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top 10 most useless moves.

Discussion in 'Lei' started by smb, Aug 27, 2008.

  1. smb

    smb Well-Known Member

    I've been through 2 pads now. My pad no longer takes the brunt of my anger. I threw a cup of water across the room the other night. its shameful i know, but i did, and i'll do it agian.

    side note:
    new controller=50 bucks
    new cup of water=walk to the kitchen
    wet carpet=dries in a few hours.
     
  2. deathsushi

    deathsushi Well-Known Member

    When I get really frustrated, I track down one of my cats, and then pet them backwards, brushing all of their hair forward. This has the two-pronged effect of relaxing me, and simultaneously pissing my cat off. Thus I transfer my frustration to my cat, and then can come back and play more VF5.
     
  3. Linzhuomin

    Linzhuomin Well-Known Member

    look im not saying 66p is a BAD move, im just saying its obsolete.

    You guys are definitely welcome to disagree with me, but you'd just be wrong.

    and yes, wall staggers are nice, but wall SPLATS are better.
     
  4. Linzhuomin

    Linzhuomin Well-Known Member

    lolol quote of the day... nah, better than that... my new signature!!
     
  5. smb

    smb Well-Known Member

    i'll bet they take it out on the arms of your couch
     
  6. deathsushi

    deathsushi Well-Known Member

    <Going to sleep..>

    "Oh my god, my wife left a chocolate on my pillow for me! I'm so lucky... what a great woman.."

    <Look closer>

    "Oh.. Oh god... No..! This.. this isn't chocolate.. Nooooooo!"
     
  7. BlackDragon37

    BlackDragon37 Well-Known Member

    Not at a disadvantage, though.

    Ergo, I don't see it as useful.
     
  8. BlackDragon37

    BlackDragon37 Well-Known Member

    I can't seem to test 43P in Dojo...

    But I don't know whether it's useless. On hit, you get +3. Is that enough to dodge an attack with Bokutai? Maybe switch to Nehan? Or both?

    What about if the opponent's defending? You can cancel the stance and throw, right? Or switch to Doku and continue his offence?

    And if the opponent blocks? Maybe Bokutai? Or Nehan? Or Both? Again?
     
  9. Combolammas

    Combolammas Sheep

    I use uf+K against people who low punch out of disadvantage. After all most people do it from time to time if they think they can actually get away with it. uf+K is Lei's most damaging option for that.


    b,df+P is kind of stupid. On hit you can mix-up Hai K, P-strings, d+K (full-circular), u+P+K+G Doku d+K or K+G (includes delay) or G-cancel throw straight or through Doku. Or you can go to Bokutai.
    Also, the move is 14 frames mid, which is as good as it gets.

    On the other hand being so bad on block means you should only use it when guaranteed so either for failed evades or -14 punishment. But you can take a combo out of failed evades and I'd much rather punish -14 with b,df+P+K or throw attempt or sometimes P,P -> mix-ups.
    In the end b,df+P doesn't have a good place in game.


    As for b,df+P+K I use it for guaranteed punishing or after evades if I think it hits. Sometimes I use it as a delay move since with 14f it's easy to just react to failed evades and knockdown on hit is nice.
    Other than that, the move has obviously it's place in combos.
    When I need a basic elbow move I go for f,f+P, although it's quite far from being "basic elbow".

    f+K+G doesn't throw-clash and it sobers Shun 2 points so on paper it has a minor use but in matches the move is worthless.

    Totally useless for me:
    df,df+K+G strings
    df+K+G and df+K+G,K
    f+P+K + options
    P+K string
    Boku K
    df+P+G
    d+K
    d+K+G (using d+P+K+G~d+K for Hai sweep gives you a sweep with KD, makes this obsolete IMO)
    Ura koko P+K
    General jumping attacks

    And some other things not worth mentioning.
     
  10. BlackDragon37

    BlackDragon37 Well-Known Member

    Ican understand 33K+GKK being useless, but the first 2 moves in that string are really good ( you end up in Suirakan, then you mix-up from there).
     
  11. Griever

    Griever Well-Known Member

    PSN:
    Griever_PL
    /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif/forums/images/%%GRAEMLIN_URL%%/k.gif puts you in Sui, which is not bad if you use it to go under someone's high attacks, the move is not as bad as you think, just not used as often.

    /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif has its uses, although there are better 16f moves.

    And why would you have anything against /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif? I know that /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif is better in dmg potential, but you can't tell me you don't like such awesome 50 dmg throw. It's one of the best looking throw in the game! (IMO) /forums/images/%%GRAEMLIN_URL%%/wink.gif
    Again, it's 50 dmg and it looks cool... /forums/images/%%GRAEMLIN_URL%%/laugh.gif
     
  12. Cozby

    Cozby OMG Custom Title! W00T!

    PSN:
    CozzyHendrixx
    XBL:
    Stn Cozby
    jumping is sweet
     
  13. social_ruin

    social_ruin Well-Known Member

    3pg is good because only the best of the best will roll out from under the stomp which then makes 3pg plus stomp 63 dmg. On the other hand 33pg doko kk is 60. 33pg forward dash 2p 3p pkg kk is 64 and a lot of work. So i find 3pg to be better against most opponents as the will roll after 33pg doko kk. Now, the aformentioned is better if they don't roll cause u still get stomp and then like 73 dmg, but even avg players don't allow that.
    33kg,k is an absolutely fantastic move. I can understand not liking it at any ol' time, which i do, but every lei should know this moves value as a round finisher. Absolutely great move to use as the last hit of round. Many times me and high ranked lei's will both be jumping in with this move one hit from death and then its whoever time it better. Give it a test run.
    i've noticed 43p does seem to have a slight slam property versus the early phase of a jump, but still....i don't go to this one much.
    Nobody's mentioned 43pk is mid vs. 66p being high. Also 43pk being mid therefore can catch opponents lower in a float where a high would miss.
    6kg--i really like this move. It has some interesting functions for me. I like it for the stance it leaves me in. I generally do this at a range where i know it won't land and it does bait well. Then ppp from new stance covers huge ground and will often catch opponents of gaurd. After inentional whif of 6kg and new stance and excellent follow is p (but don't finish string, since p returns u to neutral) and mix ups mostly i just go with throw. Works very well, and this is one of those things that works against strong opponents as they will be waiting for ppp which on block gives up garaunteed damage.
    p.s. 46p is pretty but pretty useless too.
     
  14. VFnumbers

    VFnumbers Well-Known Member Content Manager Lei

    PSN:
    VFnumbers
    XBL:
    VFnumbers
    my reasons for using these moves 46p on ch =forced crouch if nh mix with 1pk to avoid 2p. Buffering backdashing with 1p+k may avoid close range mid attacks. 33K+GKK+G= look like lei is busting a windmill good for oki situations when opponent doesnt tech after head/ gut collapse combo. 6K+g is special high half circular i use it also for oki. on nh switch stance to deal against p and 2p and keep opponent guessing, on ch just attack or cancel stance change to 0f throw i guess lol. doku p+k p+k+g is a great move imo it forces crouch on ch if they try to p or 2p switch to doku if they react with a linear attack after ch switch to doku and input 2 or 8k+g. if they guard after doku p+k p+k+g ch stance change then cancel to 0f throw or continue offense
     
  15. VFnumbers

    VFnumbers Well-Known Member Content Manager Lei

    PSN:
    VFnumbers
    XBL:
    VFnumbers
    ura koko p+k is a half crcular mid use it when opponent tech rolls away or toward screen that also tried to evade after their recovery. If it hits and they techroll away or towards again use hai p+k to hit them in the back for a back stagger, once ur opponent realize they cant evade after recovering from falls use ura koko 6k to hit them if they inplace recover
     
  16. VFnumbers

    VFnumbers Well-Known Member Content Manager Lei

    PSN:
    VFnumbers
    XBL:
    VFnumbers
    i use 2k+g imo is useful and its main purpose is for targeting evades who dmpk the only move i hate using for lei is dmpk despite having good potential mixups after nh and ch, personally i hate all dmpk moves
     
  17. BlackDragon37

    BlackDragon37 Well-Known Member

    No one said that 2K+G was useless.

    And what's DMPK?
     
  18. VFnumbers

    VFnumbers Well-Known Member Content Manager Lei

    PSN:
    VFnumbers
    XBL:
    VFnumbers
    defensive move (evade) p+k
     
  19. Combolammas

    Combolammas Sheep

    Actually, I did say d+K+G was useless for me as Hai d+K is essentially the same move but it causes knockdown where as d+K+G does not. Both come out about same speed and the damage difference is minor.

    f,f+P is NOT a high, it's mid.

    I still feel df+P+G is just meh for me. Starting a d+P combo after df,df+P+G is simple enough and I like oki after tech-roll A LOT better than oki after landing LDA. In the end the damage is most of the time a little better, against Eileen you can score 69 points quaranteed.
    I also like doing throws that give combo follow-ups as a personal preference.

    I'll have to give a try to df,df+K+G,K then. On hit -11 and Suirakan doesn't sound appealing but I guess the fear of the follow-ups can work for you during end games. The first hit comes out slooooooooow too, seriously. Everything you can do with the string itself is completely linear too, at least according to movelist.

    But I'll try it since everyone says so. BTW are you all having success with the move off-line too?

    As for going under attacks with an attack of my own I'd much rather pick FC,f+P; b,f+P+K; b,f,f+P+K or low punch

    And last, Ura koko P+K. Yes, it's a mid but so are P and K. Both of them beat attacks and K is half-circular in the same direction as P+K. If you just want a circular K+G is always the best the stance has to offer: fast, special high, adv on hit. It does force Hai but it gives option for Boku on hit & block which is nice for defensive measures.
    I really can't help but think Ura Koko P+K is the most useless move out of the stance.

    If anyone has links to vids with some df,df+K+G or Ura Koko P+K usage I'd be grateful.

    EDIT: And yes, jumping IS sweet. I just don't like to do any of those general attacks that come out of it. Then again there have been a couple of occasions when the earlier midair K has proven useful and I actually do go for it sometimes so I'll make that one an exception.
     
  20. BlackDragon37

    BlackDragon37 Well-Known Member

    2K+G still isn't useless, it being fully circular. And faster from neutral stance (since you have to go into Hai to do 2K). Yes it's -1 on hit, but you can always backdash if you're expecting a 2P from the opponent.
     

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