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Shoulder Ram.

Discussion in 'Eileen' started by Mackfactor, Mar 5, 2010.

  1. Mackfactor

    Mackfactor Well-Known Member

    PSN:
    Vf5sega
    Shoulder ram. I havent started testing yet, but I thought i start a thread about shoulder ram and what it beats at what disadvantage and the stance specifics. Ill start testing on Goh first then ill post what i find.

    another quick question. Eileen has different moves to get into warkimo and cancel options. It seems it doesnt make a difference whether a NH or get it blocked. Example. 6 P+K, is on GUARD -6, on HIT -2. So all these moves that go into warimo/cancel options have different stats HIT OR BLOCK. I understand if i dont go into Warkimo, I can use NH and guard frame data to use appropriate defense, but i was wondering if there are any things i should know when im going into WARIKO/cancel stance.. like why should i even hit check and care whether im at -6 or -2 when im gonna do the warikomi options anyways... I read to hitcheck with eileen so, im wondering what are the consequences of going into WARIKO on guard... and the different if i went into it from hitting someone thanks.

    What are all of EILEEN NATURAL COMBOS.. like is, 4PP K all guaranteed?
     
  2. Seidon

    Seidon The God of Battle walks alongside me! Content Mgr El Blaze

    Marly knows all about that pain in the ass move
     
  3. Manjimaru

    Manjimaru Grumpy old man

    PSN:
    manjimaruFI
    XBL:
    freedfrmtheReal
    [4][P][P][K] is all guaranteed on counter. Its Eileens 14f punisher.

    As for going into cancels, youre often at disadvantage and sharp opponents can hit you out of there. Shoulder is good, though..
     
  4. erdraug

    erdraug Well-Known Member Content Mgr Vanessa

    XBL:
    erdraug
    Half a year later and still no updates - guess mackfactor gave up, huh? Maybe you should try testing which moves shoudler ram doesn't beat next time [​IMG]
     
  5. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    I'd test this, if I honestly had good way to do it. This move really needs someone with programmable inputs to test. The time period when you're able to duck mids isn't frame 1. We need to know what frames she's actually ducking mids and when she's not.

    Once we know that we'll be able to actually test this move.

    We already know that moves that scrape from the ground up that are mid will hit her, so that's not every a question. The real question is when is she in the "low" portion of the move.


    For example:

    Have the computer attack with a standard mid kick 3K and have eileen do her 2_3P+K . Play around with the timing of the frames so we can find out the range of the move. I know we can duck Eileen's 3K or her 6P when you use 2_3P+K at the right time.

    You will probably need to execute the 2_3P+K before the computer on average since I'm fairly certain that the ducking portion of this move is closer to the active frames portion of the move.
     
  6. MarlyJay

    MarlyJay Moderator - 9K'ing for justice. Staff Member Gold Supporter

    PSN:
    MarlyJay
    XBL:
    MarlyJay
    Ohh, i didn't see this thread before. Me and Mack talked about and tested this ages ago and i think some of the details of what it can beat are in the doomed 'magic moves' thread.

    Her shoulder seems most evasive in frames 4-8 if i remember correctly. It will usually go under moves that don't scrape the ground.
     

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