Fuzzy Guarding occurs during the While Standing state where you can both guard a mid-level attack and avoid throws at the same time. As you can see, to normally guard against a mid-level attack you need to be standing, but then you'll be vulnerable to high throws. With Fuzzy Guard you can protect yourself against both. There are three scenarios where Fuzzy Guarding is practical.
1. Recovering Back Turned
During times when you've recovered with your back turned, you can apply fuzzy guarding. It is performed by holding :2b :F for 4 frames and then releasing to neutral while still holding :F on the 5th frame.
2. 50/50 or ~1 Frame Disadvantage
The second case occurs during 50/50 situations or at approximately 1 frame disadvantage. No frame numbers are given, but the method is essentially the same - hold:2b :F and then release to neutral with :F still held. Given that throws need 6 frames to execute(+1 frame to be guranteed), and the fastest mid attacks are around the 13~14 frame mark, you could probably hold :2 for 6 frames to foil the throw and release to neutral to block the mid. You must take into consideration that throws have a hit-detection time of around 2 frame so try not to stand up into their throw. One final note, if you're at a 2 or more frame disadvantage, you won't have enough time to crouch to avoid a throw. So that's why this only works on 0 or 1 frame disadvantage.
3. Recovering Crouching
The first two cases showed how you can fuzzy guard when you're in a standing state, by simply holding :2b :F for a certain time and then releasing to neutral with :F still held. In this case, it can work when you're already in a crouching state. To perform it, you simply delay your standing up. You want to be able to stand up slow enough to avoid a throw, but fast enough to block a mid. The actual time you delay for is dependent on how many frames disadvantage you're at.
Vulnerabilities
Like other defensive techniques, you can counter this technique by simply delaying your attack or throw. Against fuzzy guarders, you know eventually they'll be standing and guarding, so if you delay your throw just a little, you should be able to nab them. But of course, this only adds to the mind games and setups, and deepens the strategy in Doa3.
you cannot fuzzy guard after an opponent parries you(except with some of Kasumi parries). The parried opponent is put into around 15-17 frame disadvantage at which your opponent can continue with the assault with a move that is under 17 frames and includes the +2 frames for it to me guranteed. If your opponene uses a move that is exactly 17 frames, the only thing you can do is block(only at the height your standing in), and the player who parried you can throw or hit you with a low attack.
Some of the position change throws you can fuzzy guard but some like Tina's position switch chain throw cannot be fuzzy guarded if she continues with the 2nd part of the throw. If the opponent chooses not to complete the throw, you do have a chance at fuzzy guarding.
1. Recovering Back Turned
During times when you've recovered with your back turned, you can apply fuzzy guarding. It is performed by holding :2b :F for 4 frames and then releasing to neutral while still holding :F on the 5th frame.
2. 50/50 or ~1 Frame Disadvantage
The second case occurs during 50/50 situations or at approximately 1 frame disadvantage. No frame numbers are given, but the method is essentially the same - hold:2b :F and then release to neutral with :F still held. Given that throws need 6 frames to execute(+1 frame to be guranteed), and the fastest mid attacks are around the 13~14 frame mark, you could probably hold :2 for 6 frames to foil the throw and release to neutral to block the mid. You must take into consideration that throws have a hit-detection time of around 2 frame so try not to stand up into their throw. One final note, if you're at a 2 or more frame disadvantage, you won't have enough time to crouch to avoid a throw. So that's why this only works on 0 or 1 frame disadvantage.
3. Recovering Crouching
The first two cases showed how you can fuzzy guard when you're in a standing state, by simply holding :2b :F for a certain time and then releasing to neutral with :F still held. In this case, it can work when you're already in a crouching state. To perform it, you simply delay your standing up. You want to be able to stand up slow enough to avoid a throw, but fast enough to block a mid. The actual time you delay for is dependent on how many frames disadvantage you're at.
Vulnerabilities
Like other defensive techniques, you can counter this technique by simply delaying your attack or throw. Against fuzzy guarders, you know eventually they'll be standing and guarding, so if you delay your throw just a little, you should be able to nab them. But of course, this only adds to the mind games and setups, and deepens the strategy in Doa3.
you cannot fuzzy guard after an opponent parries you(except with some of Kasumi parries). The parried opponent is put into around 15-17 frame disadvantage at which your opponent can continue with the assault with a move that is under 17 frames and includes the +2 frames for it to me guranteed. If your opponene uses a move that is exactly 17 frames, the only thing you can do is block(only at the height your standing in), and the player who parried you can throw or hit you with a low attack.
Some of the position change throws you can fuzzy guard but some like Tina's position switch chain throw cannot be fuzzy guarded if she continues with the 2nd part of the throw. If the opponent chooses not to complete the throw, you do have a chance at fuzzy guarding.