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Toe Kick Stunner

Discussion in 'Wolf' started by Nova_1, Jul 22, 2003.

  1. Nova_1

    Nova_1 Member

    Hi Everyone I have To say that the toe kick stunner is one of my best looking moves but i can not excute it can any body help me !! like what is the time of this move do i wait 1sec...2..3 like what is it!
     
  2. BMF

    BMF Well-Known Member

    When the kick hits.
     
  3. Nova_1

    Nova_1 Member

    But how long do i wait? is there a time limit?
     
  4. GodEater

    GodEater Well-Known Member

    the kick needs to hit and you have to hit [P]+[G] at frame 17-19. Distance is key as well, I believe there is a distance where you can hit with the toe kick (like tagging the opponent's stretched out baby toe) and still miss the throw.

    GE
     
  5. Nova_1

    Nova_1 Member

    ok the frames you talk about 17-19 can you tell me how is that done? the frames i donot understand
     
  6. Shadowdean

    Shadowdean Well-Known Member

    The game runs at 60 frames/second. So, every second, 60 frames pass. Each move in the game has defintive frame properties. So, for that move, between frames 17-19 during the hit, you have to hit your [P]+[G]
     
  7. EmX

    EmX Well-Known Member

    The way I do it is get a rhythm down of when to press P+G after doing b+K+G, so you don't have to watch for the move to hit. I think the best way to start out with it though is to just go into free/command training and watch for it to hit and try pressing P+G then. There really isn't an exact science to doing it.
     
  8. GodEater

    GodEater Well-Known Member

    [ QUOTE ]
    There really isn't an exact science to doing it.

    [/ QUOTE ]

    17-19 frames.

    GE
     
  9. EmX

    EmX Well-Known Member

    lol yes because someone is going to slow down the training mode enough to where they can count the exact number of frames and say hey! 17th-19th frame! lets press P+G! and then be able to recognize those 3 frames in a match. /versus/images/graemlins/tongue.gif
     
  10. GodEater

    GodEater Well-Known Member

    no, but it gives you an idea of how fast.

    muscle memory takes over for any sort of mental precision. I'm just illustrating that there is an exactness to accomplishing the hit throw. the exact window is between 17-19 frames.

    GE
     
  11. RandomHajile

    RandomHajile Well-Known Member

    i remember i just used to do [3][3]+[P]+[G] after a [2]+[K]
    i think it works in all vf versions:)
     
  12. BMF

    BMF Well-Known Member

    I bet that info will help him a lot...
    What the hell are you talking about? /versus/images/graemlins/confused.gif
     
  13. sanjuroAKIRA

    sanjuroAKIRA Well-Known Member

    TKoD maybe?

    [2][K]>[2][3][6][P]+[G] courtesy of Senor McWild?
     
  14. RandomHajile

    RandomHajile Well-Known Member

    well whats a toe kick stunner? is it the back+[G]+[P]+[K]
    then [K]???
     
  15. DRE

    DRE Well-Known Member

    It's: [4][K]+[G], then [P]+[G]. I don't use it much. Usually after I block a sweep. Even in that situation, it's easy to screw up.
     
  16. BMF

    BMF Well-Known Member

    Toe kick stunner belongs to the Canadian, not Jeff.

    On a side note, you can't do TKoD with a d/f,d/f+P+G input.
     
  17. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    1. Wrong board for this thread, I'm moving it.

    2. I'm pretty sure randomhajile is talking about the VF3 days where a low kick on MC would guarantee a throw. That's no longer the case in in VF4 though (thank goodness).

    3. As with many hit-throws, enter the throw input during the actual hit. The science behind it, as GE pointed out, frames 17-19 correlate with the mechanics of the move and more specifically during the hit window. Since it's a middle-kick class move (exe is 17 frames), the throw input should occur during the hit phase which lasts for 3 frames, i.e. frames 17-19.

    4. Practice in free training with motion display turned on for a visual aid in the timing. You'll see graphical bars representing the exe and hit period of the attack (yellow and blue IIRC), which can help you with timing. Try doing it in slow motion too if that's still too hard.
     
  18. Locke

    Locke Well-Known Member

    1 second has 60 frames of animation and to do the toe kick stunner, you need to hit [P]+[G] at about 0.3 second after the toe kick connects.

    IMO, how fast is 0.3 sec depends very much on individual's reflexes. So, it's really difficult to explain the exact timing to hit [P]+[G].

    I'll agree that the best way to do it is to get the rhythm. You'll have to practice till you get those fast button-tapping rhythm right. Same goes for wolf's other hit throw stunt, Fly Myer ([9][P](hit) [6][P]+[G]).

    Cheers.
     
  19. GaijinPunch

    GaijinPunch Well-Known Member

    That'd be a counter hit for the other one, no?

    As Myke stated -- the training mode is the best. Counting frames (especially a 3-frame window) is for the birds. You need to be able to "feel" the move.

    Be glad it doesn't require a counter hit, so you won't spend half of the time wondering if it was a counter, the other half if it was the wrong input/timing.
     
  20. GodEater

    GodEater Well-Known Member

    wolf's other hit throw does not require a counter hit. And the timing is completely sleepy compared to his Toe Kick Stunner.

    One thing of note is that with his jumping chop hit throw there are no counter guarantees. The opponent merely has to struggle to get out of the throw. sucks.

    and to clear up, I wasn't advocating "counting frames" but dismissing the idea that there ins't an exact science to the move. There is and it is best illustrated in the frame data.

    GE
     

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