1. Hey Guest, looking for Virtua Fighter 5: Ultimate Showdown content? Rest assured that the game is identical to Virtua Fighter 5: Final Showdown so all current resources on here such as Command Lists with frame data, Combo Lists and the Wiki still apply. However, you can expect some VF5US specific changes to come soon!
    Dismiss Notice

Oki setups

Discussion in 'Kage' started by G0d3L, May 8, 2013.

  1. Ytpme_Secaps

    Ytpme_Secaps Well-Known Member

    XBL:
    Jami San
    Love it , BT wall oki.
     
  2. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    I just want to finally be able to see the hitboxes and hurtboxes for the attacks in this game. Even that ghetto PS3 emulator could probably show us that if we did it right.
     
  3. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    Getting way off topic now, but why do you want to see hit/hurt boxes?

    I've never felt that VF was hampered by not being able to see hit/hurt boxes. The system of high, mid, low attacks (and their 'ex' variants) along with frame data is generally enough to always understand what-beats-what in any situation.

    In 99% of cases, I feel that the animations make sense. For those rare attacks that have dynamic evasive properties built-in, then maybe there's some value in being able to visualise the hit/hurt box, but it's generally something you can figure out in training mode. As a fictitious example, with some testing you can reasonably quickly find out that move X can "duck" a mid attack during -3 to -5 situations.
     
    Ytpme_Secaps likes this.
  4. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    I've noticed that hurtboxes are very odd and are pretty generous after a whiff but it depends on the move. Hit and Hurt boxes tend to not match the character models. I would like to be able to see it for once, instead of just trial and error. It'd just speed the process up.

    totally way off topic.
     
    Kruza, Ytpme_Secaps and Myke like this.
  5. Ytpme_Secaps

    Ytpme_Secaps Well-Known Member

    XBL:
    Jami San
    I agree more with myke, tho tricky could prob give me examples of why it mattered. I always looked at it like there is high crush, low crush and distance crush. And for dealing with distance crush you need to select a move that has "distance cover" . Thats a very simplistic view but it always seemed to apply.
     
  6. VolcanoShed

    VolcanoShed Well-Known Member

    Some thoughts on Shippujin oki

    Some ways to get Shippujin oki:
    - 2P+KP+K+G ground scrape to call out no-tech (discussed earlier, can be risky if they tech rolled)
    - 2P+K combo ender at the wall if you get a weak hit that doesn't wallslump/wallsplat like KPK or 3KK and you don't think you have time to get something like 66P+K to extend the combo
    - 4PP+K+G after a knockdown, for example after 4PK or 2K+G

    When you have an oki situation with Shippujin it seems good to stand at about a backdash distance away from the opponent, from this range if they tech rolled you can hit them with the tip of Shippujin 2K/2KK to hit them low or Shippujin 6P to catch them pressing or crouching, and if they stayed down instead you can threaten to bait out a rising kick by walking backwards and you can whiff punish with Shippujin 6P for big damage

    Shippujin 6P and 2KK both hit to Kage's stomach so if the opponent evades to Kage's back this mid/low mix can be avoided, but you can add in Shippujin K+G/K+GK too which is full-circular to cover this

    Only problem with standing at a backdash distance is that if they stayed down then rolled backwards it might be hard to chase them and it may reset back to neutral

    In neutral Shippujin has the same strong While Running K string that's also available in Jumonji. This seems pretty strong since it has a good amount of range and forward movement, the string follow-up KK is safe on block, and on hit you can confirm up to the third hit. Once the opponent is aware of this and wants to block or evade you can run in and hit them with Shippujin 2K/2KK or even guard break (P+K)
     
    Myke likes this.
  7. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    Never discount the power of Shippujin run g-cancel into throw. This can work against those conditioned to always evade against the stance, and/or those who might freeze up fearing the 3P or 6P mid.

    Another okizeme trick to apply is the use of 4KP+K+G into BT Shippujin, then 66 to dash away from the opponent while still remaining in stance. This opens up distance rather quickly while baiting many wake-up kicks to whiff for an easy punish with Shippujin 6P. This works best when the opponent isn't getting up in a hurry allowing you more time for the setup.
     
    VolcanoShed likes this.

Share This Page

  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice