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Aoi combos

Discussion in 'Junky's Jungle' started by Prometheus, Apr 29, 2002.

  1. Prometheus

    Prometheus New Member

    I've been flickering around with Aoi for awhile, and I was just wondering whether these combos are capable of being escaped:

    Assuming you execute b,f+p+k (Stomach Crumple), can you possibly escape the two consecutive throws that follow? Those being the crouch throw d, p+g+k, then the ground throw, df+p+g?

    Also, I found the relatively easy head crumple move, b,b,p+k followed with f+kk, f+k, then ground throw does a good solid 80 something damage. Assuming you hit the head crumple, can you get out of the rest?
     
  2. Jason Cha

    Jason Cha Well-Known Member

    <blockquote><font class="small">In reply to:</font><hr>

    Assuming you execute b,f+p+k (Stomach Crumple), can you possibly escape the two consecutive throws that follow? Those being the crouch throw d, p+g+k, then the ground throw, df+p+g?

    <hr></blockquote>
    The low throw is escapeable with a standard throw escape. The ground throw can be struggled out of after the low throw.
    <blockquote><font class="small">In reply to:</font><hr>

    Also, I found the relatively easy head crumple move, b,b,p+k followed with f+kk, f+k, then ground throw does a good solid 80 something damage. Assuming you hit the head crumple, can you get out of the rest?

    <hr></blockquote>
    Yes, after the head crumple, the f+kk is guaranteed, but your opponent can quickrise or techroll out of the next f+k. Even if they don't tech roll out of the f+k, they can tech roll out of the ground throw.

    Good basic techniques, but there are things your opponent can do to get out of them, which then opens up different alternatives for Aoi.

    -Jason
     
  3. Robyrt

    Robyrt Well-Known Member

    An easy way to test this sort of thing is to set the training AI to techroll all the time, then try out some combos.

    On a sidenote, f+KK is guaranteed after ANY of Aoi's crumples (b,f+P+K; b,b+P+K; b,df+P; f+K+G,P; etc.), but for head crumples like b,b+P+K you'll do more damage with a PPPK afterwards.
     
  4. CreeD

    CreeD Well-Known Member

    The low throw is escapeable with a standard throw escape. The ground throw can be struggled out of after the low throw.


    To clarify to the original poster, aoi's victim just has to enter d+PKG to escape her low throw. As for the ground throw after, I heard it's guaranteed?
     
  5. Tetra

    Tetra Well-Known Member

    <blockquote><font class="small">In reply to:</font><hr>

    As for the ground throw after, I heard it's guaranteed?


    <hr></blockquote>

    It's really easy to escape the ground throw.
     
  6. Chanchai

    Chanchai Well-Known Member

    The ground throw is VERY EASY to struggle out of after a low throw (same case with the back throw and end of the multi-throw as far as I know).

    The only cases where I have seen a ground throw guaranteed (as far as I could intepret) was after the fc, f+P+G throw or after particular reversal situations. Aside from that, there are cases where it depends on whether or not your opponent tech rolls (with what I think is a small chance for a "guaranteed" ground throw).

    And of course, there's also the case where you scare your opponent with so much okizeme that he just never tries to get up and you ground throw him all the time/versus/images/icons/wink.gif

    -Chanchai
     
  7. ghostdog

    ghostdog Well-Known Member

    Aoi ground throw followups

    The only cases where I have seen a ground throw guaranteed (as far as I could intepret) was after the fc, f+P+G throw or after particular reversal situations.

    A ground throw is virtually guaranteed after the opponent bounces off of a wall, as a result of a combo. In VF3 (tb at least), the ground throw was guaranteed after one of her multi-part throws and her wall throw (db+P+G with Aoi's back to a wall). I don't know if that applies to VF4.
     
  8. PlugAndChug

    PlugAndChug Well-Known Member

    Re: Aoi ground throw followups

    Her ground throw in longer guaranteed after her multithrow in VF4. It can easily be struggled out of. As for the wall throw, I'm not sure it's guaranteed.
     
  9. Robyrt

    Robyrt Well-Known Member

    Re: Aoi ground throw followups

    She doesn't even HAVE the wall throw in VF4 (at least it's not in the movelist), but the ground throw is a safe bet after a wall hit instead of a pounce. There are a couple "guaranteed" ground throw situations that can be TRed (like f+KK,df+P+G) but if you're trying for that stuff, you'd better be ready to punish the TR after you do it once or twice /versus/images/icons/tongue.gif
     
  10. Jason Cha

    Jason Cha Well-Known Member

    Re: Aoi ground throw followups

    <blockquote><font class="small">In reply to:</font><hr>

    She doesn't even HAVE the wall throw in VF4 (at least it's not in the movelist), but the ground throw is a safe bet after a wall hit instead of a pounce

    <hr></blockquote>

    This is probably what the original poster meant, as when we refered to Aoi's d/b+pg "wall" throw resulting in a guaranteed ground throw in vf3, we were talking about her normal d/b+pg throw resulting in the opponent hitting the wall. There wasn't any special wall throw animation. In this regard, both of you are right.

    -Jason
     
  11. Nutlog

    Nutlog Well-Known Member

    Times for guaranteed ground throws for Aoi...

    Throws:
    FC, f+P+G (ground throw is the grab the arm/snap the shoulder)

    Reversals:
    High/mid punch reversal animation that has a high spinning chop that causes a flop right in front of her. (ground throw is the face up leg snap)
    High/mid kick reversal animation where the opponent falls face up with her holding their leg, she then takes a nice big stomp across the inside of the thigh. (ground throw is the face up leg snap)
    Elbow reversal when opponent's back is to the wall. (ground throw is the face up leg snap)

    Wall combos:
    Only if the opponent falls face down, and then there are still a few factors that can allow them to TR anyway, such as wall angle, height at last impact with the wall and damage of the hit for the last wall impact. (ground throw is the grab the arm/stomp the head, usually)

    Any crumple:
    b,f+P+K
    f+K+G, P
    b,d/f+P MC
    b,b+P+K
    b+K+G MC

    Floats:
    Finishing a float with the second hit of K,K gives a guaranteed face up leg snap by way of half dash forward (f,f,d/f+P+G). Timing is tight, but it is there. d/f+P+K is possible to use for a slam, but it's recovery is a bit long and a good struggler can escape it.


    I may have the ground throw animations backwards in my head on the wall combo and throw ground throws, but oh well...
     

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