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Question about recovery

Discussion in 'Dojo' started by Evil_Intent666, Feb 21, 2008.

  1. Evil_Intent666

    Evil_Intent666 Member

    PSN:
    kikdwittheleft
    XBL:
    One iyd Warior
    How do you recover from Roundhouses that knock you to the ground sideways?? Pai and Lau seem to be my worst enemy because of this kick they possess that seems to be a guaranteed ground attack move but I know it isn't. Is the recovery roll from it based on timing? because for other moves the timing isn't nearly as strict.

    Please help it really makes me mad /forums/images/%%GRAEMLIN_URL%%/mad.gif
     
  2. Pai_Garu

    Pai_Garu Well-Known Member

    /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif as you hit the ground. Could be hard to time at first, but practice it in dojo.
     
  3. ken

    ken Well-Known Member

    QR = Quick Rise. Get up in same spot.
    TR = Tech Roll, roll over to the side.

    You can mash P+K+G as you're in the air and until you hit the floor and it'll execute until you understand the exact timing involved.
     
  4. simplygriff

    simplygriff Member

    I've got a semi-related question that I don't want to make a whole new thread for.

    When getting off the ground, can you cancel a low rising attack to either rise to a standing guard or perform a mid/high rising attack instead? Or are you committed once you press 2K?
    -G
     
  5. ken

    ken Well-Known Member

    3xK to register an attack.

    Once you hit K three times you're commited to it.
     
  6. Evil_Intent666

    Evil_Intent666 Member

    PSN:
    kikdwittheleft
    XBL:
    One iyd Warior
    Ok, so how can I set the CPU to a practice this situation? just set them to level 5 or something? It won't let me set them to continually do a move like mentioned.

    Also does the same thing apply here for Wolf's big swing? I very rarely can TR or QR that.
     
  7. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    Not quite, ken!

    Once you've recovered from the stun of the knock down, a single press of /forums/images/%%GRAEMLIN_URL%%/k.gif will commit your rising attack.
     
  8. Sorias

    Sorias Well-Known Member

    Evil_intent: My understanding is that being knocked sideways like you describe has a stricter timing window for pressing P+K+G that a normal knockdown (or maybe it's just harder to see because of the camera angle... noone seems to know for sure). I think most of the sideways knockdowns require a counter hit anyway, so try and avoid getting into a situation like that.

    As for giant swing... for most people that's just a camera problem. The camer's a little higher than it was in VF4, so it tends to feel like you need to hit P+K+G a bit earlier than you used to, but it's just a different viewing angle when trying to visually determine when your character actually lands.

    And yeah, Myke's right, the 3xK thing in the command lists is bogus. You just need to hit K or 2K once, after your character starts to get up. You can actually use mashing K to force a quick rise, and not get the kick, as long as you stop hitting K as soon as you actually start rising (but this is very, very hard, so noone actually does it).
     
  9. Evil_Intent666

    Evil_Intent666 Member

    PSN:
    kikdwittheleft
    XBL:
    One iyd Warior
    What do you mean by camera angle?
     
  10. Fulan

    Fulan Well-Known Member

    well you have to press p+k+g right as you hit the ground, sometimes the camera angle makes it look like you;re hitting the ground but you;re not quite there yet. Making you press p+k+g too early. I think atht is what he means.
     
  11. C1REX

    C1REX Well-Known Member

    Just mash P+K+G holding a direction you want to recover or without direction if you want to recover in place.

    I do that way and it works very well.
     
  12. Sorias

    Sorias Well-Known Member

    Like, as you play the game, what's actually displayed on your TV is as if a camera was floating in midair at the side of the two characters. In VF5 the "imaginary camera" you're watching through is higher off the ground than it was in VF4.
     

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