1. Hey Guest, looking for Virtua Fighter 5: Ultimate Showdown content? Rest assured that the game is identical to Virtua Fighter 5: Final Showdown so all current resources on here such as Command Lists with frame data, Combo Lists and the Wiki still apply. However, you can expect some VF5US specific changes to come soon!
    Dismiss Notice

body lift throw quirkiness

Discussion in 'Jeffry' started by Yupa, Jul 20, 2007.

  1. Yupa

    Yupa Well-Known Member

    The following is an exerpt from the throw escape guide I just posted:

    <div class="ubbcode-block"><div class="ubbcode-header">Code:</div><div class="ubbcode-body ubbcode-pre" style="height: 150px;"><pre>=================================================================
    Jeffry
    =================================================================
    high throw cmd damage notes
    -----------------------------------------------------------------
    b+P+G 35 00 w/ PQR, but this makes you vulnerable
    to low throws (so start entering in low
    throw escapes or you can eat the 35 pts
    damage. the lesser of 2 evils IMO)
    wall hit 20+ combo, QR to avoid ground throw
    b+P+G,u 35+** 00 w/ PQR, not in danger of low throws
    wall hit 20+ combo, QR NOT possible (start escaping
    ground thows if no combo)
    b+P+G,d 35+** 00 w/ PQR, not in danger of low throws
    wall hit 20+ combo, QR NOT possible (start escaping
    ground thows if no combo)

    **the above 2 throws are interesting if
    there is no wall hit and you miss the PQR.
    if Jeffry throws you to your front side
    (from the initial stance) you can avoid
    a follow-up pounce or butt bomb by rising
    in any direction. if Jeffry throws you to
    your back side (from the initial stance)
    you can only avoid the pounce by side
    rolling to Jeffry's back (57 w/ pounce)
    and you can NOT avoid a follow-up butt
    bomb (63 pts) but there seems to be a bug
    in training mode. the AI won't back roll
    away from Jeffry when I do this throw to
    the victim's back side. can you do a
    rising back roll in this situation?
    Does it escape a pounce or butt bomb?</pre></div></div>

    Can anyone comment on this? If it is not possible to back roll away
    from Jeff, he may have a 63 pt throw with b+P+G,u/d when his opponent
    fails the perfect quick rise. This could change the priority of
    what throws to try to escape most often vs. Jeff.
     
  2. ice-9

    ice-9 Well-Known Member

    ??? The opponent can quick rise or tech roll, the former of which is not exposed to low throws at all. Moreover the low throw is hardly guaranteed; the situation is not unlike when an opponent gets knocked down.

    So...overall, I recommend never to go for /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif unless against a wall or to R.O. and to always go for HCB /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif instead.
     
  3. Yupa

    Yupa Well-Known Member

    I'm sure I was able to do a low throw to a quick rise after the b+P+G throw when I tested this. I believe I've read elsewhere that the initial part of a quick rise is also considered crouching. I'll double check it again. My point was that it might be better as the defender to not quick rise/tech roll and take the lesser 35 pts damage.

    I agree that Jeff has better throw options, but that's not what my questions are about. I'm really curious about the AI not being able to back roll escape after the correct b+P+G,u/d
     
  4. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    You're right in that when you recover from a TR you're in a crouch state, but that doesn't mean a low throw is guaranteed. To prevent the throw the opponent can either attack, or evade/standing dash to instantly stand. If they do "nothing" but, say, hold /forums/images/%%GRAEMLIN_URL%%/g.gif, then they'll eventually transition to standing, but still be vulnerable to a low throw. If you're testing this against the CPU in training then I'm sure this is what's happening.

    Like ice-9 said, it's no different to a someone TRing after a knockdown.
     
  5. Yupa

    Yupa Well-Known Member

    OK, thanks for the clarification Myke. It is[/size] possible to low throw a quick rise after the b+P+G, but the quick rising character can interrupt the throw or stand up quicker. This is the info that I wanted to flesh out for the quide. I'll amend that section for proper defense against this throw.

    Ice-9, go check out training mode and set the AI to quick rise in place. All you need to do is forward dash after the b+P+G and the instant Jeffry starts to move enter in a low throw.
     
  6. ice-9

    ice-9 Well-Known Member

    OK, but I still think going for HCB /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif is better. And if you're the opponent and got thrown with /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif, ukeming is always better since Jeffry is taking on a risk by attempting to low throw.
     
  7. Yupa

    Yupa Well-Known Member

    Ice, I completely agree with you. HCB is the throw Jeff should be using if he wants to mix in a back directional throw (except when he's near a wall.) But I wanted to explore all the possibilities for the guide and found some weird things that happen after Jeff's b+P+G throw. Since most Jeff players will just use the HCB throw because it's the better option, I wanted to let you guys know about the other options that are available.
     

Share This Page

  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice