So after a short break, I'm back at it. Mind you, whilst I was gone, Perfect Input's first VF 5 combo video 'Altered Directions' came out (with my contribution) and it was awesome. Probably one of my favorite combos videos I have helped with and I was real happy that TMD and his team decided to let me play in their sandbox.
Back to this video tho, I was actually planning on doing a Vanessa combo video ages ago even before my Akira combo video. This video was originally going to be a collaboration with a couple of my local Vanessa players but everyone got hella busy so they weren't able to contribute as much as I hoped. I was able to get one in from The Arkayne tho which I was happy to add. Well onto the combos:
Intro: I love item move win poses! I felt it was appropriate with the theme as well.
1: DEF: CH 4+P, 6,6+G+P, 4+G+P, Opp does wake up sweep, 8(delay)P, 2+P, K, K. This couple is similar to one that Caj used in VF: Prime (another great combo video). I decided to change it up with a different throw follow up and one of my now trademark oki blow ups. Spacing is essential for the 4+P or the opponent will hit the wall and no longer have the frame advantage for the throw.
2. DEF: 4,4+G+P wall, dash, 3+P+K, 6+P+K wall 2+P+K B! 6+G+P+K, hold 6+P, 2+P+K B! P+K,P. I tried to go for a knee/ low wall hit but I whiffed (oops). The hold 6+P is the important part here and plays a big part in all of VF: FS continued wall combos.
3. OFF: (P),CH 3+P, P, 2+P+K B! 3+K,K. Great way to stop an opponents 2+P from offensive stance into a bread and butter.
4. OFF: CH 3+P,2+K,P,4+P wall 6+G+P+K. I think after some research that the 6+G+P+K is only guaranteed if you do the 4+P follow up in the string.
5. OFF: (4+P), CH, K, wall 3+K,P,K, 3+K,K. Universal wall follow up and a handy way of blowing up a opponents 2+P as well. Need to be close to the wall with a slight side step to the top of the screen.
6. DEF: (1+G+K),K,G+K, 4,3,2,1,6+G+P. The first hit is not part of the combo, the low side turned kick into the side turning kick is tho with a guaranteed throw opportunity.
7. OFF: 9+K, P, 2+P+K, K,P,K. Bread and butter off her launching knee on heavies.
8. DEF: CH 4+P+K, P, P+K,P, 6+G+P+K. Nice and easy combo off a very good 'stopping' ( a move that stops others) attack. I originally had it ending with Blaze spinning off the stage but I decided to save that for a later combo.
9. DEF: 3+P+K,2+P+K B! 6+G+P+K, 3+P+K,K. My boy Arkayne's contribution. A nice easy way to transition into OFF off guaranteed damage.
10. DEF (9+G+K),P+K, 3+P+K,2+P+K B! 6+P,K,K wall 6,6+P,P (G+P+K) opp does wake up sweep, 9+K, wall K,P,6,K. I love this combo due to set-up nature of it. The P+K from her grounded stance is a great way to stop people from 2+P you whilst you are down then the quick stance switch to get the launching 9+K when they do their wake up sweep.
11. DEF sabaki 4,6+P+K,P,P+K,P wall 2+P+K B! 6+P,K,K. I like this combo but I have a bone to pick with it lol. This one instance when I did it when I performed the 6+P,K,K it gave me a low wall splat. When I tried to do it again (and again and again lol) it wouldn't do it. If I was able to get it again I would have extended the combo with a 6,6+K or a 6+G+P+K. Ahh maybe in modified combo in my next video.
12. DEF 6+K,G+P variations. Showing how both of them with the proper angle can lead to a nasty exit for your opponent. The first one is particularly mean looking... ouch!
13. OFF 4+K,6,K, 9+K wall 4+K,6,K B! P, 6+G+P+K. I noticed as I was making this video that Vanessa has a lot of tools to shut down 2+P happy people. Nice to know. In hindsight I should ended this combo with a 9+K so the whole theme of repeated moves was kept.
14. OFF 6,6+P, 3+G+K: G+P. Just frame needs to be timed to get the throw and you need to delay the input slightly due to the wall stagger. Also the Cammy cos-play usually equals a broken limb.
15. DEF BT P+K, 2+P+K B! hold 6+P, 6+P,K,K. The hold 6+P is required to the get the extra jab. Nice damage off a back turned set-up and on heavies to boot.
16. OFF P+K,K wall 3+K,P,P, 9+K. Punishing another Vanessa in style. Yep, a blocked 9+K is uber punishable.
17. OFF (6+P+K), 9+P, P, 2+P+K, P+K,P. Another 2+P blown up (lol I am so adding a list of how many times 2+P got stuffed to my Utube video). Also almost mid screen set-up to a ring out? Scary.
18. OFF CH 3+P+K, 2+P, 6+G+P+K wall hold 6+P, 2+P+K B! P+K,P, 6,6+K. One of my favorite discoveries for Vanessa is how you can get a full juggle off her CH 3+P+K. Looks dirty as Hell.
19. DEF WS+P,6,6+G+K wall 3+P, 2+P+K B! 6+G+P+K, (P), 6+G+P+K. In hindsight, I should of started this combo off a blocked low sweep. Also I intentionally whiffed the standing between the two shoulders the show how much time you have to do them and it'll still connect.
20. OFF CH 9+K,K,P,6,K B! 6,6+K,P. Obligatory 9+K combo! LOL nothing else I can say about this.
21. OFF 4,3,2,1,6,2+P, 2+P, 3+K,P,K. Remember that Blaze combo where I said I wanted to save the ring out? This is why. I love how Eileen spins out of the ring, rather poetic. Also I liked how it's timed with the big beat drop.
22. DEF CH 3+G+K,K,6,2+P,3+K,6,6+K: Another one of my discoveries I am quite proud of. Nice to see Vanessa can combo off her grounded stance (note to self, find the proper name for this stance LOL).
23. OFF 4,3,2,1,6,2+P,2+P,6+P,P,K. Nice damage off a low and on a heavy weight.
24. OFF (4+K,6) CH K,9+K,P,P,6+P,P,K. (G+P+K) Opp does wake up low 3+G+P, Opp does wake up low 2+G+P. Stance change is necessary to get the crouch throws (which can be broken) The crouch throws leave the opponent in the exact same position he was when he was downed, giving you another throw attempt. Joy!
25. DEF (4,6+K) CH 6, 6,6+G+K wall 4+P+K, P, 2+P+K B! 6+P,3+K, 6+G+P+K. I was trying to find different wall combos other then the ones we have already seen, here is the product of my research.
26. DEF CH 8+P, 4,3,2,1,6+G+P opp does wake up sweep 8,delay,P, 2+P, 6+P,K,K. A couple notes here. The quick stop flashes are a reference to Cammy's Ultra 2 in Super SF IV which is also a bone breaking set of moves. Vanessa is also cos-playing as her to make it more obvious. Also who would have guessed you could get a guaranteed throw attempt off a counter hit jumping P? Turns out Perfect Input's TMD02 figured that out too for his Brad combo video (which is awesome I might add).
Music: Picking the right song for a combo video has became a real pain in the ass for me since I decided I wanted to go for partnership on Youtube. Since I can no longer use popular copywritten music, I was not able to use two songs which I wanted to use (one being Jordin Spark's Battlefield, the other being Numb/ Encore by Jay Z/Linkin Park). I was really stuck for a minute. Then I remember a particular awesome Paso Doble done on So You Think You Can Dance. I decided to try this track with this video and it fit perfectly. I can't be happier with the final result to be honest. Also the track is called 'Unstoppable' and I felt it kismet because Vanessa is pretty hard to stop, blowing up 2+P all day.
Theme: I had a couple references to army based characters in this video. The blue hair one is Leona from KOF (my favorite female video game character of all time) and of course the afore-mentioned Cammy. The others ones are much more subtle. Most of them are there cause they are cool looking or army themed but two of the more subtle ones are the white outfit which is a homage to my girl Kelis
The one in the dress is actually a homage to Amber, a girl who was actually in that episode of So You Think You Can Dance which I just mentioned. She wore a dress which I tried to recreate (also notice Sarah is dressed for the evening too LOL).
And there you have it. Another video done and dusted. My contribution to Vanessa's arsenals is not done yet tho, I have another collaboration with TMD02 coming out where I contribute some more crazy Vanessa combos which y'all should look out for.
Oh and shouts outs to Virtua Fighter Dot Com for being so responsive and receptive to my VF combo video series. I appreciate it guys/gals.
P
Friday, July 27, 2012
Thursday, July 5, 2012
Behind the Visions: Shihan
Another week, another Virtua Fighter Final Showdown video! I must admit my consistency right now is pretty good and I believe my quality of videos are going up steadily as well. First, a quick history lesson. I have always wanted to be a Akira player. He always looked uber technical tho and that kind of deterred me. For this edition tho, I decided to sit down and seriously see what I could do with him. Over the course of a week I kept training him and soon I got to the point where I felt confidant enough to do a video. 'Shihan' is the end result.
Legend: 7(upback), 8(up), 9(upforward), 4(back), 5(neutral), 6(forward), 1(downback), 2(down), 3(downforward) and P- Punch, K- Kick, G-Guard. B!- bound move. :-Just frame input required. BT- Back turned. Teirou Kanpo Stance- TK.
Combo 1: 2,1,4+P,2,1,4+P B! 3+G+K,P,4,6,6+P+K. Good combo for heavyweights and does great damage. For Akira's Dragon Lance Combo (DLC) you can subsitute for his 'easier' version by ending it with P+K for less damage but more consistency. Akira's perfect DLC is actually harder for me then his 1 frame knee believe it or not.
Legend: 7(upback), 8(up), 9(upforward), 4(back), 5(neutral), 6(forward), 1(downback), 2(down), 3(downforward) and P- Punch, K- Kick, G-Guard. B!- bound move. :-Just frame input required. BT- Back turned. Teirou Kanpo Stance- TK.
Combo 1: 2,1,4+P,2,1,4+P B! 3+G+K,P,4,6,6+P+K. Good combo for heavyweights and does great damage. For Akira's Dragon Lance Combo (DLC) you can subsitute for his 'easier' version by ending it with P+K for less damage but more consistency. Akira's perfect DLC is actually harder for me then his 1 frame knee believe it or not.
Combo 2: Counter Hit 3+P+K,2+P, 6,6+K,K. Nice and damaging combo off a counter hit. The 2+P must be timed to get a proper bounce. Works on all sizes.
Combo 3: Facing wall, 6+G+P+K B! 2,1,4+P B! 3+G+K,P,4,6,6+P+K. Most of my combo videos has an off the wall attack follow up. This one is no exception. As above you can sub the perfect DLC for the easier one for less damage.
Combo 4: (3+G+K) Counter hit P wall 3+K wall 2,1,4+P B! 3+G+K,P,4,6,6+P+K wall 2+P, 4,6+P. 3+G+K , P is great when your opponent is spamming low punches to stop your string. Against a wall, you get this combo. This combo works on all middle weights and lower. Note: if you do the easy DLC and not the perfect DLC you won't be able to get the 2+P,4,6+P ender.
Combo 5: 3,3+P, 2,1,4+P 3+G+K,P,4,6,6+P+K. I usually don't do combos on Taka because it's hard to combo him like other characters. I wanted to not let that deter me this time so I found this bread and butter on him.
Combo 6: Opponent guarding 6+G+P+K guard break 4,6+P, 2+G+K,K, G+K,P. Showcasing Akira's guarding breaking ability.
Combo 7: Opponent guarding 4,6+P duck throw attempt K+G:K,P+K wall 3+G+K,P,4,6,6+P+K, 2+P,4,6+P. Let the one frame knee combos begin. One of the things I knew I needed to master for a Akira combo video was his one frame knee. I knew if I didn't do at least one, I shouldn't be doing a video. To my surprise after a hardcore night of training I was able to get it multiple times and constantly. Hence tons of G+K:K combos!
Combo 7: 6,4+G+K, dash 2+G+K,P:P Opponent does wake up low kick d+P+K reversal. Another frame dependent move 2+G+K,P:P is not as hard as G+K:K but it is hard. This combo is guaranteed on all sizes . Also the opponent can do a 'just recovery' to avoid the 2nd damaging part of the reversal and I hate 'green' (no guaranteed) combos so I made sure I ringed my opponent out.
Combo 8: (3+G+K) Counter hit P wall G+K:K wall 2,1,4+P B! 3+G+K,P,P+K. Rare non perfect DLC ender for variation sake. Of course you can end it with the perfect DLC and get a 2+P,4,6+P for a much damaging combo.
Combo 9: 2,6+P wall G+K:K wall 6+K wall 2,1,4+P B! 2+P, 3+G+K,P,4,6,6+P+K wall 2+P,4,6,6+P+K. The stun can be shaken out of. And I decided to end it with his shoulder check (4,6,6+P+K) for variation sake. This combo only works on lightweights I believe.
Combo 10: 3,3+P,hold 6+P,4,3+P B! 2+G+K,P:P. Nice damage, just frame ender. Works on all sizes except heavies.
Combo 11: 3,3+P,4,6+P,3+G+K,P,4,P+K, G+K:K. Works on most sizes, does great damage. G+K:K hits so low that it's great after a low wall splat and does considerable damage. If you can't get the G+K:K consistently, you can sub it for just G+K for less damage.
Combo 12: 1,6+G+P,G+P+K (TK) P, G+K,charged P B!G+K,P. Another Taka only combo. I knew I had to get a fully charged G+K,P combo in there. The throw can of course be broken and the P can be blocked but that's why he has an un-seeable mix-up.
Combo 13: 1,6+G+P,G+P+K (TK) K, 3+G+P+K: 4,3+P+K: 2,1,4+P: 4,6+P. Speaking of mix-ups, here is a good example. Whilst Akira has plus 15 (!) after TK, K hits, I couldn't seem to do anything that hit high or mid after it that was fast enough. However the opponent is forced to block so you can do Akira's new guard breaking just frame attack. Also Akira's guard breaking just frame attack stun CAN NOT be struggled out of no matter how fast you tap (tested it myself).
Combo 14: 6+G+P wall G+K:K. Normally an opponent can quick roll the second part of Akira's 6+G+P throw to lessen the damage, they can't do this against a wall tho and the G+K:K is just the icing on the cake. As with Combo 11, you can sub the 1 frame knee for G+K for much less damage.
Combo 15: G+K:K, 3+G+K,P,4,6,6+P+K. Probably the best damage you can get on heavy weights without a wall. Two just frame dependent moves back to back as well.
Combo 16: 4,3+P,8 opponent 2+P, 2+P+K opponent does wake up low kick hold 8+K, 3+G+K,P,P+K. Good set-up when you have equal frames and wake up kick punish to boot.
Combo 17: 4,3+P,8,P+K guard break 4,6+P, P,K,G,6,6+K,K. The alternative to the above set-up and utilizes Akira's ability to break guard very easily. The follow up combo can be changed according to weight class, I just did this one because Jeffrey is heavy. The guard break can be ducked but that's where the 1 frame knee comes into play.
Combo 18: (2+G+K,P,8) P, 2+G+K,P:P Yay more Taka combos tho I am certain this combo will work on most classes if you do a 2+P after the stun to get a better bounce and then do the just frame ender.
Combo 19: 6,4+G+P, 2+G+K,P,G+K,P. Whilst most of the combos in here are original, this one was inspired by watching a Japanese Akira player. Pretty good damage for most classes up to heavy weights. If they are heavy, do the just frame ender instead (combo 7). Throw can be broken of course.
Combo 20: G+K:K,4,3+P B! 2+G+K,P:P wall G+K:K. One of the more frame dependent combos in the video. Works on light weights only (4,3+P is in-consistent against some heavier classes).
Combo 21: Counter hit, 6+K,3+G+K,P,P+K. Counter hit 6+K,3+G+K,P,4,6,6+P+K. Showcasing the difference between easy and perfect DLC ender. 6 extra damage! It's worth learning for sure.
Combo 22: Opponent does flip kick 1+P+K wall 2+G+K,P:P wall G+K:K. Eaten one too many hail mary flip kicks? Answer it with a reversal and a frame intensive combo to boot. 93 damage will make them re-think them kicks lol.
Combo 23: (3+G+K) Counter hit P, 2+G+K,P:P wall G+K:K. Works on most light weights. Mid screen answer for combo 8.
Combo 24: Opponent guarding 3+G+P+K: 4,3+P+K: 2,1,4+P: 4,6+P opponent does wake up low, hold 8+K,2+G+K,P:P As noted above, Akira's guarding breaking just frame set-up/ throw can't not be struggled out of.
Combo 25: Counter hit 6,6,6+P,2+P, 3,3+P:P, K+G:K. First time showcasing Counter hit 6,6,6+P and 2,6 (or 3,3+P:P). Apologies, I know 6,6,6+P is an essential part of Akira's move list but I felt I had better combos to showcase. This combo works on all sizes.
Combo 26: Sabaki (4+G+P+K) P, 2+P, 4,3+P B! G+K,K. You can also end the combo with 6,6+K,K for a flip over state on the opponent. The 2+P must be timed and be careful performing 4,3+P too quickly cause the game will register it as you doing 2,4,6+P instead and missing out on your damage and oki.
Combo 27: Block low sweep, G+K:K, 6+K,P, 2+P,4,6+P. An almost Tekken-esque block a low then punish combo. One of the things that has thrown me off Virtua Fighter is the lack of good while rising launching punishers, something that Tekken is know for. Imagine my glee when I found out Akira has one. Double palm (2,4,6+P) are always painful too. Works on most sizes except heavies.
Combo 28: G+K:K,G+K:K,G+K:K. This is the Virtua Fighter equal of three Electric Wind God Fists in a row hence a slow mo showcase and yes, I did live during a match.
Combo 29: G+K:K, 2,1,4+P B! G+K:K wall 2+G+K,P, G+K:K. Continuing the just frame knee assault and also homage to my previous combo videos where I try to do as many knees as humanly possible (4!).
Combo 30: 2,1,4+P, 2,1,4+P B! G+K:K, 2+G+K,P:P. Another frame dependent combo, works on smalls only.
Combo 31: G+K:K, P,K,G, 2,1,4+P B! 3+G+K,P,4,6,6+P+K wall 2+P,4,6+P. Works on lights only. If you do not do the perfect DLC you won't get the extra wall slump and follow up combo.
Combo 32: Counter hit G+K:K, 4,6+P, 3+G+K,P,4,6,6+P+K wall 2,6+P:P. Three different frame dependent moves in one combo. Hence the final combo. The counter G+K:K floats higher I have noticed. You can even get a G+K, charged P B! on people like Dural I have noticed with a Counter.
Music Choice: I knew I wanted a Asian feeling instrumental for this video but I was debating to use heavy rock as well. I couldn't find much that really spoke to me tho till I remembered Mr. Karate's bad ass theme song in KOF XIII. I had to re-cut it slightly to make it a bit longer and the rest is history. I also feel Akira shares a lot with Takuma/ Karate. Both are karate disciples, both are teachers, both are bad asses and they both hit like a truck LOL. With Akira being a teacher, I figured Shihan would be the most appropriate title tho I was also thinking about using 'Dedication' and 'Fury'.
Costumes: I actually had a couple of cos-play homages in this video. The first is Gouki/ Akuma from Street Fighter, the white suit one with electric around his arms is my Kazuya homage (notice a lot of the combos in this outfit started with 3,3+P Akira's version of a Wind God Fist). The one in the blue hat, bandages around his chest is a reference to Bahn from Fighting Vipers, a character who was a reference to Akira. Finally we have Shao Khan (notice the first time you see him is when he does his 1 frame knee) the rising knee is a Shao Khan staple move. He also has a spear on his back (Shao used to throw spears as a special move). The non fighting game references one I like to call 'Punk' Akira and Samurai Akira and I made them simply cause they looked sweet. I also recently made a Shenmue/ Ryo Hazuki one but he wasn't made in time for the video.
Well that was fun. I seriously see myself as an Akira user because he is my type of character. A stylish, damaging, frame reliant beast. It's why I play Lee in Tekken and now I have my Lee in VF.
So I'll be out of town this coming week but when I come back, I'll be exploring Vanessa's combo potential with some friends.
P
Subscribe to:
Comments (Atom)
-
So I decided to make a LIST but with a video. Here are my Top 5 hardest moves in Virtua Fighter 5 R.E.V.O (in my opinion). I am also makin...
-
Originally I planned this to be a PIT STOP but I've been telling myself PIT STOP blog posts should have more uniformity and shoul...

