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VF4FT Pai Arcadia Issue 58
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Contents
Take okizeme and ukemizeme to the limit (top)
Utilising the long active frames of some moves, we introduce okizeme and ukemizeme. The damage you do directly isn't that high, but if you use it will it will limit the options your opponent has.
Moves that are easy to pressure with that you'll want to use for ukemizeme(top)
When you pressure the opponent's side tech-roll heavily, you'll take away their ability to do anything but guard. Pai has many moves that have long active frames allowing her to pressure the tech-roll, so use them according to the situation.
The easy to use mid attacks are and . is easy to pressure with, and its attacking frames last 3 frames. Also, if you hit with this they won't be able to duck the follow-up throw. also has a long active time and is easy to pressure with. At close range their is a risk of flying over the opponent, so use it when you have a little distance.
After hitting you can attack from a special situation. WS and are easy to use. If you pressure with the latter half of the active frames of WS+ you can duck-guard and then stand guard to beat out the opponent's throw/elbow nitaku on guard, or on hit you can use BT to beat out even the light weight opponent's . If you connect with latter half of active frames on guard you are at a small disadvantage and on hit you are advantaged. If you use the stance change to bokutai well, even on guard you can do an evade cancel or to continue attacking powerfully.
For low attacks, according to your opponent's tech-roll direction, or works well. Judging the direction they roll in is difficult, but against opponent's who always roll in one direction, or when there is a wall or ring edge such that they will roll in one direction it's easy to pick.
Captions
- (WS shown) compared to other moves the priority is a little small, but your attacking options increase so you should use it.
- ( shown) Whether or not you hit half way through the active frames is difficult to determine, but going onto a throw anyway is a powerful choice.
Crushing wakeup attacks(top)
Long active frame, strong attacks are good for crushing wake-up attacks. If you use them well, you will limit the opponent's ability to use wakeup attacks.
Moves that crush well are . It has 7 frames of active attack, and if you use it with about the right timing it will work. If, more than right up close you use it from a little distance, on guard or whiff it will be unpunishable and so be low risk, but you won't be able to continue the attack if you do successfully crush. Focussing on the situation after crushing them, WS and are recommended. Also, if you get a wall stun, BThit will string. However,if it whiffs you will get backthrown, so be careful.
The execution is slow, so it's hard to get it to connect, but if you connect during the active frames, a standing is guaranteed, so be comboing you can get just short of 70 damage.
Tidbit(top)
- When only connects the second hit, the situation is even to slightly disadvantaged. You can do fuzzy guard to avoid many things, but abare'ing with the fast executing BT isn't bad.
Source: Arcadia 58
Writer: Yanaga
Translation: noodalls
Posted by noodalls on 06/03/2005
Edited by Myke on 03/04/2005
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© Jason Axelrod from 8WAYRUN.COM