1. Hey Guest, looking for Virtua Fighter 5: Ultimate Showdown content? Rest assured that the game is identical to Virtua Fighter 5: Final Showdown so all current resources on here such as Command Lists with frame data, Combo Lists and the Wiki still apply. However, you can expect some VF5US specific changes to come soon!
    Dismiss Notice

Super Floats

Discussion in 'Junky's Jungle' started by MrWhite, Mar 20, 2002.

  1. MrWhite

    MrWhite Well-Known Member

    <font color=white> 4 types of floats </font color=white> : normal, crouch float, major counter float and super ( call it whatever you want ) floats. Super floats occur when you MC an opp. in a midflight maneuver and they end up floating physically higher than your head or at the same level. Sort of like putting them into a TFT mode.
    As these occur rarely most people are prone to improvisation for their combos. I think its important to capitalise on the opportunity to inflict substantial damage aswell as being able to link moves that do not regularly connect into a combo. I've figured out a few combos that are reliable for 2 characters ( also, theirs Lau's "sidekick(MC/LW/MW-super float)-elbow-palm-superknife hand-knife hand-p-p-p-d+k" which all Lau users must've done at some point. Notably a combo that takes off a good chunk of your lifebar and your ego ) :

    <font color=white>Wolf</font color=white> :

    - mid-shldr (b,f+P+K) ( MC/LW-superfloat ), P[G], charge shoulder ram (b,f+P~hold P), m-sledgehammer (d/f,d/f,f+P-Must be executed as you hear/see impact of the charged shoulder ram)
    [ b,f+P+K,P[G],b,f+P[hold P],d/f,d/f,f+P ].

    - mid-shldr (b,f+P+K)(MC/LW, SF), P[G], P[G], shoulder ram (b,f+P) [* Also a wall combo (MC float) with a wall hit after the first P[G] ].

    - mid-shldr (MC/LW, SF), reverse back kick (d/f+K+G), P[G], P, P, f+P [ havent landed the ending b+P slam which would result in a pickup..which would be nice..].


    <font color=white>Akira</font color=white> :

    - shrm ( or b,f+P+K is flashy aswell ) (MC/LW, SF), yoho, 2/3rd DLC ( the dragon lance wont connect but the elbow will), m-dblpalm [ D,f+P+K, d/f,d/f+P, d/f+K+G, f+P, d/b, d/b, b, f+P . I've mentioned a variation of this combo before in another thread but did not specify the requirements of a super float or LW for that matter ].

    - shrm ( same as above )(MC/LW, SF), yoho, P[G], m-shrm, d+P, dblpalm [ D,f+P+K, d/f,d/f+P, P[G], d/f,d/f,f+P+K, d+P, b, f+P ].
    [ wall combo variation : Yoho/knee/shrm ( MC/LW, MC float not SF ), P[G], m-shrm, wall hit, *P[G], m-dblpalm (add a bodycheck if your quick enough). This one takes off nasty damage ~120 points/60%. * You can replace "P[G], m-dblpalm" with DJK ].

    * Akira's sidekick into a standing palm is also a good SF starter. DJK is a good SF finisher aswell.

    Kage has shite super float starters ( as in "doesnt have priority over the opps. air maneuver in order to MC super float" ) except maybe for his sidekick so I havent figured anything more reliable other than helix-sidekick, Px sequences and variations off his TFT combos.
     
  2. CreeD

    CreeD Well-Known Member

    for nailing ppl out of the air, nothing's more satisfying than lau's d/f+P+K. Land four of them if you're really feeling dull, or try something like d/f+P+K --> b,f+P --> sidekick-P-palm ---> low kick ---> sweep.
    That's a hypothetical combo, you may need a wall to keep them close to you, or you might not.
     
  3. Robyrt

    Robyrt Well-Known Member

    Well, for super floats, Sarah's DC immediately comes to mind... it should allow you to connect chop-kick, chop-kick, FL flipkick for starters.
     
  4. Tetra

    Tetra Well-Known Member

    it's not possible unless it's a wall combo. i tried...
     

Share This Page

  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice