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Aoi Ying-Yang Stance Combo

Discussion in 'Aoi' started by Chilavert, Jul 15, 2003.

  1. Chilavert

    Chilavert Member

    Someone know some good combos/combinations to make when Aoi "evade" from an attack when she is in Ying-Yang position ([4][K]+[P]+[G])??? The enemy give her the shoulder, but it is always a bit too far away for make my normal combinations... someone knoe some good moves??? /versus/images/graemlins/smile.gif
    And yes, another question... with this escape, you can let the enemy make a Ring Out??? /versus/images/graemlins/grin.gif
     
  2. LM_Akira

    LM_Akira Well-Known Member

    Go up to "home" , click, go left till you see Aois name in a box under vf4 and click on it to find lots of info on Aoi.Don't mean to sound offensive but looking round for combos really DOES help!!! /versus/images/graemlins/smile.gif( or you could check the dvd replays on the evo disc or go into training for ideas) .

    Admitedly you may have to look through several posts for some YY stance stuff but its there some where.
     
  3. KoD

    KoD Well-Known Member

    PSN:
    codiak
    maybe try
    this combo list
    once on the page, scan for "yang" /versus/images/graemlins/blush.gif

    I believe that info is for v.C, the 1st ps2 version though, don't know how applicable it is to evo.

    -edit-

    I was actually curious about this recently, so I went & did a quick check with evo. Aoi vs Aoi, struggling set to fast, but I think this only affects the punch inashi, as I had to record the kicks. Everything there seems to work. Getting side throws after a knee inashi is indeed possible, but kinda wonky.

    Oh, and as for your question about ring-outs, the yy stance inashi will work for ring outs, although they may need a little ff+p as encouragement.
     
  4. GaijinPunch

    GaijinPunch Well-Known Member

    It all depends on the frames. Your evade can be a bit slow, or a bit late, and you could be evading a combo with tracking, or that finishes at -2 or something. There's a lot of variables.
     
  5. Cupcake_Desu

    Cupcake_Desu Well-Known Member

    why dont you throw em instead, usually opoonents wont expect it, but then occasionally they do
     
  6. KoD

    KoD Well-Known Member

    PSN:
    codiak
    GP, I was a bit confused by your post, but then maybe the original post's use of evade was confusing. You seem to be talking about a [4_]+[P]+[K]+[G], [8] dodge; I thought the original post was talking about a successful inashi from YY stance, despite the use of the word "evade".

    Dodging, either normally or from YY, definitely produces all kinds of varying frame and combo dependent results, but YY inashi seem to stagger the opponent in consistent ways. I did notice a difference in distance from the opponent based on stance. This is probably why the side throw after knee inashi is a little wonky with regard to timing.

    gee_ho, about the throwing instead, the combos seem to be guaranteed damage, as opposed to escapable throws. They also do about as much damage (55-60) as throws.
     
  7. GaijinPunch

    GaijinPunch Well-Known Member

    Oh, I see.

    Well, for me, after a successful inashi, I have a couple of follow ups.

    Inashing some of the "big" attacks (Jeff's Knee, or any of the kick's that "come down") I believe Aoi's [4][6][P][P]+[G] is a winner. Not guaranteed, but they have to be pretty fast to struggle out of it. I also use it after inashi'ing simple punches, as a lot of people tend to duck, assuming you're going to throw them.

    The others include the standard elbows, or a quick dash and a throw.

    If you know your opponent is going to duck, a quick dash and a low-throw is very intimidating. /versus/images/graemlins/smile.gif
     
  8. KoD

    KoD Well-Known Member

    PSN:
    codiak
    I take it you have had people struggle out of the "staple" combos in creed's faq I linked above? The a.i. can't seem to struggle out of them at all if you're expecting it and time the corresponding followup right. Seemed like one of those things you could just boilerplate as long as you can tell the 4 inashi apart.
     
  9. GaijinPunch

    GaijinPunch Well-Known Member

    I've played quite a few people, who can and can't struggle out of things well. I generally like to keep it a guessing game. if you go for the throw on the YY inashi that puts a nice distance between you and the oppoenent, you'll find you'll eat their BT attacks. Akira's is by far the most painful, followed by Lau and Kage.

    If you know they'll attack, [3][K] will work every time -- they'll do the stumble animation, and then the next hit is free.
     

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