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When to use slow exe moves?

Discussion in 'Dojo' started by speedsix, Dec 6, 2007.

  1. speedsix

    speedsix Member

    Surely if a move is say 18f+ then you'd be better off using a throw in it's place, given sufficient advantage?

    Are they for just when you can't get in close?


    An example, Jackies /forums/images/%%GRAEMLIN_URL%%/k.gif + /forums/images/%%GRAEMLIN_URL%%/g.gif at 23f
     
  2. Sorias

    Sorias Well-Known Member

    Throws can be escaped, but when frame advantage guarantees a move will hit, it really is guaranteed damage.

    Also, many of those slow moves are launchers, so combined with the appropriate juggle combo, they will actually do more damage than a throw.

    And as you said, many slower moves are long range attacks, so in those situations, you're not using it from a frame advantage situation anyway, nor would a throw be a possible replacment.
     
  3. TojiDestro

    TojiDestro Well-Known Member

    You want those deer-in-headlights moments where either the opponent becomes habitually involved in blocking short-range attacks and misses the opening to interrupt you, or you want him to start an attack and whiff, netting you the CH damage/effects.

    Sometimes it's also good against evade-happy opponents, as once they finish an evade, if they attempt to move again, the attack will move to hit them.
     
  4. Chanchai

    Chanchai Well-Known Member

    Not 100% but I think slow attacks will also hit OM happy opponents where a low punch or elbow would whiff.

    -Chanchai
     
  5. bigjohnson54

    bigjohnson54 Member

    Slow exe moves are useful because they often offer a larger payoff compared to the faster moves, and they are the second option in a 2 choice guessing situation. If you throw every time you have a large advantage the opponent can just attack in those situations (assuming advantage is less than 12 frames). If you use a large exe move in this situation (a 17 frame knee at +7 for instance) you will counterhit the opponent and get a nice chunk of the opponents life with a juggle. Mix up your throws and attacks in large advantage to keep your opponent guessing.
     
  6. speedsix

    speedsix Member

    Thanks guys, how many frames does a throw execute in again? I thought it was 8? i.e how much advantage do you need for a guaranteed throw?
     
  7. KoD

    KoD Well-Known Member

    PSN:
    codiak
    http://virtuafighter.com/wiki/doku.php?id=vf5:system_part_2#guaranteed_throw

    VF5 throws are 12 frames. This means that almost everyone can do a guaranteed /forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/k.gif for guaranteed damage and still keep advantage anytime they have enough advantage to force an escapable throw attempt. Which is pretty fricking stupid of sega.

    The specific example of jacky's /forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif is full circular - you can use it to beat evades despite it being slow.
     
  8. EmX

    EmX Well-Known Member

    slow exe moves don't exist in a vacuum where they all do the same thing and it can be broken down to a universal, it's really a character-by-character, move-by-move and matchup-by-matchup thing. meaning you're better off learning how your character works and all the matchups...then you'll know why the move exists and when to use it most likely
     

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