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

VF5 Wolf Thread

Discussion in 'Wolf' started by grynn, Jun 17, 2006.

  1. grynn

    grynn Well-Known Member

    From the VF5Memo website too. Here goes for Wolf.

    He looks really huge now, and seems to have interesting new moves.

    New moves:

    [6][P][P]+[K] High? Punch?
    Following hit on hard counter or higher only

    [6][3][2][1][4][P]+[K] High? Punch
    During hit: [P]+[G] Hit throw: Burning Hammer. To escape opposite direction?

    [3][3][P]+[K] Middle. Punch.
    About 17-19 frames execution. Short reach but knocks down on normal hit

    [6][P]+[K]
    [6][P]+[K][P]
    [6][P]+[K][P][P] Turns opponent sideways on hit

    [6][6][P]+[K] Middle shoulder
    Long reach, knocks down on normal hit.
    Big frame Advantage on guard

    [9][P]+[K] Frame advantage on guard

    [K]+[G] High, full circular?
    Turns opponent sideways on hit

    [4][P]+[K]+[G] Movement technique.
    Starts running to the opposite direction of opponent

    [6][P]+[K]+[G] Movement technique.
    Forward dash
    During [6][P]+[K]+[G]: [P] Lariat
    During [6][P]+[K]+[G]: [K] Knee
    During [6][P]+[K]+[G]: [P]+[K] Shoulder
    During [6][P]+[K]+[G]: [P]+[G] Catch throw?
    No damage throw that moves the opponent to the other side. Can be followed by a combo.

    [6][3][2][1][4][P]+[G] Throw
    No damage during throw animation. By doing a just recovery, no damage?

    With the wall to the back [4][3][P]+[G] Wall throw


    Changes to existing moves:



    [1][P] can be used during crouch too

    When RAW is successful: [P] Motion change
    Turns opponent sideways on hit

    [6][3][2][1][4][P]+[G] (Wrist Lock throw) removed. Replaced by new throw

    [3][3][P]+[K]+[G] Motion change?
     
  2. tianyuan2k2

    tianyuan2k2 Well-Known Member

    [​IMG]

    [6][P][P]+[K]: [6][P] is mid, [P]+[K] follow up is high. When [6][P] is counter hit, [P]+[K] is guaranteed. [P]+[K] knocks down on any hit and leaves small disadvantage on guard.


    [6][K] gives Wolf small advantage on normal hit now!! So if Wolf does [2][P] after [6][K] on normal hit, it will beat opp's [2][P]! Very nice.
     
  3. noodalls

    noodalls Well-Known Member Bronze Supporter

    Article - VF5 Wolf Combo List
    Author - Astro
    Source -Myke
    Translation - Noodalls

    The combos of the heavy weights are big damage. Remember precisely the moves from the combo starter!

    1. Counter hit [6][K] [6][P][P]
    2. Counter hit [6][K] [4][K]+[G][K]
    3. Counter hit [6][K] [2][P] [6][3][2][1][4][P][P]
    4. Counter hit [6][K] [2][P] [2_][3][6][P]
    5. [4][P] [6][3][2][1][4][P][P]
    6. [4][P] [2][P] [6][3][2][1][4][P][P]
    7. [P] [2][P] [2_][3][6][P]
    8. Counter hit [6][3][2][1][4][P] [3][3][2][3][6][6_][P]
    9. [4][6][P]+[K] [6_][P] [6][3][2][1][4][P][P]
    10. [4][6][P]+[K] [2][P] [2_][3][6][P]
    11. [3][3][P]+[K] [4][K]+[G][K]
    12. [3][3][P]+[K] [6][3][2][1][4][P][P]
    13. [9][P]+[K] [2][P] [6][3][2][1][4][P][P]
    14. [9][P]+[K] [2][P] [2_][3][6][P]
    15. [1][P]+[G] wall hit [6][P] [4][K]+[G][K]
    16. [1][P]+[G] wall hit [6][P] [2][P] [P][P][P] any ground throw.

    Wolf's most basic combos are from [6][K]. Combo 1 works on all characters without needing to check foot stance. Combo 2 is for when you want to go for okizeme afterwards.
    Combo 3 is limited to certain characters (Vanessa, Sarah, Brad, Lion, Jacky) and open stance. On heavy weights you can connect the [2][P] but switch to combo 4 for the follow-up attack. Also, against Jeffrey only the [2][P] will connect in either foot stance.
    For the combos following [4][P] on normal hit, you need to check the conditions after the hit. Combo 5 is for open stance. Against non-heavy weights, you can add more damge using combo 6. If you don't get the foot stance right, the [2][P] will often miss, so be careful. Also, against Pai, Blaze, Shun and Jacky, the [6][3][2][1][4][P] won't relaunch, so you need to delay it slightly. Because of this, the difficulty is a little high.
    Combo 8 is a combo you can't do without in matches. After [6][3][2][1][4][P] use a buffered crouch dash to hit [3][3][2][3][6][6_][P]. Also, Shun, Lau, Jeffrey and Wolf can just-ukemi to evade it.
    Combo 12 uses the new starter, and is for closed stance. Combo 13 works on Goh, Kage, Akira, Wolf and Jeffrey in closed stance. Against the omitted characters, change to combo 14. This is similar to combo 6, in that if you don't delay the timing on the [6][3][2][1][4][P] you won't get a relaunch.
    Combo 16, after the [6][P] wait a little bit bfore doing the [2][P] to get a relaunch.
     
  4. Gebudiah

    Gebudiah Member

    Here is Wolf Hawkfield's command list for VF5

    Strike Attacks

    Straight Hammer:
    [P]

    Jab Straight:
    [P][P]

    1,2 Upper:
    [P][P][P]

    Elbow Smash:
    [P][P][6][P]

    Combo Elbow Butt:
    [P][P][6][P][4][P]

    Combo Double Arm Suplex:
    [P][P][6][P][1][P]+[K]+[G]

    Hammer Kick:
    [P][K]

    Body Blow:
    [6][P]

    Dragon Fish Blow:
    [6][P][P]

    Rolling Back Elbow:
    [6][P][P]+[K]

    Clothesline:
    [4][6][6][P]

    Screw Hook:
    [6][3][2][1][4][P]

    Screw Lariat:
    [6][3][2][1][4][P][P]

    Elbow Butt:
    [4][P]

    Shoulder Attack:
    [4][6][P] (can be charged)

    Shoulder Feint:
    [4][6][P] (while charging) [2]

    Rolling Elbow:
    [4][3][P]

    Low Hammer:
    [2][P]

    Vertical Smash:
    [2_][3][P]

    Reverse Sledgehammer:
    [2_][3][6][P]

    Arrow Knuckle:
    [3][P]

    Comet Hook:
    [1][P]

    Elbow Rush 1:
    [1][6][P]

    Elbow Rush 2:
    [1][6][P][P]

    Elbow Rush 3:
    [1][6][P][P][P]

    Tomahawk Chop:
    [9][P]

    European Elbow:
    [9][P] (counter hit) [6][P]+[G]

    High Kick:
    [K]

    Double High Kick:
    [K][K]

    Standing Low Kick:
    [2][K]

    Low Smash:
    [2_] or [1][K]

    Knee Lift:
    [6][K]

    Low Drop Kick:
    [6][2][K]

    Sobat:
    [4][K]

    Face Lift Kick:
    [3][K]

    Drop Kick:
    [9][K]

    Level Back Crush:
    [P]+[K] (can be charged)

    Dragon Knuckle:
    [6][P]+[K]

    Dragon Knuckle Combo:
    [6][P]+[K][P]

    Dragon Chop:
    [6][P]+[K][P][P]

    Quick Shoulder:
    [6][6][P]+[K]

    Auger Slash:
    [6][3][2][1][4][P]+[K]

    Half-Nelson Suplex:
    [6][3][2][1][4][P]+[K] (during hit) [P]+[G]

    Auger Chop:
    [4][1][2][3][6][P]+[K]

    Burning Hammer:
    [4][1][2][3][6][P]+[K] (during hit) [P]+[G]

    Burning Driver:
    [4][1][2][3][6][P]+[K] (during back hit) [P]+[G]

    Short Shoulder:
    [4][6][P]+[K]

    Grizzly Lariat:
    [3][P]+[K]

    Regret Discharge:
    [3][3][P]+[K]

    Pounding Elbow:
    [9][P]+[K]

    Neck Cut Kick:
    [8][K]+[G]

    Death Scythe:
    [K]+[G]

    Rolling Sobat:
    [6][K]+[G]

    Tornado Sobat:
    [6][6][K]+[G]

    Heavy Toe Kick:
    [4][K]+[G]

    Toe Kick Stunner:
    [4][K]+[G] (during hit) [P]+[G]

    Toe Kick Side:
    [4][K]+[G][K]

    Front Roll Kick:
    [4][6][K]+[G]

    Thrust Kick:
    [3][K]+[G]

    Flying Zero:
    [9][K]+[G]

    Kenka Kick:
    [1][K]+[G]

    Side Step Catch:
    ( in Defensive Move) [P]+[K]

    Body Blow:
    ( in Offensive Move) [P]

    Dynamite Kick:
    ( in Offensive Move) [K]

    R.A.W. Attacks

    R.A.W. [P]+[K]+[G] (sabaki HP,MP, HE, EL)

    Knuckle Arrow: [P]
    Level Back Crush: [P]+[K]
    Low Drop Kick: [K]
    Catch: [P]+[G] (To catch)
    R.A.W. [P]+[K]+[G]

    Dezudori(?) Move Attacks

    Dezudori(?) Move-Front: [6][P]+[K]+[G]

    Dezudori(?) Move-Back: [4][P]+[K]+[G]

    Chlotheline: [P]
    Jumping Knee: [K]
    Running Shoulder Attack: [P]+[K]
    Sky High Shoulder Throw: [P]+[G]

    Throws

    Face Crush Chop:
    [P]+[G]

    Turbo Drop 3rd:
    [6][3][2][1][4][P]+[G]

    DDT:
    [4][P]+[G]

    Smashdown Bottom:
    [4][3][P]+[G]

    Giant Swing:
    [4][1][2][3][6][P]+[G]

    Snap Meyer:
    [3][P]+[G]

    Soccerball Kick:
    [3][P]+[G][4][6][K]

    Jackhammer:
    [3][3][P]+[G]

    Swing Through:
    [1][P]+[G]

    F5:
    [2][6][8][4] or [8][6][2][4][P]+[G]

    KS:
    [2][4][8][6] or [8][4][2][6][P]+[G]

    Catch:
    [6][P]+[G]

    Quebradora Slam:
    (during catch) [P]+[G]

    Change:
    (during Catch) [6][P]+[G] (To Change)

    Push:
    (during Catch) [3][P]+[G]

    Shupain:
    (during Catch) [1][P]+[G]

    Spiral Bomb:
    (during Catch) [4][P]+[G]

    One and Only:
    (during Change) [P]+[G]

    Push:
    (during Change) [6][P]+[G]

    Calf Branding:
    (during Change) [3][P]+[G]

    Dangerous Back Drop:
    (during Change) [4][P]+[G]

    Low Sway Tackle:
    [4][4][P]+[G] (To Change)

    Frankensteiner:
    [9][P]+[G]

    Wall Body Slam:
    (opponent's back to wall) [3][P]+[G]

    Shotgun Chop:
    (opponent's back to wall) [4][3][P]+[G]

    Exploder:
    (side of opponent) [P]+[G]

    Wrist Clutch Exploder:
    (side of opponent) [4][6] or [6][4] [P]+[G]

    German Suplex:
    (behind opponent) [P]+[G]

    Dragon Suplex:
    (behind opponent) [2][P]+[G]

    Emerald Frosion:
    (During head crumble) [4][1][2][3][6][P]+[G]

    Henkei Emerald Frosion:
    (During head crumble; fastest input) [4][1][2][3][6][P]+[G]

    Reverse Emerald Frosion:
    (During head crumble; behind opponent) [4][1][2][3][6][P]+[G]

    DD5:
    (During head crumble behind opponent;fastest input) [4][1][2][3][6][P]+[G]

    Side Suplex:
    (coruching opponent) [2][P]+[K]+[G]

    Vertical Tiger Driver:
    (crouching opponent) [3][P]+[K]+[G]

    Big Bridge Hammer:
    (opponent crouching) [3][3][P]+[K]+[G]

    Double Arm Suplex:
    (opponent crouching) [1][P]+[K]+[G]

    Pedigree:
    (opponent crouching) [1][1][P]+[K]+[G]

    Cross Armbreaker:
    (side of coruching opponent) [1]/[2]/[3][P]+[K]+[G]

    German Suplex:
    (behind crouching opponent) [1]/[2]/[3][P]+[K]+[G]


    Reversals

    Captured: [4] or [1][P]+[K] (HK, MK)

    Dragon Screw: [1][P]+[K] (Side K)

    Low Punch Cut: [2][P]+[K] (Low P)

    Shining Wizard: [2][P]+[K] (when succeding) [6][P]+[G]

    Low Punch Cut-Switch: [2][P]+[K][4]

    Down Attacks

    Elbow Drop: [3][P]
    Elbow: [8][P]
    Guillotine Drop: [8][K]
    Piercing Elbow: [3][P]+[K]
    Front Roll Kick: [4][6][K]+[G]
    Double Claw: [2][P]+[G]

    Ankle Lock:
    (opponent face up; feet towards Wolf) [3][P]+[G]

    Final Cut:
    (opponent face up; head towards Wolf) [3][P]+[G]

    Arm Bar:
    (opponent face up; any side towards Wolf) [3][P]+[G]

    STF:
    (opponent face down; feet towards Wolf) [3][P]+[G]

    Grand Sword:
    (opponent face down; head toward Wolf) [3][P]+[G]

    Cross Face Lock:
    (opponent face down; any side toward Wolf) [3][P]+[G]

    Sources of this info:
    ----- VFBBS
    ----- VF5 Command Book from Arcadia #75
    ----- virtuafighter.jp

    Hopefully this information is helpful to all avid Wolf players out there in the world. Read and enjoy !
     
  5. noodalls

    noodalls Well-Known Member Bronze Supporter

    Article - Arcadia 80 Wolf
    Author - Astro + Assistance - ? + Antama
    Source - Myke
    Translation - Noodalls

    Revising attack and defence from the side.
    The fully circular *K+G will cause side turn on hit, and in version A it has had airborne properties applied. Other than the fact that the execution is a little slow, it is even on guard, largely advantaged on hit and is useful in ukemizeme, so it is a powerful move.
    Firstly, on counter hit you can get a sideturned *PPP just about guaranteed with the advantage. After this move you will be disadvantaged, but the opponent is sideturned so it's okay. If you do an OM to the opponent's back, and the try to attack you will avoid it easily, allowing you to continue to attack.
    Next, on normal hit, basically you have a attack/throw mixup. If you go for a tsukami throw asap, the opponent cannot duck to avoid it, so it is effective against ducking and evading. Against opponents who would use *dP to beat out the throw, you can use *fP or *bK to get a side crumple, for an effective mixup.
    This seems like a perfect mixup, but if the *K+G hits them as a meaty attack, there will be instances where the throw (tsukami motion) will not reach the opponent. However, if you go for *hcfP+G or *270fP+G the reach will be slightly greater and it will connect. However, if you use these throws, you won't be able to get the special side throws (left or right side *bf or fbP+G), so you need to decide what to do quickly.
    Finally, on guard it is even, so doing a fast executing move is a useful option. Performing OM is a surprisingly good option, and will allow you to deal with fast attacks.

    Defence and attack from the side - small note
    Now to introduce a sueful option from after the *K+G connects where the opponent is sideturned and predicts a side throw and inputs a throw escape. That options is *df dfP+G. As to why this is useful against a sideturned throw escape, it intentionally cuts out the advantage frames, and lets you go for a throw from the front.
    This kill throw means that the opponent will have to either abare or duck to avoid the options. If they duck a normal throw will get them without giving them a chance to avoid it, or let Wolf go for a mid move, meaning that Wolf's attacking repetoire increases.
    First check the hit effect, then predict what your opponent will do and take that instant to do the appropriate move. The relatively low risk option is to attack and see what action the opponent takes.


    Using the deadly move
    In version A, the attacks from deadly move *fP+K+G have become a big source of damage, so you'll want to incorporate them into your battles. Because it takes time to go form running to executing a time, it can be a little difficult to incorporate into battles, but if you remember some basic pointers you'll be able to use its power. Firstly, a simple way to use it.
    The easiest way to go for the deadly move, is after knocking your opponent down in ukemizeme. For example, after a spinning knockdown, such as after *fPP+K or hcbPP. If you go into the deadly move soon after the spinning knockdown, you can relatively smoothyl apply the mixup. However, if *hcb+PP is used in a combo, the float is quite low, so going in to deadly move afterwards will often be too slow. In this instance, go for another form of ukemizeme to deal with it.

    Combos from Deadly Move *P+G
    Here, we'll introduce the combo from deadly move *P+G. At the moment, after the thorw *ufP+K P ufP+K P fK is the strongest combo (88). This will work on characters other than Pai, Kage and Jacky. Against Vanessa, Lion and Wolf, do the standing *P with 1f kill. To do it, you need to input *db db then neutral and *P, meaning that it is quite tricky, but you'll want to do it for the best combo.
    Also, if you do the 1f kill technique, against Pai, Kage and Jacky the standing *P will have a reflaot effect, and you can make the final hit *ffP+K connect. This will do 85dmg.
    Using the previously mentioned ways of starting up the deadly move, you can go for a lot of damage from it, so master these carefully.
     
  6. BK__

    BK__ Well-Known Member

    Amazing, thanks alot~

    i knew K+G was gonna be awesome~! i liked to use goh's K+G after ff+p+g~ shlrm in VF4~ so basically any time you predict the opponent will recover from a fall and evade ~ or ETEG at disadvantage, the large frame factor of K+G wont matter much.

    i noticed wolf's raw power in situations has massively improved in VF5 while watching the black book DVD ~ i found some interesting things~


    b+p ~ lp ~ screw hook
    COOL

    f+p+g ~ df+p+g ~ ff+p+k into Wall= wall crumble
    this is a long range setup and it's 100% garanteed, very strong damage potential

    high P (block) +2
    plays screw hook on block~

    HCB+p+G
    now lets you play oki with OM~p, i saw some wolfs really abuse this near the edge of the ring. so basically you can do HCB+P+G~ OM ~ p / throw

    P,K(notmal hit): +4
    massive improvement, you can now follow up with a higher damage
    attack like knee even. very abare reverse nitaku (if it still exists in vf5 o__o)

    knee (normal hit): +1
    at +1, the opponent can only beat screw hook with anything 12 frames or lower. this means that if they low P, and you also low P, you'll win and get crouching MC ~ which is always a very powerful position to get a high damage low throw.
     
  7. Chibitox

    Chibitox Well-Known Member Bronze Supporter

    Very interesting post noodals K+G seems like one wolf new key move.


    In VF4 it would have been great, now in 5 considering a lot of characters fastest attacks is no longer low P but stand P which are 10 or 11f, they can simply stand P to avoid screw hook/throw mixup so I don't know if it's really that good. /forums/images/%%GRAEMLIN_URL%%/frown.gif

    P,K NH at +4, Knee NH at +1 seems great however ^^

    I was wondering what's behind:
    Emerald Frozen
    (head crumble) /forums/images/%%GRAEMLIN_URL%%/b.gif /forums/images/%%GRAEMLIN_URL%%/db.gif /forums/images/%%GRAEMLIN_URL%%/d.gif /forums/images/%%GRAEMLIN_URL%%/df.gif /forums/images/%%GRAEMLIN_URL%%/f.gif P+G ?

    What is this move like ? I can't remember seeing it in any of wolf vids /forums/images/%%GRAEMLIN_URL%%/confused.gif
     
  8. BK__

    BK__ Well-Known Member

    pai/aoi/sarah/shun/vanessa has always been able to break the +2 game, but playing high P at disadvantage is just as risky tbh~

    preasuring an opponent on guard will make them feel more trapped meaning you can really play with them~ consider screw hook mixed with df+p+k /backdash df+p+k ~ this will not only whiff low P, it will trap 1-way evade and also crush the high P. the screw hook will be played at exact frames, so the opp cant beat it with anything slower.

    the HCF+p+g after head crumble was in FT, it's basically an un-throwescapable throw followup~ which can be executed fast like PGS.
     
  9. BK__

    BK__ Well-Known Member

    something else to quickly add ~

    HCB+P+G near a wall
    you can use this to throw the opp into the wall and get an air juggle like jeff's b+p+g~ im not sure of the commands i saw in the black book dvd but seemed to be like a hopping hammer ~ p ~ hopping hammer ~ (combo ender)

    very nice ^^__
     
  10. Pai_Garu

    Pai_Garu Well-Known Member

    The HCB P+G wall combo is very different from Jeffry's in terms of distance. Wolf has to be further away from the wall to get the bounce, but it is very cool to have a threatening throw close to the wall that does almost as much as a PGS.
     

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