommended to try dodging
    
    Face up, head toward:
    ---------------------------------------
    Mid rising attacks are semi circular. Low rising attacks are full circular.
    To dodge mid rising attacks from this position, dodge to the OPPOSITE
    direction of the opponent's lead leg. This is worth trying as, for reasons
    unknown, the human players are more likely to perform mid rising attacks
    from this position than low rising attacks. (Trust me)
    
    If you watch out, you will be amazed in how many situation the opponent
    falls down in this manner. This happens after many throws and spinning/
    half spinning attacks.
    
    Face down, head toward:
    ---------------------------------------
    The rising attacks are full-circular. Not recommended to try dodging
    
    Face down, head away:
    ---------------------------------------
    Mid rising attacks are semi circular. Dodge to the opposite direction of the
    opp's lead leg.
    
    Rising attacks from rolling
    ---------------------------------------
    In general, the same idea applies to the rising attacks after rolling. (Just
    remember the lead leg and the position.) But there are exceptions. Here
    let me let mushen (from virtuaproject.com messageboard) speak.
    
    <begin quote>
    
    One more thing to add to you faq.
    
    Usually when the opponent is "Face down, head toward" the mid attacks are
    full-circular if the opponent "stays in place" or "if he/she rolls
    backward".
    However, if the opponent is "Face down, head toward" and ROLLS TO THE SIDE
    and does a mid rising attack, the opponent's mid rising attack will be
    semi-circular.
    
    But in this special case, you will have to dodge TOWARD his/her LEADING leg
    (similar to how you would regularly do dodging rising attacks for AKIRA,
    minus his special cases) instead of the dodging toward opposite the leading
    leg.
    
    Try it and see what I mean.
    
    -Frank
    
    <end quote>
    
    =====================================================
    When the opponent goes down in an angle
    =====================================================
    This usally happens after certain throws (such as Pai's P+G throw, Jeff's
    b,f,f+P+G throw etc)
    This is a tricky situation for both attacker and defender, but it's worth a
    try to dodge rising attacks from this position. Why? Because mid rising
    attacks, again, often become semi circular.
    
    In theory, what you need to do in this situation is this:
    1. Look at the opponent's lead leg.
    2. Determine which direction the lead leg will be after he gets up
    3. Act accordingly
    
    This sounds complicated, especially the item #2. But this is not as bad as
    it sounds. First thing you need to do is to know which moves of your
    character puts your opponent in an angle. And what happens in those
    situations. I will cover some common cases.
    
    Jeffry
    -------------
    1. His f+P+G throw (opponent face up)
    If the opponent's lead leg is his left leg, then his lead leg
    will end up toward HIS head's direction after he get gets up. If his lead
    leg is his right leg, the opposite is true.
    
    Okay I know this sounds confusing. To put this in other, simpler words, to
    dodge mid rising attacks after Jeff's f+P+G throw, if the opp's left knee
    is up, dodge toward his head. If his right knee is up, dodge toward his
    legs.
    
    2. His b,f,f+P+G throw (opponent face down)
    Rising attacks are circular (Except of course Akira)
    
    Kage
    -------------
    1. d/f+P+G throw
    Even though the opponent is in an angle, this is pretty much like face up,
    head toward situation. You can dodge mid rising attack just like in that
    situation
    
    Pai
    -------------
    1. P+G and FC, f+P+G throw
    Rising attacks are circular for non Akira characters. Against Akira, to
    dodge mid rising attacks, if the opp's left knee is up, dodge toward his
    head. If his right knee is up, dodge toward his legs.
    
    Akira
    -----------
    1. d/f+P+G throw
    Rising attacks are circular for non Akira characters.
    Rising attacks are circular for non Akira characters. Against Akira, to
    dodge mid rising attacks, if the opp's left knee is up, dodge toward his
    head. If his right knee is up, dodge toward his legs.
    
    2. b,f+P+K (if the opp doesn't tech roll)
    Mid rising attacks are non circular. To dodge mid rising attacks, if the
    opp's left knee is up, dodge toward his head. If his right knee is up,
    dodge toward his legs.
    
    Sarah
    ----------
    1. Side throw
    Mid rising attacks are non circular. To dodge mid rising attacks, if the
    opp's right knee is bent, dodge toward his head. If his left knee is bent,
    dodge toward his legs.
    
    I am sure that I left many stuff out. I encourage you to experiment and find
    set ups for your own characters.
    
    
    ===========================================
    In an angle, Part Deux
    ===========================================
    Actually, there are ways to artificially eliminate the headache. Let me
    illustrate through an example.
    
    Say you do Jeffry's frontal backbreaker (b,f,f+P+G) If you just stay
    there and wait for rising attacks, they are circular. But if you move
    toward your victim's leg before the rising kick starts, then you
    just created a face down, head away situation. This means that you can
    dodge mid rising attacks from this position.
    
    When you see your opponent circling around your fallen body, your
    instinct is to hit him/her with a rising attack. So moving around
    your opponent has an added psychological benefit of encouraging your
    opponent to perform a rising attack--which you can hopefully dodge.
    
    Again, I encourage you to experiment and find set ups for your
    own character.
    
    
    ===========================================
    And lastly, "special" rising attacks
    ===========================================
    Many characters have "special" rising attacks that look different from your
    run-of-the-mill rising kicks. These include Bryant's handspring from face
    up, head toward position, and Jeffry's head butt from face down, head
    toward position.
    
    These attacks usually have special properties, such as being not reversible,
    guarranted knock down, or in case of the Bryant hand spring, just plain
    sucking :) However, they all tend to be linear compared to normal rising
    attacks. So if you notice your opp using these attacks, dodge and punish
    them.
    
    =========================================
    Bonus Note: Reversing mid rising attacks
    =========================================
    Beside Aoi, there are several characters who can reverse mid kicks: They
    are Akira, Pai, Wolf and (in Jumonji stance only) Kage. While Aoi can
    parry all the circular rising kicks, other characters can only reverse
    half-circular rising kicks.
    
    But see, this guide so far told you how to identify mid rising kicks
    that are half circular. So with the above characters, instead of dodging,
    reversing rising kicks also becomes an option. If you pull this off
    this can be a serious blow against your opponent's moral.
    (Especially if you are using Wolf or Kage.)
    
    
    =========================================
    Tips for experimenting
    =========================================
    If you own PS2, you can go to the training mode (free training mode)
    and set up your practice dummy to perform certain rising attacks after
    being knocked down. Use this mode to experiment and find set up for your
    own character.
    
    =========================================
    Acknowledgement
    =========================================
    I would like to thank "mushen" from virtua project for correcting the
    special cases about Akira, and giving input on the "rising attacks from
    rolling."
    
    
    
    
    
    
    
    

    FAQ Display Options: Printable Version