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VF5FS Rising Attack

Discussion in 'Dojo' started by Dennis0201, Jun 1, 2012.

  1. Dennis0201

    Dennis0201 Well-Known Member

    Don't know how to describe it properly, but it's simple now.

    (A) stand up or side roll kick is -6Fï¼NH=+3Fï¼CH=+6F
    (B) back roll or forward roll kick is -15Fï¼NH=+3Fï¼CH=+6F

    (B) is guarantee on block but happens fast, and (A) is no guarantee but slow so it could be hit as a CH.
     
  2. Shag

    Shag Well-Known Member

    PSN:
    ShagPSN
    XBL:
    Shagnificent
    I would like to point out that rising attacks cannot be delayed anymore. They are even more riskier to use now.
     
  3. Mister

    Mister Well-Known Member Content Manager Wolf Content Manager Sarah Content Manager Aoi

    I don't know if this is good or bad. Anyway thanks for the infos guys.
     
  4. Mackfactor

    Mackfactor Well-Known Member

    PSN:
    Vf5sega
    Dennis those stats apply to low wr as well?
     
  5. samtheseed

    samtheseed Well-Known Member

    PSN:
    The_Beggar_So
    XBL:
    Shun is Drunk
    cool to know, thanks a bunch
     
  6. Mister

    Mister Well-Known Member Content Manager Wolf Content Manager Sarah Content Manager Aoi

    I took a while to get used, but now everything makes sense.
    I thinks it's good if you have to choose to wake up with or without a rising attack. Delayed rising attack, made people on the ground a little bit too much safe.
     
  7. bfnh

    bfnh Member

    PSN:
    bfnh
    i have a question about rising attacks. while watching high level play, i don't understand why people are rushing in when the opponent is on the ground. i can see that blocking a rising mid tends to give advantage, however, i can't see how you can determine whether a player is going to rise with a low, mid or no attack at all.

    when i accurately guess low, i know how to counter it, but if i guess wrong, i eat a kick while floating in air.

    against weaker competition, i can bait out a rising kick, dash back, then punish their whiff. looking to move up, how do you effectively keep the pressure on. is their a simple visual cue for high low that i'm missing?
     
  8. stanleyfun25

    stanleyfun25 Member

    Because they want to keep pressuring the opponent. Even if there is a risk of getting hit. If you back off because of opponent's rising attack, the pressure you give the opponent earlier is gone.

    That is my point of view.
     
  9. Unicorn

    Unicorn Well-Known Masher Content Manager Wolf

    PSN:
    unicorn_cz
    XBL:
    unicorn cz
    As far as I know, some (many) characters with proper timing are able to beat both low and mid rising kick at once - like Lion, for example. If you use jumping attack and time it correctly, you jump over low and beat mid at the same time.
     
  10. Sofiane

    Sofiane Well-Known Member

    PSN:
    sofiane-senshu
    XBL:
    Sofiane-senshu
    Also with the right timing you can beat both wake up attacks with a forward jump, letting your opponent whiff and then you can punish them with a backturned attack.

    Or just use an attack at the right time that does more damage than the wake up kick to stuff it of course.
     
  11. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    What are the exe frames for rising attacks now? Lets say for the get up in place high/low rising kick. Is the exe the same for both levels?
     

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