Subject: VF2 dogdges Just thought I'd pass the time talking about the new counter attacks in VF2 that everyone has. If you're still having trouble with them, maybe this can help somewhat. If it doesn't, then at least it didn't cost you much if you wasted your time reading it. :) Being able to do the counter-attacks even moderately consistently seems to be a nice advantage against skilled opponents. This is especially true when you are playing people who have a favorite set of attacks that hit in the same area (eg. someone who likes to do lots of side kicks, or someone who always does Lion's low kicks, low punches and sweeps.) In some instances, playing an opponent who uses the same type of attacks, such as always punching and uppercutting, is vulnerable as well. Once you have shown that you can counter those attacks repeatedly, the opponent is forced to play with a less familiar strategy, putting you firmly in the driver's seat. There are two types of counter-attacks: dodges, and moves which throw or knock down incoming attacks. I'll deal with these individually. Although dodging does not actually block an incoming move or directly damage the opponent, the advantage of a dodge is that it can be done any time. So even if the opponent does not do an attack, your dodge will still come out. Shun has the most dodges, and he can use these to move in and out and around to the side of the opponent. Lion's back+D, for+P dodging punch often puts him directly behind leaping or running opponents, giving him a free throw or combo. In fact, the best time to dodge is when you see someone rushing head long at you. A quick dodge gets you out of harms way, and places you right to the side of the opponent ready for action. Counter attacks and throws only work if the opponent is starting the appropriate type of attack, but have the advantage of automatically damaging the opponent and leaving them prone on the ground. The key is that you have to do the counter-move before the move hits. Except in the case of longe range moves such as Lion's for, for+P lunge, you are not likely to see the attack coming out in time to execute the counter attack before the attack is done. If you could, you probably wouldn't be reading this. :) But against a surprising number of otherwise very capable opponents, if you carefully watch their fighting technique you will see times where they almost always respond the same way. Those are the times to counter-attack, because you can time you counter just as they start their move. For example, last night I was playing a very skilled VF opponent. I was Akira (master of the counter-attack) and he was Lion. After playing him for a bit, I noticed that although he mixed up his game pretty well with throws and various attacks, he had a preference for the side kick to start his attacks whenever he thought I might duck. In particular, he started out the first round with a side kick, and did a number of side kicks after I did an attack. So in the second round of the fight (I had won the first by a close margin) I started the round immediately with Akira's side-kick counter (tap Def, back/down+P). Out came his side kick, which Akira promptly blocked, spun then elbowed Lion into the ground. A pounce later and he was down 45%. More over, I knew that he would be reluctant to continue doing side kicks, so I was able to crouch down and duck or block his high and low attacks for the remainder of the fight. That's the beauty of the counter-attack: it not only hurts the character, it demoralizes the player and limits the choices of attacks he's willing to use. As a final note, counter-attacks are surprisingly versatile. For example, Kage's punch counter (down+P) can catch ANY punch, not just a standing jab or running punch. I've seen Kage catch Lion's low double punch for instance, or uppercuts. And everyone knows how versatile Pai's back+P and Akira's counters are. Anyway, the key is to practice them frequently. I've only now begun to get the timing down on counter-attacks, and I'm still not yet satisfied. Good luck. - dug@lugaru.com