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

Akira SUPER P bug discovered...

Discussion in 'Akira' started by Kimble, Oct 2, 2003.

  1. Kimble

    Kimble Well-Known Member

    I read this on another forum. I'm not exactly a frame expert so i'll post exactly what they said here.

    When [P]+[K] (which looks exactly the same as a normal [P]) is blocked, it would give Akira +2 frames. If [P]+[K] counter hits, it will give Akira a 10 frame advantage. This works for evo ver.b.

    Please comment!
     
  2. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    heh, it was only a matter of time.

    This 'discovery' was reported on VF4BBS at first, and then the information started to make the rounds. Some will argue it can potentially make Akira even stronger, calling it a glitch, and so on. It will be interesting to see what happens to this move in the next revision (ver.C rumoured to be out in November).

    But it's no secret anymore. Even 1/60 lists the [P]+[K] in Akira's movelist.

    For those who aren't aware what a +2 advantage means, it essentially means that you cannot fuzzy guard to crouch under a throw by simply holding down. In other words, to defensively avoid a throw and guard any immediate attacks, you must fuzzy guard by crouch dash instead and return to neutral with [G].

    Akira's normal standing [P] only gives +1 on guard. To help appreciate the difference 1 frame makes, you just need to do the Guard Challenge with Akira under Training. The challenge with [P]-guard is +1, and the challenge with [P][K]-hit is +2.

    Now when a [P][K] hits you, you sort of have enough time to react defensively, but a Super P with [P]+[K] is much quicker overall, so in theory I think it would be harder to defend against. Still, the Super P has zero range since Akira doesn't move forward at all, so I don't think we'll be seeing it abused. Well, I hope not.
     
  3. Kimble

    Kimble Well-Known Member

    Myke,

    That means an Akira player can [P]+[K] then 2 choice with a throw or another fast attack? Like you said, you can avoid the throw by CD and then [G] but it's not exactly a natural thing to do when you block a simple looking [P]+[K] (which looks pretty identical to a [P]).
     
  4. katana

    katana Active Member

    Hang on...what on earth are you guys talking about? Do you mean to say [P]+[K] has the same animation as [P]? Yet has +10 on Mc? /versus/images/graemlins/confused.gif
    The last time I checked out Akira's movelist, there was no [P]+[K] standalone attack. (execpt for backturned and after [6][4][P][G].
    Care to explain please?
    What version is PS2 Evo?
     
  5. Kimble

    Kimble Well-Known Member

    Yep. [P]+[K] looks exactly like a normal [P] except that it is +2 (instead of 1) on guard and +10 on counter (instead of +8). This bug works up to the very latest version of VF (ps2 version). It's listed in the 1/60 website as a move but i don't think it's listed anywhere else.
     
  6. DRE

    DRE Well-Known Member

    Yeah, that move unbalances things a bit. Hopefully this "bug" (and a few other things) will be fixed in version c.


    Here's the thing that bothers me:

    As soon as version c is released in japanese arcades, PS2 Evo will NOT be the most current version. I seriously doubt many US arcades will upgrade, and I don't have much hope for a console release.

    I guess I'll have to find out how drastic the changes are going to be, instead of getting pissed off in advance.

    They need to release Evo ver.C on PS2 and fix the fucking SAVE system while they're at it!! /versus/images/graemlins/grin.gif
     
  7. stalwartsamurai

    stalwartsamurai Well-Known Member

    Cor Bilmey!!!!!!!!! /versus/images/graemlins/grin.gif
     
  8. Shou

    Shou Well-Known Member

    Isn't this just like the [P]+[K]+[G] technique for other 12f [P] characters (ie can only be used in non-recovery situations)?
     
  9. feixaq

    feixaq Well-Known Member

    IIRC, Akira and Lau had +2/+5/+10 standing punches in VF4 ver.C. Perhaps Sega forgot(?) to change the P+K variant of the standing punch to +1/+4/+8 in Evo? But in any case, while it may give Akira a bit of an edge in Evo, we've had to deal with his +2/+5/+10 punch in the past already...
     
  10. sanjuroAKIRA

    sanjuroAKIRA Well-Known Member

    Wow. This is some funky weirdness here. It seems not to be a bug to me. I suppose the quotes around "discovery" and "bug" got me looking in that direction...Myke wasn't joking when he spoke of range...Akira's lead food remains planted for the [P]+[K] and doesn't move at all whereas with [P] or [6_][P] Akira inches toward the opponent . That the animation is different suggests this whole bit was engineered. Looks like a closefighting or smack your opponent out their rush when a [P] with work typa thing. Craziness. For the record, I don't think Akira needs to be fixed. No more vet visits for Akira! /versus/images/graemlins/tongue.gif

    (edit: just read feixaq's hypothesis. Were the stats for [P] & [P]+[K] in evo a as they are in evo b?)
     
  11. DRE

    DRE Well-Known Member

    [ QUOTE ]
    IIRC, Akira and Lau had +2/+5/+10 standing punches in VF4 ver.C. Perhaps Sega forgot(?) to change the P+K variant of the standing punch to +1/+4/+8 in Evo?

    [/ QUOTE ]
    I'm starting to think this might be true.


    After some testing, [P]+[K] appears to function exactly like Ver. C's +2 jab (i.e. if you MC, you have to delay before you can throw successfully, unlike the new Evo [P]). I also noticed that if they block [P]+[K], a buffered SDE will only interrupt their [P]/[2][P] from closed stance, but DE will always interrupt. I can't remember if this was the same in Ver. C.
     
  12. akiralove

    akiralove Well-Known Member

    XBL:
    JTGC
    yeah, 1/60th says that on MC and mC, you can't throw during the frames of advantage, and that in both cases a Throw is NOT guaranteed.

    Spotlite
     

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