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Throw game breakdown

Discussion in 'Eileen' started by SkatanMilla, Jan 13, 2008.

  1. SkatanMilla

    SkatanMilla Well-Known Member

    Here's a summary of how I utilize her throws, feel free to add more ways to utilize them to maximize their efficiensy.

    P+G
    Regular throw, deals 35 damage, 40 if opponent fails their tech.
    Hits into walls leaving you withing range for their wakeup kicks, allowing you to bait for a whiff punish. A light down is not allowed but a heavy down will beat their wakeupkicks, but only if they hit a wall first.

    6P+G
    Setup throw, has many different uses. It’s directional followups (6P+G2/6/8) allows for a guaranteed PP6P which leaves you at +1, PP[Cancel] and PPP[Cancel].
    Very effective as a ring out throw seeing how you can move your opponent in any direction you
    want except from backwards.
    If you have a wall withing range you can do P, PP or PPP untill you get the wallstun, after that you can use different moves which you’re opponent has to attempt to struggle out of.
    I prefer using 33P because it gives a 236KKK juggle against fences and a OM, P, 1PK juggle against half-walls.

    63214P+G
    Eileens strongest throw damage wise, deals 55 damage and is untechable.
    Makes you and your opponent switch sides, not recommended when going for a ringout.
    It is a very good throw to use as okizeme if you expect your opponent to get up blocking.

    64P+G
    Deals 32 damage, 50 if opponent fails their tech.
    Useful for ringout when your opponent has their back against the ledge, especially since it’s a
    4 input. It hits into walls, however it leaves you at so much disadvantage that you cannot escape their wakeup kicks and have to guess, down attacks are not possible.

    3P+G
    25 damage throw which provides a semi-light stagger.
    Useful for ringing out your opponent when their back is against the ledge, also has a good input making it more difficult to throw esape. Followups I prefer using are BT K, K+G, 2K+G and 2K, all of them are safe except for K+G which is -29, but moves away so much that it becomes difficult to punish.
    3P+G also works as a setup throw against walls. If your opponent is bad at struggling you can pull of a K, PK / PK(G) / PP[Cancel] combo. You may also use 2K+G which provides a guaranteed light down.
     
  2. SweepTheLeg

    SweepTheLeg Well-Known Member

    For her 3P+G throw, I use a 2K+G and P+K mix up -- the latter wasn't mentioned. Once you've trained your opponent to guard low when you enter BT in fear of 2K+G, P+K provides an easy crouch stagger. BT P+K [stagger] > PK is a simple and fairly damaging option that creates solid flow charts at +4.

    When they begin to fear the stagger set up, back to 2K+G, etc. It's an easy and powerful mind game that leaves you in position to press your advantage.

    Nice throw guide. With your permission, I'd like to add it to the Beginner's Guide. I included a small section but this is more detailed.
     
  3. Fulan

    Fulan Well-Known Member

    i also like to hold G after 3p+g to return from BT and just do another throw as a lot of people tend to guard after struggling.
     
  4. SkatanMilla

    SkatanMilla Well-Known Member

    Sure, the reason I didn't add P+K, is simply because I myself don't use it. I find K much more useful for the way I use Eileen, then again I still have alot to learn so maybe playing around some with P+K won't hurt either /forums/images/%%GRAEMLIN_URL%%/smile.gif

    Fulaani: Yes, that works too, I forgot about that.
    However, it is risky when people duck under it and punish your whiffed throw.
     

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