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VF4FT Shun Orange Book Combo Maniacs
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Contents
236P(top)
1. (>6DP)
2.
3.
4.
5. (>6DP)
6.
7. (>8DP)
Shun's main combo starter gives combos 2 and 3 on normal hit. Combo 2 is for starting from closed stance, and connects on all characters. Combo 3 is from closed stance, and works on middle weight characters except for Lion. Against heavy weights where combo 3 won't connect, use combo 4 in open stance as the basic combo, and combo 5 when you have >6DP. 5 won't connect against heavy weights in closed stance, so be careful.
On counter hit , combos 3 and 5 will work on all characters, and combo 1 will work on all characters from closed stance starter. 1 will work on normal hit against all midweights except Lion, but depending on distance it may not connect. Otherwise, combo 6 will work in open stance on light and middle weights up to Lau, and has a slam hit. 7 will work on all characters in closed stance when the move connects from a distance, as a flow combo.
8K+G(top)
8.
9. hit or guard
10. (>6DP)
11.
12. or
13. or
14.
After there are various combos you can go for. 8 works for all characters, and the damage is high, but you can't go for okizeme. Combo 9 works on light and middle weights in open stance, and increases his DP by 1. In closed stance it's difficult to get the third hit to connect but his DP do increase so it's not a bad idea to go for it. Combo 10 is a combo limited to Pai and Aoi in open stance. Against Pai you can do the whole combo at full speed without a problem, but against Aoi you need to input the first with a 1 frame penalty. Then in closed stance, the second refloats them, and so you can go for various combos. 11-13 are bound combos that work on light and middle weights. However, against light weights combo 12 becomes an air combo.
For combos 12 and 13, do or to move towards the opponent's back.
With combo 14, you trade gaining 4DPs for allowing a guaranteed counter. But, against light weights it's difficult for them to counter attack, so it's a good thing to go for.
Stomach Crumple(top)
counter hit or or (>10DP)
15.
16.
17.
18.
From stomach crumple, 15 is guaranteed on all characters and does the best damage. However, it doesn't allow you to go for okizeme, so against light and middle weights you should go for 16. 16 is a little bit lower on damage, but they land face down so you can go for okizeme. Basically it connects on middle weights, but against Akira and Jacky in open stance it won't. Also, after the starter unless if you delay the hit of the it won't connect so be careful. 17 and 18 are open stance combos against heavy weights. Combo 17 is for Jeffrey and combo 18 is for Wolf.
3P+G(top)
19.
20. (>6DP)
21.
22.
From , except for Vanessa and Pai is guaranteed. But, if Shun does he will lie down, and no combos will work, so be careful. Basically combos 21 and 22 will work against all opponents. Combo 21 does lower damage, but the chance to do okizeme makes it a strong option. Combo 22 does more damage, but it's harder to use okizeme. 19 works on light and middle weights except Jacky, and finishes with a slam hit. If you add down it's good damage. 20 works on light weights and Goh, and allows for okizeme, so it's good to use.
43P+G(top)
(>6DP)
23.
24.
25. (>6DP)
26.
27. (>6DP)
The after (>6DP) can be evaded by Akira so be careful. Combo 23 is the best damage and works on all characters, but you can't go for okizeme. Combo 24 works on all characters. Combo 25 works on middle weights and gives slightly better damage than 24. 26 is a special combo used on a crouching Sarah. The damage is high and the okizeme is easy. 27 works only on Pai, giving damage about as high as 24 but also allowing the high probability of following on with more damage.
Source: Orange Mook
Writer: Yanaga
Translation: noodalls
Posted by noodalls on 20/02/2005
Edited by Myke on 03/04/2005
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© Jason Axelrod from 8WAYRUN.COM