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Wall-slump invincibility?

Discussion in 'Dojo' started by Drift, Aug 18, 2012.

  1. Drift

    Drift Well-Known Member

    I have found what appears to be a situation where a character becomes invincible when wall-slumped. I can not explain the "why" only the "how." Hopefully someone can verify this and give a reasonable description.

    In dojo, using Kage, change the Position setting to "CPU's back to wall" and turn on In-place recovery. Back off the CPU a small distance and perform 4K(hold K). This shouldn't hit the CPU. Now perform this combo: JM BT P+K, 2P, 66P+K, 46K+GK!K, 3K+G. This combo should land on pretty much everyone. Reset the dojo, back up and let CPU follow, and instead of 4K(hold K), perform 3K+G(hold K+G). This should wall-slump (not slam) the opponent. Let the opponent rise from the knockdown and perform the original combo hitting the JM BT P+K meaty as the CPU rises. This time, the 3K+G whiffs.
     
  2. Libertine

    Libertine Well-Known Member Content Manager Brad Silver Supporter Content Coordinator

    I think that you might be witnessing a hit box oddity. I get those sorts of results a lot.
     
  3. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    Drift, I'm not sure what I'm doing wrong or differently to you, but the [3][K][+][G] hits in the second scenario.
     
  4. Drift

    Drift Well-Known Member

    I've tested more and in my 2nd scenario, the 3K+G definitely whiffs if the JM BT P+K is meaty. I've tested other situations and I'm fairly convinced now that it has something to do with landing a meaty combo starter. Pick any character that the following combo will work on (I use Sarah): 66P+K, P, 66P+K, 46K+GK!K (wall slump), 3K+G. Now land that combo meaty and the 3K+G should whiff. Here is how I make sure the first hit is meaty: On any 12x12 walled stage (Snow Mountain and Dojo work too), set AI to Defensive Move (1 or 2) and Side Roll(Back) fall recovery. As 1P, from stage center, do 46P+G and land OM(toward screen), P(G), KPK. Sarah will land feet-towards, face-down and will roll away. While she's rolling, input forward dash, 66P+K. If timed right, it will connect and the combo will land except that the 3K+G will whiff. I have not gotten 3K+G to connect once in that scenario.
     
  5. Ytpme_Secaps

    Ytpme_Secaps Well-Known Member

    XBL:
    Jami San
    I have noticed things like this before with Kage. Like his BT 2k(hit)46k+g or 2p+k k . This will always land first, but if I go for it twice in a row, the 2k will still hit, but no follow up. Like it wont let me do certain ground scrape or meaty more than once in a row. I thought stance might have been the answer, havent tested enough yet.
     
  6. G0d3L

    G0d3L Well-Known Member

    the "un-juggability" after a BT 2K happened to me and an other friend more than once.
    Have to test a meaty scenario for that according to Drift's theory
     

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