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instant recovery? new to vf5 question.

Discussion in 'General' started by DevNullify, Oct 18, 2007.

  1. DevNullify

    DevNullify Member

    as in reducing the damage from throws that toss you against the ground by hitting PKG with exact precision.

    Is it in vf5? I'm seeming to have trouble with the precision required; I used to be able to pull it off consistently in evo. Is it harder now or what?

    Thanks.
     
  2. SweepTheLeg

    SweepTheLeg Well-Known Member

    It is in VF5 (ex: after Wolf's GS) -- not sure if it is harder to pull off, as I didn't play Evo. /forums/images/%%GRAEMLIN_URL%%/frown.gif
     
  3. samtheseed

    samtheseed Well-Known Member

    PSN:
    The_Beggar_So
    XBL:
    Shun is Drunk
    I played the demo on 360 plus when i played it on PS3 when it came out... its not harder... I dont think it is... I can pull it off fine, and I just got off Evo too.
     
  4. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    just keep working on it Dev it hasn't gotten harder from evo. I'm guessing it's been a long time since you played evo and were doing pkg's. I stopped playing for months because I had nobody to play and I lost all my skill. I was soo happy when i could quick recovery again it just took time.
     
  5. Yupa

    Yupa Well-Known Member

    Check the throw escape guide here.

    There are a lot of throws you can quick rise after. But the quick rise itself won't reduce damage with all of them, although it will usually help you avoid a follow-up ground attack. The guide outlines what's possible for each throw, and gives you an idea of what your options are.

    Some throws, like Wolf's giant swing require perfect timing on the quick rise to reduce damage, but you can still quick rise without reducing damage. When you do it correctly, you're landing will be silent. If your quick rise timing is off, you'll here a slam noise. I think this sound effect que is in affect with all throws that let you reduce damage, but I'd have to double check it.
     
  6. DevNullify

    DevNullify Member

    Thanks guys; turns out I've just slowly noobified. I have plenty of prior experience with the difference between TR'ing the fall and doing instant recovery. I used to be able to do it consistently in evo.

    Like I said, turns out I'm just a noob all over again. /forums/images/%%GRAEMLIN_URL%%/laugh.gif Thanks.
     
  7. Elite

    Elite Well-Known Member

    PSN:
    Koenraku
    If your problem is with the giant swing in particular then it might be due to the new camera angle. I had to adjust to it because my timing before was always right after my feet leave the screen.
     
  8. DevNullify

    DevNullify Member

    Yupa, this throw guide melts faces so hard I could kick my mom in the face. Thanks!!
     
  9. Yupa

    Yupa Well-Known Member

    Okay... I think. Thanks for the support =) It's not done yet. Still got to get to the crouch throws.
     
  10. DevNullify

    DevNullify Member

    I was being serious; the guide is much appreciated. I think its far more realistic to expect players to be able to get two throw escapes in instead of three, like the evo trainer used to demand. Three is pushing it for me, so I like the summations of each characters best throws for a given scenario, etc.
     
  11. Yupa

    Yupa Well-Known Member

    Thanks, again. The 2 throw escape thing (to be honest) is really me still playing VF3... when you could escape the neutral P+G throw plus 1 directional throw... Hell, prioritizing the throws like that is a VF3 period concept too. (Wait until you see the tables I have planned for the wiki... sorry U_Dan /forums/images/%%GRAEMLIN_URL%%/wink.gif )

    IMO, it's worth getting into the habit of doing a half circle tapping P+G 3 times. Especially for the majority of characters who are f,df,b. Don't limit yourself.

    I was writing the guide for my own use. (My motivation is the same for the Sarah wiki combo page.) I'm glad others find it useful.

    Cheers.
     

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