All Round Escape (ARE)

Discussion in 'Junky's Jungle' started by Myke, Jul 12, 2003.

  1. imf

    imf Well-Known Member

    Well, I haven't read most of this thread so far, so I'm not sure what everyone has been talking about up to this point. But to answer Myke's question, based on what shou explained to me in NY, the evade~P~33 works to beat throw when you're at a small disadvantage of -3 or less, and still get the MC dodge if they attack. Where doing evade~33P won't beat throw. I haven't really tested or played around with it much, and it sounds a lot like what Myke posted originally, so perhaps they're the same thing, and some information was misunderstood somehow in NY.
     
  2. CreeD

    CreeD Well-Known Member

    It's for real...

    ..and I'm uploading the movie to prove it /versus/images/graemlins/smile.gif
    Your first inclination when you see the movie will probably be to think "creed's a scrub and is just fucking up his throws by entering them late".
    All I can say is keep watching. ARE works all the way up to -7 situations. I can't be scrubbing up the throw THAT badly.
    edit - further testing revealed this is incorrect, it works up to -5

    It is exactly as srider described it. I'm getting an attack blocked, entering [8], [P], [3][3] ... really quickly and with a certain timing. It's almost like entering u+P, crouch dash.

    When it works, you will do your FC uppercut or whatever other move during the opponent's throw with absolutely ZERO dodge animation. In my opinion you do not dodge at all, the game is interpreting what you did as a modified upper.

    When the opponent attacks, you of course dodge. At small disadvantage you will dodge, crouch dash, and smack them with a low punch. Interestingly, at a large disadvantage you will simply dodge and then crouch dash, the game "forgets" your punch. I don't know why.

    In any case, if anyone (hi alucard!) really really doesn't believe it, try this test. Record kage doing stuff like elbow, ARE or sidekick, ARE. Keep practicing until you see NO animation between your attack and your FC move. When you think it looks absolutely frame perfect, play it back on yourself and try to throw kage, or attack him. You will magically get beaten every time.

    Neat technique! I plan on practicing it and throwing all other stuff out the window /versus/images/graemlins/laugh.gif

    Oh, you'll want the video link. It shows ARE working at -4 (blocked elbow), -5 (blocked sidekick), -6 (blocked FC upper), and -7 (jeffry d+K+G hitting).
    edit: the last two are actually -5 frames, not -6 or -7. Sorry!

    http://media.virtuafighter.com/media/ARE_full.avi
     
  3. alucard

    alucard Well-Known Member

    Re: It's for real...

    Heh... you are so funny. When did I say that dodge --> [P][3][3] is the same as ECD --> FC move(or ARE)? The "ARE" technique(first post) Myke posted is exactly the same as ECD--> FC move, thats a fact, I merely pointed it out.

    The technique(termed "ARE" by Arcadia) posted by Myke is NOT the same as dodge -->[P][3][3]. If this technique does indeed work up to -7, well...cool. "ARE" certainly does not, as I've said.

    Anyway, thanks for the vid and info, I'll test it myself and report back if I find anything different.
     
  4. CreeD

    CreeD Well-Known Member

    Re: It's for real...

    Yes, it appears myke is posting something else entirely. It's not quite ECD into a FC attack because in myke's example punch is entered twice. Once to get a low punch in case of throw, again to get a double palm in case of a successful dodge.

    What I'm doing is something mentioned in chat, and the discussion revolved around myke's post. I read about doing punch before the crouch dash motion. I guess the punch-first technique should have its own name (though all-round-escape is a very accurate name for it since it works at a larger disadvantage than the ECD lowpunch/dbpm trick myke's posting).
     
  5. CreeD

    CreeD Well-Known Member

    oops. Not -7. Or -6.

    Sorry! I posted incorrectly. The trick actually doesn't work at -6 or -7. I'd mistakenly had kage's uppercut as a -6 move in my head, and jeffry's d+K+G is only -5 on hit, not -7. Thanks to shou for clearing that up.
    I tried several times to do it at definite -6 and -7 situations (goh's standing K is -6, jacky's new f+K is -7) and couldn't get it even once. Or rather, I got it, but a perfect quick P+G throw still nabbed me. If you delay the throw by a frame or two then you may miss.

    Some side notes -

    When lau does it perfectly at -5 he gets a df+P (downknife) and not a lifting palm. Bummer.

    When akira does it, he gets a low punch, not yoho. Bummer (but not really).

    The timing seems harder the more behind you are in frames. But that's probably my imagination. In reality, it's likely that you have a little more room for error at -3 and -4, while -5 needs to be frame perfect and -6 can't work at all.
    I remember testing to see if modified moves are truly instant and found that they seem to need 2 frames to come out no matter what. Maybe that 2 frame restriction is also the reason why this technique won't work at -6 and -7 ... you're TRYING to do a modified attack but you have that two frame window to wait through first.
     
  6. ice-9

    ice-9 Well-Known Member

    Re: It's for real...

    Interesting...so dodge [3][3] attack appears to be a wholly different technique than dodge [P][3][3], even from a functional perspective. I'm still very puzzled as to why no dodge comes out in a throw-attempt situation, however. I'll experiment with this when I get home.

    Creed, have you tried setting it up so that it's the CPU that does the throw or attack when +3 to +5? I.e., get CPU Akira to do a DE, throw as one action and DE, DE as the other action (make sure you're buffering in the second command so it's immediate). Set the two actions at 50% each, purposely get hit by the DE so you're at -3, and then experiment with dodge [P][3][3].

    The less complicated the CPU's required actions, the better since we don't really know how exactly the CPU interprets and replays commands. In your video it's the CPU that's doing the ARE, so there may be something funky going on in that process that's causing the dodge not to appear (and punch to disappear, etc.).
     
  7. CreeD

    CreeD Well-Known Member

    Re: It's for real...

    Well, here's the deal... from myke's explanation of ARE, which is essentially a from crouch attack tacked onto the [3][2][3][P] motion... I'm doing the first part of ARE in a different order. But whether you do CD motion --> punch or punch --> CD motion, the gist of it is that by adding the punch, you are tricking the CPU somehow to get an attack in situations where E,CD,FC move will fail (-3,-4,-5).

    It's entirely possible the game is accepting two ways of inputting the same thing. It's also possible (but to me doubtful) that I am entering really shoddy inputs and what I -think- is 8,P,33 is actually 8,33,P. But I'm really making a point of hitting punch first.


    I have yet to try +5 situations. I could allow the CPU to hit me with a jab, and 50 percent of the time do a knee and 50 percent of the time do a throw, and see if I can 8P33 out of it reliably. The problem is that I can't do this technique that well (don't let the movies fool you) and it wouldn't prove anything if my crappy pad skills kept me from avoiding a throw or eating the knee.

    Anyway -
    It seems pretty clear that having the CPU play the action back is a safe and reliable test because I know the CPU simply plays back your exact inputs (without regards to the situation, i.e. if you program the CPU to low kick by pressing d+K, it will play that back while knocked down and do a rising sweep)
     
  8. ice-9

    ice-9 Well-Known Member

    Re: It's for real...

    Well, the difference is that if you dodge [3][3] attack you WILL see the dodge in either situation (i.e. if the opponent throws or attacks)--Myke and I tested this and came to the same conclusion independently.

    Based on your movies, it seems that you don't get the dodge at all if the opponent throws. This leads me to conclude they are two different techniques. Also, as far as I am aware, dodge [3][3] attack works only up to -4; I haven't personally tested it at -5, but Alucard's earlier post suggests that he has and that it doesn't work at -5. Your experiment's conclusions suggest that dodge [P][3][3] does work at -5 and that would make it a superior technique.

    Anyway -
    It seems pretty clear that having the CPU play the action back is a safe and reliable test because I know the CPU simply plays back your exact inputs


    Well I'm not sure I agree with this. I don't have a specific example in mind but I do remember plenty of times when the CPU did not do exactly what I had recorded (i.e. was a little bit late in executing, or nothing came out at all, etc.), especially when the sequences were complicated and frame sensitive.


    EDIT: Whoops, sorry, forgot that DE normal hit leaves you at +2. Use [3][P]+[K] instead. (Tested with both and started with DE first to make sure I can at least do it in easier situations).
     
  9. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    Re: It's for real...

    [ QUOTE ]
    CreeD said:

    Well, here's the deal... from myke's explanation of ARE, which is essentially a from crouch attack tacked onto the [3][2][3][P] motion...

    [/ QUOTE ]

    Sorry, but the ARE is a standing attack entered after a CD+lp. It's standing because, during the successful dodge, your CD inputs won't make you crouch. In fact, no inputs are buffered during the successful dodge, they just eat up the time.

    Another point I'd like to add is that you can do [3][3][P]+[K]+[G] if you want a fast CD+lp where your character already has a [3][3][P] or [3_][P] move (and doesn't obviously have a [3][P]+[K]+[G] move).

    [ QUOTE ]
    I'm doing the first part of ARE in a different order. But whether you do CD motion --> punch or punch --> CD motion, the gist of it is that by adding the punch, you are tricking the CPU somehow to get an attack in situations where E,CD,FC move will fail (-3,-4,-5).

    [/ QUOTE ]

    Just to clear this up (again), several posts ago I said that ECD alone won't work at -3 (it used to in ver.c), but ECD+FC attack will work at -3. I haven't tried testing at higher disadvantages yet, but I will soon.

    And BTW, alucard's last post is correct 100%. It seems as though only he and I are on the 'same page' for this whole thing.

    I've already talked to CreeD about the video and he's going to try to do it the other way around with him inputting, and command/motion display on. Also, I think he knows about the Playback facility now /versus/images/graemlins/wink.gif
     
  10. CreeD

    CreeD Well-Known Member

    Re: It's for real...

    So to underline it all -

    ECD + no attack: works up to -3 in old versions but will lose to throw in evo.
    ECD + attack: works up to -3 in all versions but no further. Always has at least one frame of dodging.
    ECD+low punch input: Works up to -4? -5? Results in low punch or dodge. No dodge frames.
    ARE: ECD+low punch input+FC attack, which adds value to a successful E-CD sequence. No dodge frames.
    CreeD's weirdness: works up to -5, may just be the same as ECD+low punch input, and should be confirmed through other tests + input display. No dodge frames.

    Things to check out:
    Why does a successful execution of the above weirdness result in a FC attack for kage and a df+P downknife for lau? Why do I get ECD, low punch sometimes and just ECD other times? In the jeffry example I don't even get the CD.
    With this in mind, can I get added value to my weirdness technique by tacking on a big move at the end? Can I get akira to option select between low punch or E-bodycheck for example?

    re: CPU recording - I know of specific instances that proved to me that the computer is paying attention to inputs rather than attacks. I also have seen it fuck up at least once when trying something relatively simple. So we agree there. My initial test for -7 was going to be jeffry's db+P+K. Jeffry would do a standing upper if the db+P+K was blocked, and would only do CreeD's Weirdness if the db+P+K hit. So the inputs were subtly changing based on factors that shouldn't matter at all.

    Still, I know the game interprets things but input and not by attack. If I record lau doing df+K,P,P and then I play shun and lie down, lau's df+K will turn into a ground stomp. Stuff like that happens all the time, I record PP, delay, K+G and the CPU will do PP (I dodge and end up behind) TT kick. You get the picture.
     
  11. akiralove

    akiralove Well-Known Member

    XBL:
    JTGC
    Re: It's for real...

    creed,

    aren't you still, in the above post, making the mistake of saying that ARE is a ECD-into low P followed by a FC attack?

    as myke pointed out, the attacks tacked on to the end of ARE are standing attacks, which only come out in the case of a successful dodge (you can't cancel the successful dodge with a CD, so the CD low P is eaten during the dodge); i.e. Akira's Standing Palm comes out from the b, f+P, not a DblPm.

    Spotlite
     
  12. Pai_Garu

    Pai_Garu Well-Known Member

    Re: It's for real...

    I guess I was 1 frame off. I guess what I was trying to advocated initially is that what myke described at the very beginning did not seem to be a new technique that Arcadia would name ARE. What he posted initially seemed just like ECD->attack. This is why I was kind of going off on how ARE is really something else. Sorry if I made anyone mad or confused, it's just frustrating sometimes when people don't understand what I'm trying to say. Thanks to Creed and all those other people who put the time and tested out this technique.

    oh.. and thanks for not putting me off, those of you.

    /versus/images/graemlins/laugh.gif
     
  13. alucard

    alucard Well-Known Member

    Re: It's for real...

    Ok, I've tested all three techniques. My "findings":

    1. I think I know what "ARE" is right now. Its actually a more powerful variation of ECD -->FC move.

    When ECD--> FC move is done correctly, you will get the FC attack when your opponent tries to throw you, and dodge when he goes for a linear strike. The problem is that(as Myke has said), nothing comes out after the dodge if you do ECD-->FC move and your opponent attacks. "ARE" solves this problem because essentially, an attack has been buffered into the end of the technique. Of course, anything can be buffered into the end, in Myke's example, its [4][6][P].

    Conclusion is ARE is almost the same as ECD--> FC move, the only difference is that with ECD-->FC move, you get nothing if you dodge(opponent attacks), with "ARE", you get the buffered [4][6][P] or whatever you like.

    2. This technique works up to -5, not -4. My mistake. I read about this technique months ago on a Jap BBS, and they were saying that at -5, its virtually impossible. I tried it several times then and I couldn't get it even once. I tried it again earlier and I was able to do it twice. I recorded as Kage, did sidekick(blocked), then proceeded to do dodge, [3][3][P]. I then played it back on myself. I was able to beat out both throws(mashed [P]+[G]) and strikes(mashed [P]).

    IMHO, the timing is too difficult to be useful at -5. I can do it about 80% of the time at -4, but I had to try about 50 times before I could succeed once at -5. Its probably possible to pull it off at -6 or even -7, but I think its also probably humanly impossible.

    3. I then proceeded to try dodge-->[P][3][3]. I couldn't pull it off even once at -5, but could do it a few times at -4. I'm sure its just me, because the timing for this is totally different from dodge, [3][3][P]. I think I'm too used to the conventional method. I'm sure it will work at -5, if its done properly.

    My conclusion is that both input methods work reliably to beat nitaku situations at -4/-3, but it gets too difficult(IMO) at -5 and above.

    Myke:
    Yeah, there is a 1f or so dodge animation. Heh... hard to spot without motion display.
     
  14. CreeD

    CreeD Well-Known Member

    Re: It's for real...

    Yeah, this has been explained to me now a couple of times...the confusion came about because the testing I've done with my punch-first technique causes a full E CD if the opponent attacks. The dodge isn't cancelled but a crouch dash comes out anyway. The reason for that is probably that I'm spamming the crouch dash input instead of making it just once.
     
  15. vf4akira

    vf4akira Well-Known Member

    Re: It's for real...

    So what is ARE now? /versus/images/graemlins/tongue.gif

    This is what I understand from what I've read in Arcadia...

    First, I'd like to point out that ARE is the common name used for the dodge - CD - attack concept. The order listed isn't necessarily the order in which you do it (dodge first all the time though). The important thing is that you can use this technique to avoid the throw/attack (usually mid) nitaku situation when you're at a disadvantage. When you do an ARE technique correctly, if the opponent attacks, you get a MC (sic) dodge. If the opponent tries to throw, you stop it with an attack. That's it. /versus/images/graemlins/smile.gif

    Ok, I haven't really said anything that people haven't posted about already. However, with all this discussion about how ECD->FC, ECD, ARE etc is different/same/better/faster/healthier/suckier, it seems that most people have been trying to classify ARE in relation to similar techniques (namely ECD->FC) and somehow making it a point to keep all these things totally separate. There is overlap... a lot actually. It makes sense to keep these things separate in your mind since you want to use the best technique in a given situation but I don't think it's particularly necessary.

    Anyway, in the example that Myke gave, the [4][6]+[P] at the end isn't part of ARE (as described by Arcadia). That was just an example of what you can counterattack with when you do ARE and you get the dodge instead of attack. Basically, it's just explaining that if you enter [4][6]+[P] and get the dodge, then you pretty much get an automatic counter attack (with the CD, [P] being eaten up in the dodge as Spotlite mentioned). That's true for MC (sic) dodges even if you don't do ARE, so it's just extra icing on the cake.

    WIth that said, I say that ECD->FC is an application of the ARE concept. Why? Because as another person said, if you do it correctly, you get FC if the opponent tries to throw and a dodge if the opponent tries to attack. That's the definition of ARE.

    Now, the most common attack (easiest?) used in ARE is likely [2]+[P], but Arcadia states that you can do other stuff besides down P. Arcadia defines this as "ARE attack". You can do ARE standing [P]... which is dodge ~ [P] [3][3] (or [3][2][3]). That should look familiar (The technique demoed in NY). ARE elbow is possible too... hard as hell for me though. I believe I've even done ARE single palm with Akira. Hmm... that's a FC move... so the input would be dodge [3][3][6]+[P]. Isn't that ECD->FC?

    Anyway, I believe you can do ARE "any attack" as long as you're fast enough... given that you're able to input the command within the time you're at a disadvantage... so usually between 3-6(?) frames.

    I wonder if it's possible to do ARE standing palm? So if the opponent tries to throw, you palm them... if you dodge their attack, buffer the standing palm to hit them that way. /versus/images/graemlins/smile.gif

    I'll need to experiment with that. The more I think about the possibilities with ARE, it almost seems like you're at a disadvantage if you manage to set up a nitaku situation. hehe. Time to use those circular attacks!

    Anyway, that's my interpretation of what ARE is and how similar techniques are in fact specific applications of ARE... based on what's in Arcadia.
     
  16. Pai_Garu

    Pai_Garu Well-Known Member

    Re: It's for real...

    On a side note.. I still think Arcadia might have messed up somewhat by saying [3][2][3][P] is ARE, since that looks like ECD to me.. but maybe it's another way of inputting [2][P][3][3].

    I think it's clear to everyone by now (or this should now be clarified once again...) that ARE is NOT ECD->attack. The difference here is that ECD->attack will only beat out a throw attempt under so much disadvantage. ARE, however, breaks that barrier. I personally believe that if you can do the command fast enough, you "should" be able to ARE even at a -7 situation. Creed's testing shown that it's possible up to -5, but something tells me that number depends on the move and character both applying the nitaku situation and the move used as the [P] or [K] attack in the ARE. (such as Lau doing FC [K] or his [3][P]).
    Anyways, I think generally, ARE will be your best option in a nitaku situation. The only thing that would prevent you from doing ARE is it's difficulty, assuming that you're not playing theory fighter here. (I don't care about ARE not working for crescent attack or delayed attack cause statistic wise ARE will win the most) It should also be emphasized that when you do NOT get a MC evade, doing ARE will allow you to attack with almost no delay from the canceled evade. (I don't know if there really is a delay from the canceled evade but I KNOW that it's a lot less than if you do ECD) So in the case of someone doing a delayed attack, such as akira's [3][3][P], there is a chance that you will beat it.

    But like what vf4akira said.. there are so many things that overlap between ARE and ECD that it's hard to quantify the difference. All of these things now I have stated before, but I guess to be clear I'll sum it up for ARE

    1) ARE will get you a MC dodge when you are at frame disadvantage if the opponent does a linear attack.
    2) ARE will get you a [P] or [K] attack if the opponent goes for a throw when you are at frame disadvantage.
    3) The attacks done with ARE is either a normal standing [P] or [K] unless your character have FC moves. (this is important as this is a distinction between ECD and ARE where ECD you are attacking from a CD position where as with ARE it is not the case)
    4) The threshold of frame disadvantage at this point as test by Creed have shown is -5 frames. I personally think this is still to be determined.
    5) If you do get an unsuccessful evade, AND your opponent does not react with linear attack or throw, your character will do the attack done with ARE.

    It's hard to classify ARE as an attack with evade properties... or an evade with attack properties, but if you do ARE in a neutral situation, it is an attack as your character does just a [P] or [K] or in special cases an instant FC attack. I hope this clears things up a little. The only uncertainties now is whether ARE will work beyond the -5 frame threshold (which I believe it's possible), and that if Arcadia did mess up or that [3][2][3][P] is really the same as [2][P][3][3].
     
  17. CreeD

    CreeD Well-Known Member

    Re: It's for real...

    re: the -5 barrier... alucard did his own testing and it took 20491029 tries to get it at -5, and nothing further seemed possible. I tested -7 (blocked jacky f+K) forever. I always lost to throw, even when I appeared to do a flawless ep33. That's the nickname by the way for dodge, punch, CD. E (dodge)+P(punch)+33(df,df) = EP33, or "epee". Cute eh? Godeater came up with it.

    I think I mentioned this to you, but the reason ARE can't beat -7 is possibly because a crouch dash is not truly an instant crouch. It takes 2 frames (from my experience) to crouch. So your character is STARTING to do a modifed whatever move... but they simply get thrown before they can legally crouch.

    Theory fighter is a good term to apply to all this - At -1 or -2 you should be doing motion cut, it's easier and gets the job done. At -5 and up ARE is too hard and you are better off just guessing or EDTEGing. So ARE and epee are only truly handy at -3 and -4 specifically. That's a small handful of moves in any given character's arsenal. And it's very easy to fuck up in game conditions even if you DO remember to try it at -4 or so.
     
  18. ice-9

    ice-9 Well-Known Member

    Re: It's for real...

    I have to agree with vf4akira, after more testing, that they do seem like the same technique. I'm not even going to bother eyeballing whether or not a dodge comes out...as long as they are both functionally equivalent who really cares whether there's a 1-frame. Personally, using ECD -> attack at -4 was pretty difficult and -5 was near impossible, whereas the "EPEE" method felt so awkward to my fingers I had trouble pulling it off at -3, much less -5.

    (I'm calling them both ARE).

    Anyway, this is a pretty powerful technique when used appropriately and is another example (if put in the game on purpose) of how VF4 widens the gap between an advanced player and an intermediate player much more than VF3 ever did. A player who doesn't know about ARE will be amazed at how accurately his opponent is able to guess between a throw and an attack at small to medium disadvantge situations.

    Cheers to Myke for posting this, and shame on those who knew about this technique but didn't care to share it.
     
  19. ice-9

    ice-9 Well-Known Member

    Re: It's for real...

    [ QUOTE ]
    Sorry if I made anyone mad or confused, it's just frustrating sometimes when people don't understand what I'm trying to say

    [/ QUOTE ]

    Srider, one suggestion that you may or may not want to take is to note the tone you're using when you post, especially when the point you are arguing is basically one of semantics (i.e. what is ARE). Your responses to Alucard in particular were uncalled for, especially considering that Alucard was trying to be polite--until he couldn't take it anymore...then OK, gloves off.
     
  20. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    Re: It's for real...

    [ QUOTE ]
    Srider said:

    On a side note.. I still think Arcadia might have messed up somewhat by saying [3][2][3][P] is ARE, since that looks like ECD to me.. but maybe it's another way of inputting [2][P][3][3].

    [/ QUOTE ]

    No, Arcadia haven't got anything wrong. Nobody (not me, not Arcadia) said that [3][2][3][P] = ARE. I don't see how it looks like ECD to you either? (hint: there's no attack in ECD).

    This whole matter has been put to rest nicely in alucard's last post, and even underlined by vf4akira, but let me just repeat a few things.

    ARE refers to the entire technique:

    evade ~ crouch dash cancel with attack ~ final attack

    The "crouch dash cancel with attack" can be anything you want. FC, WS, [2][P], whatever. The "final attack", again, can be anything. Preferably you want something fast because a successful dodge is, what, 17 frames and you want to hopefully minor counter the opponent.

    I don't see any merit in trying to classify or compare this with ECD, ECD+FC, etc. Because ARE, in it's entirety, uses the principles of ECD, ECD+FC, etc. This is what vf4akira basically said.

    Anyway, here's some results of my own testing.

    As Kage, I record two CPU actions hitting me (giving me -5) then following up with throw or mid. I just tested the first portion of the ARE technique: Evade ~ crouch dash cancel with attack.

    Here's what worked:

    Evade ~ [3] ~ [3] ~ [P]
    Evade ~ [3] ~ [P] ~ [3]
    Evade ~ [3]+[P] ~ [3]
    Evade ~ [P] ~ [3] ~ [3]

    Interesting, eh? What appears to be happening is that after you've crouch dash cancelled the Evade, any attacks buffered seem to get processed. That's the only way I can explain why you can enter a [P] before, and even during, the crouch dash animation, and still result as if you pressed the attack after the crouch dash.

    So, it's like it doesn't matter where the [P] gets entered, it all works the same and I got Kage's upper if CPU was throwing, and a successful dodge if attacking.

    As a separate test with Akira, I just do a free evade ~ crouch dash cancel with [P]:

    [8]
    [6]
    [3][P]
    [2]
    [3]

    And it results in a SgPm! If you look at it closely, it has all the components of the single palm -- the crouching, [6], and [P], but crouch dashing input has overlapped. This is why I think that if you cancel an unsuccessful evade with a crouch dash, any inputs entered during the process are buffered. In this case, you cancelled the evade with a crouch dash, the engine says you're now crouching, processes a [6], [P] and final result = SgPm.

    Another example:

    [8]
    [P]
    [3]
    [2]
    [3]

    results in a standing [P].

    I've noticed that with varying input streams and different delays on/between inputs will yield different results. Sometimes you get a [2][P], and sometimes a Yoho, just depending on where the [P] ends up.

    [ QUOTE ]

    I think it's clear to everyone by now (or this should now be clarified once again...) that ARE is NOT ECD->attack. The difference here is that ECD->attack will only beat out a throw attempt under so much ECD->disadvantage. ARE, however, breaks that barrier.

    [/ QUOTE ]

    I feel that a lot of the confusion is stemming from this statement of yours: "ARE is NOT ECD->attack". It is! /versus/images/graemlins/smile.gif

    [ QUOTE ]

    I personally believe that if you can do the command fast enough, you "should" be able to ARE even at a -7 situation.

    [/ QUOTE ]

    What makes you "believe" this? This would have to assume you could buffer a dodge a good few frames in advance because there's no way you can enter anything useful in just one frame before you're thrown.

    Practically speaking, I don't think there's any value talking/promoting these techniques at large disadvantages. I think they're best used at the small-med disadvantage range as everyone's testing has reported, and that's when Arcadia recommends you use the technique too. I found it very difficult to do this at -5 BTW.

    [ QUOTE ]
    Creed's testing shown that it's possible up to -5, but something tells me that number depends on the move and character both applying the nitaku situation and the move used as the [P] or [K] attack in the ARE. (such as Lau doing FC [K] or his [3][P]).

    [/ QUOTE ]

    I don't agree with this. I think the only factors to consider are how many frames you're behind. If you can input the evade ~ crouch dash cancel with an attack fast enough, the engine will process that attack if they attempt a throw, regardless of what that attack is and what characters are being used.

    [ QUOTE ]

    But like what vf4akira said.. there are so many things that overlap between ARE and ECD that it's hard to quantify the difference.

    [/ QUOTE ]

    You're comparing the wrong things. It's like trying to quantify the difference between a crouch dash and m-DbPm. m-DbPm is not possible if you couldn't crouch dash! That's how they are related. One uses the other.

    [ QUOTE ]

    It's hard to classify ARE as an attack with evade properties... or an evade with attack properties,

    [/ QUOTE ]

    Attempting to do so is futile. IMHO, it's neither. You're not magically fusing two different objects into the one. You're doing an evade and then a crouch dash with an attack and then a followup attack to a successful evade. This is what ARE is, as explained in the original post.

    [ QUOTE ]
    The only uncertainties now is whether ARE will work beyond the -5 frame threshold (which I believe it's possible),

    [/ QUOTE ]

    Again, I don't think there's any value to explore beyond the -5 threshold unless you are gifted with alien like control and can enter perfect inputs one frame at a time.

    [ QUOTE ]

    and that if Arcadia did mess up or that [3][2][3][P] is really the same as [2][P][3][3].

    [/ QUOTE ]

    And finally, Arcadia didn't mess anything up. The input technique they've suggested makes perfect sense from a practical standpoint. It's natural and the components of it all are recognisable. However, my tests have concluded that [3][2][3][P] and [P][3][3] and [3][2][P][3] and so on.... are all the same thing when it comes to cancelling an evade. This was the question I had been asking from the beginning which went unanswered until now.

    Srider, I hope my reply (especially how I've picked apart your post) doesn't come across too directly towards you in a negative way. I have learnt a great deal through this discussion and it has been an interesting journey.

    Cheers.
     

Share This Page

  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice