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Evo Ver.A Command List Updates

Discussion in 'Site News, Questions and Feedback' started by Myke, Mar 7, 2003.

  1. SummAh

    SummAh Well-Known Member

    If u did do a search
    U would have found out that the move's command got changed.

    Do a search~
     
  2. Myke

    Myke Administrator Staff Member Content Manager Kage

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    Updated Goh
     
  3. CreeD

    CreeD Well-Known Member

    There's a little ditty on frames I wrote here. Some of the information applies only to version C and some of it prolly could use clearing up. It links to another little ditty writtten by myke at the end.
     
  4. Myke

    Myke Administrator Staff Member Content Manager Kage

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  5. Myke

    Myke Administrator Staff Member Content Manager Kage

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  6. HIGHplanzDrifter

    HIGHplanzDrifter Well-Known Member

    /versus/images/graemlins/blush.gifDon't mean to pressure you or anything but are you goning to be able to update Lau in the near future?
     
  7. Myke

    Myke Administrator Staff Member Content Manager Kage

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    No worries, I'll be continuing with the updates soon.
     
  8. Myke

    Myke Administrator Staff Member Content Manager Kage

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  9. Myke

    Myke Administrator Staff Member Content Manager Kage

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    Updated Lau.
     
  10. BK__

    BK__ Well-Known Member

    i have a small querey (/misunderstainding?) about the new abbreviation system.

    for example:

    akira:

    high jab = +10 MC

    however according to your criteria, it's an "adv.l" which is a +5 to 7 exe. the disadvantage data seems pretty well covered, but the advantage info feels vague or "inaccurate", some things i may misunderstand or get wrong if am trying things out.

    it's a nice system however for breaking down info for ppl to understand, but is there an explanation for this?

    thx.

    EDIT: OT - does the +10 guarentee an 8 frame throw? or does the hit animation prevent this? i find that i whiff inconsistently. thx.
     
  11. Chill

    Chill +40 DP Content Manager Shun Gold Supporter

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    Cool. Just checked Green book to confirm - after [3]+[K],[P] it's [P]+[K]+[G] to tiger stance isn't it?
     
  12. Myke

    Myke Administrator Staff Member Content Manager Kage

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    You raise a good point Bare_Knuckle. It's a subtle but important detail, and I should update the legend to reflect this.

    As you guessed, you can't be thrown during hit stun, so even if a move gave +100 on MC, you still couldn't throw them during this advantage time. There are some special cases where a throw is guaranteed during hit stun, and I've tried to note these in the command lists, but the general rule is no throw is possible during hit stun. On a related note, there are also cases of adv.l which guarantee fast attacks, and these have been noted as well.

    So, in situations where the advantage is greater than 8 frames, and the hit stun is such that they can't be thrown, then the frame difference will be listed as a large advantage (adv.l).
     
  13. Myke

    Myke Administrator Staff Member Content Manager Kage

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    [ QUOTE ]
    DrunkenCat said:

    Cool. Just checked Green book to confirm - after [3]+[K],[P] it's [P]+[K]+[G] to tiger stance isn't it?

    [/ QUOTE ]

    You're right. I'll correct this when I get home tonight. Cheers.

    Edit: command list corrected.
     
  14. BK__

    BK__ Well-Known Member

    cheers, one more question.. /versus/images/graemlins/smirk.gif

    [ QUOTE ]
    There are some special cases where a throw is guaranteed during hit stun

    [/ QUOTE ]

    wolf's GS is 11 frames, it has a pretty long and wide detection (i.e can grab opp rising from crouch), would this be one of those cases seeing as he gets a +11 MC jab?

    thx.
     
  15. Myke

    Myke Administrator Staff Member Content Manager Kage

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    [ QUOTE ]
    Bare_Knuckle said:

    cheers, one more question.. /versus/images/graemlins/smirk.gif

    [ QUOTE ]
    There are some special cases where a throw is guaranteed during hit stun

    [/ QUOTE ]

    wolf's GS is 11 frames, it has a pretty long and wide detection (i.e can grab opp rising from crouch), would this be one of those cases seeing as he gets a +11 MC jab?


    [/ QUOTE ]

    No, it's not.

    The special cases are determined by the attack which produces the hit stun, and not the throw used to followup. No character's regular [P] on MC guarantee a throw, regardless of how large the advantage is. I guess there's a property with these special hit stuns that allow the opponent to be thrown, and in these cases, any throw can be used.

    There was a post made some time ago which listed the (very) few attacks which guaranteed throws on MC.
     
  16. BK__

    BK__ Well-Known Member

    understood...

    cheerz.
     
  17. Myke

    Myke Administrator Staff Member Content Manager Kage

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    Updated Lei.
     
  18. BK__

    BK__ Well-Known Member

    YAY!..... now all i have to wait for is wolf!

    *damn, he's last* /versus/images/graemlins/tongue.gif
     
  19. Myke

    Myke Administrator Staff Member Content Manager Kage

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  20. Pai_Garu

    Pai_Garu Well-Known Member

    I've noticed some thing strange in training the other day. With wolf if you do the [3][K]+[G], [4][P], GS sequence. The game will count the whole thing as a combo IF you do the special 100 dmg version of GS. If you don't do the 100 dmg version the game does not count it as a full combo. This led me to think that the 100 dmg version of GS executes maybe a tad faster than the 80 dmg version. I haven't checked 1/60 yet to see if my theory is correct, but maybe someone have noticed this as well?

    ok, I just checked 1/60 and yes the 100 dmg GS does execute 3 frames faster than the 80 dmg version.
    80dmg GS - 11 frames
    100dmg GS - 8 frames.
    /versus/images/graemlins/laugh.gif
     

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