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at disadv.

Discussion in 'Eileen' started by Fulan, Dec 26, 2007.

  1. Fulan

    Fulan Well-Known Member

    not asking about fuzzy guarding, eteg, teg and stuff but her moves with evasive qualities to abare yourself out of disadv. .

    46p, under highs
    2_3P+K, under highs and some mids.

    anything else?

    till what disadvantage are these smart to use. Under what mids does 2_3P+K go? is it completely random or can you make some good guesses based on your opponents character size and whatnot.
     
  2. SweepTheLeg

    SweepTheLeg Well-Known Member

    46K - Disadvantages are generally excellent times to use sabakis.
    4P+G+K - See above (stylish, gets you out of tough sitautions although usually I'd rather ETE)

    Re: 2_3P+K, SuperGolden translated some of the "Vs. Eileen" from the blackbook last March and had the following to say about it:

    "After guarding things like a low punch and you are in short range, Eileen, Pai, Shun, Lion, Lei, Lau's low punches will hit her out of this. Also, Eileen, Kage, Lion's elbows will probably hit her too. She can only get big combos from this attack if you are in open stance. Good Eileens will often aim for big combos with this move while in open stance... use the fact that you know its coming to turn the tables on your opponent!"

    So if this remains true for Ver. C, we can assume it goes under the 2Ps of Goh, Wolf, Jeff, Akira, Vanessa, Brad, Blaze, Jacky, and Sarah. Also, it seems to me that it goes under *most* mids if executed properly (although according to the blackbook Eileen, Kage and Lion's elbows will "probably" counter it).

    In summary, I'd say that her three best options at disadvantage are: 46K, 46P and 2_3P+K (if we're discounting DM, ETE, etc).
     
  3. Pai_Garu

    Pai_Garu Well-Known Member

    46P is not a good option at all, as an opponent correctly applying nitaku at disadvantage most likely won't be doing a high attack. It's probably also not a very good idea to spam out 2_3P+K at mid to large disadvantage.

    It's really dependent on your opponent, but as an Eileen player, there aren't that many instances where you would be in that large of disadvantage.

    I would say that P is also one of her best options at disadvantage, along with 46K.
     
  4. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    outside nitaku though 46P does work well if your opponent has become predictable with their high attacks and you're yomi is good. You get a better payoff than 46K since you get the guaranteed follow up of 6P+K,P,P instead of that easy stagger. Not gonna lie it's risky though.
     
  5. Pai_Garu

    Pai_Garu Well-Known Member

    yeah, 46P definitely works very well against characters like Jacky, Vanessa, or Kage's 3PP, for example. You can also opt for throw or P+K after you duck these high attacks. Normal hit P+K gives guaranteed PP6P (does this still combo in C after P+K?) or PK for ver C.
     
  6. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    I never actually knew about PP6P being guaranteed after normal P+K I know that PK still works.
     
  7. Pai_Garu

    Pai_Garu Well-Known Member

    I don't have ver C so I can't test that, but it works in ver B.
     
  8. Fulan

    Fulan Well-Known Member

    pp6p doesn´t combo normally, i doubt it will combo after p+k
     
  9. Gernburgs

    Gernburgs Well-Known Member

    I think it's pretty funny that you helped with the XBOX 360 VF5 guide and you don't even have the game.

    I can't believe you can help Brady Games make the official strategy guide for the game and they don't give you an XBOX 360 and a copy. That's fucked up!
     
  10. Pai_Garu

    Pai_Garu Well-Known Member

    we did the guide when the PS3 version came out....

    and PP6P does combo in version C only in specific situations like after 6P+G6. Which is why i'm wondering if it works after P+K normal hit or counter hit, since it's not a normal situation.

    Someone should just test this...
     
  11. akai

    akai Moderator Staff Member Bronze Supporter

    PSN:
    Akai_JC
    XBL:
    Akai JC
    Tested - in version C, the third hit of the /forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif does not combo after /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif hits or counter hits opponent.
     
  12. SweepTheLeg

    SweepTheLeg Well-Known Member

    Thanks akai -- looks like PK is now the best option. Or perhaps PK(guard) > 63214 P+G.
     
  13. Pai_Garu

    Pai_Garu Well-Known Member

    Thanks Akai
     
  14. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    I'd personally prefer PK~G<6P+G6<PP6P<OM(P if they attack and throw if they block) repeat
     
  15. SkatanMilla

    SkatanMilla Well-Known Member

    33P+K crushes 14f mids anywhere from between -2 to -5f.
    It may possibly crush at -1 aswell, however I have not been able to test that yet.
     
  16. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    by 33P+K you really mean 2_3P+K right? I personally like to use 323P+K as an input to add a little bit more evasiveness to the move.
     
  17. SkatanMilla

    SkatanMilla Well-Known Member

    Yeah I mean 2_3P+K.
    I input it 323 out of habit from a certain issue with Hitomi in DoA. However, when it's buffered it really shouldn't matter which way you input it if since animation wise there is none for your movement.
     
  18. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    Srider mentioned before that you lose some evasiveness using 33 over 323 and in practice I've found that to be true, I guess because there are a few frames where u are crouching instead of having a few frames of neutral I donno he understands it better than I.
     
  19. SkatanMilla

    SkatanMilla Well-Known Member

    That only applies from neutral, but if you are buffering the input there are no frames where you are crouching except unless you are doing it from a crouching move to begin with.
     

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