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Pai Tactical Guide by Shiwapon

Discussion in 'Pai' started by VolcanoShed, May 13, 2024.

  1. VolcanoShed

    VolcanoShed Well-Known Member

    Link to the original article on Shiwapon's blog: https://nantejaakuna.hatenablog.com/entry/2021/02/10/142805

    Shiwapon's Youtube/Stream: https://www.youtube.com/channel/UCLaVUj3C3F48pWD2JozpuiQ

    Shiwapon's Twitter: https://twitter.com/shiwaponkun

    [This is a rough translation with the help of Google Translate and DeepL, and some edits to match english VF terms, it won't be completely accurate but I wanted to share this since this guide helped me. Additional comments are in brackets]

    Pai Tactical Guide

    Pai is a speedy character who has easy-to-use small techniques and quick-starting techniques, and pushes the opponent with quick deployment and moves.

    She also has a low throw, a low attack that is difficult to see, and a middle attack that is advantageous even if she is blocked, and combined with the aforementioned quick deployment, she has no trouble breaking down her opponent.

    Also, although she's a lightweight, she's surprisingly hard to pull off combos on, which will probably work to her advantage in the match.

    The obvious weakness is low firepower.

    If you counter a specific move or perform a wall combo, you'll gain firepower, so use them well to make up for your usual low firepower.​


    Main techniques

    P

    Punch with an 11f startup.

    Even if it is guarded, Pai has a 2F advantage, so it is a combination where 6P or 3P+K cannot be interrupted after P.

    After the PK, Pai can set up Bokutai with 2.
    When a PK hits, it's best if you can enter Bokutai stance [input 2 after PK] and then break down your opponent with Bokutai P or Bokutai K.

    6P

    Mid attack with a 14f startup.

    When it hits, it becomes a combination that 6P cannot interrupt.
    You will have a huge advantage when counter-hitting, and you can choose between mid-hit and throw.

    Note that even if you hit it while crouching, it is no different from NH.

    K

    High attack with 14f startup.

    It's a combo starting move that can be used instantly and won't receive a guaranteed counterattack even if it's blocked.
    Used for rampage [abare] and definite counterattack.

    When it hits, you can aim for a combo with PPKK etc.

    9K

    Mid attack with 14f startup.

    When it hits, it becomes a combination that cannot be interrupted by 2P or 3P+K.
    Like 6P, it has a huge advantage on counter hits.

    It has a longer reach than 6P, making it easier to catch the opponent's decline. [easier to hit against moves or stances that low profile]

    Also, because it is a foot technique, it is strong against attacks that involve manipulating the hands. [punch sabakis, etc.]

    On the other hand, the advantage when hitting is less than 6P.

    But if you have trouble deciding which one to use, just hit 6P.

    Be careful if you put out up to 9KK as there is a lot of slack [-19 on block].
    Basically, use this for guaranteed counterattacks and combos.

    3K

    A middle kick with 16f startup.

    The appeal is that Pai's 3K has a longer reach than other characters', making it easier to catch the opponent's back dash.

    You can get a huge advantage [+8] when hitting crouching.

    Pai is put in nitaku when 3K is guarded, but it also has derivatives, so it's hard for the opponent to make a move on it.

    3P+K

    Middle attack with 12f startup.

    It's the fastest middle attack in the game, so it's useful for quick counterattacks.
    Also, since it is a two-handed attack, it is strong against attack techniques and handling techniques.

    On the other hand, there is a big recovery when it whiffs or it is evaded, so be careful not to rely on it too much.

    2_3P+K

    Mid attack with 16f startup.

    It is a combo starting move with a counter hit, so use it if you think your opponent will make a move when you have a huge advantage.

    Since it is a two-handed technique, it is also excellent against handling and atemi.

    The command seems difficult, but it can be issued with 33P+K, so let's give it a try.

    3K+G

    A middle-stage combo starting technique with 17f startup.

    A technique that can produce a large amount of damage among the low unit prices.

    It has a -15F advantage when guarded, so try using it when you think your opponent is going to throw you.

    1P+K, 4P+K​

    An atemi technique that allows you to gain an advantage while nullifying your opponent's attacks.

    4P+K allows you to atemi a high attack, and 1P+K allows you to atemi a mid attack.

    After hitting atemi, 9KK is confirmed. (There are questionable ones in the lightest and heavyweight classes.)
    The confirmed technique changes depending on the technique used, but for now, 9KK is confirmed.​


    2_4P​

    A middle attack that easily overwhelms your opponent's techniques.

    It is useful when hunting the opponent's P or 2P with a quick deployment. [the animation for 2_4P reels Pai back, which can make short ranged attacks such as P or 2P whiff.]

    After you get it right, you'll have a huge advantage, so let's make two choices [nitaku].​


    46K+G​

    Even if blocked, Pai has +4F after this mid attack.

    Since the startup is slow, let's use it as an attack on the opponent's wakeup.
    When it comes to okizeme, this is the first choice because it has such high performance.​


    2K+G​

    In NH, Pai has a +2F low attack.
    Can also start a combo on counter hit.

    Let's use it as an okizeme attack to pair with 46K+G.​


    3P​

    Although the attack is slow, this is a low attack that can be used in various ways.
    While breaking down the opponent's standing guard, it's easy to use a derivative attack to make a read.

    If you use the tricks mentioned below, you can further increase your killing ability!​


    1K+G​

    A fast-generating full-circular low attack.
    Useful for defeating your opponent's standing guard or evade.

    However, if it is blocked, the gap is quite large [-18 on block], so be careful not to narrow down your aim.​


    K+G​

    A full-circular attack that turns the opponent sideways when hit.
    If used after evading, it will be easier to defeat the opponent's evade and 2P attacks.

    When this counter-hits on the side, it connects to the backturned K and causes great damage.​


    Bokutai P​

    A mid attack that can be performed from Bokutai stance.
    If you issue it after the PK hits, it will be a combination that cannot be interrupted.
    Let's break down the opponent with this and Bokutai K (described later).​


    Bokutai P+K​

    A mid attack that can be performed from Bokutai stance.
    When it hits, 3K+G and 66P are guaranteed.
    Aim this at the person who is crouching against Bokutai K.​


    Bokutai K​

    A full-circular low attack that can be performed from Bokutai stance.
    When guarded, it has a large gap of -16F, but the middle attack is strong, making it difficult for the opponent to crouch.

    If you hit it near a wall, it will hit the wall and you can aim for a combo.
    -13F when blocked on the side.​


    Confirmed counterattack

    ★Standing
    10F Throw
    11F PK
    12F 3P+K, 2P
    13F 64PP
    14F K, 6P, 9KK, 1KK
    15F 6P+KP
    16F 3K
    17F 3K+G, 66KP (perfect buffer)
    18F 66KP, 66P (perfect buffer)
    19F 66P (when the opponent is against the wall)
    20F 4K+G​

    ★Crouching
    10F Low Throw
    12F 2P
    14F 9KK
    15F While Standing K, 6P+KP
    16F While Standing P+KP, 3K
    17F 3K+G
    18F 66P (perfect buffer)​


    Usage guide for beginners

    Pai's greeting is from Senchūken [6P]

    When using Pai, the technique you want to prioritize is 6P.

    Both of these are mid-level attacks with fast generation and, unusually for this game, can be used to gain an advantage even on normal hits.

    If 6P is a normal hit, it is so advantageous that 6P cannot be interrupted, so you can say that this is the first choice for the middle attack.

    Of course, if it counter-hits, the advantage is so great that two choices [nitaku] can be made.​


    There is also a different middle attack for selfish opponents.

    In addition to 6P, Pai also has a fast mid attack called 9K.
    This one has the same startup as 6P, but at +1 on NH, it has a little less advantage. (2P or 3P+K is an unbreakable combination.)

    Although it doesn't have much of an advantage, it has a longer reach than 6P, so its strength is that it can swing against opponents who are going down. [easier to hit against moves or stances that low profile]

    Also, because it is a foot move, use this as your main move against opponents with hand handling techniques.
    When it counter-hits, it can give you an advantage enough to make nitaku, so make sure you make your choices.

    Pai also has another fast-energizing mid attack. It is 3P+K.
    It is the "fastest mid attack" in the game, so it can play a role in the rampages and frame fights.

    However, note that it has a short reach and a long recovery when it whiffs.
    It may be difficult to know how to use it at first, so you don't have to use it at this time.

    For now, keep in mind that these techniques [9K and 3P+K] are effective against opponents who are likely to crush your hand techniques with Atemi or Sabaki.​


    Let's break down the opponent with abundant low attacks

    Pai has a lot of low attacks, such as 1K+G, which is a full rotation attack, 2K+G, which can be advantageous with NH, and 3P, which can be transitioned to a derivative or special stance.

    Use these to force your opponent to crouch while shaking them with the mid attacks mentioned above.
    However, if the low attack other than 3P is guarded, it will receive a painful counterattack.

    People who know this tend to be more prone to crouching down, so take a closer look at their tendencies.​


    3K for mid-range fights

    Pai shows her true value in close-range combat.
    She doesn't like being at a distance to the opponent or an opponent trying to distance himself with steps such as backdashing, so the 3K is useful at that time.

    3K's appeal is that it has a relatively long reach, making it easy to catch the opponent's backdash.
    Also, even if they block or evade, you have derivative moves [3KP, 3KPP] that make it difficult for your opponent to move at the fastest speed.

    Of course, if they crouch [under 3KP], you will receive a counterattack, so don't be overconfident.​


    Recommendation of 2 choices [nitaku]

    When your 6P or 9K hits a counter hit or when you guard your opponent's move, you have two choices.
    The attack used when making two choices with this character is the 2_3P+K Kosouha.

    If your opponent is acting violently, you can use this as a counter hit and send your opponent flying high.

    If your opponent is guarding, you want to aim for powerful throws such as 63214P+G and 2_6P+G [can input as 336P+G or 3236P+G, or 6P+G after a crouching move such as 2P].
    Since it is difficult to input both at once, you can start by throwing 46P+G and 64P+G.

    After 46P+G, follow-up attacks such as 3P+K, 2P+G [a low throw attempt], etc. are confirmed, and after 64P+G, 9KK is confirmed.​


    Combo starting technique that can be used instantly

    It's hard to attack in a prickly manner! I want to do a combo! For those of you, try incorporating techniques that can be used to start combos on normal hit, such as K and 3K+G, into your attack.

    In particular, K is an excellent technique that occurs quickly and does not receive a counterattack even if blocked. After a hit, you can follow up with PPKK, PP4PK, etc.

    However, since it is a high attack, be careful of opponents who crouch or use low attacks such as 2P.
    3K+G is a middle attack that can be used as a combo starter on normal hit.
    This is a technique that deals high damage and can provide a large return.

    However, if it is blocked, you will receive a counterattack up to 15F, so don't do it too much against opponents who tend to guard.​


    When the opponent is passive, use the mid and low options.

    If you perform a combo or the like and your opponent goes down, you have a chance to attack their wakeup.
    Try using 46K+G for an okizeme attack.

    46K+G is a mid attack that gives Pai a +4F advantage even if it is guarded.
    Also, if it hits, it will go down, so 9KK is guaranteed.

    If you show this, your opponent won't want to crouch or go wild, so low moves such as 2K+G and low throws are powerful options as a counterattack.​


    How to use intermediate level

    Try to overcome your own unfavorable turns

    Atemi techniques that can be used with 4P+K or 1P+K.
    If you use the corresponding technique [4P+K atemis high attacks, 1P+K atemis mid attacks], these will transition to a special throwing technique.

    I tend to worry about which one to use, but there is a big risk of getting hit by a counter hit with the middle attack when using the high attack atemi [4P+K].
    Basically, it's better to crouch than to use the high attack atemi, so let's use the mid attack atemi [1P+K] mainly.​


    Let's break down the opponent with Bokutai

    "Bokutai'' is a stance that can be transitioned to after certain techniques such as PK and 3P.
    It's a powerful stance that allows you to make powerful choices in the middle and lower stages, so use it wisely.

    There are two ways to use it:

    1. Set up after a confirmed counterattack

    After guarding the opponent's move of -11F or higher, Pai returns a PK, and then sets up Bokutai stance by hitting 2 [input as PK2]

    Immediately afterward, if you hit Bokutai P, it will be a combination that cannot be interrupted.

    It also works against backdash, and is a powerful technique that staggers on counter hit or crouch hit.
    2. Set up with a technique that has a derivative

    Set up Bokutai after a technique that has a derivative, and attack the opponent who is waiting for the derivative by selecting from the stance.
    Recommended is Bokutai from 3P [input 3P4].

    If the opponent tries to crush Bokutai from 3P, the second shot of 3PP will counter hit, so 3PP6P will connect and create a combo.

    The opponent is likely to hit 2P, but entering Bokutai will make 2P whiff, and if the foot position is parallel [closed stance] other types of attacks can also whiff.
    Depending on the position of the feet, it may be a good idea to aim for it.​


    - Break your opponent's crouching position with a low throw

    Low attacks can break down the opponent's fuzzy guarding, but if you're worried about the risk of being ducked or low blocked...let's show them a low throw.
    There are three throwing directions, but since the damage is basically low, the one you want to aim for is 33P+G, which has the most firepower.

    After a 33P+G hit, the opponent will stagger and both will be on their backs.
    If the opponent does not recover from the stagger, a backwards crouching dash toward the opponent and a backturned K will hit. You can also turn around immediately [with G] and perform a 466P+K.

    It is a toss-up as to whether or not the opponent will recover from the stagger, but it will cause a huge amount of damage that will be valuable to Pai, so you definitely want to aim for it.​


    Advanced usage guide

    Use 46KK to push your opponent into the wall

    In nitaku chances when you get +6F or more.
    There are times when a blow can be blocked or avoided, a throw can be attacked through or throw escaped, and so on. It really happens often.

    In such cases, 46KK comes into play.
    It is an excellent move, it starts at 18F which is reasonably fast, it can knock you down on hit, and it is not punishable on block [1st hit is -7, 2nd hit is only -9].

    The return is lower than 2_3P+K, but the good thing about this move is that it has a derivative effect.
    If the first hit is a counter hit or a crouching hit, it's easy to confirm the second hit, and you can take damage consistently.

    Also, even if they evade 46K, if you hit a derivative [46KK], it may unexpectedly catch them.

    It's maniacal, but if the second hit of this move counter-hits while they're crouching [e.g. if they tried to abare with 2P], you can pick them up again with 2P, etc. and go for a combo.
    Against El Blaze and Eileen you can also pick them up again with P when the second hit is a counter-hit. [on any counter-hit, not just on crouching]​


    Offense and defense near the wall

    If you drive the opponent into a wall, you have a chance to do a lot of damage. Use techniques appropriate to the location of your opponent and wall to break them down.

    ・Opponent's back to the wall

    When your opponent has their back to the wall, 46KK is a strong middle choice.
    Even just a normal hit will wallslump them.

    Also, if the opponent crouches, the 66P can also be increased.
    After hitting the wall with 66P, if the opponent staggers and recovers slowly, you can aim to stick it to the wall with 2_5K [input as 335K or 3235K].

    Another way to use it is to read your opponent's short-ranged techniques and hit them.
    For example, do a backdash after your 6P is blocked. If your opponent is hitting an elbow or 2P, you can make them miss and aim for a wall hit with 66P.

    Of course, if your opponent hits a middle kick, you will be hurt, but you can evade and then use PP4P to aim for a wall combo separately.
    ・Parallel to the wall, Pai's stomach facing the wall

    When Pai is parallel to the wall and her stomach is facing the wall, it can be said to be in the shape of a Pai. [this is a great situation for Pai]

    The first thing I want to aim for here is 1K+G.
    If it hits, you can cause the opponent to turn to the side while inducing a wall stagger.
    At this time, the PK is almost guaranteed to hit, and you can continue attacking with Bokutai [input PK2] while facing the side.

    The sideturned Bokutai is very strong, and first of all, Bokutai K is only -13, and an elbow punish is no longer guaranteed.
    At this point, you can further develop your offensive moves by using a mid-level strike or avoiding it to drive the opponent toward the wall.

    In addition, Bokutai P+K allows you to fuzzy guard after getting blocked [only -3 on side block], and it is a powerful technique that can cause great damage if it hits.
    After side PK, let's break down the opponent with these two first.

    In addition, when 1K+G is counter hit, it is easy to stick to the wall.
    Let's start by imagining the low attack.

    Also, use 4K+G against opponents who don't care and try to evade or get violent with jumping moves [against your low attack].
    If it hits, you can expect to hit them into the wall and get a lot of damage.

    However, it is not that versatile, as it can be crouched under or lose to techniques with crouching status.
    It is best to use it against an opponent who is evading or attacking.

    Aim for a wall diagonal hit with 4K against crouching opponents.
    This requires an angle, but if it hits, it will be a diagonal hit on the wall and cause a side wall stagger, guaranteeing 466P+K or 3K+G.
    ・Parallel to the wall, Pai's back facing the wall

    With this foot position, it is difficult to develop powerful attacks, so there are many cases where the aim is to hit the wall with small techniques.

    The first thing I want to aim for is the second hit of the 3PK. This is used against opponents who evade or get violent after 3P.
    When this counter-hits, if you are close to the wall, they will be wallsplat, and if you are far away, they will only bounce off the wall, so it is a little difficult to confirm.

    For opponents who are waiting for this, it is a good idea to attack from 3P into Bokutai [3P4].
    It is also interesting to aim for the maximum hold of 3PK as a secret technique.

    After being staggered here, a PK is almost guaranteed, so you can aim for a side wall stagger with a PK.
    After this, let's aim for a wall combo from PK2 → Bokutai P+K.

    Another way to aim for big damage is to aim diagonally at the wall from 1K.
    After hitting diagonally into the wall with 1K and causing a side wall stagger, the combo is confirmed with 466P+K.

    For those who crouch here, you can actually aim diagonally against the wall with a mid attack that won't knock you down, such as 6P or 6P+KP.
    After that, aim for a combo with 466P+K or 3K+G.

    Using the angle to the wall is very difficult, but if you can aim it, it's very powerful, so I definitely want to learn it.​


    Sideturned attack

    When this character gains an advantage on the side, PK to Bokutai is basically a strong action, but we will introduce other strong techniques as well.

    1. 3K

    Middle kick.
    If it hits with a side counter hit, it will collapse into the middle and become a combo starting move.

    Also, if you hit it with a crouching hit, a PK is guaranteed, so you can attack with Bokutai.
    It's difficult to confirm a crouching hit, but 9KK is also an unblockable move.
    2. K+G

    EX high full-circular with a jumping state, which can be used to attack while avoiding 2P, etc.
    Because it's a full-circular, its strength is that it can crush evades. Effective against opponents who dislike and avoid mid attacks.

    Even if it is guarded on the side, it is +1, so you can do backturned P for a combination that does not break. (Although this will lose to 2P)

    If [K+G] counter-hits on the side, the backturned K is confirmed.
    Even in NH, if the opponent is on his back, the backturned K becomes unblockable.
    This means that both of them [3K, K+G] can be guarded, right? You are correct.
    Pai cannot do much damage to an opponent who is holding standing guard because basically the only way to break the guard is to throw or hit a low attack.

    Therefore, you need to pry the guard open for an opponent who is guarding on the side.
    However, side throws are easy to get out of, so if you throw, delay the throw a little and use that as a regular throw to the front.

    When you show it to the opponent, they will start to flail around, so you can start using the aforementioned techniques. [3K and K+G]
    Let's break down the opponent from the bottom of the trick

    Pai's 3P.
    Actually, there is a trick to this technique, and you can cancel it by inputting 2 during 3PK(hold).

    If you cancel this at the fastest speed, the 3P frame will change significantly.
    Normally, it has a poor performance considering the slow generation of -9 on block, -8 on NH, +3 on CH, but when you hit this cancelled 3P, it becomes -3 on block, -2 on NH, and +9 on CH.

    In particular, this -2 on NH is a frame where Pai is very useful, and if the opponent tries to hit back with a 6P, you can intercept it with a P.
    If your opponent tries to hit a 2P or P, you can try to hit a 2_4P this time, and if your opponent holds back, you can hit a 3P again, and so on. You can force your opponent to read you.

    In the first place, if your opponent is going to hit back with a technique after 3P, it is also a good idea to aim for 3PP6P.

    3P is slow to occur, so if you use it suddenly, you will easily lose to your opponent's blows.
    For opponents who tend to be violent, try using 3P on their wake-up.​


    Let's use Meishōho

    If your opponent reacts well and you find it difficult to use your low attacks, it is time to use Meishoho stance, which can be entered by pressing 4P+K+G.
    The derived P from this stance will give you a significant advantage even if you are blocked, and you can shift to Bokutai.

    From here, let's try to make two choices between mid and low with Bokutai P+K and Bokutai K.

    Also, try aiming for Meishoho K+G for opponents who hate Meishoho P and try to evade.
    This will lead to Meishoho K+GP on a counter hit.

    You can attack further from there, but it would be interesting to dare to go all the way to Meishoho K+GPK.
    This technique is usually a bit heavy at -16F, but if it is blocked from the side, it becomes -10 and you won't eat anything other than a low throw.

    Opponents who don't know will use 16F techniques and elbows, so you can try using the 1P+K mid attack atemi.

    Also, since Pai's back is turned after the first hit [Meishoho K+G], backturned 2P → Bokutai [input as 2P4] becomes an interesting attack.​
     
    Last edited: Jul 17, 2024
    AZYG4LYFE, akai and Chanchai like this.
  2. akai

    akai Moderator Staff Member Bronze Supporter

    PSN:
    Akai_JC
    XBL:
    Akai JC
    Thanks VolcanoShed for these translations! I have not read the entire article yet, but I think there is an error in the translation in the P section near the beginning.

    Unlike, other characters [P][K], Pai's [P][K] on normal hit, leaves her at -1. Going into Bokutai [P][K][2] after normal hit, she can start attacking before opponent can attack by 7 frames.

    This part correlates to this sentence in the original article.

    I have trouble interpreting this sentence, specifically the "4". Two guesses I have for that sentence:

    1. "PK going into Bokutai has 4 options."
    - There are 4 immediate attack options after entering Bokutai stance:
    - [P]
    - [P][+][K]
    - [K]
    - [K][+][G]
    2. "PK2 enters Bokutai stance."
    - ...so a typo! 4 is supposed to be 2.
    Might not be too far-fetched of a guess...interestingly, Shiwa (and other players write Bokutai as 朴腿 . The VF5FS Masters Guide and VFeS Manual has Bokutai writtten as 仆腿. The first character is different. Not sure if the kanji can be spelled differently in Japanese (like there is a simplified and traditional spelling in Chinese). Or is this a typo and 朴 and 仆 is pronounced the same maybe!? I will have to ask fluent Japanese VFers. ​
     
    AZYG4LYFE and VolcanoShed like this.
  3. VolcanoShed

    VolcanoShed Well-Known Member

    Thanks Akai for catching that error, I'll edit that

    Putting that sentence into DeepL, this is what I get: "After the PK, Pai can use the 4 to set up for the Park Thigh."

    I think he's talking about entering Bokutai here, so yeah I think the 4 is probably a typo. Maybe had 3P4 on the mind?
     
    Last edited: May 23, 2024
    akai likes this.

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