:uf:P+K causes a restand in certain situations, so the rest of the combo will connect.
I’m having a hard time getting that 9p+k to restand/combo. I’m looking at these combo videos and am not sure how they’re getting the 9p+k to restand. I know it will if you hit it in on a juggled opponent, but other than a wall hit I can never get it to combo. Is there some kind of weird juggle height requirement or a very specific few moves that juggle just right for 9p+k to connect? I dicked around in training, and the move just felt too slow.
VF has many different falling states that affect how moves and combos work. Based on spending a few minutes in training, :uf:P+K causes a restand in the following two states:
[LIST]
[]Standing crumple (opponent is standing but is staggering). Slipping P+K causes this state
[]Floating state with opponent’s back facing the ground. :f:K+G causes this.
[/LIST]
I don’t know if there are any more states other than these two that will cause a restand.
Although it has limited uses in combos, it’s still good for punishing :d:P. IMO, it’s more valuable as a punisher rather than a combo extender.
Uhhh…46k+g knocks them on their ass right quick-like like jacky’s 66k. Only on wall hits can you ever really combo after it. 6k+g, however, ong-baks them into a nice juggle state (normally how I get people in the air).
Really curious how I can combo 9p+k because the damage can get pretty ridiculous
Fixed the typo.
EDIT: You can combo :uf:P+K after (hold):f:K on counter hit. Bokkiakia uses it all the time.
EDIT 2: Oh, I forgot to mention that :uf:P+K will restand during the wall combo I posted earlier. When you land P+K (or :f:P+K), it puts the opponent in a state where they’re falling on their face. So that’s another instance where :uf:P+K will cause a restand, but only when slammed against a wall, I think.
Don’t forget that some of those combos are character specific as well.
Anyways, I’m here to be an asshole again ;_;
So, about the original/first post, you should explain why the normals are good in a more specific way.
Examples, like posting the frame data on that move would help greatly. Trying to convince people why they should use 4P+K instead of 6P+K if they’re going for a combo, knowing that 4P+K is 2 frames faster would actually help.
Or even talking about something like his 5K.
The name of the move is “Stopping,” which is fitting.
And what exactly does it stop? It is a 16 frame mid, so I guess that explains itself, but still good to know why the move deserves the name “stopping”.
Using annoying normals from other characters as examples would help.
Maybe shorten the useful move lists and make a top 10 best normals or something and below that explain a basic run down of his mix up game.
That, and maybe put in a super basic combo section for those intimidated, since first glance of the Max Damage combo guide can be overwhelming.
I’m in the middle of revising the moves list because some asshole (his words, not mine!) complained. I’m not done yet…I’m heading home now, so once I’m there, I’ll get the data I need and finish the whole thing.
OK, updated the moves list. Removed some moves and added one. I also added a combo section with three combos that anyone should be able to do with not much practice.
Check out one of my recent matches:
[media=youtube]kLZfkaPGVLo[/media]
What’s going on at 1:20? I know that you’re invincible on wakeup, but even at that point? Think this is something worth researching?
I think that he began the animation when you were getting up and that is why the kick did not register.
Btw the only thing ive seen useful for K is for following up with punch and then go into slipping mixups. But besides that 4K dominates K in every aspect, I dont see much use of it…
Good games Sol, Nice Brad, I just really hate mirror matches in any game. VF isn’t so bad since people can play the same character very differently but still it’s not as fun for me, which is why I was using Jeffry once in a while. Maybe I’ll pullout jean next time too.
Found this over at VFDC:
[media=youtube]C_8FH4ZHdzc[/media]
Yeah cyke it was a fun match man, right now you are the brad that has given me most trouble fighting against.
On another note still trying to figure out how to shut down goh and el blaze. They ranked me down to Sentinel
Not sure if anyone noticed, but I made some changes to the first post. Check it out.
As was suggested previously, can we narrow down the useful moves list to 10, or is it fine as is? I would like to see people argue for or against the current list, maybe even put them to a vote.
Here’s something to try:
In any match, try using :db:K+G and see how the opponent reacts on hit. I’m willing to bet that most opponents will react by throwing out any random attack. I don’t know what it is about that move that just sets people off.