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OM P vs OM K

Discussion in 'Goh' started by Mackfactor, Apr 14, 2009.

  1. Mackfactor

    Mackfactor Well-Known Member

    PSN:
    Vf5sega
    OM P is -3 on block staggers on Crouch...
    OM K -13 on block... only does 5 extra damage..

    Any reason why u would OM K over OM P, besides the 5 extra damage? and being +1 more on guard and plus 1 more than OM P on CH
     
  2. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    OM K, on any type of CH to the side or back of the opponent, will crumple allowing you to combo. So, the reward is potentially much greater than just 5 pts.
     
  3. akai

    akai Moderator Staff Member Bronze Supporter

    PSN:
    Akai_JC
    XBL:
    Akai JC
  4. Mackfactor

    Mackfactor Well-Known Member

    PSN:
    Vf5sega
    ahhh keyword counter... nice, I can back crumble OM K then go into ffpk launch
     
  5. White_Worm

    White_Worm Well-Known Member

    Actually, no. "Bounces" don't seem to work from back crumples. From side crumples they work great. The real nice thing is that during a back crumple you can low throw your opponent, which is not escapable. Most characters (except Pai) have decent backthrow damage. Goh's low backthrow does 60, which is great damage for something guarenteed like that.

    BTW, the low throw has to be done quickly after the back crumple starts.
     
  6. Mackfactor

    Mackfactor Well-Known Member

    PSN:
    Vf5sega
    BT, PK, CH K, into ffPK works..thats a back crumple. oh wait.. thats prob a side crumple

    low throws cant be escaped? huh.. never knew that
     
  7. Feck

    Feck Well-Known Member Content Manager Akira

    It's back throws that can't be escaped, both standing and low back throws.

    Regular low throws from the front can be escaped.
     
  8. Mooseking_Lion

    Mooseking_Lion Well-Known Member

    Wouldn't it also depend on your distance from the opponent?

    OM+K up close seems like it takes too long to connect, the only real time I use it is when I have just the right amount of distance between my opponent.

    Though I could be wrong on this.
     
  9. Mackfactor

    Mackfactor Well-Known Member

    PSN:
    Vf5sega
    Ive been told to OM P or OM K, after a successful hit which im left at positive frames.. for example a P on hit which is possitive +5 then OM P or OM K will beat out a opponites attack and therefor hitting them in the back are even causing stagger or CH. I have questions regarding this...

    1)uptil what positive frames can u apply this strategy ( Without say a JAB BEATING ur OM P or OM K ).. EX, if i have a attack on hit that gives me positive 4 does it also apply?? or positive 3?. So i guess what im trying to ask is what is the activation/execution time that it takes to sucessfully do the OM P/K and uptil what frames can i apply this strategy??

    2nd question:
    APPLYING OM P AND OM K in OKI... I seen some players OM OM while im getting up, dodging my while rising kick and hitting me in the back... but when i try doing the same thing it never works.. their while rising kick hits me. Can someone explain how to make OM P/K effective in oki?? Is it situational on how they are lieing down or how they delay their while rising kick, mid low high while rising kick?? Dodging while rising kicks and hitting them in the back would be super useful, if i knew how to use it.
    ( :

    i've seen some match vids where i see that u can use OM P/K to track (follow) somebody from a successful tech roll back or front... During that period, period from tech roll to guard... Can u time ur attack so that u can land a hit?? it seems like during that transition from tech rolling to being at the state of blocking u can hit someone ( which is prob a small window frame ), but i duno if its possible?? but it looks like u can. Someone confirm that for me.
    MUCH APPRECIATED
     
  10. social_ruin

    social_ruin Well-Known Member

    i sent u a PM mackfactor. Hope it helps.

    and mooseking. OM P is safer than OM K...and safe is always a good thing. As far as the delay. Well, against abare opponents you definitely may want to use the quicker option. And any speed advantage is almost always a good thing. On the other hand, sometimes u need a delayed or longer attack to bait opponents into a counter hit. They each have their own place, and it can be tricky to consistently know which to use. If in doubt, use p. But, personally, i say the difference in when to use each is based more around timing and circumstance (opponents actions) than spacing. But lei OM k is a very short knee so i could be wrong.
     
  11. Mackfactor

    Mackfactor Well-Known Member

    PSN:
    Vf5sega
    Thanks social!! for the msg

    Does anyone know the the frames on Executing OM P/K? not whats on block or hit, but how long it takes to hit?? the reason why im asking is because.. I wanna know for example if im at plus 5, and i om P will it connect without interruptions??? or will a JAB beat it out??

    Sorry kinda off topic, but whats the executing Frame for a low throw??? Are they faster than a regular throw? I believe regular throws activate in 14
     
  12. Feck

    Feck Well-Known Member Content Manager Akira

    Doing OM P is a good idea when you've got the advantage, it can be interrupted though.

    Standing throws execute in 12 frames, i'm pretty sure this is the same for low throws too.

    See here... http://virtuafighter.com/wiki/doku.php?id=vf5:system_part_2#throws
     
  13. social_ruin

    social_ruin Well-Known Member

    yah, u should beat out a normal jab in that situation. Mostly OM p is 16 frames. SO regular jabs (11f) +5 for ur advantage=16, and the tie breaker will be 13 damage of OM P versus 12 Damage of jab. Remember 10f jabs will beat OM P.

    But online this is SHOULD work. Anyhow, the lag will usually favor u anyway in this situation. And this assumes that ur opponents are executing their jab as sooon as they are done recovering from being hit by yours. In real play what happens most often though is they hold block as soon as they get hit and during your OM P they release block and decide to attack and you get a counter hit. Basically, your opponent doesn't usually think, i got hit by jab i need to jab. If anything they will 2p and then OM P staggers.
     
  14. akai

    akai Moderator Staff Member Bronze Supporter

    PSN:
    Akai_JC
    XBL:
    Akai JC
    Social, how did you came up with 16 frames?

    I came up with different numbers...OM /forums/images/%%GRAEMLIN_URL%%/p.gif overall takes ~25-26 frame and OM /forums/images/%%GRAEMLIN_URL%%/k.gif ~28-29 frames (~12-13 frames for initial OM then 13 frames or 16 frames for P or K to execute respectively).
     
  15. Cozby

    Cozby OMG Custom Title! W00T!

    PSN:
    CozzyHendrixx
    XBL:
    Stn Cozby
    OM attacks shouldn't be used in that manner. Every character has much better options than that.

    Off of attacks that cause trips such as jacky's 1p, I have been able to OM P away from an opponents 2p for crouch staggers out of the hit disadvantage.
     
  16. Dennis0201

    Dennis0201 Well-Known Member

    Do AM2 cancel OM P and OM K in "R"??
    Well, if they do I think there is no meaning to force yourself to be used to them now. Sometime I think OM P is too good for some situation~~
     
  17. social_ruin

    social_ruin Well-Known Member

    well, i came up with 16f from looking at the wrong line in the wiki /forums/images/%%GRAEMLIN_URL%%/blush.gif, but after checking it again, it show OM P executes in 13f which is even better. Maybe i am reading it wrong, but it seems right to me.
     
  18. Cozby

    Cozby OMG Custom Title! W00T!

    PSN:
    CozzyHendrixx
    XBL:
    Stn Cozby
    Social plz ask yourself. What's faster, P or a whole animation of OM P
     
  19. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    Yep, you are reading it wrong /forums/images/%%GRAEMLIN_URL%%/smile.gif 13 frames for OM /forums/images/%%GRAEMLIN_URL%%/p.gif is only the execution time of the /forums/images/%%GRAEMLIN_URL%%/p.gif attack itself. The total time it takes for the OM is much longer, and in fact, variable because there's a large window during the OM in which you can enter the /forums/images/%%GRAEMLIN_URL%%/p.gif. There would be a minimum and maximum time, but AFAIK these have never been calculated and/or published.

    There was a massive thread on trying to break down the mechanics of OM attacks a while back. The conclusion seemed to be that you couldn't just calculate a result from frames alone because there was a "3D element" involved, particularly with the direction you OM'd in, hit boxes, and tracking.

    I'll try to dig the thread up when I get a chance, but I'd be more than OK if someone beat me to it /forums/images/%%GRAEMLIN_URL%%/smile.gif
     
  20. social_ruin

    social_ruin Well-Known Member

    Thanks myke. That was very helpful feedback. Wish there was more of that here /forums/images/%%GRAEMLIN_URL%%/smile.gif
     

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