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Instant Flamingo

Discussion in 'Sarah' started by SkatanMilla, Nov 1, 2007.

  1. akai

    akai Moderator Staff Member Bronze Supporter

    PSN:
    Akai_JC
    XBL:
    Akai JC
    It seems that even though the animation is instant it takes at least 7 frames before any of your attack can be initiated. Thus your 9 frame high punch would come out as 16 frames.

    I agree, it is another option, but so far, it doesn't seem to be that great of an option.
     
  2. Dan

    Dan Well-Known Member

    That's why I say it's better for wake up or extreme advantage situations. Maybe stagger, side turned, tech roll, etc.
     
  3. Yupa

    Yupa Well-Known Member

    I think this is a useful abbreviation:
    IFL == instant flamingo == /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif~/forums/images/%%GRAEMLIN_URL%%/g.gif

    Do you mean the fully charged (while standing)/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif? So you could do IFL > Gatling Kick Throw if you get the block stagger? I'll have to test this... =) The staggered character should definately be able to struggle out of it, but it would be really humilating if you could land it on someone.

    Speaking of IFL > Gatling Kick throw, of course a useful mixup is switching to the powerful FL sidekick:
    IFL > FL /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/k.gif

    Even if it isn't the instant almost glitchy move you were hoping for, there is some value here... thanks for posting about it.
     
  4. SkatanMilla

    SkatanMilla Well-Known Member

    It's my pleasure posting about it, I'm still new to the game so implementing this into my Sarah at this point would be really hard.
    So it is more beneficial for both me and the community for me to post about it.
     
  5. Yupa

    Yupa Well-Known Member

    After screwing around with this a bit, the key is to /forums/images/%%GRAEMLIN_URL%%/g.gif-cancel within the first 2 frames of the /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif. That's the version where Sarah doesn't yell as noted above, and you get the glitchy animation. I don't know if you can do flamingo attacks quicker out of it vs. a slower /forums/images/%%GRAEMLIN_URL%%/g.gif-cancel, but you ARE entering flamingo damn fast. Good stuff.
     
  6. ice-9

    ice-9 Well-Known Member

    I think you can use IFL even in non-okizeme situations. E.g, after staggering an opponent with an elbow. It almost acts like a /forums/images/%%GRAEMLIN_URL%%/k.gif,/forums/images/%%GRAEMLIN_URL%%/g.gif which causes the opponent to freeze.
     
  7. 350z

    350z Member

    So, is there a difference in speed between the /forums/images/%%GRAEMLIN_URL%%/b.gif K+G~G where Sarah shouts and when she does not? Maybe it's because my eyes aren't used to the game speed yet, but I didn't really notice a significant difference in the animation. Does this make a difference (in speed or advantage) in what moves can be executed after the cancel?
     
  8. tonyfamilia

    tonyfamilia Well-Known Member

    If you watch the in-game exhibition matches you will see Sarah using it. Check out Sarah vs Brad, good fight too.
     
  9. Yupa

    Yupa Well-Known Member

    From playing around with it, I don't think there's any difference in how fast Sarah can do FL attacks after the 2 versions of /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif~/forums/images/%%GRAEMLIN_URL%%/g.gif. But the version where she doesn't yell you need to input quicker. (/forums/images/%%GRAEMLIN_URL%%/g.gif-cancel within 2 frames.) So she's entering FL a few frames quicker and the overall affect is a quicker FL attack.

    This is a good way to get the gatling kick throw against very defensive opponents.
     

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