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Follow-ups for 3P+G throw

Discussion in 'Pai' started by Franz, May 9, 2008.

  1. Franz

    Franz Well-Known Member

    Hello!

    I picked up Pai again and this time for good. Today I spent some time in the dojo and I'd like some input on the following things regarding the /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif throw.

    1 - I manage to acquire the timing to have a back throw immediately after /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif consistently. Pai's back throw is brilliant as it gives a massive +21 advantage, which is not subject to stagger. Given this advantage, the best options seems:

    /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/p.gif /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif
    for a total of 63 of damage

    The combo seems to work on most opponents. It is not affected by weight as it does work on Jeffry but when playing against the CPU it didn't seem to work against Kage, not always at least.
    Is this a proper combo (apart from the first throw which can be escaped)?
    I guess that if the back turned opponent goes for an attack, the back throw won't connect. But other than this? It seems a good set-up to me, especially considering that most opponents will expect the usual /forums/images/%%GRAEMLIN_URL%%/uf.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif/forums/images/%%GRAEMLIN_URL%%/k.gif

    2 - Good olde /forums/images/%%GRAEMLIN_URL%%/k.gif:
    It is a guaranteed follow-up (maybe not for Sarah, Shun might avoid it too with his drunken head-dive maybe) which can continue with the normal follow-ups for nice damage of 50+ points

    Are these two options better than the usual /forums/images/%%GRAEMLIN_URL%%/uf.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif/forums/images/%%GRAEMLIN_URL%%/k.gif most people seem to go for or did I miss something?
     
  2. KiwE

    KiwE Well-Known Member

    9K+G,K is gtd damage, the others are not so that's why it's used. They don't have to attack out of the backthrow, simply duck it. Same goes for K - it's not gtd.

    Depending on your opponent you can do many mixups (how well they fuzzy, how passive they get after the situation etc). Against stronger opponents you should probably go more and more for the gtd. I don't play Pai anymore but I used to have a lot of fun with this throw. Some things to try is to mix up the backthrow (if you want to go for it) with sidekick against duckers.

    You can also do just first part of 9k+g against people who are weak at fuzzy and do lots of mixups of the type;

    9k+g>throw (look at your enviroment what to use)
    9k+g>OM P stagger > PK (remember to hold forward while P)/ throw
    9k+g > delaythrow / crouchthrow against people who fuzzy
    9k+g>9k+g(k)or 6p and use the bigger adv if you get a MC
    9k+g>443K (stagger 2p'ers) > 336p or throw or standing P
    3p+g > P+K > 9k+g (swallowkick will jump over a 2p in +1) / OM P / 443K (sidekick stagger) - if you get a CH gtd crouchthrow if you get a hit buffered palms or throw (delay or direct depending on your opponents fuzzy skills)

    Sometimes it's worth going for mixups if you really control a situation imo. P.S; all of this is for ver B Pai so might be some differences (I know for instances a sidekick stagger = gtd P basicly in ver B). I hate ver C pai and that's why I stopped playing her.
     
  3. Franz

    Franz Well-Known Member

    Tusen tack!
    I didn't think of ducking the kick (it SO looks like a mid, damn it) but I wonder how can the opponent duck the throw when they are at -9 after 3P+G
     

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