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Flowcharts_Setups

Discussion in 'Akira' started by DeathPunch, May 10, 2007.

  1. Plague

    Plague Well-Known Member

    PSN:
    plague-cwa
    XBL:
    HowBoutSmPLAGUE
    Teh' fiX0r3D

    My favorite is after normal or sabaki /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif->/forums/images/%%GRAEMLIN_URL%%/p.gif. AS3 or KNEE is possible if opponent doesn't tech. Oh, and if they don't tech the KNEE... do another, and even one more after that. Three is maximum, though - a fourth will just miss.
     
  2. Manjimaru

    Manjimaru Grumpy old man

    PSN:
    manjimaruFI
    XBL:
    freedfrmtheReal
    Yep, AS3 is not all that great, it does have uses in certain situations if opponent doesnt tech. The "Netrom combo" that my friend coined is /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif - dash - AS3. Always works if opponent doesnt tech from the doublefisted strike, and its possible they fail since they do a spiralling fall from it. AS3 also works after SDE normal hit against certain characters. It also has uses in online play simply due to the 'pick-up' property when normal combos fail because of lag..
     
  3. Gernburgs

    Gernburgs Well-Known Member

    I catagorically disagree!!! The AS3 doesn't just pick them up whenever you throw it out. It only lifts them if you do it just as they hit the ground . Also, because they've now touched the ground I believe the damage is cut to 50%, but I'm not sure... I don't think the AS3 is in any max damage combos either and you can block it standing (I think it's a special low). It's really just for combos I believe... Plus, are you not annoyed by Shun's that just fall down constantly? That bugs the shit out of me so if I can hit them I will. It's honestly just not THAT powerful...
     
  4. Gernburgs

    Gernburgs Well-Known Member

    Manji (or anyone in the know), do you know of any other nice little places to slip it in... I never tried to throw it in after the SDE or 46P+K. Is there anywhere else can you throw out an AS3 and and cause a little more pain?
     
  5. DeathPunch

    DeathPunch Active Member

    after the pull in throw F,B p+g then the head butt follow up p+k
    as we all know a p,k string is guaranteed after the head butt
    provided forward is held as the head butt hits as of recently I
    have been workin in other applications of this such as after the
    head butt hits punch gaurd cancelled or p,k,g followup the
    advantage akira has after the punch hits with a variety of
    options de, bcdshoulder, bcdsinglepalm elbow , ffp+k,p or the
    sidestep but my favorite is p+k,p or p+k,p+k or p+kf+p I
    mentioned the p,k,g version after the headbutt beacause mixed in
    with just punch gaurd canceled creates a gap for counter hits
    with the followups that are possible. I like the p+k series
    after this because of the easy hit verification....
     
  6. DeathPunch

    DeathPunch Active Member

    sorry for that this cpu was being lame and not letting me double

    space not sure why.................
     
  7. Jerky

    Jerky Well-Known Member

    One thing some Akira players like to do in anticipation of head butt being guarded from pull in throw is shiniha (/forums/images/%%GRAEMLIN_URL%%/db.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif). It's very effective.
     
  8. DeathPunch

    DeathPunch Active Member

    no doubt im also a fan of mid guard break to sorta stop fuzzy
     
  9. Gernburgs

    Gernburgs Well-Known Member

    Why not the bigger combo with side step 8P+K then the back ram 466P+K and the double jump kick 66K?

    That combo is DEADLY!
     
  10. Manjimaru

    Manjimaru Grumpy old man

    PSN:
    manjimaruFI
    XBL:
    freedfrmtheReal
    Cause the sidestep 8P+K can be guarded.
     
  11. Gernburgs

    Gernburgs Well-Known Member


    I've had one opponent break it once ever...
     
  12. Manjimaru

    Manjimaru Grumpy old man

    PSN:
    manjimaruFI
    XBL:
    freedfrmtheReal
  13. Gernburgs

    Gernburgs Well-Known Member


    I see, sorry.
     
  14. danny13

    danny13 Well-Known Member

    Cos 8P+K can be techroll/QR, leaving your ass facing your opponent after 466P+K hits the air. Plus its easy to techroll/QR after 8P+K.
     
  15. Plague

    Plague Well-Known Member

    PSN:
    plague-cwa
    XBL:
    HowBoutSmPLAGUE
    I think the catch throw 2/8P+K -> 466P+K -> 66KK is what's being discussed - rather than DM attack.

    Regardless, all three options of catch throw can be blocked (as danny13 is well aware).
     

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