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Akira combo that does 98 damge from his ST throw!

Discussion in 'Akira' started by gamesmaster1_2be, Sep 18, 2002.

  1. gamesmaster1_2be

    gamesmaster1_2be Well-Known Member

    and here it is!
    [4][2][P]+[G], [3][3][P], (from standing), [2_][6][P]+[K], [2]+[K]+[G],[6]+[K],[4][6]+[P], ground punch.
    this does MORE than the Shrm, pg, shrm, dblplm.
    works on Kage and unders, making yoho the BEST follow up after an ST throw (sglpm, dblpm, Please? /versus/images/icons/wink.gif )
    of course, you can use this combo from the yoho/knee straight out in a fight for a staple 88 damage at least!!
    /versus/images/icons/grin.gif /versus/images/icons/smirk.gif /versus/images/icons/wink.gif /versus/images/icons/smile.gif /versus/images/icons/cool.gif
     
  2. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    I think someone has already told you this, but ST-Yoho isn't a true combo. By that I mean the Yoho isn't guaranteed, and a half-decent opponent can and will struggle in time to block it.

    Hopefully your enthusiam will drive you to explore the game a little more deeper.
     
  3. Jerky

    Jerky Well-Known Member

    This is also a sign that he's been playing the cpu as it never struggles out of staggers. I admire the new people coming out and all, but it's like Myke implies : "do your homework"

    By that I mean test conditions with a buddy: "dude struggle, .. I wanna see if this works.." use different setups, read up on this site, etc.

    Anyway, Good Luck.
     
  4. gamesmaster1_2be

    gamesmaster1_2be Well-Known Member

    ok, but without the
    [4][2][P]+[G] bit, the combo still works for 88 damage.
    and it works with [K]+[G] release [G] as well for 83!
    just LOOK at the part AFTER the ST!
     
  5. CreeD

    CreeD Well-Known Member

    hey gamesmaster, good news...

    if you do the stumble throw the combo doesn't work... BUT
    if the yoho interrupts the opponent's attack, it does more damage anyway, and so the damage from uppercut (major counter)-> shrm -> AS3 totals 97 points. If you do a ground punch and you make sure it isn't scaled in damage, that adds 12 pts, so the total damage is 109. Not too shabby. That's vs. aoi in closed stance - in open stance the opponent can tech roll to avoid the AS3+ground punch. Also the enemy can tech roll if they're heavier than lion.

    After seeing your post I decided to experiment more with the [3][3][P] and came up with a combo that seems to work up to kage -
    [3][3][P] -> [P] -> [FC][6][P][K] -> [FC][6][P][K] ... if you do the second shoulder ram as late as possible, so that it hits low to the floor, the combo damage is 109 points. If you do it too early it's still pretty good - 104 points.
    I tried the combo with a m-dbpm at the end and still get 104 pts, this is vs. aoi. There's no chance the m-dbpm can get the same low-to-the-ground bonus damage because my pad dbpm's suck, and I hit aoi as low as I possibly could (it almost looked like I hit her and the force of the hit sent her spinning sideways into a tech roll /versus/images/icons/tongue.gif)

    For an easier combo that goes up to midweights in either stance do P -> ff+K,K .. you should hold F during the punch and let akira dash a little before unleashing the double jumping kicks. It works in either stance up to kage. Vs. heavies omit the punch. With punch the damage is 96ish, without 92ish.


    edit: I remembered hiro posted some combos so I looked, and found an even better damage yoho combo - yoho, P, shoulder ram, ff+K,K. That's 112 pts vs aoi or pai in open stance. Aieeee.
     
  6. gamesmaster1_2be

    gamesmaster1_2be Well-Known Member

    hmm,,,
    my second kick from the DJK always misses against Pai and Aoi.
     

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