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VF5FS Pai Move Analysis

Mar 4, 2021
VF5FS Pai Move Analysis

  • Basic Punishment(top)


    vs Standing Recovery:

    -10: Throw (attempt is guaranteed)

    -11: [P][K]

    -12: [3][P][+][K]; causes a Wall Stagger

    -14: [K]

    -17: [3][K][+][G], [6][6][K][P] (17f with perfect input)

    vs Crouching Recovery:

    -10: Low Throw (attempt is guaranteed)

    -12: [2][P]

    -14: [9][K][K], [2][K][K]; 9KK does more damage but 2KK gives the better knockdown. 2KK is also guaranteed when blocking an unsafe low with a High follow-up e.g. Pai's 2K, Lion's 2K, Vanessa's OS 2K

    -15: WS[K]; causes a Wall Slump, use this over 9KK near the wall

    -16: WS[P][+][K][P]

    -17: [3][K][+][G]

    Wall Hit(top)


    A Wall Hit is a small stun that can make some strings natural combo when they otherwise aren't, the stun isn't long enough to be able to hit-check so you need proper spacing. Pai has few strings that can be extended with this stun.


    - [P][P][P](Wall Hit)[K]

    There's 2 slightly different ranges where this works depending on whether you input PPPK or 6_PPPK. Your spacing needs to on point because PPPK is -17 on block.
    PPPK can cause a Wall Splat if Pai's stomach is facing the wall.


    - [P][P](Wall Hit)[K][K]

    This also is available at 2 slighty different ranges since you can input PPKK or 6_PPKK.


    - [2][K](Wall Hit)[K]

    2KK is a good anti-Yutori when close to the wall, it causes a Wall Hit into wsK when Pai's back is facing the wall.
    It gives various OTG options and the 46K+G/2K+G 50/50 Ukemi pressure if they Tech.
    It's heavily punishable by blocking the 1st hit > crouching the 2nd into whiff punish but it's a big guess because of Pai's 46KK, 66P, 6P+G if opponent is Nitaku.


    - [3][P][P](Wall Hit)[6][P]

    3PP is natural combo on RCH, it's not as easy as it seems too hit-check in the heat of the match but at 100+ damage this is a very good, albeit situational, high crush.


    - [3][P][P](Wall Hit)[K][K] Wall Hit

    Not the most damaging option but you have 3 hits to hit-check i.e. you can lazily input 3PPK and stop at 3PPK. If the string is blocked, you have the threat of 3PPKK which causes a Wall Splat on CH.


    - [2][P][+][K][K](Wall Hit)[P]

    The trickiest of these wall extensions; the range window where it works is quite small.


    - BOKUTAI [P][P](Wall Hit)[K]

    Easy to perform off of Bokutai P on crouching opponent because it causes a stagger that can be hit-checked into its follow-ups. Bokutai PPK can cause a Wall Splat if Pai's stomach is facing the wall.



    Frame Disadvantage(top)


    This moves are useless at frame advantage, except 2KK which is useful at the wall.

    - [2_][4][P]

    A super evasive mid punch that avoids highs and a lot of mids. It's -5 on block, +6 on NH, +9 on CH.
    It's a stronger option in Closed e.g. it goes under Brad/OS Vanessa's 6_K (ex_high) up to -9!
    It causes a stagger at the wall on RCH (which is how it would hit when avoiding stuff). The only problem is the tricky input, especially since if you mess it up you can get 4P which you really don't want to do at frame disadvantage.

    - [1][P]

    Another evasive tool; riskier/more rewarding alternative to 2_4P. 1P is a high punch that launches on NH, -13 on block. It's not as evasive as 2_4P in Closed (2_4P in Closed) but it has an easy input and its combos are relatively really good, it also causes a Wall Splat on NH.

    - [2][K][K]

    A high crusher. K is a 14f low, KK is a natural combo on RCH that gives a spinning knockdown. The natural combo is not hit-confirmable so it's a big guess against some characters.

    - [1][P][+][K]

    A single limb mid reversal with a lot of active frames, it works against: punch, elbow, kick and knee.
    There are 9 types of 1P+K each with a different animation depending on what type of move (punch/elbow/kick/knee) was performed and with which limb (left/right).
    9KK is usually guaranteed, sometimes she can launch with K (character specific after reversed elbow/knee).



    Back Turned(top)


    Bokutai(top)


    - BOKUTAI [P]

    - BOKUTAI [P][+][K]

    - BOKUTAI [K]

    Meishoho(top)


    - MEISHOHO [K][+][G]

    - MEISHOHO [P]

    - MEISHOHO [K]

    Hakkesho(top)


    - HAKKESHO [P]

    - HAKKESHO [K]

    - HAKKESHO [P][+][G]

    Throws(top)


    All of Pai's throws are 10f except 2_6P+G if done from Standing.

    - [P][+][G] aka Neutral

    Lowest damage throw, the throw you're most likely to connect. Opponent can Tech after Neutral, if they Exact Tech you're at disadvantage. If they don't you can sneak a 3P Down Attack but it's not guaranteed if they struggle out of it.

    - [6][P][+][G]

    This throw does more damage when Pai's back is close to the wall and it's a combo starter when opponent is back to the wall.
    It's less damage than 2_6P+G and leaves Pai at Side Turned -6 if escaped but it's technically her most damaging throw at +6 since 2_6P+G executes at 11f from Standing and can be fuzzied at -6.
    Both Rising Attacks in Place can be evaded, look at where opponent's face is and evade towards opposite direction.


    - [2_][6][P][+][G] (fastest input: 336P+G or 63236P+G)

    Pai's best throw, 60dmg, gives crazy momentum if they Tech, extra damage if they don't and is the only throw that doesn't leave her Side Turned if escaped.

    - [6][2][4][P][+][G]

    Most damaging Back throw.
    Gives some Oki shenanigans, two examples:

    1. 3PK Max Charge (input 3P as 6_3P) crushes Side Roll Rising Attacks and hits Meaty if they empty wake up but loses to Rising Attack in Place and whiffs against Back Roll.

    2. 64P into evade cancelled into wsK (8/2 33 5 K) which evades Mid Rising Attack in Place and can crush Rising Attack from both Side and Back Roll, loses to Low Rising Attack in Place and empty wake up.

    - [6][4][P][+][G]

    Guarantees 9KK on most characters, most damaging Back throw when back to the wall (but not point blank) as 9KK causes Wall Hit followable with wsK.

    - [2][P][+][G]

    Low Throw

    - [3][P][+][G]

    Low Throw that switches position, 9KK is guaranteed on most characters

    - [3][3][P][+][G]

    Low Throw, causes a Stagger that can be followed with BT K for a combo. BT K isn't guaranteed because if opponent doesn't shake the Stagger the BT K won't reach and you have to delay it to connect, if you delay it and recover the Stagger as fast as possible they'll block BT K. It's technically a 50/50 on strongest opponents.

    - [1][P][+][G]

    Low throw that switches position
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