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

How to handle Pai

Discussion in 'Pai' started by JF_, Oct 4, 2007.

  1. JF_

    JF_ Well-Known Member

    Though this is a Pai forum, I thought it might be useful to also have a counter-Pai thread thrown in. Anyone care to contribute her biggest weaknesses and strengths? It's nice to have multiple angles on what to watch out for and what to exploit (especially from frustrated Pai players).
     
  2. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    I still haven't gone against a really strong pai player yet, the thought of it strikes fear into my heart tho.
     
  3. akai

    akai Moderator Staff Member Bronze Supporter

    PSN:
    Akai_JC
    XBL:
    Akai JC
    imho,

    Pai's strength is that she have many options. For example, Some characters must rely heavily on just mid/throw guessing games. Not only can Pai use mid/throw guessing games, her low/mid guessing game is much better than other characters.

    Pai's weakness is that she does not excel in any aspect of the game. Her overall strength is generally lower than other characters. Thus, if you are able to trade hits equally against Pai, you should come out the victor.

    How can you trade hits equally against Pai players since she has so many options? Deter the opponent from using her other options.

    How do you deter the opponent from using her other options? imho, just considering her mid/throw guessing game versus her mid/low guessing game, Pai is more easily punishable if you can defend effectively against her low attack repertoire. So learn her low attacks and effectively punish Pai when you defended it correctly.
     
  4. JF_

    JF_ Well-Known Member

    That was kinda vague.... care to elaborate using examples?

    I kinda disagree with the strength thing, as well. I find that pai's combos are quite beefy and easy to execute on most characters (on launch), even if her single standing attacks don't do too much damage.
     
  5. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    All her dmging combos come from CH's though, the rest aren't all that scary. She's very CH dependent. Her game as far as I know it revolves around getting a CH to lead to big dmg. Akai is right though her overall power is low when compared to other chars. Her lows except for 3P are all fairly easy to block on reaction if you're looking for them. I never thought of shutting down one of her guessing games to force the pai player and me to trade hits. I like that stratagy.
     
  6. akai

    akai Moderator Staff Member Bronze Supporter

    PSN:
    Akai_JC
    XBL:
    Akai JC
    Hmmm, not really! If you have specific scenarios, I can try addressing them. But to go through everything takes too much effort -_-;;.

    As for the overall strength part, I stand by it. I'm quite sure many people will disagree with me, which is fine, just my humble opinion. My opinion is most likely biased due to some evil Akira player in Ohio :p.

    If you are getting counter hit launched a lot, I assume you are either 1) attacking too much while at a disadvantage or 2) your reaction/reflex is not good; thus, you get counter hit even though you had the advantage??
     
  7. JF_

    JF_ Well-Known Member

    #1 for sure. I play MVC2 at a fairly high level. Reflexes aren't in question. It's mainly after I do a move that trips Pai (dunno the technical term, but the character isn't knocked down, yet is crumpled on the ground and cannot be hit by high attacks, but can be comboed into a low attack), where she completely skips any recovery animation and just counter hits me in the middle of a string with /forums/images/%%GRAEMLIN_URL%%/d_.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif. It's my fault for not remembering to go low, but I play Eileen more often than Lion, so I'm used to the same basic combo connecting mid instead of whiffing high. Muscle memory and all....
     
  8. JF_

    JF_ Well-Known Member

    After playing a lot against Pai earlier and figuring out more of her nuances (as well as one random glitch occurring and never happening again when the situation was recreated), I found that memorization of her options really was the best way to handle her. Her basic strings usually have the options of starting low or high and finishing with a mixup, and only a few strings had high-low-high or low-high-low, but each give a fair amount of warning from her body movements, especially when she turns her back. Her greatest advantage seems to be when she's at a slight distance, where she can anticipate your move and either cartwheel back and beat it or start her mind games at her pace. Forcing the Pai player to play against you at your pace and eliminating her options, as you said, is the most effective methid I have found.


    Sorry for the double post, but I think that adding this to the previous one wouldn't be pertinent to what I was trying to accomplish.

    Now to work on playing against Shun Di...
     
  9. akai

    akai Moderator Staff Member Bronze Supporter

    PSN:
    Akai_JC
    XBL:
    Akai JC
    ummm if I understand this correctly, my guess is that you hit Pai with a low sweep attack. If this is true, most low attacks that connects as a hit, will put you at disadvantage (usuaully -6 frames). While it may look like Pai is at a disadvantage, she actually has an advantage....so you get counter hit by Pai's /forums/images/%%GRAEMLIN_URL%%/d_.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif. If the move you used to "trip" Pai is not a low attack of some sort, then ignore what I just wrote!
     
  10. JF_

    JF_ Well-Known Member

    Yeah... it hits low, as far as I can tell. It's a kick attack in the string, but if I just substitute the kick with a /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif, I'm safe. As I said, it's mainly a problem of habit.

    That still kind of annoys me, though. You'd think that one would design a game to put the person hitting the other in control. AM2 really forced a whole new level of strategy into VF different from other conventional fighters.
     
  11. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    Akai I wasn't saying I get countered a lot by pai I just remember seeing someone say that about here on the forums. It's what scares me away from seriously learning her
     
  12. akai

    akai Moderator Staff Member Bronze Supporter

    PSN:
    Akai_JC
    XBL:
    Akai JC
    The reply was in response to JF_, not you Tricky /forums/images/%%GRAEMLIN_URL%%/smile.gif
     
  13. Chanchai

    Chanchai Well-Known Member

    My guess is that the ideas behind the design of low attacks being at a disadvantage on normal hit is to discourage a game of pure random low/mid poking as a dominant tactic.

    The guessing game is still there, but the incentive for low attacks is to interrupt more often than simply hitting. A normal hit is not enough for a lot of low pokes, you want to interrupt.

    Making low punch a special low (meaning it can be blocked both high and low) also fits into this sort of thinking.

    Because of this, throws become a potentially better mixup option against someone blocking high.

    In any case, it's all well considered and you'll realize that design decisions like these allow your options to be fairly robust instead of limited to a very tiny useful moveset per character.

    To sum it up: every option has a downside or a set of answers for it. And I think that's the way it should be.
     

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