haunts said:
I mean, this is the guy who said he "makes his own combos." Thats scrub talk for "I dont have the mental capacity to learn a combo."
VF4 is a game of rock paper scissors. Now, I dont expect someone like yourself to really be able to grasp an idea like "multiple options for any given situation", considering you are obviosuly pressing punch and kick trying to make your "own combos", but I will explain it to you none the less.
Lets say I am Goh..
I shoulder ram someons c. punch. They will stagger. Now I have a couple options. I can try to launch them with bf + punch, I can try to dash up and throw, and I can also do another shoulder ram. If I try to throw, they can hit me. If they block, I can throw them. If they try to hit, I can launch them or I can do another shoulder ram for another stagger.
Not all of these options will work and a lot of it can be a gussing game. Some things are guarnteed in the game, like certain throws after certain moves, but a lot of it is quickly evaluating the siutation, picking your best option, and yes, hoping it pans out.
That could be applied to almost any fighter though (to an extent). Where (imo) vf's brilliance shines is in the depth and strategy of buffering and guard buffering. If you're good, you can spot when a opponent WILL most likely throw you, form there...you have several things you must consider...
1: First off, how much life do I have left. I think this is obvious why this needs to be considered, as some throws are considerably more powerful than others...
2: Ring placement, this will be explored in a bit more detail in a little bit...
3: Who you're figthing. This kindof goes in hand with 2
We'll leave it at that for now, cuz I don't feel like writing an essay here.
2 and 3 specifically need to be considered because to break a throw in vf you need to hit the direction + p (i think, i'm a bit rusty on my vf, it's been quite somem time...it may be p+g or just g). This gets interesting because in a stun, you actually have time to buffer in a few escapes. If you're really good you may be able to hit 3, i could only ever do 2, but maybe 3 is possible. This gives you a few throws you can sortof immunize yourself from. You can see where this requires VF players to have a very good knowledge of not just their own character, but EVERY character. They need to know the strategy behind what throws shoul dbe used where and under what circumstances.
Now on the opponent's side, they need to take this into account in choosing the throw they are going to use. If they're not careful they'll be escaped and now the roles will be reversed.
Theres more that goes into it than that, maybe I'll add some more later, but that should be good for now. This is a dynamic not really present in Tekken due to it's simple throw escapes.
Of course this is just one instance of VF's complexity, and not even a very deep analysis of it.
We won't even get into DoA when it comes to throw escapes. I could write a 10 page essay on that...mostly bashing itagaki for not including any way to reverse command throws.