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July Arcadia stuff

Discussion in 'Junky's Jungle' started by Myke, Jun 13, 2003.

  1. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    Just some tidbits from July's issue of Arcadia I thought I'd share.

    1. It's possible to prevent a wall hit in some cases by buffering in ukemi (QR or TR). The example shown is when Akira performs the trip throw and follows with guaranteed double palm which you send you into the wall. By buffering ukemi you can prevent the wall hit, and thus, ukemi from the knockdown. It only works on attacks that are otherwise ukemi-able, and you just barely make contact with the wall. In other words, it won't work if you're already smack bang against the wall.

    2. You can avoid a small down attack after a slam from an air combo by performing an in-place rising kick. It only works when you're slammed in an air combo. You need to struggle quickly and perform the in-place rising kick as fast as possible.

    3. Some attacks that recover low, when minor countered, will actually recover high. Normally, if they recover low, then when minor-countered they are still low. An example of this is Jeffry's [2][K]+[G] and Lei's [3][K]+[G][K].

    4. There was something else to do fast/successful dodging with the wrong timing. The example shown was everyone's favourite -- Lei's DM [P]+[K] (arrow punch).

    Couple of character-specific combos in this issue for Akira and Jacky, though I only seem to remember the Akira ones for now.

    Counter Hit on Aoi/Sarah only: [2_][6][P]+[K] ~ [P] ~ [3][3][P] ~ [2_][4][6][P]
    Lion only: [6][4][P]+[G] ~ dodge to back ~ [P]+[K] ~ [3][P]+[K]+[G][P] ~ [2_][4][6][P]

    There was a third Akira combo, but I forgot it, ugh!
     
  2. akiralove

    akiralove Well-Known Member

    XBL:
    JTGC
    just to touch up what myke said:

    the Shoulder- P- Yoho- DblPm is for Aoi and Pai only, counter hit, both stances. There's a note about holding the lever forward during the P in closed stance (you have to or shouldn't, I can't tell).

    the other combo they talk about is Shoulder- P- b, f+P- DblPm. Open stance, normal hit all girls, counter up to Jacky.

    Finally, the PIT combo works against Lion always, but to get it to work against various other people, you'll have to delay the P after the d/f+P+K+G. This is a little dangerous as the timing is different for different people, and if the opponent just holds G, they can guard a mis-timed P, and it's pretty counterable.

    Spotlite
     
  3. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    Thanks for that, spotlite!

    If you have access to the mag, can you post those Jacky combos? I believe some were chara-specific as well. If not, I'll make a note of them next time I'm around my friend's place.
     
  4. Bu_Jessoom

    Bu_Jessoom Well-Known Member

    Wow, that's 72 points for the [2_][6][P]+[K], [P], [4][6][P], [1][1][4][6][P] !! That's good damage for an easier-to-hit-with launcher /versus/images/graemlins/smile.gif.

    The counter [2_][6][P]+[K], [P], [3][3][P], [1][1][4][6][P] stands at 94 points I think, which is 4 points higher than the counter [3][3][P], [P], [3][3][6][P]+[K], [1][1][4][6][P]. So higher damage for the shlrm which is faster than the Yoho /versus/images/graemlins/smile.gif.

    EDIT: [2_][6][P]+[K], [P], [3][3][6][P]+[K], [1][1][4][6][P] seems to be 73 points. Still, both are nice /versus/images/graemlins/smile.gif.
     
  5. DRE

    DRE Well-Known Member

    These are all 97 pts against Aoi/Pai (MC of course):

    Knee -> [P] -> [3][3][P] -> [2_][4][6][P]

    [3][3][P] -> [P] -> Knee -> [2_][4][6][P] (open stance)

    [3][3][P] -> [P] -> [3][3][P] -> [2_][4][6][P] !!
     
  6. Bu_Jessoom

    Bu_Jessoom Well-Known Member

    Nice /versus/images/graemlins/smile.gif, but I think the reason why those were posted in Arcadia was because they start from the shlrm, which is faster than the Yoho and the knee and is relativly easier to hit with.
     
  7. Plague

    Plague Well-Known Member

    PSN:
    plague-cwa
    XBL:
    HowBoutSmPLAGUE
  8. CreeD

    CreeD Well-Known Member

    A bit on the minor countering part.. are you saying if you dodge jeffry's d+K+G for example and do a quick elbow... instead of a stagger you get a standing elbow hit?

    I assume you cannot high throw these attacks. That'd be silly.

    I can see some possible advantages if I'm understanding it right. Dodge a d+K+G and minor counter with a knee, you get the decent knee-vs-standing-nondefender float (85 pt combo) instead of the relatively useless knee-vs-crouching-nondefender float (37 pt knockdown).
     
  9. BK__

    BK__ Well-Known Member

    [ QUOTE ]
    Wow, that's 72 points for the shlrm, p, b,f+p, dblpm!! That's good damage for an easier-to-hit-with launcher .


    [/ QUOTE ]

    this was doable in ver.c, even the original VF4 ver.b,.... on counter, it is up to 93 pts (mostly the only way to perform it unless it's lightweights).
     
  10. SummAh

    SummAh Well-Known Member

    ah
    don't u just miss ver c shoulder ram? ^^
    I know I do kekeke
     
  11. Bu_Jessoom

    Bu_Jessoom Well-Known Member

    Hehe, what SummAh said /versus/images/graemlins/grin.gif. Sorry, I am not that much of a combo nut so I don't usually memorize or use all combos for the characters I play /versus/images/graemlins/smile.gif. But with version C's shrm you can do [2_][6][P]+[K] > [P] > [2_][6][P]+[K] > [2_][4][6][P] on most of the characters so the previously mentioned scenario wasn't really needed back then /versus/images/graemlins/smile.gif.
     
  12. akiralove

    akiralove Well-Known Member

    XBL:
    JTGC
    i think the point of what arcadia's talking about with the mC thing is this (if I understand it correctly):

    Some moves, like Jeffry's d+K+G and Lei's d/f+K+G, K recover crouching, so you can do a low throw or applicable atttack (elbow, DblPm etc). But, if you hit the opponent during this crouching recovery with a low P, they'll snap into a standing position, and from here you can apply a Nitaku with buffered throw/middle attack.

    So, let's say Aoi guards Jeffry's d+K+G. Normally, Jeffry would probably pound in Dodge- d+P+K+G- d/b+P+K+G (double low throw escape)- guard... or whatever complex defensive command you like, hoping to TE low throws and dodge attacks put in too slowly etc.

    Here, Aoi can just put in a low P as soon as she guards, and Jeffry's hit into the standing position, as well as his timing is now thrown off; and Aoi can apply a nice nitaku (really nice for people with FC throws).

    Basically, this is like the idea of using a P to mC moves, followed with a throw instead of just going for the throw. Arcadia's just pointing out that after the low P, the opponent is standing, not crouching. Looks like they say that it works well against guarded low kicks. Also nice because after guarding a move like low K, while you've got 14 frames, sometimes people (like me) are a little slow and our guaranteed Elbow class move gets dodged. This method allows you 2 frames of extra time, and potentially better damage (IE mC DblPm for 43 points or mC low P for 12 points, followed with b, f+P+G for 50, total 62).

    Of course, the throw/attack isn't guaranteed, but it's good to try anyway, you can always go back to the guaranteed damage if the oppt gets wise and starts DTEG'ing after the mC low P or whatever.

    Spotlite
     
  13. CreeD

    CreeD Well-Known Member

    ah, that's good clarification... thanks. Is a minor counter low punch the same as a normal low punch... +3? I'm sure it's not the +5 from a MC but it's happy anyway. There aren't many useful 15 frame moves though, you're going from a tight-but-guaranteed elbow stagger to an elbow-or-throw guessing game. I'd prolly just low punch in retaliation, knowing I don't need to fear beatknuckle class or knee class attacks.
     
  14. BK__

    BK__ Well-Known Member

    um... what does the "D" stand for in DTEG?

    "........." throw escape - guard.

    does it stand for "dodge"? or "ducking"?
    cheerz.
     
  15. Faded

    Faded Well-Known Member

    Double
     
  16. akiralove

    akiralove Well-Known Member

    XBL:
    JTGC
    actually, in this case I meant dodge-throw escape- guard, but it could also mean double.

    I guess some people say D-DTEG for dodge-Dbl TE-Guard.

    Spotlite
     
  17. Faded

    Faded Well-Known Member

    Doh! /versus/images/graemlins/crazy.gif

    Guess I'm weird I say E-DTEG (Evade)
     
  18. SummAh

    SummAh Well-Known Member

    i just realised that i also usually say edteg.
     
  19. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    Also from this Issue:

    Jacky's [6][K] counter hit combos:

    1. [4][K][K] ~ [7][K]+[G]
    94pts, closed stance, Vanessa only

    2. [6][P][P] ~ [6_][P][P][K]
    81 pts, closed stance, light weight (except Sarah)

    3. [6][P][P] ~ [7][K]+[G]
    81 pts, open stance, light weight

    4. [P] ~ [K][P][2][K]
    80 pts, any stance, light weight

    5. [P] ~ [4][K] ~ [3][3][K]
    80 pts, open stance, light weight (except Sarah)

    6. [4][P]+[K][P] ~ [6][P][K]
    75 pts, open stance, Goh and Kage only
     

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