
#152 Vanessa Lewis (almost) breaks VF4 Kumite! \\ Virtua Fighter 4 PS2
After I got high enough in rank--around 1st dan or so--that exploiting Vanessa Lewis' GK flying spin kick, triple punch, throw sequence became too risky, due to the AI getting better at avoiding the throw, I figured I had to find a new variation. Prior to jumping into Kumite, as part of a warm-up against my own high-level AIs in VS mode, I tried following the spin kick with various other combos...and then stumbled across the realization that GK, on block, combos with itself--just spam GK and the AI, blocking, will get pushed back indefinitely.
Did this break the game? Well...
0:00 - VS my AIs to warm up & test combos
21:46 - oh I can just push them out with GK : o
30:35 - Kumite!
53:36 - they're knocking GK out of the air ;_;
57:30 - more spin kick exploits
1:59:30 - Free Training looking for a better spin kick follow-up
Notes:
3'20 - weird ring out
5'15 - but meeting even tougher conditions will allow you to keep the dunce item and equip/remove it as a normal item
The spin kick works pretty well in arenas with no walls--especially against higher level AIs who hold their block and thus just get pushed back repeatedly for an easy Ring Out, rather than getting knocked down--but gets a bit dicey in walled stages, where you just have to go for a knock-down, back away, and spin kick in again. Also, for a while in the middle there I was running into AIs who could just blast the spin kick out of the air. But most don't seem to do that quite as regularly.
While in Kumite I was using the elbow knock-down, fPK,fPK,fK, as my unblockable follow-up to the spin kick on block--but as I learned later when I went into Free Training, that elbow combo leaves you waiting over the prone opponent, making it harder to get clear to ready another spin kick. After some testing, dfP~K,K (you wait a moment before kicking) was a slightly higher damage combo I found, and ends clean, giving you more time to set up for the next spin attack. If execution problems start making that unreliable, the simple K,K,P,P also ends clean, and is almost as good in terms of damage (but doesn't have dfP~K,K's satisfying little float).
Will a better knock-down combo after the spin kick make it the actual game-breaker I thought it might be? I'll have to give it a shot!
Moves:
dP - mid-hit elbow w/ deflection, pretty darn effective
dfP - low uppercut, floats
fPK - elbow knock-down (high), really fast
fP - quick mid
dfK - decent range & speed mid hit--spacing tool
dK - quick low hit
f/bK - quick knee mid
GK - spin kick, can follow up with quick combo on block
dbGK - jumping axe kick, possible tight timing juggles
fGK - fast axe kick
Combos:
dfP~K,K - wait a mo before kicks; very good damage
dfP,K - low hook w/ following axe kick, neat
fPK,fPK,fK - knock-down w/ ground hits but leaves you over enemy
fPK,d/dfK,K? - second K might need wall
ffPK~P,P
K,K,P,P - nice easy bread and butter, good damage
fP,P,K - mid combo
PK,P
fGK~dK
fK,K - knockdown
Recorded 6/28/20 w/ PS2, OSSC, Framemeister, Elgato HD60, Hori RAPV 2017 w/ Sanwa lever & buttons, Brook Super Converter, Blue Snowball microphone
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