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

maximum damage combos?

Discussion in 'Dojo' started by social_ruin, May 31, 2008.

  1. social_ruin

    social_ruin Well-Known Member

    Hey do u guys, whip max combo every chance you get, or do u hit alternates that do less to mix it up for aesthetic purposes. Personally i never get tired of seeing mine, but seeing my opponents over could get old.
    thanks all.
     
  2. Fulan

    Fulan Well-Known Member

    no

    Onlt reason I'd forgo max damage is if I'm unable to apply the combo. I'm not really focusing on stance dependant stuff right now.
     
  3. Cuz

    Cuz Well-Known Member

    I do the max damage combo I'm able to do (as close to) 100% of the time.
     
  4. KiwE

    KiwE Well-Known Member

    Sometimes you hunt the wall and R.O or want to do a oki setup (crumble combos) then I go for other stuff
     
  5. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    I alway go for max dmg combos unless I'm going for a ring out or trying to get ring position such that I'll get a better shot at a wall combo. Only time I don't go for max dmg is when I just straight up messed up in my reaction to a CH for the launcher, or I'm not playing my main char so I'm prone to input errors. I don't really play very much for ascetics, my eileen isn't the prettiest but she gets the job done.
     
  6. Manjimaru

    Manjimaru Grumpy old man

    PSN:
    manjimaruFI
    XBL:
    freedfrmtheReal
    When the match doesnt matter I can opt for less damaging combos just for a change. I make a point of being able to do maxdamage combo when its possible and feasible though. Particularly I tend to do maxdamage combos when they are harder than usual (Akira /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif) but can opt for variety when the maxdamage isnt hard (Akira /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif)
     
  7. erdraug

    erdraug Well-Known Member Content Mgr Vanessa

    XBL:
    erdraug
    I admit I don't always go for max combos. My execution skills are bad and i prefer easier versions. Hell, i even sometimes give up on those simplified alt combos if it will give me better oki.

    Here's an example, and a blatant bad habit of mine too: backcharge kick > right angle toekick. If the opponent techs, pow, shadow slicer. Plus it nets more damage than the low punch rebounce > take off elbow - switch knee float /forums/images/%%GRAEMLIN_URL%%/wink.gif Which i don't do anyway; if i want the guaranteed damage i'll probably go for heavy hook - switch knee whose execution i mess up significantly less.
     
  8. KtotheG

    KtotheG Well-Known Member

    /forums/images/%%GRAEMLIN_URL%%/f.gif /forums/images/%%GRAEMLIN_URL%%/k.gif /forums/images/%%GRAEMLIN_URL%%/b.gif /forums/images/%%GRAEMLIN_URL%%/df.gif /forums/images/%%GRAEMLIN_URL%%/p.gif+ /forums/images/%%GRAEMLIN_URL%%/k.gif /forums/images/%%GRAEMLIN_URL%%/f_.gif /forums/images/%%GRAEMLIN_URL%%/p.gif /forums/images/%%GRAEMLIN_URL%%/b.gif /forums/images/%%GRAEMLIN_URL%%/df.gif /forums/images/%%GRAEMLIN_URL%%/p.gif+ /forums/images/%%GRAEMLIN_URL%%/k.gif /forums/images/%%GRAEMLIN_URL%%/f.gif /forums/images/%%GRAEMLIN_URL%%/k.gif

    need i say more /forums/images/%%GRAEMLIN_URL%%/smirk.gif
     
  9. KoD

    KoD Well-Known Member

    PSN:
    codiak
    What's funny is that jeff combo is pretty much textbook example of why to not always go for max damage /forums/images/%%GRAEMLIN_URL%%/smile.gif
     
  10. KrsJin

    KrsJin Well-Known Member

    For me, I've began trying for max damage in casual play because they're usually the tougher combos. For the sake of practice. But yeah, same as others. Mixup depending on ring location and oki options I desire.
     
  11. shadowmaster

    shadowmaster Well-Known Member

    PSN:
    animelord79
    XBL:
    shadoolord1979
    Only when the chance presents itself and I feel like pulling it off. There is no one time I pick specifically, but I try to mix it up some too going from decent damage to high damage etc to keep them guessing. By mixing it up the enemy can't predict the set ups for the max combos as much as they would if I did them all the time. Besides the timing for the max combos are so obvious in many cases that any decent person or CPU can predict them and negate them if they have the chance and I suck at doing the max level combos alot.
     
  12. Fulan

    Fulan Well-Known Member

    that maes no sense. combos are inescapable so who cares if they predict it. once the launcher hits go for dmg over style cause they cant do anything.
     
  13. shadowmaster

    shadowmaster Well-Known Member

    PSN:
    animelord79
    XBL:
    shadoolord1979
    True the launcher has to hit first however once I have them then it don't matter what they do. It still has to connect mixing it up makes that initial launcher harder to avoid, that is why style helps over power sometimes.
     
  14. Manjimaru

    Manjimaru Grumpy old man

    PSN:
    manjimaruFI
    XBL:
    freedfrmtheReal
    I think the topic was max damage combos or no within a given launcher..
     
  15. Oioron

    Oioron Well-Known Member Gold Supporter

    I don't think the question pertained to setting up combos. It had to do with the choice between doing a combo that's easy to do versus something that's harder but will give more damage.

    For example with my character, Kage:
    Regular combo:(Works on both stances against all except Jeffry)
    9K+G > 2P > 46P+KP = 53 pts. damage

    Against Akira in open stance I have an option to do this combo:
    9K+G > 2P > 6_P > Drago Punch = 55 pts. damage

    Two points doesn't seem to be a big deal on paper, but it adds up and could be the difference in the match.
     
  16. Gernburgs

    Gernburgs Well-Known Member

    I would say do what nets YOU the most damage. If you can't pull out the "max damage" combo every time, without fail, then you should probably do a combo you CAN pull off around 100% of the time.

    If there's walls or a ring-out is possible then you always go for that. The battle for positioning in these cases can be just as, if not more important, then a couple points of damage. Further, if you can do a wall combo or ring-out from where you are in the ring then that IS really your max damage combo in that situation, so definitely go for that.

    Wall combos can do BIG damage and a ring-out is an instant victory so positioning yourself to land one of these (or avoid to one!) is often more important in my eyes. You want to put your opponent in the most difficult situation for him to pull out a win over you, that's not always necessarily the "max damage" combo...

    One situation I will encourage you to go for "max damage" more often is if you know that those few extra points of damage will be the difference in you getting a KO and them having another chance to attack and make a comeback.

    In my mind, if you are going to have to mount two separate offenses to get the knockout no matter what combo you choose then the "max damage" may not be worth it. If it's more difficult and it's not going to make an immediate difference (ie it's not going to KO them for that round) then you may not want to go for it.

    What I mean here is, if you are going to HAVE to hit them with one more punch to win regardless of the difference in damage between the combos then it's not really worth it. If the difference in damage is enough that you will not have to mount another attack and it will save you from having to connect one more time then it's worth it. Further, if missing the combo will result in you having to land MORE than one extra punch when the easy one would have let you win only landing ONE more punch, I say no way, what's the difference???

    The momentum can swing quickly in VF. One second you can be on your way to an "Excellent" and the next your opponent has somehow beat you with one pixel of health left. This happens and has happened to me many times and I've done it to others many times. However, if you can knock that last pixel of health off before they can get back up, you win... no chance for them to comeback.

    Obviously, 2 damage is 2 damage regardless of when in the round you do it. But when you have a desperate opponent with low health trying to pull out a win any way they can, they can be VERY dangerous... Basically, if it means the difference between a win and them getting up one more time, go for "max damage" (the win) every time...
     
  17. KtotheG

    KtotheG Well-Known Member

    nobody techrolls out of the 2nd bounce online /forums/images/%%GRAEMLIN_URL%%/smile.gif
     
  18. Manjimaru

    Manjimaru Grumpy old man

    PSN:
    manjimaruFI
    XBL:
    freedfrmtheReal
    Im not sure which combo you are talking about but the actual 'combo' bounce from slamdown moves is not techable.
     
  19. KoD

    KoD Well-Known Member

    PSN:
    codiak
    2nd slam bounces are techable (first ones are as well if your timing is even slightly off), but that's not what I'm talking about.

    Max damage jeff combos end in airthrow, not knee. Most people do knee for oki, which is a pretty common reason to go for less-than-max-dmg combo.
     

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