Virtua Fighter Strategy Thread

The Granby: I should have been more specific. I was referring to most side-turned situations where there’s no time to dodge. Didn’t know OM dodges circulars. I always assume they didn’t due to needing two OMs to dodge a rising attack. I’m gonna try spamming OMs this weekend and see what happens.

Lastly, Eileen is not as cheap as Shun, though she comes close.

lol, no burrito match? What the fuck?

I say we FT5 it for Chipotle. :bgrin:

For Goh, absolutely learn and use his sabakis. It’s also very important that you’re aware of his frame data; almost all of his moves leave him ad a disadvantage, even on hit. You definitely have to be very careful about what you’re throwing out with him.

That’s not the right thing to say. :confused:

We are on SRK.

The proper phrase is … Die In A Fire. heh heh :wgrin:

Chipotle! The official North American Virtua Fighter food franchise. :karate:

I’ll contribute some Goh stuff…after Evo. Can’t give up all my secrets before the big tourney. :wink:

god i hate eileen so muucch & pai
>____<****

dam >___< :sad::sad::sad:

damm this post is full of anger

Goh shit I use/do:

Make use of FPP. It is a fast (15i) mid with a delayable follow up. It combos on any hit. Be warned though, when the second one hits you’re at -1 so abare opponents can beat out any follow ups with P, Elbow, or 2P. If you can guess what they’ll do, use a sabaki.

3P on counter is +7, meaning your 6K will beat any attack (other than Vanessa’s 3P) and lead to a heavy combo. When the opponent guards after being countered by 3P use a throw.

Use 4P+K after a backdash or to duck highs.

At mid-long range, make use of 66K, 66P+K, and 66K+G (4P+G on hit/guard) for oki.

If you yomi highs, use 1K+G or 3K+G (hit throw). 1K+G knocks down on mC/MC, if they don’t tech go for low throw or downed attack, if they tech use your oki.

Learn to buffer Goh’s most powerful throws in a moment’s notice. Doing a 270 motion needs to become second nature. Use his 62P+G if your opponent can break throws well.

After successful 3P+K sabaki, always input PK4 (netting 50 damage) as it sets up his insanely damaging and simple BT game. P+G for highs, P+K against attackers, 2P against 2Pers.

When you win a round input 43P+K and 6P+K+G as many times as possible because it looks cool. Also 9K+G and walking away looks cool too.

Pai shit I use/do:

Learn to hit check 9K+GK. It kills lows like whoa.

PK as a punisher leads to +4 (in ver. B), this is a setup for 6PK, delay or throw after 6P.

7K+G is an attack that is insanely abusable.

When at disadvantage use 64PP to beat punches and elbows. Use reversals… if you’re man/dumb enough! (I always opt for it durrrr)

K+G kills set and sets up BT, from there use K or her hit throw elbow shit (it is really easy to pull off). Beware of being blocked or ducked though.

66P+K has insane range and weird evasive properties, sets up simple combos.

2_6P is an insanely over powered launcher that is safe on block, unsabaki’able, and only Aoi can reverse it. Abuse the fuck out of it because as a Pai player style doesn’t matter.

Use 63214P+G. Overpowered shit.

3P is another sneaky low, the K followup can be charged and used for oki.

Fuck Pai, lol.

Does Sarah have anything useful to deal with players who tech-roll to the sides? I’ve just switched over from being a Pai player and I really liked using her side-trip move. I know Sarah doesn’t have anything like that but what’s a good way of pressuring players who tech-roll to the sides, or is it better to back off altogether?

EDIT: And what the hell has happened to VFDC anyway?

http://forums.shoryuken.com/showpost.php?p=4173940&postcount=1

Sarah has quite a few traps and innovative little things you can try to pressure people with off foreground/background TR.

First let me point out some BT traps trom techroll side roll that are very important to VF5 sarah. Whenever your opponent side techrolls from a head towards, face down fall, they leave their back open for a short period of time, enough that you can get a free backturned stagger if you time an attack correctly.

Sarah can get this kind of fall from:
#1 Her nuetral P+G throw
#2 Her MC FL 3K crumple (you may need to modify the combo if you want to have enough time to trpa them)
#3 Her final mid kick crumple from STEP KKK

The nuetral throw is the most popular one obviously since it’s the easiest to get and sometimes your opponent forgets how dangerous it is.

The basic moves to use to BT stagger are:
#1 3K (this is the easiest for beginners)
#2 4K (this has great range and can lead to DISGUSTING set ups)
#3 4P+K (this is the hardest to time but gives you the most time and range)

If you land the BT stagger try landing FL 4K (which launches on stagger hit) FL 3K (BT crumple, try to cancel FL and then do 2KK). Of you can mind game them if the struggle reall well with FL bagillion anti-defense options (like… 3K+G~P+G! :slight_smile: )

From a regular techroll to the sides, Sarah isn’t as dangerous but in general you want to force FL on them since that’s what Sarah does best in VF5.

If your opponent always holds G during techroll, you can stuff them with 4K, 8K, and 4K+G FL entries with little worry as you will enter at adv. on block and stuff any retaliation attack that isn’t some sabaki/weird evasion.

In ver. B, Sarah’s only full circular option is her sweep 3K+G, which is good to use sparingly for surprise and to condition. In ver. C you can make use of her devastating K+G vs. Evade. You can still use K+G, and even moves like 3K/3P/8P+K if you can tell which direction your opponent likes to evade to.

You can also use psuedo anti evade tactics like PPKK, PP2K, 66K+GK, and 6K+GK. This moves have enders that track insanely well and even if the first part misses you can catch people with the enders. 6K+GK is really good on wake up in my opinion because it staggers crouchers, jumps lows, hits mid, easy to hit confirm even on normal, good damage+knock down, the second part has rediculess evasive properties.

If you want HIGH DAMGE (which also means high risk) options try:

#1 Serpent Cannon (2P+KK), it will beat attacks and launch crouchers, and you can hit confirm the two part launcher. Both parts are unsafe though.
#2 Dragon Cannon (33K) best used if you know they attack back or as a delay launcher vs. Evade. Can produce great damage but at the cost of great risk.
#3 Heel Drop (4K+G) It is safe and will combo on any hit, however it is still slow and easy to see. The beauty of this move though is you can G cancel to FL.

Mix in throws sparingly, Sarah’s throw game is weakened in VF5 but it’s still good. Sweet Pain (270 throw) Fallen Angel (61P+G) Nuetral and Catch throw (9P+G) and generally good choices.

PS: Or to play like Unsafe_Dan style points, I like 4K+G~G cancel to 270 catch throw! lol don’t do that often lol

Forgot 7K+G and 6P (blocked) K. lol

Good shit in that post as always.

Jacky’s df+PPP combos if it hits as an mC. Are there any other strings in VF5 while are guaranteed on mC?

I’m pretty sure Vanessa’s 6KKPP is guaranteed on mC. Not 100% on that, though.

Wow… awesome stuff. Your last post really helped my Sarah and I expect this one will too, thanks man! I’m having a session against a Lion/El Blaze player this Wednesday, that will be the acid test for whether I should continue with Sarah or run back to Pai… Sarah is way more fun to play as though.

One last quick question - is it possible to throw escape out of Sarah’s 9P+G?

Only on sideturned (probably the only use for that piece of shit string). I know that in ver. B if 6K hits on MC the second K whiffs over their head. I’m sure it is the same on mC.

No, it is a catch throw. However, mashing throw escapes and throwing by accident can beat it.

You can view the VFDC command list tables through this link.

http://74.200.80.37/commands/

anyone?
http://forums.shoryuken.com/showthread.php?t=136937

Just started picking goh too, and great stuff on the previous page. Just wanna say thanks.

I don’t know if this changed in VF5 or not, but Goh seemed to be a defense-based character to me. He had a few moves that, on counter hit, led to 3P+K+G (one of his low throws) for decent damage. Also, his 66P+G led to a 26P+K for decent damage. The thing is, he had almost zero strings, so you had to rely on single hits along with throws for damage. You had to basically counter your opponent’s moves with your own (he had tons of sabakis and as I said before, his counter-hit damage was pretty good). He was not a beginner-friendly character, as you had to play defense to win.

Hopefully, I’ll finally be playing VF5 when it comes out for 360 (hopefully I’ll have one by then). Don’t know who I’m going to practice with, but Kage/El Blaze/Jacky seems likely (I just cannot stick to only one character. I just can’t). I’ll hopefully be playing on Xbox Live as well.

I personally believe Goh is a great beginning character. He teaches you to not be a rush-down only player, and the basics of nitaku (mid/throw guessing game) better than most of the cast. Also, being a sabaki heavy character, his movelist can help improve your yomi, as you can actively try to set up different traps and play at disadvantage akin to Aoi/Vanessa.

Example:

6PP on hit is -1, so any follow up might be beaten. So if you know your opponent is going to 2P: input 43P+K >66K+G(hit)4P+G or Basara. Nothing is more demoralizing than a guaranteed hit throw off of a something that beats 2P.

66K is -5, so you can fuzzy with 2G* or setup 3P+K against opponents who like to use elbow when they have advantage. 3P+K> PK4 >BT mind game or 3P+K > damaging throw.

Also I think you mean 4P (CH) and/or 1K (CH) into low throw; though the damage is decent, don’t expect to be able to use it for too long. In VF5, 4PK is decent as is (and when the tech roll, awesome stuff from that), and 1K is a really shitty move with more risk than reward tbh.

I dunno about that. Goh can be frustrating to new players because so much of his stuff leaves him at a disadvantage, often even on hit. I’d say he’s more for advanced players; you really need to be careful with what moves you’re throwing out.