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Hit Check.. But which one?

Discussion in 'Eileen' started by StarEileen, Feb 25, 2008.

  1. StarEileen

    StarEileen Member

    Hi, my first posting here.

    I am a very Noob w/ Eileen, and always have trouble in hit checking w/ most of her move, ending up screwing in countering and in combos.

    For example, I have trouble in hit checking /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif, and miss the following /forums/images/%%GRAEMLIN_URL%%/p.gif in combos. I can pull out the entire combo if I anticipate, but hardly make one if I DO hit check on the first /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif.

    I know I may need more practice in hit checkings, but I wanna know, first, what is possible and what is not.

    So can you guys tell me, how far and in which situations, I should push myself w/ hit checkings?
     
  2. Fulan

    Fulan Well-Known Member

    what combo are you talking about? there is no combo after 46p+k on hit. Only on block, where it staggers.

    or do you mean 46p, wich combos into p>6p+kpp for almost everyone.

    in general though hitchecking for combo starters is not all that hard. after 46p you clearly see your opp. slammed to the ground and you have some time before doing the followup. same goes for 66p on counter hit or after a stagger, if it hits you see the opponent crumpled, wich is a pretty obvious animation.

    some of the harder things are hitchecking 6p+k for counter hit, wich combos into 236kkk. or 2_3p+k (the low shoulder) wich also combos into 236kkk in closed stance. these give you much less time to react.

    if you're from the US try and get some matches with tricky or sweep_the_leg. If you're from the EU i could show you some stuff, I'm not on their level but I could teach you some basic things.

    (if you are not familiar with the numerical notion, they represent the directions as they are on the numpad on your keyboard).
     
  3. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    2_3P+K on CH leads to 236KKK in both stances, only on normal hit is it restricted to just open stance. I personally still have a hard time with foot position. I can tell which one I'm in but then I lose track of more important things.

    I strongly recommend getting good at 6P+K CH > 236KKK and 2_3P+K CH > 236KKK. I've been working on that by using this set up. After PK > 6P+K and check to see if it's CH. If your opponnent tries to 2P after PK you will beat them and get a CH which happens quite often. You'll have to mix in a throw or else they'll just evade you too. You can also tightly buffer a 2_3P_K after the PK and it will too beat 2P attempts to beat you and give a CH rest of it is the same as 6P+K.

    These things are the basics of eileen as Srider says and I def. agree. When I successfully employ the hitchecking for a CH I win MUCH more often than when I miss my opportunities. These combos do a TON of dmg considering how safe their startup moves are so use all your effort right now to learn to hitcheck them.

    And yeah you can send a friend request to me and we can fight some to show you some stuff.

    here are some good fights of what i'm talking about
    http://youtube.com/watch?v=gV8B27ka7so
    in this fight I miss the combos after P+K because I didn't hit check well enough. On CH P+K > P+K > PK which is a massive amount of dmg. CHP also leads to nitaku situations. CH 6P leads to nitaku aswell which you can use 6P+K to bait a 2P response which will yield a CH for you to combo 236KKK
    http://youtube.com/watch?v=NW7SN52Z0qw
     
  4. Fulan

    Fulan Well-Known Member

    <div class="ubbcode-block"><div class="ubbcode-header">Quote:</div><div class="ubbcode-body">2_3P+K on CH leads to 236KKK in both stances</div></div>yea iw as gonna say this but i wasnt sure if it worked on all characters so i didnt.
     
  5. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    yeah it works for all chars on CH.
     
  6. StarEileen

    StarEileen Member

    Oh, well I wish I could join you guys online but now I'm living at Southeast Asia, so I don't think I can make it.

    Anyway, these are the moves you guys suggest that I should work on, right? :

    ///Must Hit check lists///
    46p
    2_3P+K(ch)
    2_3P+K(n) in open stance
    6P+K(ch)
    P+K(ch)

    Anything else?
     
  7. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

  8. Fulan

    Fulan Well-Known Member

    tricky, 1pk is -4 on block.
     
  9. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    really interesting. I find it that I generally get hit when I try this move if my 1P is blocked.
     
  10. Fulan

    Fulan Well-Known Member

    1p is -6 on block
    1pk is -4 on block
     
  11. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    that explains it. It's easy to lose those few frames online and get hit when you shouldn't, or even just not fuzzy properly. I try to stay away from getting that close to putting myself in nitaku online since I don't always fuzzy properly. One day one day . . .
     
  12. Chibitox

    Chibitox Well-Known Member Bronze Supporter

    OM P normal hit doesn't give you a nitaku ;p
     
  13. SkatanMilla

    SkatanMilla Well-Known Member

    I think the best technique for hit confirming 6P+K>23KKK is to just do 6P+K>236K and if you see the 6P+K land then just input the last two K's, it has to be done before the 236K animation finishes.

    What also should be mentioned is that it's important to hit check when you try to do stagger combos like 6P+KP214P,6P3P236P+K because that way when you get to the 2nd punch you can cancel into something else to try and get damage out that 214P won't give you.
     

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