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Jumping in VF5.

Discussion in 'Dojo' started by ROLF75, Jan 25, 2008.

  1. ROLF75

    ROLF75 Active Member

    Is there any way to perform a jump WITHOUT attacking and do a normal attack at the first possible istant upon landing?

    For exhample, suppose i'm playing Akira and i want to do some fabulous thing like jumping over a rising low kick and performing a SPoD as soon as i land on my poor opponent.
    Is there a way to do it?
    Or i am obliged to do one of the two versions of jumping kicks/punchs?
     
  2. Pai_Garu

    Pai_Garu Well-Known Member

    Hold the P or K button down when you jump, and don't let go until you land.
     
  3. ROLF75

    ROLF75 Active Member

    I knew this but how can i be sure to do the move as fast as possible if i have to hold the button for some time? because if i release it too soon i will perform a landing kick/punch, and for this reason i always loose a lot of frames from the moment in which i land to the moment in which i start with the new move.
    Holdin /forums/images/%%GRAEMLIN_URL%%/g.gif while in the air is useless, right?
     
  4. EmX

    EmX Well-Known Member

    I like jumping sometimes.
     
  5. JHow77

    JHow77 Well-Known Member

    XBL:
    JHow77
    Ahh a topic on jumping - how nostalgic. =)

    Anyone who's been in the VF scene since the first one knows I will gladly talk about this! Sorry I got to it before you Air Jacky. hehe

    It's interesting how every version of VF has completely different jumping strategies. If any version has the least though it is VF5, mainly because jump kicks and moves in general will not hit from the wrong direction anymore. =(

    To answer your question ROLF75 I like your initiative with the tactic you mentioned. Every once in awhile it is fun to hop in and do nothing making your opponent think your going to attack and then just throw him. With Akira though you're right, a SPoD would be even better.

    Although I don't know the exact delay between landing and then attacking, it is enough of a delay where you should be able to let go of P or K and then do your SPoD. To clarify, there is a noticeable delay when landing and then trying to attack. Your scenario is definitely risky but kudos when you pull it off!!

    Another thing you can do with jumping is hopping over a downed opponent (which I'm sure you're aware of) and with Akira you can do the BT bodycheck. Hopping over characters is easiest when the opponent is lying head towards.

    Let me know how your trick works out!
     
  6. ROLF75

    ROLF75 Active Member

    Thanks, so if i understand right your post you are telling me that there is no way to actually be sure that you will be performing your mov as soon as possible, right? Because i always fear doing a landing /forums/images/%%GRAEMLIN_URL%%/k.gif if i let go the kick too early.

    I haven't clearly understood what you mean with th last sentence about hopping over a downed opponent.. /forums/images/%%GRAEMLIN_URL%%/confused.gif

    Jumping over lows is a greatly underestimated options in fighting games. When playing SC i had a friend who always preferred to jump over lows.
    In the end it was only a matter of tapping /forums/images/%%GRAEMLIN_URL%%/u.gif+guard instead of /forums/images/%%GRAEMLIN_URL%%/d.gif+guard when he saw a low coming.
    I already do /forums/images/%%GRAEMLIN_URL%%/uf.gif/forums/images/%%GRAEMLIN_URL%%/k.gif or /forums/images/%%GRAEMLIN_URL%%/uf.gif/forums/images/%%GRAEMLIN_URL%%/p.gif over low rising kicks regularly, but i would like to do something more cool like jump, SPoD. /forums/images/%%GRAEMLIN_URL%%/cool.gif
     
  7. JHow77

    JHow77 Well-Known Member

    XBL:
    JHow77
    Your trick will work either by hopping over lows or even trying what I suggested by just hopping toward an opponent at any given time.

    To better clarify, it is impossible to do anything on the exact frame you land since there is a delay. It's not a huge delay but enough that it makes for a risky situation.

    As for jumping over characters that are lying on the ground, just experiment with it. You have to be as close as possible, and perform the jump usually right after dashing in. If the opponent stands up in place you will usually end up on the other side. If they roll to the side you will of course end up on the side which then you could do an offensive DM or even another jump. There are lots of scenarios.

    Hope this helps!
     
  8. shadowmaster

    shadowmaster Well-Known Member

    PSN:
    animelord79
    XBL:
    shadoolord1979
    Pai or Aoi can actually leap over any recovery kick low or high with their /forums/images/%%GRAEMLIN_URL%%/u.gif /forums/images/%%GRAEMLIN_URL%%/k.gif + /forums/images/%%GRAEMLIN_URL%%/g.gif. If it is done too late and they start doing the recovery kick animation it is too late and the Pai or Aoi can't leave the ground and will do the regular /forums/images/%%GRAEMLIN_URL%%/k.gif + /forums/images/%%GRAEMLIN_URL%%/g.gif if you do the /forums/images/%%GRAEMLIN_URL%%/u.gif /forums/images/%%GRAEMLIN_URL%%/k.gif + /forums/images/%%GRAEMLIN_URL%%/g.gif move while they are standing or doing the recovery kick animation. If the enemy tech rolls it is considered the same as the recovery kick animation and the /forums/images/%%GRAEMLIN_URL%%/u.gif /forums/images/%%GRAEMLIN_URL%%/k.gif + /forums/images/%%GRAEMLIN_URL%%/g.gif move won't jump on the enemy or past them after they roll before they start the recovery kick animation. If you do it too soon it will jump on the enemy before they do the recovery in this case you don't want that happening. The recovery speed of the enemy determines the timing needed to time your leap properly. If you jump over the their heads Aoi or Pai will land with their backs turned to the enemy. Pai's backturned attacks can be used to counter the enemy's immediate reaction my favorite ones are her backturned k (instant pop up) or low leg sweep. Aoi back turned reversals can be helpful in this situation since it will catch that immediate action often depending on the character reacting to it.

    Properly timed however an Aoi and Pai can actually jump on top of a person while they do the kick hitting them out of it consistently, jumping on their heads so to speak. The person has to be at least half a screen away or backed up against a wall to knock them down as they try to do a recovery kick from a distance. This helps in punishing people that do recovery kick a good distance off thinking it is safe because the enemy is too far away to go after them right away even a full screen distance isn't safe when the /forums/images/%%GRAEMLIN_URL%%/u.gif /forums/images/%%GRAEMLIN_URL%%/k.gif + /forums/images/%%GRAEMLIN_URL%%/g.gif is used in this manner
     
  9. Pai_Garu

    Pai_Garu Well-Known Member

    If you simply let go of /forums/images/%%GRAEMLIN_URL%%/p.gif of /forums/images/%%GRAEMLIN_URL%%/k.gif the moment before you land, you can be sure that your character is not going to kick or punch in mid air (this window is bigger than it sounds, so experiment). Buffer your next move at that time, you can get it pretty exact, although there will still be a delay due to frame limitations (jump animation recovery).
     
  10. Sorias

    Sorias Well-Known Member

    Srider, some characters have "on landing" attacks, as well as mid-air attacks, wouldn't that happen with what you're describing?

    Shadowmaster: I will admit first, I don't use Aoi's K+G pounce, like, at all. But, my understanding is all pounce's will jump over rising attacks, and counter hit them if timed properly. There's nothing unique about that move's properties in the situation you're describing, and it can actually be done with her 8P as well, the timing just is a little different. (the range is different too, so I guess in your second paragraph, you're correct)
     

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