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Lion combos and general strats.....

Discussion in 'Lion' started by Keeper, Jun 27, 2002.

  1. Sausage Man

    Sausage Man Active Member

    Actually, [4][4][K],[P]+[K],[3][P][P],[3][P] does less than the [K][K] variant (I think it is 3pts) but it works on all except heavy characters on a regular hit, and works on heavies on a counter hit. This is pretty much the only [4][4][K] variant that I use.

    After [2_][6][P] I personally use [4][4][K], [P]+[K], [4][6][P]+[K],[P] works on all but heavies and I believe it is in open stance though I can't remember that you can get [4][4][K], [P]+[K], [4][6][P]+[K],[P],[P] (82~84 depending on how low the last hit lands in the combo) or you can do [4][4][K], [P]+[K], [4][4][K]. (I think this one is 80~84 depending how low in the float the last kick hits as well).
     
  2. hiro

    hiro Well-Known Member

    In case you don't know this; if you use d/f+P (or d/f+K) at the end of a combo, you have to wait a bit, so that the damage of the down attack will not be reduced. (If you do d/f+P at the fastest timing, the damage of it will be reduced.) So, the combo with d/f+PP -> d/f+P takes more. The damage you got is the reduced one. This fact is true to any character who has to use d/f+P or d/f+K at the end of combos.

    Well, the good point about the combo with KK is that Lion has a chance to attack the opponent out of tech-roll, whereas the combo with d/f+PP does not let Lion do it.
     
  3. Sausage Man

    Sausage Man Active Member

    Ahh, oops, when you delay the down attack it does yield 3 pts more damage than the [K][K]. I stand corrected, thanks.

    Also I thought I'd add that [4][4][K], [P]+[K] is indeed throw interruptable. It requires precision timing and only if you duck under the [4][4][K], but it is indeed a guaranteed back throw.

    Also, another [P]+[K] combo in closed stance would be [3][P],[P],[3][P] though the timing is trickier on the heavier characters.

    And finally, another heavyweight combo from [2_][6][P] would be [4][4][K],[P]+[K],[3][P] (ground swipe), it does the same damage as [4][6][P]+[K], [K][K] combo and leaves you in pretty much the same positioning with them able to tech roll since the down attack hits them in mid air.
     
  4. danny13

    danny13 Well-Known Member

    Anything that can be duck or dodge is of course throw-counterable. I guess when people in this forum talk about whether a move is throw-counterable or not, they mean after the move is being blocked.

    To hiro: you are as good as ice-9 says. /versus/images/icons/smile.gif
     
  5. MrWhite

    MrWhite Well-Known Member

    Been searching on the forums for info about his [3][P]+[G] follow ups. I personnally use [3][P]+[G], [3_][P], [P], [3_][P], [P] ( ~40 damage ). Trick is to hold [3_] as soon as the throw animation has ended and keep holding it throughout the 4 times you hit [P]. Your opp. will try to struggle and if you did not hold the [3_] direction, he will have a turn towards animation and the follow up [3_][P], [P] will not connect. The opp. must have his back showing for this to work.
     
  6. SirCooper

    SirCooper New Member

    doees anybody else use [8][P]+[K] after [4][4][K], [P]+[K]? My starter is usually [4][4][K][P]+[K],[8][P]+[K],[6][6][K][K] punce will connect if they don't TR
     
  7. nnabuenyi

    nnabuenyi Well-Known Member

    What I do is I use [2][P] and [6_][P] to set up the throw, then use [3][P][P] and [P][K] for combo starters. What other tactics should I use?
     

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