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Techable Juggle Potential

Discussion in 'Dojo' started by G0d3L, Jul 4, 2013.

  1. G0d3L

    G0d3L Well-Known Member

    Messing around with techable juggles (green combos with opponent able to just ukemi out of it) I found that there's a limit there too (along with the meaty potential) to the number of hits you can lad after the first time the opponent could have teched out of the juggle.

    The number is once again the magic 6.
    After that any hit will no more connect except for groun attacks.

    Here's an example for Kage:

    with the opponent's back near the wall do [6][6][K] > [2][P][+][K] > [4][6][K][+][G][K]![K] > Wall Slump > [4][6][K][+][G][K]![K] > [3][K][+][G]

    The last kick of the second Dragon Kicks and the 3K+G will not connect at all while usually there isn't any problem.
    However a final ground attack will connect.

    I'm 99,99999% sure of this (I've found more Kage examples) but once again I'm asking you guys to try with your own charachter and to post here the results along with the juggle you used.
     
    Tricky likes this.
  2. Combolammas

    Combolammas Sheep

    I'm using a lot of this stuff. Manji once called them "nonbos". The term is still around in Finland :)

    I don't know about numbers like that since none of mine go beyond that but here's one I use with Jean: 9K+G, 2P, 4KKP on Jacky (since it works both stances). This one actually has 2 exact recovery spots after 9K+G and after 2P.

    6 seems to be correct. No matter how I try I can't get more than 6 hits after tech situation has recurred (tested Jean 6K then after landing 4KPP, 9K+G, 9K+G). I wanted 9K+G to be the last hit because because of the fast succession in which the hits follow each other but even with that the opponent did not get hit by the second hit of last 9K+G (7th hit).
     
    G0d3L likes this.
  3. G0d3L

    G0d3L Well-Known Member

    I'm really curious about the origin of nonbos!
     
  4. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    non combos = Non + Bos = Nonbos

    My guess.
     
  5. YOMI

    YOMI not a legendary game designer

    If we're on the subject of nonboes, you can do pretty much whatever nonbo you like if your opponent never techs. Moves with low hitboxes that hit ground are great for this, for example Taka 1PP or 33P+K, you can just loop these until the opponent gets floated no more and then you can do a down attack. Easily makes any combo do 100+ damage. I'll post some examples later.
     
  6. G0d3L

    G0d3L Well-Known Member

    if you read the first post it says that you can do max 6 hits (+ a ground attack) after the combo become techable.
    After 6 hits even if the opponent is in the air you cannot juggle him anymore.
    In this topic I'm asking you guys to check if your techable juggles go over the 6 hits limit (again, 6 hits after the juggle becomes techable) and post your results.
     
    pana likes this.
  7. Combolammas

    Combolammas Sheep

    I'll check Lau 9K+G finisher and Sarah 4P+K when I'll have time. Both are akin to Jean 9K+G. I their first hit works as 6th hit but the seventh misses then I'm pretty sure this has been confirmed.
    EDIT: I forgot to try Jean both stances to see if it holds for both. I'll do that while I'm on it.
     
  8. Manjimaru

    Manjimaru Grumpy old man

    PSN:
    manjimaruFI
    XBL:
    freedfrmtheReal

    I invented the name. Now pay up. :p
     
    G0d3L likes this.

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