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Monkey Yomi skillz

Discussion in 'Eileen' started by Tricky, Feb 20, 2008.

  1. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    I want this thread to be a source for all eileens as a way to mix up situations outside of nitaku. These strategies will work when you have read your opponent. I repeat these things aren't all guaranteed they're just good ways to mix things up.


    Post-sabaki sequence:

    46K > throw

    46K [stagger] > 6P [crouch stagger] > 63214 P+G

    46K [stagger] > 6P [crouch stagger] > PK
    if they can't struggle fast

    46K [stagger] > dash in > 9K+G
    RISKY but high reward vs lightweights

    46K > 6P+KP > 214P > 6K
    You can start this from any stagger as long as your opponent is bad at getting out of them.If 6P+K hits while they're staggered it still will launch


    Ways to get out of this Post-Sabaki Sequence:

    Abare PK or PP is pretty strong once you've been sabaki'd. It clashes the throw and can interrupt some mids (I think her 6P is too quick though.) A strong technique for sure.

    Things to do on TR Oki after they've gotten up:

    throw

    P

    6P

    9K+G
    risky

    PK games:

    PK > 6P+K CH > 236KKK
    best option to beat 2P spammers since 6P+K beats 2P with +4 adv

    PK > delay 6P+K CH > 236KKK
    Good to beat delayed attempts of a 2P

    PK > 6P
    beat 2P spammers and will crouch stagger if they're just ducking. Even if they block the situation is +/-0 so you're safe.

    PK > [tightly buffered] 2_3P+K CH > 236KKK
    When in open stance can be very effective at beating 2P's for a CH. In closed, I would recommend something else.


    PK > [tightly buffered] 2_3P+K CH > 236P+K > P+G
    Good way to force your opponent to have to react after blocking the shoulder.

    PK > 4K+G > BT
    Will beat side step spammers but you have to notice which side they like to sidestep to.

    PK > K+G
    Will also beat side step spammers. I use this when I don't know which side they're sidestepping to because they mix it up too well

    PK > throw
    When they fear the circular and mid options and start blocking.

    PK~G > throw
    A smart opponent know that after a P K is guaranteed so they won't abare hence a throw is easier to get. Won't work on dumb opponents as well though.

    PK > backdash > 46P
    Great for baiting a high retaliation attack and will net a surprising amount of damage off of opponents eager to attack when they see a backdash. Also great for failed evades.

    PK > P > throw
    bread and butter. even if your opponent evades the P you're still at advantage so throw or even another single P will beat them down.

    PK > OMP
    will beat 2P & throw, but if your opponent delays their attack you're going to be hit. . . I think. OM is wierd.

    PK > 236P+KK CH > 6P+KPP
    This of this as a tracking mid. It's not the best option since you can get hit out the flip easily but it beats fuzzy/2p/defensive techs and gives you advantage on block and on CH launches

    PK > 236P+K > P+G
    Again you can get hit out the flip so not always the best option but when your opponent is frozen up from all the other options this throw will really piss them off.


    I tried to recreate what we had before the server went down. I hope I didn't forget anything too important. I'll be slowly recreating what we used to have from the old posts. which were saved in my mailbox.
     
  2. SweepTheLeg

    SweepTheLeg Well-Known Member

    PK > [tightly buffered] 2_3P+K when in open stance can be very effective. In closed, I would recommend something else.
     
  3. Fulan

    Fulan Well-Known Member

    *edit* nm
     
  4. SweepTheLeg

    SweepTheLeg Well-Known Member

    2_3P+K > 236KKK is available after counter in open only. There might be random closed situations where it lands (?) but it is very consistent (and therefore much more useful!) in open.
     
  5. Fulan

    Fulan Well-Known Member

    just checked the wiki and for some reason i thought closed stance was actually open and vice versa. lol stupid.
     
  6. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    I used to have a really nice explanation why each of these things were good to do. I'll update it later when I'm bored or frustrated from playing too much vf5. Sry for taking so long. Damn server
     
  7. Sebo

    Sebo Well-Known Member Content Manager Taka Content Manager Jeffry

    PSN:
    Sebopants
    Where is /forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/g.gif?

    Its good for all characters that have hit because if /forums/images/%%GRAEMLIN_URL%%/p.gif hit, /forums/images/%%GRAEMLIN_URL%%/k.gif is guaranteed so an opponent (or at least a smart one) won't abare. Canceling the second hit leads to a good throw setup if used from time to time.
     
  8. SweepTheLeg

    SweepTheLeg Well-Known Member

    ^ Definitely.

    It is good in and of itself (i.e. at +10 for punishment variation: PK or PK(G) > throw); it is also effective in the midst of different mix up situations.

    Ex: 3P+G > BT 2K+G; next series BT P+K [crouch stagger] > PK; next series BT P+K [crouch stagger] > PK(G) > 63214P+G, etc.

    K(G) is also good by itself, especially if you've got the enemy reeling. Using it for oki is pretty solid for baiting wake up kicks or getting people to rise and guard.
     
  9. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    old posts

    srider:

    After you stagger someone, you should remember that /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif is a really really good move to use. Since the range of the move allows you to connect even if you don't dash in. If the opponent is too slow in struggling, it will launch, and you can follow up with /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/db.gif/forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/k.gif.

    electricColor:
    Thanks for this, I'll have to work this in somehow.

    Fulanni:


    yea, the 6p+k will lauch if it hist them in the stagger I believe.

    Srider:


    Well, hit check the first 6P+K.

    If blocked, do any kind of mix up like flip throw/low kick/214P/236K.

    If counter hit due to opponent struggling and abare, 236KKK for big damage.

    If it floated, continue with combo listed above.

    That's eileen basics.


    if you want to beat 2P spammers after PK, 6P+K236KKK is a much more rewarding option.

    Actually, this is one of the easiest situation to hit check 6P+K. I recommend you try learning how to hit check 6P+K by aggressively using this tactic.

    You can also try back dash 46P, or P->throw, 236K, delay P+K, 4K+G, OM (damn I said it lol), etc.


    if you want to beat 2P spammers after PK, 6P+K236KKK is a much more rewarding option.

    Actually, this is one of the easiest situation to hit check 6P+K. I recommend you try learning how to hit check 6P+K by aggressively using this tactic.

    You can also try back dash 46P, or P->throw, 236K, delay P+K, 4K+G, OM (damn I said it lol), etc.

    SweepTheLeg:
    I think Srider is saying that the 236KKK option is strong against an opponent who will predictably 2P after eating a PK.

    I use backdash 46P a lot, probably too much. It is quite strong against standing P strings and also nets a surprising amount of damage off of opponents eager to attack when they see backdash -- in other words, the backdash often acts as pretty solid bait. It's also great for failed evades (though my timing could be better with that application...)

    When in open stance, I've found a tightly buffered 2_3P+K is effective (and, with 236KKK add on, damaging) after PK hits.


    SweepTheLeg:

    Sorry forgot 6P+K -- edited.

    Srider:

    Argh, yeah, the best counter against 2P attempt after PK is 6P+K 236KKK

    I posted 236K later on in my last post, I actually meant 236P+K K.

    You can almost think of the flip as a mix up between a catch throw and a tracking mid that's safe on block. It's not necessarily the best thing to do cause you are easily hit out of the flip, but it beats fuzzy/2p/defensive techs and gives you advantage on block. I think in ver C on counter hit it launches also.
     
  10. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    alright those old eileen players who remember this thread I think I've brought it back to it's former glory days. I recall we were starting off a new branch of yomi games but I forget which move it started from, anyone remember?
     

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