
#83 Virtua Fighter 4 PS2 \\ VF4 don't take Kage's VF5 sploits & practicing Wolf counter throws
Quick pick-up Virtua Fighter 4 session to check on a few things I came across in later VF games with Kage-Maru and Wolf Hawkfield!
With Kage, in VF5 Quest Mode I found three moves (his forward,forward+K slide, his down-forward+G+K flip-kick, and his subsequent back-turned neutral G+P throw) that the AI there ( https://www.youtube.com/watch?v=ndx1Sbkx0M4 ), at least below 4th dan (and this was on the "Hard" setting, rather than "Normal"), couldn't really stop, and I wanted to see how they would fare against the AI in VF4's Kumite mode.
The answer: not so well! (1:04) At least, not against the AIs (1st kyu to 6th (!) dan) I was facing with my 2nd kyu Kage. The VF4 AI might be better at sticking close to the player, so it's harder to get enough space to get his long-range moves off freely; they were also just straight-out stuffing the moves sometimes. No exploiting them with that weak sauce! ;_;
With Wolf, after playing him in VF4 last time, and having a really weird experience against the Kumite AI ( https://www.youtube.com/watch?v=cWUzbqgHT8k ) where they jabbed me out of every throw, but wouldn't even try to block strikes, I went on with him to Virtua Fighter 10th Anniversary ( https://www.youtube.com/watch?v=0GVifrjy6qY ; it's kinda VF4:E done VF1-style) and after still getting robo-command-reading-jabbed out of throws a lot, realized waiting to do throws as counter-moves after blocking an attack was much more reliable against the AI.
So I wanted to see if playing Wolf as a counter-thrower would work better in VF4--and (12:42) it sure did! The AI didn't feel all weird and things went swell. So I guess that's more how you're 'sposed to do it. : PP
Recorded 4/18/20 w/ PS2, OSSC, Framemeister, Elgato HD60, Hori RAPV 2017 w/ Sanwa lever & buttons, Brook Super Converter, Blue Snowball microphone
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