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Evo Ver.A Command List Updates

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

  1. BK__

    BK__ Well-Known Member

    thanks myke, this will really help me with my wolf guide /versus/images/graemlins/laugh.gif (also prevent hours of training mode getting the correct move info)
     
  2. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    Updated Sarah.

    That completes the Evo Version A updates.

    Version B coming soon.
     
  3. BK__

    BK__ Well-Known Member

    hi, sorry about this..

    . wolf's [P]+[K] = 10 frames charged & uncharged in your m-list.. (if only)

    . wasn't wolf's frankensteiner 60 dmg? it's been reduced to 50 in ver.B? i nad no idea if so /versus/images/graemlins/tongue.gif (DoH!)
     
  4. Aoi_Mei

    Aoi_Mei Well-Known Member

    How do I know wich version I have?
     
  5. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    Version A was the first arcade release. Some arcades still have version A machines.

    The current arcade and the PS2 release of Evo is version B.
     
  6. Aoi_Mei

    Aoi_Mei Well-Known Member

    Alrighty, thanks.
     
  7. Mankey

    Mankey Active Member

    First, the command lists are great, they're the primary reason I visit VFDC. Much nicer than looking through .txt files. I must appreciate Myke's hard work.
    My opinion only has the validity of a long-tern 'Virtua Fighter', with...little experience in the very in-depth side of Virtua Fighting..

    Anyway; some opinions, tweak ideas...
    <font color="red">1.</font> I don't quite understand the means of changing the number values to classes... If you want to counter a "-15" move than you could just choose one of your attacks that has an execution of "14" or less (very easy with the Exe menu in these command lists.) Atleast that's what I assume...this game is so complex I might be forgetting something...

    <font color="red">2.</font> You know how the frame background alternates between white and gray? It would be neat if, for the same technique, repeated to be more in depth would stay the same background color. Such as Akira's [6][4][P]+[G], [8] or [2].
    Hmmm, that's pretty obsessive though...no, that's really obsessive...

    <font color="red">?</font> For Version B, did you consider replacing all the terminology with that of VF4: Evo's "Guide" section (such as crumble = collapse?)
     
  8. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    MasterMankey, thanks for your feedback.

    The first point you raised has been discussed at great length here already in this very thread, so please read it if you haven't. I don't want to re-hash an old topic, but I will say that the ver.b lists will have numbers to represent all the frame differences. The one piece that's still missing is that EXE information (which as you pointed out is used in conjuction with frame diffs) hasn't been officially released. The site 1/60 does have some EXE information, so that will be used for the ver.b updates.

    The second point isn't really possible, as it would get all out of wack as soon as you'd sort on any one of the columns. The alternating background colour is just to help you visually across a row.

    The third point with the terminology. In short, no, it would be too difficult. Terms have already been established and accepted long before the 'official' English version hit the shelves. We just have to accept the differences in the translations. Still, if you were talking to someone and you mentioned "head collapse" then everyone would still know what you meant, as the terms aren't too different.
     
  9. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    [ QUOTE ]
    Bare_Knuckle said:

    hi, sorry about this..

    . wolf's [P]+[K] = 10 frames charged & uncharged in your m-list.. (if only)


    [/ QUOTE ]

    Fixed. It should have been 23 (uncharged) and 44 (full charge).

    [ QUOTE ]

    . wasn't wolf's frankensteiner 60 dmg? it's been reduced to 50 in ver.B? i nad no idea if so /versus/images/graemlins/tongue.gif (DoH!)

    [/ QUOTE ]

    It was 60 in VF4, and then reduced to 50 in Evo (Ver.A and B).

    On a side note, I've added a new feature to the command lists. It's a character and version drop down box which lets you jump easily between characters/versions without having to leave the page.
     
  10. BK__

    BK__ Well-Known Member

    hi again, wolf's df+k+g knocks down on hit, your m-list says stagger for each collumn /versus/images/graemlins/tongue.gif
     
  11. Mankey

    Mankey Active Member

    No problem. I just glanced over the thread. Since it was so big, I missed some of the important information. Sorry for re-asking a question.
    Since there is no solid frame data, I'm grateful you made these counter classes.

    All right, I see now. HTML is so volatile...

    I wondered, since so many new players are being introduced through VF4. Although knowing both really makes more sense.

    <font color="red"> --- </font> A little more questions, tweaks.

    In VF4:Evo(PS2)'s "Guide" it explains that a "Beatdown" or "Slam" in your legend, incapacitates tech. rolls in VF4; but for Evo, they say they added a small window of frames which you can recover in.

    It may just be me, but it seems slightly easier to get off throws in Evo. Did they up the Duration of throws?

    What do you think about adding the frame-delay info for "chain attacks" such as Akira's [2_][6][P], [16,17 frames] [P]. It would be particularly helpful for getting the timing down on ComboThrows such as Jeffry's Toe Kick, Splash Mountain.
    ---

    I'll continue reading documents now...
     
  12. BK__

    BK__ Well-Known Member

    [ QUOTE ]
    hi again, wolf's df+k+g knocks down on hit, your m-list says stagger for each collumn



    [/ QUOTE ]

    oops, i'm wrong about this one, my bad.. ^_^

    sorry.
     
  13. Mankey

    Mankey Active Member

    I want to note 2 miniscule errors on Jacky's VF4 Evo. Ver.A command list:

    Short Slide Shuffle is: [P]+[K]+[G][K][4]

    Step-in Sword is: Stumble on Hit
    Step-in Iaigeri is: stmbl for Hit/MC

    Also, I'd like to say after using the Counter Classes for a while, they do have some good advantages:
    You can remember them much easier than the hard numbers.
    They also leave good leeway, which is good for "human imperfections" when fighting.
     

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