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Calling all Wolf players!!!

Discussion in 'Wolf' started by THE_WALL, Apr 3, 2007.

  1. BK__

    BK__ Well-Known Member

    P+K full charge is good for advantage when an opp has got their move blocked. trap their ETEG one way. sometimes you can backdash it to deal with the low p whores somewhat. it works best when opp's back is against a wall.

    or use early on a P string, it has some slight evasive proporties¬ with this i mean you need some space yourself, and to yomi the attack early.

    you can use it on a rising attack as srider mentioned, but you must do it much earlier than the opp executes their move orelse they can evade it. use the evalsive proporty alittle to make the rising whiff meaning you dont have to be so far out.

    it's not a regular stratergy, but it's good with space and evade pressure.

    EDIT: ~ i mentioned uf+p+k beating rising mids in my first impressions a long time ago, but the window is small ~ probably better reward with an MC SS ~ but it's stil pretty good.

    db K+G probably wont have a stratergy, just use it when you have space to interupt an attack early, i'd call it a bulldog move like df+k+g. they can be a little kinky at times because they both special high.

    hope this helps
     
  2. DarkGift

    DarkGift Well-Known Member

    I've been thinking about Wolf as a character. I mean I already knew this but, you need a really solid freaking defense to play him in VF5. I'm not at all a bad player, but sometimes it's just overwhelming to go against most fast characters where your opponent can just keep going ON AND ON AND ON attacking while you have to wait for a single perfect opportunity where you have just enough frames to poke in to get the momentum in your favor and wreak havoc.

    In my early VF5 days I used to be very aggressive with Wolf because I didn't yet realize how slow he was in VF5 compared to Evo/FT and never really fully knew why I was getting beaten to the punch everytime...

    Soooo.. maybe we can throw around some defensive tactics especially for Wolf.

    fuzzy ofc is very important for wolf. what kind of different tactics do you guys use depending on a certain situation?
     
  3. Pai_Garu

    Pai_Garu Well-Known Member

    low punch is your friend.
     
  4. DarkGift

    DarkGift Well-Known Member

    <-- spams low punch, my brother actually criticizes me for doing it and tries to do moves to punish but i just get around it lol
     
  5. THE_WALL

    THE_WALL Well-Known Member

    After a throw escape do a shining wizard. It may sound strange but if I would have done it against my local opponent it might have worked. On get up do a mid kick reversal alot of people like staggers after a knock down. If the opponent does a low sweep and you block it do 1 of 2 things low throw or Shinning Wizard. If your oppponent uses strings to often use Grizzly Lariat. Try odd stuff like 88 p+k or 22 p+k, 44 p+g after an opponent does an attack barely out of range. Master the Wall Reject into p, k, or catch opptions, this is a great defense option. Space you self from the opponet and poke with moves like 6p, and 4k. Do side stagger p into giant swing. There are a lot of options with the Wolf game it is just a matter of learning how to use them and finding out how to use them against your opponent. Granted he is slower than most of the characters, but by far is also one of the more powerfull characters.
     
  6. DarkGift

    DarkGift Well-Known Member

    hmmm. maybe except reject wall. ive incorporated all of those into my game (im working on reject wall now). i guess a good deal comes down to learning to anticipate things.. 9p+k and 1P+K work wonders vs low rising and mid rising, respectively. and im figuring that opponents who dont do rising attack will more likely defend after getting up in which case i should throw. ofcourse if it's the opposite then i defend or beat them to the punch..

    how do you guys feel about wolf's long/mid range game?
     
  7. BK__

    BK__ Well-Known Member

    i had this problem in VF4, because wolf used to be a more linear character with slower attacks i really thought the game was broken ~ so after a long time comming, i worked on the concapt of defense as an actual offense.
    i peiced together the VF4 movement system so that it allowes you to chain fundamantal defense patterns like evade- crouch dash (g)- backdash - evade - crouch dash, or backward crouchdash - forward dash (g)- crouch dash (g) forward dash.

    this means that using fuzzy guard to move around will make you duck under whiffs and throws with an agressive preassure to the opponent. it also allows you to space yourself and whiff low p's very quickly.

    basically, if they cant land an attack on you, it is the same pressure as being overwhelmed by attacking. the next step is to learn wolf by frames.. i know this isnt convenient, but once you know how to land yourself in a really good position, you need to know how to punish it, using the most effective tools he has - for example ducking high P and landing b+p, or P,k (setup).

    if the opponent gets into a pattern where they are being pumelled by B+p combos garanteed, somehow they wont be so attack-happy anymore.

    sorry if it sounds like a whole load of jargen, but,,, ehh VF is hard to explain sometimes :p
     
  8. DarkGift

    DarkGift Well-Known Member

    I totally get it though, and I did see that in the UK vids. I never thought about the minami step as such a useful tool with Wolf. I'll be working on that

    thanks for the replies guys, lately i've really hit a wall with wolf and just don't know how to improve with him. but with an NJ tourney then UGS Boston, I should be on my way
     
  9. ice-9

    ice-9 Well-Known Member

    When fighting against a poke heavy opponent, emphasize the following:

    - low punch
    - high punch...remember you have advantage after whether on block or hit
    - back dash (and punish)
    - evade (and punish)
    - /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif and /forums/images/%%GRAEMLIN_URL%%/db.gif/forums/images/%%GRAEMLIN_URL%%/k.gif will duck under high attacks
    - be quick about executing screw hook
    - RAW if you know what you're doing
     
  10. THE_WALL

    THE_WALL Well-Known Member

    Start writing combos as many as possible. I know BK did alot of them the ones out of the black book, but write down some of your personnal favorites maybe some you have discovered. One that I found out was 33 p+k, 66 p+k, and 3 p+g; the last part is not guaranteed of course but it is good to see if your opponent has his guard up, the other one I discovered is 46 p+k, wall smash 9p+k, 33 p or 63214 p, and maybe the second hit p or 33 p to end it. Have fun and write as many combos as you can think of.
     
  11. DarkGift

    DarkGift Well-Known Member

    1PG into wall stagger-> 6P (if your opponent doesn't struggle fast enough they will stomach crumple) -> 33P+K -> wall hit -> 46P+K -> 46K+G(opp on ground) if they don't tech the last hit

    I don't remember exact dmg but it's pretty strong even w/o the pounce.. you have to get the angle right for the 33P+K to get a wall hit though.. usually if you're close enough to the wall in a close enough angle to 90deg. then opponent will hit the wall
    =======
    I tested it a while back. After 33P+K, a delayed 3P+K(opp on ground) is the strongest follow-up. From what I remember, the standard 4K+G,K does 55? and delayed 3P+K does like 57. Not much but sometimes it's all that makes the difference with close matches.
    It's important that you delay the 3P+K though or else you will get something like 46 dmg. You can either wait for it when you find out the timing or fwd dash right after you hit 33P+K and 3P+K immediately.
     
  12. DarkGift

    DarkGift Well-Known Member

    In another effort to get some discussion in the Wolf threads and since I'm bored, here are some useful things for Wolf:

    1) /forums/images/%%GRAEMLIN_URL%%/f.gif /forums/images/%%GRAEMLIN_URL%%/k.gif + /forums/images/%%GRAEMLIN_URL%%/g.gif can avoid standing /forums/images/%%GRAEMLIN_URL%%/p.gif which come in handy for countering reverse nitaku situations where someone might P to try and interrupt whatever you might do.

    2) /forums/images/%%GRAEMLIN_URL%%/uf.gif /forums/images/%%GRAEMLIN_URL%%/p.gif + /forums/images/%%GRAEMLIN_URL%%/k.gif can avoid as far as I know every low attack. Great combo starter, it's safe (-2 on block). This is another great counter against reverse nitaku 2P and opponents who just spam it in general.

    3) If you ever use or play around with /forums/images/%%GRAEMLIN_URL%%/df.gif /forums/images/%%GRAEMLIN_URL%%/k.gif + /forums/images/%%GRAEMLIN_URL%%/g.gif ... if you have an opponent who struggles well and you can't follow up, use screw hook to get out of the way of your possibly attacking opponent(inputted as if you were on the opposite side of where you really are). Say you use 3K+G from 1P side, you are now facing the left of the screen and will have to input screw hook as 426P. It escapes most things.
     
  13. BK__

    BK__ Well-Known Member

    f+k+g avoids any high, it's classed as a fully crouched attack. it's good for high flowcharts which you can easily read such as pai's b+p ~ b+k+g, basically it's a high crush like df+p+k and it's safe.
     
  14. invalid

    invalid Active Member

    Can you guys tell me what Itsombasho is using to setup the pedigree with that crumple (I think it's the predigree)? I love this video so much lol
    <object width="425" height="350"><param name="movie" value="http://www.youtube.com/v/a7KP6yUqhNw"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/a7KP6yUqhNw" type="application/x-shockwave-flash" wmode="transparent" width="425" height="350"></embed></object>
     
  15. DarkGift

    DarkGift Well-Known Member

    fully charged P+K > 6P > pedigree
     
  16. TojiDestro

    TojiDestro Well-Known Member

    Curse you for showing my worst match ever.

    He"s using max charge P+K off of an opp's tech roll or quick recovery. You can also use 1 P+G into a wall, 6K+G or 33P to produce the same effect. In some cases, DM K also produces that stagger.
     
  17. Reno

    Reno Well-Known Member

    lol sorry Destro. :p

    anyway, just remember that P+K can be avoided by evading to Wolf's back. For charged P+K you just have to time it properly to avoid it.
     
  18. TojiDestro

    TojiDestro Well-Known Member

    Can you RAW that as well? I've always been curious to know that, but I'm usually not in a situation to try it out.
     
  19. Griever

    Griever Well-Known Member

    PSN:
    Griever_PL
    To escape from the /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif you have to roll to the side, right?

    Damn Destro... I know what you mean.... whenever anyone fucks up a match, they always have to show it publicly, damn :p
    nice match anyway... though a little /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif charged /forums/images/%%GRAEMLIN_URL%%/laugh.gif
     
  20. Chief_Flash

    Chief_Flash Well-Known Member

    XBL:
    T1L ALL AR3 0N3
    sometimes even siderolling opponents get hit by bf K+G...

    i think you just have to struggle (sideways) real well to avoid this.

    also, you can RAW any striking attacks that DO NOT knockdown.

    this includes: elbow class, high elbows, jabs, & mid punches.
     

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