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Pai masters unite, spread your knowlege!

Discussion in 'Pai' started by Aoimaster, Sep 3, 2002.

  1. Aoimaster

    Aoimaster Well-Known Member

    I was wondering if there are any veteran pai user's. Can you please give me some pointers and tips, I would surely appreciate it, This is my first time using her through out the series, spread your knowledge! /versus/images/icons/grin.gif
     
  2. Pai_Garu

    Pai_Garu Well-Known Member

    Pai in ver C. is relatively weak imo. Most of are attacks are fairly obvious also, this makes her fairly predictable at times. There is one aspect of pai that I haven't seen any player use effectively which imo is what makes her unique and that is her inashis. Her inashis is the key component imo that makes her a threat, but the thing is pulling off those inashis is very very high risk, and sometimes relatively little reward. I am by no means a pai 'master' but what I find most players use is her [6]+[P], [9]+[K], [6][4]+[P], [1]+[P], and her [2_][3]+[G]+[P]. Those are moves that define pai's style, quick and nimble. Use them to interrupt the flow of your opponent. Play around with pai's speed a little and use those moves to exploit that trait of her's. Hope you find this useful. /versus/images/icons/laugh.gif
     
  3. CreeD

    CreeD Well-Known Member

    Some simple pai stuff to get you going:

    When pai is crouched, she has some strong options.
    Press [6][P] while crouched, and pai does her lifting palms. If these interrupt the opponent during an attack, she can land a decent combo. The easiest one, and probably one you should learn right away is [P][P][P][2][K]. Don't use [P][P][P][2][K] unless it's in a combo though, that's kinda scrubby /versus/images/icons/smile.gif ...another easy combo is [P][P][K][K]. But the first one is more effective.

    The opponent can avoid the lifting palms by blocking them or dodging, but if the opponent does that, you can mix it up by doing her from-crouch throw, which is [6][P][G] while ducking. If this throw connects and they don't hit the ground rolling, try [3][P] afterwards for some free damage. The total damage from this throw is pretty good, four of them will kill the enemy.

    One last move to try while ducking is the while-standing [K] .. it's a fast and pretty damaging heelkick, and it has long range. The recovery on it isn't too bad either.

    To set up all of these useful moves, just get close to the enemy and press [2][P]. If the punch hits, try immediately for the lifting palms. If they freaked out and tried to hit pai back, the palms will hit and leave them airborne for a combo. If you low punch is blocked, you can try one of three things - the palms... the f+P+G throw... or the heelkick. It's a good guessing game to inflict on your opponent.

    Other moves to keep in mind with pai:

    [K],[K] - pai's simple kick, kick combo can be ducked, but if you manage to hit them with it, you can usually press [8][P] afterwards for a free stomp. Total damage is pretty good, a little over 1/3rd of their life for an easy combo. It's a risky move though.

    [3][K] - the main use of this move is to hit an opponent while they crouch and block. If it hits them while they're ducking, they will stumble backwards. If you immediately try [K][K], [8][P] afterwards, it will usually hit. If they manage to shake out of it and block, you can dash forward next time and do any of pai's throws.

    [3][P][P][P] - this is like pai's regular PPP combo, but it hits low.
    You can also do [3][P][K] and it will catch opponents by surprise a lot.. you can keep holding the kick button to charge it up, but generally just poking people with the ankle punch and then coming up with the kick will catch them. If they block a lot, [3][P][P][P] is a good way to piss 'em off. If they are kind of touchy and spaz when they get hit, try [3][P][P][6][P], it's the same combo but it ends in a big uppercut that launches them into the air for a [P][P][P][2][K] combo.

    Ok, one last move I like. [1][P] makes pai dodge away for a split second then come back with a chop. The chop is easy to avoid, but if your opponent keeps coming at you with lots of fast moves, pai can sort of duck away for a second then come back and smack them. If it hits they are floated for our favorite combo - [P][P][P][2][K].

    Good luck. If you're just trying to beat up the PS2 computer, use lots of [2][P] --> throw.
     
  4. Aoimaster

    Aoimaster Well-Known Member

    Creed, thanks alot for all that info, and ninji, You guys really helped alot, I just started using her yesterday and I already got up to 5 th dan, I was amazed. Also what I realized is that most of the gameplay in alot of the characters in virtua fighter are basically the same using the [2][P] as a basic setup and some of the flowcharts are the same, I started to play pai like aoi, and it sort of works because she has those reversals, but in your oppinion, who has the best reversals in the game, anyways thanks for the help! /versus/images/icons/laugh.gif
     
  5. redhead

    redhead Well-Known Member

    if you want my opinion, i would say Aoi has the best reversals,but pai also has some descent reversals i especialy like her somersault reversal.its nice /versus/images/icons/ooo.gif [ sorry for the late reply i hav'nt been around lately.
     
  6. GaijinPunch

    GaijinPunch Well-Known Member

    Yes - Pai has a fantastic set of reversals... just that a lot of people are too afraid to use them unfortunately.
     
  7. Cappo

    Cappo Well-Known Member

    Sup! I just recently started pai again.
    Im not afraid to use her counter in OS, but i dont abuse them either. When i get to florida i will try my new pai skillz against the top players, then i'd post some strats in here. While im here does this connect? b,d+p+k, ff+k, u/f+kk? Is it guaranteed? I was discussing this with a friend, im not really sure if its free after b,d+p+k.
     
  8. CreeD

    CreeD Well-Known Member

    The f,f+K after the b,d+P+G isn't guaranteed.
    The uf+K,K isn't guaranteed technically either but it's probably hard to get out of if f,f+K works. I'd do it against your friends until they prove they can get out of it, then you can start in on the mindgames like b,d+P+G -> dash-in-throw.
     
  9. Joespeed

    Joespeed Well-Known Member

    /versus/images/icons/smile.gif When I used Pai, Usually i start out the match with [6][K]+[G]. Then I use a bunch of [7][K][6][K] then a floater ( If you got them with the flip coming back at them ) is [P][P][P][7][K]... this gets you pretty far away so he doesnt counter you... Good Luck ! /versus/images/icons/tongue.gif ! /versus/images/icons/tongue.gif !


    There is only one way to fail and that way is to not try
    /versus/images/icons/cool.gif (((_=*U*S*A*=_))) /versus/images/icons/cool.gif
     
  10. Gndalf007

    Gndalf007 Well-Known Member

    I also like how you can crouch-dash into the WC-[6]+[P] as well as the WR-[K]. I'm guessing, though I'm not at this level yet, that canceling an evade into a crouch-dash, then doing the above moves can be some goodness. BTW, does WC-[6]+[P] float on both major and minor counter? If yes, then you can evadexxcrouch-dash and float them during their recovery.

    Also, what are the frame stats on Pai's inashis? I found in training mode that the sweet spot for her inashis is bigger (and thus less risky) than her reversals, so I'm wondering what the numbers are.

    Main question: Can someone feed me a very good guaranteed move or combo to follow-up a successful inashi with? I found that [6][6]+[K]+[G] isn't guaranteed, [6]+[K]+[G] doesn't knockdown (no knockdown, no bounce [P][P][P][2]+[K]), and they're out of [9]+[K][K] range. I'm using [1]+[K]+[G] right now, but there's gotta be something better that's guaranteed.

    Thanks for any help!
     
  11. CreeD

    CreeD Well-Known Member

    hey gandalf...
    Pai's FC, f+P only floats on MC, but not on minor... what a shame /versus/images/icons/tongue.gif
    Her inashis are I believe about the same statistically, but you're right, the window for snatching an incoming attack feels larger. The downside is that nothing is 100% guaranteed after that, but a punch --> throw works on humans and the computer both. Humans will of course catch on to it /versus/images/icons/smile.gif

    Anyway, so nothing is guaranteed that's good, but I'm not positive on that because I'm told pai has like nine different inashi animations. Maybe SOME of them guarantee a decent attack. But for the most part it just sets up a decent guessing game situation for pai ... P-throw or some other attack.
     
  12. Gndalf007

    Gndalf007 Well-Known Member

    Hmm... Inashi statistics... I guess I have some research to do...
     
  13. Gndalf007

    Gndalf007 Well-Known Member

    After a little time in training mode, I found that the inashis have a bigger window AND they have less recovery time! Thus, an inashi is less risky than a reversal.

    I've also been trying to find something to follow up an inashi with, and it's looking like [1]+[K]+[G] is guaranteed, but I'm not sure. I tried doing dash-[1]+[P](float), but that can be struggled out of. [1]+[K]+[G] doesn't require a dash, so I don't know if struggling out works. Is it guaranteed?

    At this point, assuming the [1]+[K]+[G] is not guaranteed, I'm thinking the inashi creates a guessing game, where I pick between dash-[1]+[P], [1]+[K]+[G], [3]+[K], and dash-[P]-throw.

    Any comments?
     
  14. Gndalf007

    Gndalf007 Well-Known Member

    An attempt to revive the Pai thread...

    The ([8]or[2])+[P]+[K] trip...

    It punishes techrolling. So now, the question is "How do I set up the trip?" I obviously can't do something like [1]+[P]->[P]->[K],[K]->[3][P], since they can't roll out of that.

    So now we have two discussions on the table... inashis and the trip.
     
  15. Locke

    Locke Well-Known Member

    Hi...Just wondering, any guaranteed hit moves after Pai's [2][K]+[G]? In one of ShinZ's not-so-recent vids, ShinZ(pai) vs Moonsuk(akira), ShinZ performed [2][K]+[G]>[3][P][P][6][P]. He did those moves a couple of times on Moonsuk's akira, but I believe that is not a guaranteed hit combo. Though I pulled it off a few times in the arcade(Evo), there was once where the CPU(Jeffery) did a techroll on my second P and I missed him on the third P. Anyway, even if [3][P][P][6][P] connects, it's kinda lame...only the first [3][P] and the third [6][P]hits. The second [P], being a high [P], always misses.
     
  16. Gndalf007

    Gndalf007 Well-Known Member

    Evo, eh?

    Yeah, I've been watching some Pai EVO videos recently; she's a beast. However, though, I really can't say about [2]+[K]+[G] (are you sure it's not [1]+[K]+[G]? In C, at least, the [2] one knocks down but the [1] doesn't). I'm guessing, though, that since [3]+[P] is low he's just going for pressure it's working.
     
  17. CreeD

    CreeD Well-Known Member

    I saw this combo too, and thought it was quite funny /versus/images/icons/smile.gif

    It can be tech rolled after the first hit, but for some reason moonsuk did not TR, and the whole thing hit. You can also do d+K+G, D+K,K. But they can avoid it.
     
  18. CreeD

    CreeD Well-Known Member

    Re: An attempt to revive the Pai thread...

    ending combos in K,K ground punch is pretty sound strategy... guaranteed damage vs. not guaranteed damage rules.

    But if you want to end a combo in something that recovers fast enough to allow for the trip, you can do for example db+P -> P -> P -> f,f+P,K then use the trip to snag the tech roll. Total damage is ~86 pts and if you land a ground punch after the trip, 96.

    Vs. lighter opponents you could end combos in P -> FC,f+P -> f,f+P,K then use the trip for over 100 points.

    I should point out that for the longest time I thought the trip had some magical property that made it guaranteed against tech rolls. It doesn't though, it's just a low attack. So pai not only has to hope the opponent TR's instead of using P+K+G, she also has to guess which way they will go (up or down) and even THEN they can guard it if they're on top of things (hold D+G during the tech roll) , which means pai's in deep crap because it's one of the slowest recovering attacks in the game.

    So pretty much once people know this, they should get away with tech rolling against pai, and pai will be forced to adapt and use stuff like u+K+G vs. QR's, or low throws vs. people who TR and hold D+G.
     
  19. Locke

    Locke Well-Known Member

    Sup? Just got back from a weekend trip to HK. I'm quite sure that it's [2][K]+[G]. The Quick Sweep [1][K]+[G] only causes a stumble, even in EVO. There's another Vid (Pai vs Kage) I downloaded via VFDC, sorry I cant remember exactly from which thread. The file is hiroshima_04.wmv. I don't know who the players are but the pai player has some pretty cool and 'funny' moves. Pai floated kage with a [1][P], then followed by a lifting palm, recovering with her back turned and ended with a [K]. This is the first time I've someone doing this combo, it's really cool! /versus/images/icons/smile.gif I believe the combo is something like this, [1][P]>[P]>(while standing)[P]+[K](back turned)>[K]. Can anyone confirm on that? Creed? I tried the combo in the arcade, but just couldnt get the (while standing)[P]+[K] out.
     
  20. CreeD

    CreeD Well-Known Member

    pai's turnaway punch is only in evo /versus/images/icons/tongue.gif
     

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