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Intermediate Guide

#06 - I successfully evaded, but how do I capitalize on the subsequent advantage?

8/23/202606:38:58
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Now it's time to discuss the importance of total duration (hereinafter tot) — total animation frame data. (A follow-up to the move class classification covered in #05)

1️⃣ Situation after a successful evade?

Let's take an example. What if you countered the opponent's p-6p string with an evade?

A successful evade has 23F of stun, and since there's a 2F stun difference on p-guard, the time your character becomes free is from 2+23F onwards. Based on Jacky's Elbow (tot 36): 2+23 vs 36 → (36-25) your side has a +11 advantage from the side, and a side throw is guaranteed (Jacky is safe because Elbow has follow-ups).

Another example: A situation where you were crouching, got hit by Jacky's Elbow, and then evaded the fastest follow-up Smash Upper — your disadvantage is 7F+23F, Jacky's crouching dash consumes 1F+45F. Result: 46-30=16, a mid-kick level move with a 16 advantage is guaranteed from the side.

2️⃣ Precautions

In the following situations, it may not connect at the fastest speed — please account for an error of up to +3F.

  • If your eyes and hands did not react at the fastest speed
  • If there is online lag
  • If you hastily changed input during another command input
  • If you input a cancel guard after an evade

3️⃣ There are too many situations, what do I do?

That's why the categorization of moves discussed previously is important. If moves are in the same class, their total animation is generally the same. I've organized commonly occurring -2/-5/-9 situations into a table (based on the evader's perspective).

Classtotal frame-2 situation-5 situation-9 situation
Standing Punch / 立p27+2-1-5
Crouching Punch / しゃがp33+8+5+1
Elbow / 肘36+11+8+4
Small Knee / こ膝40+15+12+8
Mid Kick / ミドル42+17+14+10
Upper / アッパー45 (33 command +1)+20 (+21)+17 (+18)+13 (+14)
Knee Kick / 膝54+29+26+22
Low Kick / 下段46+21+18+14
ClassSummary of Situation After Evade
Standing Punch / 立pEven if evaded, it's almost always disadvantageous — it's the only move that's disadvantageous even when evaded. If you evade a p-p string, you can gain +2.
Crouching Punch / しゃがpAlways advantageous if evaded, but a guaranteed counterattack is impossible in any situation.
Elbow / 肘Usually used at +2, if evaded, a throw is barely guaranteed. Characters with 11-frame jab can attempt a side roll.
Small Knee / こ膝Usually used at +3~5, a stable guaranteed counterattack is at most a p. Difficult to get a big return.
Mid Kick / ミドルUsually 14F guaranteed. If reaction is slow, p counter. A throw is almost guaranteed in any situation.
Upper / アッパーIn any situation, a 14-frame upper body attack is definitely guaranteed, and even if reactions are slow, a p will always hit.
Knee Kick / 膝Upon successful evade, even powerful combo starters slower than 17 frames will definitely connect.
Low Kick / 下段Elbow is definitely a guaranteed hit. 16-17 frame mid-level attacks are also generally stable.

To summarize, moves like Small Knee, which Japanese players call Kohiza, are the big moves with the least risk, as they don't give a guaranteed counterattack even if evaded.

However, a 14-frame counter for a mid-kick is not always guaranteed, so if you're unsure, it's better to use a p counter. If you evade an upper, a 14F guaranteed counterattack is certain; if you've accurately read the situation, aim for a 17-frame counter.

If you escaped a throw, threw a mid-kick from +6 side, and it was evaded: Stun difference +6, side evade penalty +3, successful evade +23, minus 42 frames results in exactly -10 — preparing for guard throw escape or evade throw escape significantly reduces risk.

4️⃣ Dealing with opponents who actively evade using tot

VFDC's move list feature allows reordering by tot.

#06 - 회피에 성공했는데 그 다음 이득은 어떻게 굴려야 해?_1.png

If you sort Jean's moves, his main attacks 4k/66p/33p are 40/41/42(33 command+1) respectively. This is a class similar to Small Knee to Mid Kick level moves, where only a throw at most is guaranteed as a counterattack even if evaded. However, even if the input is just 1 frame late, 12-14 frame strikes will be absorbed by a hand parry counter.

So, if Reverse Punch or 4k is evaded, you can input 4p+k+g, then release k first, hold the remaining buttons, absorb all hand attacks, and even escape throws. Based on Jangkuujo's Reverse Punch (tot 41), it's also a way to determine if a strike is guaranteed from the side.

Each of you should experiment with your own character to find out which moves are 41 frames or less, and how to operate safely from evades by using the VFDC tot sorting function and training mode.

Original Source: Ruliweb (rchacha)

※ This information is from before the R.E.V.O World Stage and may differ slightly from the current version.

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