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

Wolf's Frankensteiner

Discussion in 'Wolf' started by LtTitan, Oct 18, 2002.

  1. LtTitan

    LtTitan Well-Known Member

    About Wolf's Frankensteiner ([9][P]+[G])...

    Where in a match is it useful? I have tried it, but always get blocked with low punch. I have made it connect sometimes but only on rare occasions. Is there a small window that I can connect it while the opponent is getting up or during a counter or somethin? Just wanted to try to make use of all of Wolf's arsenal of moves. The Frankensteiner is an easy 60 damage, from both sides.

    Thanks for your help.
     
  2. Jerky

    Jerky Well-Known Member

    It's really one of those moves that require conditioning of the opponent. Don't bother against the cpu as it can't be "tricked" into taking it. A yomi tool.
     
  3. CreeD

    CreeD Well-Known Member

    also, bear in mind that like most throws, if they duck it misses, but unlike most throws, it takes forever to come out. If you're gonna surprise someone with a 60 point throw, HCF+P+G is also pretty easy and also has good range... The only advantage a frankensteiner might have is that it may beat the opponent's attempts to do an attack, as long as that attack comes out late or is pretty slow. Also since it's unescapeable, you can use it if you block a huge move from the opponent. For example it's a stylish way to punish kage if he does ff+P+K+G and flies right over you.
     
  4. Jerky

    Jerky Well-Known Member

    I imagine the 'leet speak was intended for Lttitan? /versus/images/icons/tongue.gif

    (hey myke I learned a new word! /versus/images/icons/shocked.gif )

    But anyway yeah listen to Creedo here as I'm usually half ass when it comes to breaking it down for newbies.
     
  5. CreeD

    CreeD Well-Known Member

    doh, yeah it was...
    also to ltTitan: The uf+P+G works against predicted dodges, even if the opponent likes to dodge with throw escapes they won't get out of uf+P+G when they dodge...
     
  6. gamesmaster1_2be

    gamesmaster1_2be Well-Known Member

    also, it works great on newbs, cos they think it looks like his [9][K]+[G] for a little while, and by the time they realise, it's too late /versus/images/icons/smile.gif
     
  7. Hello

    I've been lurking on here,and I'm relatively new on this thing.I wanna know this......

    1.)While this is kinda off topic,I wanna know if this VF:Evoloution that I hear so much about is available here in the U.S?I live in Georgia,and I do like playing VF4 so much.And...what's it all about?Is it the same game like VF4?

    2.)I did a combo with wolf,and the damage was incredible.First I did [P]+[K] (Holding it to the Maximum),and then foloowed it up with [6]+[P],then once the person staggers,press [3]+[P]+[K]+[G].It deal like 118% damage.Is that a true combo,or is it like a beginner's combo?

    Thank you. /versus/images/icons/smile.gif .......... /versus/images/icons/ooo.gif
     
  8. LtTitan

    LtTitan Well-Known Member

    1) I, myself, have asked that same question about Evo. And I am still not 100% positive, but it looks like it is comin to the US, and the PS2 (hopefully).

    2) The combo you did is a combo. There are different variations it seems to it. The easiest one, in my opinion, is [6][K]+[G], [6][P], [3][P]+[K]+[G]. That does 118 damage, and if its a counter it does more than 120. And it is a combo.

    I consider myself a fairly good Wolf player, if you need any help you could PM me if you want. But you should consult some guides in the Wolf section of this site (located on the front page).

    Hope this helps!
     
  9. Llanfair

    Llanfair Well-Known Member

    </font><blockquote><font class="small">In reply to:</font><hr />
    The combo you did is a combo. There are different variations it seems to it. The easiest one, in my opinion, is +, , ++. That does 118 damage, and if its a counter it does more than 120. And it is a combo.


    [/ QUOTE ]

    Well, to a certain extent, it is a combo, however the low throw is escapable. Keep that in mind. Human players that know what they're doing will easily escape [3]+[P]+[K]+[G].

    Additionally, LtTitan, the [6]+[P] after Wolf's ballet kick stagger ([6]+[K]+[G]) is not guaranteed. It is struggleable. You should note however that [6]+[P] after the charged [P]+[K] *is* guaranteed.

    cheers,
     
  10. LtTitan

    LtTitan Well-Known Member

    I wasnt saying its gaurenteed, but if you pull it off, it constitutes as a combo. All I was saying was that it is easier to actually connect with it than the charges P+K. Since the opponent can simply block that move. Even though the K+G is easily blocked too, it comes out quicker than the P+K. Just saying...
     
  11. Llanfair

    Llanfair Well-Known Member

    </font><blockquote><font class="small">In reply to:</font><hr />
    but if you pull it off, it constitutes as a combo.

    [/ QUOTE ]

    I see what you're saying. Unfortunately, when one refers to a 'combo', it's implied that it's guaranteed - no tech roll possible, no struggling, no escaping throws. What you're referring to is a very nice *sequence* - but it is not a combo.

    </font><blockquote><font class="small">In reply to:</font><hr />
    All I was saying was that it is easier to actually connect with it than the charges P+K. Since the opponent can simply block that move.

    [/ QUOTE ]

    Ok, let's take a step back here. First thing you need to realize is the Wolf's fully charged [P]+[K] is not blockable. It will stagger you. Standing, crouching, doesn't matter, you're staggered. Secondly, the [6]+[P] after the charged P+K stagger is guaranteed. It cannot be struggled. So, this is a combo: charged P+K --> f+P

    The ballet kick ([6]+[K]+[G]) is a different story. If you get hit by this, you will be staggered, however the f+P is easily struggled. This is not a combo. If you are successful at landing the f+P, great, you're likely playing the CPU, or a half dead human.

    Look, I'm not nitpicking here. It's very important that when you pass on information regarding the game that it is accurate. These boards are plagued with information coming from misinformed players. Do a bit of research, look at the frame stats, do some testing in training mode if you must, but please be very sure about what you post.

    cheers,
     
  12. LtTitan

    LtTitan Well-Known Member

    This isnt even related to the topic anymore... To get back on track with the topic name, does anyone have any combos or moves that follow the Frankensteiner? Or a move to set up to do the Frankensteiner?

    Lets get back on topic people! /versus/images/icons/grin.gif
     
  13. CreeD

    CreeD Well-Known Member

    no way to get a guaranteed frankensteiner, and definitely nothing to do afterwards.. they're grounded. A setup for the frankentsteiner that might work:

    1. catch -> df+P+G (push) -> uf+P+G
    2. FC, DF+P (opponent staggers and struggles in an effort to guard or dodge f+P) -> uf+P+G.

    Not guaranteed of course.
     
  14. BK__

    BK__ Well-Known Member

    the frankensteiner is'nt really useful at all anywayz, most of ur opponent's moves can intercept it ... and if ur ducked, then expect a power pounce or ground connection of some sort ... even if u succesfully connect it, so what? the damage is'nt spectacular so is it even worth it when there is no guarenteed way of setting it up?

    the gamble's odds are against u if u ask me...
     
  15. gamesmaster1_2be

    gamesmaster1_2be Well-Known Member

    bareknuckle's right, it has it's uses(?), but if you can quickly enter [db[4][1][2][3][6]+[P]+[G], you have a guarenteed 80 damage, or max of 100.
    i think this overshadows it, just a bit ( sarcasm )
     
  16. LtTitan

    LtTitan Well-Known Member

    Ah yes, the Giant Swing and its 60,80,100 damage. Is there way to guarentee the maximum damage? Because it does either 60 or 80 damage then 80 or 100 damage when they hit the ground, but any good player doesnt hit the ground with a smash. Is it a distance thing, or something to do with counter, or how fast you get the move off?

    And how is the KS vs the Giant Swing, the KS is a guarenteed 80 damaged, while the Giant Swing is 60 or 80 damage (not counting hitting the ground). Minus the ring-out potential, I think the KS is a little better for guarenteed damage. But the Giant Swing is a little easier to pull off, though I think I have a good grip on the full circle.

    I'll forget about my quest on the Frankensteiner now, though I occasionally throw it out there to surprise the opponent.

    Thanks for your help!
     
  17. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    OK I can't stand it anymore. No offence (sarcasm) to bare_knuckle and gamesmaster but you guys have no idea, whatsoever, on how to use a catch throw. Does it even sink into your heads what differences there are between catch throws and normal throws?

    Your advice is utterly useless, and harmful, yet you arrogantly give it as if it's the bottom line. You cannot simply dismiss the use of catch throws altogether and suggest for one to only use normal throws. That's ludicruous and it only shows how little you know about the game system.

    I'm surprised, as console boys, that the PS2 Training advice for using catch throws off wall staggers seemingly didn't register with you. That's just an example of one use. In the same situation, a normal throw would be useless. Already mentioned earlier in the thread was the how well catch throws work against someone evading. In throw (or greater) counterable situations, opponents attempting fancy EDTEGing techniques will get nailed as they cannot escape a catch throw. Again, another situation where Wolf's normal throws (usually his two or three best) are practically useless because the opponent entered escapes for them.

    Think before you post.
     
  18. BK__

    BK__ Well-Known Member

    i did'nt even mention anything about normal throws being better than catch throws, please don't mix up posts... i was only talking about *wolf's frankensteiner* (i mean he does have more than ONE catch throw..)

    and no, i did'nt read the *entire* thread, (i was in a hurry) so no, i didn't get the entire info which individuals had suggested, but hey, atleast i know i'm a useless (but harmful) console boy who knows nothing about the game's system and scowers the board to arroganly post poison info about wolf's frankensteiner!

    now there's a title.. /versus/images/icons/laugh.gif
     
  19. gamesmaster1_2be

    gamesmaster1_2be Well-Known Member

    i was just reffering, like bareknuckle was, to his Frankensteiner.
    i often use catch throws, actually, just NEVER this one, because it's so easy to see coming from a mile off.
    no need to blow your top!
     
  20. gamesmaster1_2be

    gamesmaster1_2be Well-Known Member

    TO LTtitan.
    yes, yo can guarentee the max damage from the big swing.
    you have to input [4][1][2][3][6]+[P]+[G]
    as fast as possible. you can tell if you are doing it right in a fight becuase the camera changes and zooms in on wolf.
     

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