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Oki game

Discussion in 'Eileen' started by Tricky, Dec 29, 2007.

  1. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    I was playing around in dojo today and found some nice oki tools. Along with some help from the shout box (fulaani, sweeptheleg) to inspire me to make this.


    Basic oki
    ---------
    214P+K Hop back to punish with P, one of eileen's bread and butter oki games. You can use wari after the hop to give yourself more time for the opponent to stop blocking for your P to hit if need be.


    Advanced Oki

    Getting under Mid rising kick
    -------------

    2_3P+K will duck under a rising mid kick. ONLY in open stance though so be careful.

    1P<wari duck will avoid rising mid kick then if you follow up with the K you'll get a sideturned position

    Getting over Low rising kick
    -----------------

    46P+K done at the last second, meaning you can do it well after you've seen your opponent start a low rising attack, will hop over the attack and you will knock them down. For another oki game.

    1P<wari jump will avoid rising low kick then if you follow up with the K you'll get a sideturned position


    236P+K flip will jump over low rising kick but it has to be done early so you have to know it's coming. You can follow with a P for a bounce combo 6P+KPP or go for the K if you did the flip a little too late
     
  2. SkatanMilla

    SkatanMilla Well-Known Member

    Light down setups:
    These setups all assume that the opponent does the wakeupkick as soon as they can after getting hit by your light down.

    Opponent feet towards you -
    Mid rising -
    3K without timing will give sidecrumple up close or a counter hit (+7) when furhter away.
    K+G without timing will hit for 37 dmg and +5.
    Low rising -
    33P without timing will launch for a juggle.

    Opponent head towards you -
    Mid rising -
    33P without timing will launch for a juggle.
    Low rising -
    33P without timing will launch for a juggle.

    -

    Other moves to use for Oki:
    9P+K+GK, with a specific timing you can jump over lows and hit mids, the timing isn't that hard but it requires you to know when the wakeupkick is coming.
    Otherwise there is one other timing which simply avoids both wakeupkicks.
    9F+K, beats out low wakeups if done the moment you see animation going into a kick, gives a nice juggle.
    66P+K+G avoids both wakeupkicks if timed right, doesn't give any significant adv or disadv.

    Other things to think about:
    If you do her 214P+K sometimes you won't be fully out of reach for the wakeupkick, but at this range the 8P+K+G will jump over lows and 2P+K+G will go under mids, so keep that in mind if you end up in that situation.
     
  3. SweepTheLeg

    SweepTheLeg Well-Known Member

    Good additions Freyja. You should enter the online event, we need more Eileens. /forums/images/%%GRAEMLIN_URL%%/smile.gif
     
  4. SkatanMilla

    SkatanMilla Well-Known Member

    Thanks for the offer, but I try and stay offline as much as I can because of how different the game becomes online.
     
  5. SweepTheLeg

    SweepTheLeg Well-Known Member

    I try to stay offline too but I do like to play everyday. As long as I can reliably throw escape and PK punish, I think it's a fine approximation. At least NA v NA matches that is...
     
  6. Dody

    Dody New Member

    I wanna ask more about eileen

    which combo or command to break stand guard-crouch guard or
    which combo or command to stun the enemy
    which combo or command to use in first time(when ready-fight said)
    which one u prefer, midlle range or keep pressure the enemy
    n last
    did back p+k+g efficienly againts enemy...

    ThX a lot
     
  7. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    1) you use low attacks/forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/k.gif or throws to get past standing guard. Mid attacks for crouching guard (i.e. /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif)

    2)I don't entirely know exactly what you mean by stun there are some good threads in the beginner section to help with that. But here's a stun combo CH /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif>/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif>/forums/images/%%GRAEMLIN_URL%%/p.gif[]

    3) that depends really on who your opponent is and what character ur fighting against. I don't have too many out the box stratagies but the one I normally start with is a crouching backdash to see what they like to open with. Then based on that if they like to attack a lot I will use /forums/images/%%GRAEMLIN_URL%%/p.gif to get a CH until they learn not to try to beat eileen in the beginning of a match there are exceptions to this though. You can also start a round using /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif and wait to see if they take the bait and go for a /forums/images/%%GRAEMLIN_URL%%/p.gif followup.

    A lot of people like to use the crouch backdash at the start of the round and I use /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/k.gif to try and catch them while they're stuck in the dash animation. I feel like there is a better solution to that problem , I'm not good when my opponent retreats a lot.

    4) eileen is a pressure/momentum character. You want to be in their face close range to apply max pressure when you have an opening. This also means taking dmg when you screw up haha.

    5)yes it does but there is no reason not to use /forums/images/%%GRAEMLIN_URL%%/b.gif /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/k.gif instead
     
  8. Fulan

    Fulan Well-Known Member

    tricky i think you mean P+K (CH)> P+K> PK
     
  9. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    the CH is on the first line up
     
  10. Fulan

    Fulan Well-Known Member

    haha yes but
    it's the pp6p part I'm talking about
     
  11. SkatanMilla

    SkatanMilla Well-Known Member

    If you ever do a light down and slide through your opponent when they are downed against a wall, instantly doing BT K+G beats out any wakeup kick they might attempt.
     
  12. Dody

    Dody New Member

    i usually use p+k+g,p+k,P+G/k/p at the first time depend...

    when the chara lay down in the floor can u tell me trick to get up fastly...sometimes i always got u+p, its really anoying...sorry im newbie for fighting game
     
  13. SweepTheLeg

    SweepTheLeg Well-Known Member

    To QR (Quick Rise) - press P+K+G as you land on the ground; however, it is generally advisable to mix up your wake up games. For instance, constant quick rising can lead to predictability -- sometimes it is effective to eat a light down attack and then hold 4G to roll away from an opponent, thus "resetting" the situation and creating a bit of space to recover advantage. This is just one example.

    To struggle: spin the stick in a circle while pressing P and K repeatedly. If you mistimed your QR or have been hit with an untechable move, struggling allows you to rise or roll rise much faster which allows you to avoid down attacks and get back to your feet that much quicker.

    Check the System: Ukemi section here for more info: http://virtuafighter.com/wiki/doku.php?id=vf5:system_part_1#on_the_ground
     

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