Virtua Fighter 5 has 17 characters, and more than ten dozen throws. How are you going to remember all that?
This guide provides you with a clever solution to a seemingly complicated problem: escaping three throws consistently at the same time.
Extra: With throw escape charts
Believe me: throw-escaping has never been easier than in Virtua Fighter 5. VF5 may feature 17 characters, and throws abound all ending on different throw escape inputs; but with the throw escape model provided here you don’t have to remember much, let alone hundreds of throws. It allows you to escape three throws consistently at the same time: two top priority command throws, and the neutral throw.
Note: In-depth explanations are always given separately in extra paragraphs as it is the case with this info bit. These bits and pieces are only side-notes. This allows you to keep track of the essential information provided in the main text, information that you really need to know, and of the ones that go much deeper.
You are, of course, always invited to print out the whole article and use it for your own private studies.
Three Golden Categories
In Virtua Fighter 5 we can divide the characters into three “golden” categories: throw-emphasized, throw-averse, and miscellaneous characters.
Each category has specific trait features that range from throw-oriented to throw-averse. These features don’t have to apply to each of their characters though. There are always exceptions to the rule as you will see. These are only my general assumptions.
This category doesn’t only hold the most characters, but also the most powerful throwers in the game (see Aoi, Goh & co).
The fact sheet above shows how the throw escape sequence is to be performed for all the highlighted characters. It’s a three-step sequence: forward, back, and the neutral P+G throw. Mind the highlighted G in red for holding Guard at the end of the sequence. This is needed if you intend to ETEG (= evade and throw escape at the same time) so that your character doesn’t suffer from a missed throw animation.
It is a general assumption that this category mainly consists of characters whose gameplay can be heavily throw-oriented.
If you can escape forward and backward properly, then the other categories will be quite easy for you. Rather execute the sequence more slowly and correctly than hammering on the buttons and directions.
The throw escape sequence for this category can be performed easily with an almost full quarter-circle motion, starting with forward, as indicated in the fact sheet below.
Over the time I noticed that escaping the throw direction first that is closest to up or down (for the dodge) has the highest accuracy. For this category that would be down (for the dodge), d/f and then f, which completes the quarter circle motion.
This category mainly consists of characters whose gameplay doesn’t have to be centered around throws at all; characters who are rather averse to throwing. An exception here is Jeffrey who isn’t throw-averse at all but whose throw escape sequence suits to the category.
About Vanessa’s Stances
Vanessa has different throw escape priorities for her different stances because both stances of her, Offensive Stance and Defensive Stance, give her a different set of throws. In general though, it is sufficient to escape with forward and backward (see Throw-emphasized Characters).
This category holds all the characters that don’t fit at all into any particular throw behavior pattern.
Again, over the time and depend on the side—1p or 2p—I now escape d/f first, then backwards, even if I’m up against Kage whose Ten Foot Toss ends on back.
One note to Shun here: his throw that ends on backward only activates if he has more than 10 drunken points.
… and Sarah
Dear, dear Sarah – an extra category only for you, honey!
Sarah doesn’t quite fit into the throw-escape pattern of the other characters if you really have a close look at her very best throws. You could say that she is a mirrored miscellaneous character with her throw escape pattern being: , (and ).
I think the model provided here shows that escaping throws doesn’t have to be science. It’s easier than one might think on first sight. With the help of a TE model the overwhelming amount of throw and throw escapes get reduced to three throw escape patterns, and three categories (actually four if you count Sarah as an extra category).
The knowledge provided here can be wonderfully combined with the information provided in my Evading Throw Escape Guide, of course.
One further warning though: there is always a counter to a counter. No technique is the answer to every possible situation which makes it necessary to adapt. Therefore, characters can slide from their home category into other categories as well. Take for instance Goh: if you notice that your opponent has attuned to your throw-escape pattern and makes constant use of down-forward throws then, then you have to attune to that. That would mean that Goh slips into the throw-averse category forcing you to use forward and down-forward as escape pattern. Of course, you are always free to escape with more than two command throws.