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intruder steps

Discussion in 'Vanessa' started by shinryu_returns, Jun 27, 2012.

  1. shinryu_returns

    shinryu_returns Well-Known Member

    So I vaguely recall posts saying IS sucks outside of the 5pk IS K for juggling. I am not convinced this is the case. So I'm posting this partially as I'm curious how people are using it other than me, and to post what I've thus far been able to determine from some training room testing.

    As far as I know, you can get IS out of:

    kp
    6kkp
    4k
    2kp
    4pk
    3kk
    3kpk

    Of the IS entries, the only one that appears to be "safe" is 4k on hit; this leaves you at +3. In theory you should need +7 to make the IS options totally safe but I've not been able to jab or 2p out at least. At that point the opponent has the choice between crouch/evade or block high (omitting possible character specific options), since IS P or K will beat most retaliation and hit mid, and P+G will track a stepper down. I think any of the entries at +3 frames (so counterhit 4p, 3k, 3pk) should be safe, but this is remarkably hard to test. Anybody know for sure?

    Other than that IS entry looks like it's basically at best a trick shot to get a mid/throw out or change timing. Off 4p or 3kp the followup k is ex high, so they can't just fire off a 2p safely, which might make it a reasonable option. Off 2kp/kp/6kkp though you have the option of just the k knee followup it's hard to see the value out of an odd mixup or an attempt at the catch throw.

    So, as near as I can tell, the IS game is basically either fishing for hits with 4k and then step into mixup or 4p/3kp mixup with the string finisher. The 4k approach seems to work pretty well for me, haven't really played with 4p/3kp to any great extent. Anything else to try and work in?
     
  2. HiryuZeroTwo

    HiryuZeroTwo Member

    If I am not mistaken IS>K beats 2P and leads to stagger which is a possible knee launch if they dont struggle out.
     
  3. shinryu_returns

    shinryu_returns Well-Known Member

    Cool, I'll check that when I get home. If it does so on block that is a lot more interesting...
     
  4. HiryuZeroTwo

    HiryuZeroTwo Member

    4K>IS>K had beaten 2P from the AI on block. I believe IS>K may have some crush frames that allows this to occur. It loses to stand P though.
     
  5. iamthedave

    iamthedave Member

    I've found that IS P almost never connects. I'm not even exactly sure why, but IS K or P+G are the only options that have ever led to dividends for me.

    Mostly I find myself using the 4K option for it, though it's important to be careful about which followup you use near a wall.

    4K causes a wall stagger, and obviously that doesn't allow for a throw. You can easily nail the P follow up into 2P, 2P+K, 66KP combo if you mistakenly IS rather than initiate wall combo. Less damage, but still some.
     
  6. shinryu_returns

    shinryu_returns Well-Known Member

    An interesting thing I've noticed is that Intruder step will duck some high retaliation for quite a while if you don't press buttons. So you kind of have to commit to the attempt to dodge highs or go for the low crush, but you've got some options.
     
  7. Chinsilver

    Chinsilver Well-Known Member

    PSN:
    ChinTitan
    so far I've noticed because ISK is more damging than ISP it will beat most jabs, elbows and low punches so in my opinion may be the safer option.

    Although its good to mix it up as ISP also has several combo opportunities.
     
  8. Plume

    Plume Well-Known Member

    Intruder K jumps over 2P.
    Intruder P is guaranteed damage. You also don't make an obvious pirouette, instead it looks like the P+G animation, so you might have higher chances to catch them crouching.

    But ... I would just go with the K/P+G mixup no matter what, I don't expect P to fool anyone, and if you catch them crouching, they probably would have crouched against K too.


    The only reason I use P is because I'm tired of seeing the animation for K.
     

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