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Pai's foward flip kick.

Discussion in 'Pai' started by archangel, Jul 24, 2003.

  1. archangel

    archangel Well-Known Member

    Ive been meaning to post this for a while now , i been wondering what the best thing to do after pai's [6][6][K]+[G] i usally do the straight [K] after and hope the player TR and i can either sweep or low throw or if there ducking do pai's [3][K]. The straight [K] with her back turned doesnt really do enough damage or it does'nt make it possible to one of her combos after and waiting for the player to TR becomes very obvoius after a while and you end up with the player lying there and accepting the [3][P]. Ive seen vids of jap players doing [3][P] and then [P][P][K][K] combo straight after but i cant get all of it to connect so i just see it as rather pointless to try and do it. Anybody have any other sugestions.
     
  2. HiddenEvil

    HiddenEvil Well-Known Member

    Yep, this is one of Pai's best moves in my opinion.

    It works better when the opponent blocks the actual front flip, but is hit by the following kick, as this can be a great set up for combos.
     
  3. SoundWave

    SoundWave Well-Known Member

    front flip? isn't her [6][6][K]+[G] her half circular jumping double kick or whatever?
     
  4. BK__

    BK__ Well-Known Member

    after the [6][6]+[G]+[K], it is entirely your desicion, here are some of the things i would do as "quick desicions"

    remember that you are not throw counterable in this position, but you are at disadvantage, so it is entirely anticipation.. the opponent also has choices so watch out.

    1> [K] is actually a good desicion if you think the opponent is waiting to throw you from behind, they'll whiff and get a foot in the head, and you can follow it up with a [K][K] on most weights, not sure about heavyweights.

    2> [P] ~ throw: another throw punisher tactic, use it to turn around and jab the opponent as they whiff to turn the advantage on you, then lunch a surprise throw if they continue to guard or try to evade.. there are other options with this, i.e the opponent may crouch in defense for you to low throw instead.

    3> [G] ~ throw: - normally the opp reacts with an evade after they see the [6][6]+[G]+[K] because the [K] is linear, why not play a guessing game where you turn around straight away and throw an evading opponent? obvioulsy you should use this to mix up with the others, but it should work like a charm. /versus/images/graemlins/laugh.gif
     
  5. archangel

    archangel Well-Known Member

    OK thanks for your help guys , well the 2 of u anyway.
     
  6. CreeD

    CreeD Well-Known Member

    K, I don't like anyone else's suggestion so here goes.

    the most damaging options are usually K or d+K, same damage, no advantage to doing one or the other. You can do P+K but that's just for style, damage blows.

    From probably open stance only vs lightweights you can get an immediate PPKK, and that's the best damage.
     
  7. archangel

    archangel Well-Known Member

    which kick are u refering to is it the one where she kicks u in your shin.
     
  8. BK__

    BK__ Well-Known Member

    fine, .... i was going for some bunbun style yomi riskyness skillz /versus/images/graemlins/tongue.gif.. but if knowone likes:

    then yeah arch, just stick with the basics. now i'll punish u even harder.... /versus/images/graemlins/cool.gif j/k
     
  9. CreeD

    CreeD Well-Known Member

    Nothing personal m8. I think he was asking what you can do after it hits, not after it's guarded/whiffed. He wanted combos in other words.
    for the record the PPKK followup needs you to start it right away and I think closed stance only, and lighter opponents.
     
  10. archangel

    archangel Well-Known Member

    I really wanted to know what to do in any situation, so both of you have been helpfull.
     
  11. Llanfair

    Llanfair Well-Known Member

    The most damaging follow-up, if I'm not mistaken, is actually d+PPf+P. Now, your opponent can tech-roll the TT-low bluefist, but it's a nice change to always hitting the generic K and can catch your opponent off-guard.

    Besides, it's by far the most stylish follow-up, imo.

    cheers.
     
  12. CreeD

    CreeD Well-Known Member

    Now, your opponent can tech-roll the TT-low bluefist

    So err, what good is it? :p No style in punching the air...
    Good to see you're back online, have a good break?
     
  13. Llanfair

    Llanfair Well-Known Member

    Having something techrollable doesn't make it bad /versus/images/graemlins/smile.gif I through that out as an alternative. If your opponent is always used to you doing ff+K+G, K - then throwing in ff+K+G, d+PPf+P works because they're not ready for it and will likely not tech it.

    Back online - heh, yeah, but in limited quantities ... this new job is sucking time like crazy...good, but bad y'know? /versus/images/graemlins/smile.gif
     
  14. CreeD

    CreeD Well-Known Member

    Lazy techrolling is bad, but massive amounts of bling bling and personal satisfaction from a new job is rad.

    Plz post any other bad rhymes here!
    j/k ppl.
     
  15. Cupcake_Desu

    Cupcake_Desu Well-Known Member

    the best move to do if the [6],[6],[K]+[G] is bloked is her [P],[P],[P] as its so bleedin fast and most people wont expect it. Even if the p is blocked you still wont be at a disadvantage as you can improvise her usual kick follow ups with the p combos. Am i making sense?
     
  16. Llanfair

    Llanfair Well-Known Member

    Just as FYI, you've got to be careful about PPP. If blocked, you're throw counterable again (-9). In fact, if PPP *hits* normally, Pai is still throw counterable at -8.

    So - my advice is to watch what your opponent does. If they try and attack, often the back-turned K will interrupt them. If they start blocking, then do a TT-sweep, or tap G and throw them. I like to mix it up a bit and at times I'll even P+K+G after a blocked ff+K+G. It's a nice change-up and the K+G is uncounterable out of the stance. Heck, toss in back-turned P+K and then play the guessing games. P+K is uncounterable and will keep her back turned.

    There's no *right thing to do* in this situation. It's going to depend on what your opponent does and you paying attention to it.

    cheers.
     
  17. CreeD

    CreeD Well-Known Member

    Someone should also throw in that attentive opponents will just duck the PPP and can do shrm, or FC upper, or upkn, or something else that leads to 60-80 pt combos. 3 high attacks in a row = aieee.
     

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