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Best moves for attacking rising opponents

Discussion in 'Akira' started by zai, Jul 9, 2012.

  1. zai

    zai Member

    I remember in the tutorial from VF4 or Evo that [4] [6] :p: + :k: was recommended for attacking players as the got up from a downed position.
    I met an akira player online who used [2] :g: + :k: + :p: and it worked pretty well on me.
    Do you have any other suggestions for moves good for this?

    Please bear with me if theres new stuff I don't know from VF5, haven't played VF since the Evo days but recently bought FS and a new Hori stick and am really excited to finally meet other players online.
     
  2. KokomoOro

    KokomoOro Member

    I'm new, too. But, I know 214p will crush rising attacks; 9k will jump over low rising attacks.

    I'm pretty sure that 46p+k is useful because it will track tech rolls; maybe it will only track in one direction, since it's half circular? Either way, strong Akiras use it pretty consistently. 2p+k+g or 6p+k+g would be strong if you read that the opponent is going to stand and guard after they get up!

    Does anyone know why Akiras do 46p+k instead of, like, 4p, or 46p+k+g? Active frames?

    Hopefully this helps!
     
  3. ZBEP

    ZBEP Well-Known Member

    PSN:
    ZBEP
    I may be a little late, but
    [4][6][P][+][K] has very long reach and it is chargeable, so it's easier to time right. It can even make the enemy's wake up kick whiff while charging, and then punish him for it. The full charged version breaks guard, and that can be usefull too, if the enemy decides to block. And it's half-circularity makes it good too.
    If the enemy tech-rolls, there's like 3 frames in which he can't evade, and [4][6][P][+][K] is safe (-5, CD fuzzy guard), so it can be mixed up with throws or his beastly guard break. [4][6][P][+][K][+][G] is safer, and on hit it turns the enemy to the side which brings you to Akira's great side-turned game.
    I also like to use [4][3][P] versus tech rolls after combo with DLC at the end. It is 0 on block, 3 active frames, it has very long reach, so it can be used to punish wake-up kicks on whiff as well, and on CH it gives you a combo.
    [2][1][4][P] is good for any situation, with 5 acitve frames (easier to beat wake up kicks and not whiff), + on block and very big combo opportunity on hit. The only problem is that it's slow so it's worse against tech-rolls after a combo with long-recovering move at the end of it.
     
  4. zai

    zai Member

    Thanks for the great suggestions!
    I was going to ask you about his side-turned game, but then I saw this post you made in the combo-thread:

    "I just found out that [4] [6] p+k while full charged, not only breaks guard, but also turns the enemy to the side! So, [3] k will make him crumple on CH."

    I guess that is what you meant, and getting that crumple of course can lead to a bunch of different combo opportunities depending on character.
     
  5. Manjimaru

    Manjimaru Grumpy old man

    PSN:
    manjimaruFI
    XBL:
    freedfrmtheReal
    If you time an attack with multiple active frames to coincide with opponents techroll/techrise so that he recovers in the middle of the active frames, he cannot evade. This makes most moves effective against tech but requires exact timing. The more active frames the move has, the easier this is to accomplish.
     
  6. ZBEP

    ZBEP Well-Known Member

    PSN:
    ZBEP
    Not only that, don't forget Akira has great guardbreaks - [2][P][+][K][+][G] and [6][P][+][K][+][G]. While the enemy is side-turned, even the mid one ([2][P][+][K][+][G]) can lead to a combo with [3][K][+][G][P][+][K]. If the opponent tries to evade - you can use Akira's half-circular attacks, or his throw. Also, [P] and [6][6][P] have more advantage on hit and block while the enemy is turned to the side, so you can pressure him with these moves, if you don't expect him to evade. [3][3][P] becomes only -9 on block, instead of -15, so it's a valuable option too.
     
  7. Feck

    Feck Well-Known Member Content Manager Akira

    So is this thread about crushing rising attacks or pressuring a opponent that is recovering from a knockdown? I fail to see what sideturned has to do with either of the two as well.
     
  8. zai

    zai Member

    [4][6][P][+][K][+][G] was suggested as an attack against rising opponents. As you probably know, that move sideturns the opponent, which brought us to possible follow ups from that.

    Thanks for valuable tips ZBEP!

    I wanted to start this thread to get info on ways to pressure opponents when they are down. Whether to crush them down again or just to get frame advantage for follow ups.

    Edir: with that said though, I do understand your concern for order.
     
  9. Feck

    Feck Well-Known Member Content Manager Akira

    I'm not concerned for order, just had a hard time making sense of the discussion [​IMG]

    Anyway ZBEP posted some good stuff, [2][1][4][P] is godlike i'll post more about that when i've tested some stuff. [4][6][P]+[K]+[G] can also crush rising attacks, I find that pretty useful.

    Don't underestimate his basic moves when going for oki pressure, DE/SDE are great tools and they're both safe.
     
  10. AkiraZero

    AkiraZero Well-Known Member

    what about Zoidberg? [​IMG] (KNEE)
     
  11. zai

    zai Member

    So I tried the different variations out in the dojo, but I find the timing is really hard. Most of the times the opponent will hit me.
    Any ideas on how to time the attack? Is it the number of active frames on their rising attack I need to time my attack with?
     
  12. Yang_Sze

    Yang_Sze New Member

    When beating rising attacks, the objective is to get the active frames of your attack to overlap the active frames of their rising attack... the more active frame your move is, the easier it is to time it (more chances for your attack to overlap). A great example as mentioned is 214P. Or, you can use a move that is fast instead... makes it easier to do on reaction, rather than using a setup, e.g.: KNEE; 2_4P, P; 2_3P+K. Reaction to the movement before the attack, not the attack itself, that is. BTW, rising low attacks are slower than rising mids.

    Also, 3P+K is great against wake-up too:
    21pts of damage and low, so it beats rising attacks
    3 active frames, safe on block
    +7 on hit, crumples on CH
    and opens up the mid oki game, e.g.: SPOD
     
  13. blk_brotha

    blk_brotha Active Member

    A well timed You-hou 33P can crush rising attacks I use it if they try to attack back landing a free CH.

    Be careful on using 33P and 214P the opponent can easily side step your attack leaving you open, you must time their wake-up making your attack meaty.

    peace out cUDDY[​IMG]
     

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