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execution of atks

Discussion in 'Dojo' started by MystD, Nov 8, 2007.

  1. MystD

    MystD Well-Known Member

    The normal P has 11F the 2P 12F, Vanessas 3P 9F but are there moves with 10F? And is Vanessas 3P really the fastes exe atk? I was experimenting with the exe of moves and "force standing positon" atks. I normally always used 11F as the fastest possible atk so +5 was equal to a 16F atk. But now I found that if an attack forces a standing position and it gives +6F, an high atk with 16F will hit even if the opponent holds 2 down to crouch. So is it better to calculate with 10F or better still with 11F as basic fastest exe for all chars? (except Vanessas 9F)

    - Seems it only works with OM K. Tested some others. One gave +3 and P with 11 exe didn't hit.
     
  2. Shag

    Shag Well-Known Member

    PSN:
    ShagPSN
    XBL:
    Shagnificent
    Eileen, Pai and Sarah's /forums/images/%%GRAEMLIN_URL%%/p.gif is 10f.

    Aoi, Jeffry, Vanessa and Wolf's /forums/images/%%GRAEMLIN_URL%%/p.gif is 12f

    Everybody else /forums/images/%%GRAEMLIN_URL%%/p.gif comes out in 11f.

    /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/p.gif comes out in 12f for everyone except Lion, his is 13f.



    Maybe you were experimenting with one of the girls? /forums/images/%%GRAEMLIN_URL%%/whistle.gif
     
  3. MystD

    MystD Well-Known Member

    Thx then I need to calculate with 10. I'm still trying to figure a way to use the force stand moves. But except OM K I havn't found anything usefull so far.
     
  4. Sebo

    Sebo Well-Known Member Content Manager Taka Content Manager Jeffry

    PSN:
    Sebopants
    ....

    What? Engrish prease.
    ----

    DS /forums/images/%%GRAEMLIN_URL%%/p.gif 12i
    OS /forums/images/%%GRAEMLIN_URL%%/p.gif 11i
    DS /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif 9i
    /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/p.gif 12i
     
  5. MystD

    MystD Well-Known Member

    Why i not F?
     
  6. SweepTheLeg

    SweepTheLeg Well-Known Member

    I can't speak for Sebo but I know the folks at soulcalibur.com and guardimpact used to use the i notation for frames -- that was the first time I had heard of the concept of frames and the notation has stuck with me ever since. Perhaps it's an old school SC player thing?
     
  7. KowtowRobinson

    KowtowRobinson Well-Known Member

    yeah i12 would be impacting at 12 frames, I dunno about other games but that's how SC does it. I'm coming from that game, I think tekken uses the same thing?

    If I understand it's a little different in VF though, since the active frames of an attack are longer than 1 frame sometimes, unlike in SC/Tekken where it's 1 frame for every attack.
     
  8. MystD

    MystD Well-Known Member

    How much frames does an evade in VF5 have? I've read the frames guide and as I tought it didn't tell me anything new exept that I don't know how much duration an evade in VF5 has.

    About the "force standing position" I used Lei Feis OM K hit which gives +6 and his 3P which exe with 16 (it hits). As I recall a side turned situation gives +3 so it would be +9? But that's still way too less for an guaranteed atk. I've also used 3K which forces the opponent to stand to, on hit it gives +3 so a P with 11 whiffs when crouched. Question is why does the 16 frame attack hit when a OM K is used?
     
  9. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    I always wondered about that too.

    Personally, I get annoyed by the "i" notation (yes, Sebo, I've silently suffered all this time!). I don't think it adds anything so what's the point of adding yet another bit of jargon to VF's already massive collection?

    When talking quantitatively about attack properties, be it execution, guard difference, etc, everything is measured in frames so why not consistently use it as the unit of measurement?
     
  10. Manjimaru

    Manjimaru Grumpy old man

    PSN:
    manjimaruFI
    XBL:
    freedfrmtheReal
    MystD:
    I wouldnt have understood the i notation either. Anyway, afaik the fastest moves in the game are Vanessas (DS) /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif and Sarahs (Flamingo) /forums/images/%%GRAEMLIN_URL%%/p.gif, both 9 frames.

    In this info it says that succesful evasion takes 21 frames to complete. How long is unsuccesful evasion I dont know, but that can be canceled with movement and OM I think?
     
  11. Sorias

    Sorias Well-Known Member

    I thought evades were 21 in VF4, but they lowered it to 19 in VF5... no source, I just thought I read that somewhere. Anyone else know for sure?
     
  12. Manjimaru

    Manjimaru Grumpy old man

    PSN:
    manjimaruFI
    XBL:
    freedfrmtheReal
    Im not sure if I understood correctly, but hold /forums/images/%%GRAEMLIN_URL%%/d.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif to crouch, just down isnt enough. I think the game system would otherwise mix it with 8-way walk, or at least spend time figuring which it is.
     
  13. Vortigar

    Vortigar Well-Known Member

    MystD:
    The opponent can just block at -6 ST...

    What are you testing exactly and what settings do you have the training dummy on? Take a look at the damage bar overhead, if the damages of the moves don't add together the hits weren't guaranteed follow-ups.

    Also note that dodging from ST doesn't work properly.
    Maybe that's the answer to your question?

    Myke/Kowtow:
    I've been wondering about that one too, thought it was i for initiative or something... Definately agree with Myke here, that i-notation is like saying the distance is 6d (for distance) instead of 6m (for metres).

    edit:
    Wow, three posts appeared in between...
     
  14. MystD

    MystD Well-Known Member

    In version B set the OP to crouching. Then do a OM K he will be standing then. The just follow up with any H atk it will connect even leis 6K+G with an exe of 26 hits! Well I really would like to test 2G to crouch but I`m alone no 2nd payer so it`ll take a while.

    About the frame advantage: Lets say an atk gives +6F then if the OP does a 10F P and I do a 16F atk the atks will clash since both hit frames execute at the same time. So the one with bigger dmg will break. Just want to make shure I got it right so that my calcs arent for nought.
     
  15. Manjimaru

    Manjimaru Grumpy old man

    PSN:
    manjimaruFI
    XBL:
    freedfrmtheReal
    I think theres something fishy with the training mode, it is eating certain stuff I think it shouldnt. The Sarah /forums/images/%%GRAEMLIN_URL%%/b.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif crouchstagger 'combo' for example (although that might be legit) and Akira /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/b.gif´/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif /forums/images/%%GRAEMLIN_URL%%/u.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif - /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/df.gif+/forums/images/%%GRAEMLIN_URL%%/p.gif..

    It would be good to test this stuff with a real person just in case.

    The training room "combo" counter has always been not-so-reliable. My friend invented a Wolf "infinite" in Evo training, consisting of staggers, wallstaggers and pickups. I think he got as far as 400-500 points of damage at some point going through all 4 corners of the the ring and the combocounter counted it all as a combo... Needless to say only the first two hits were really a combo..

    So take what training mode says with a grain of salt.
     
  16. MystD

    MystD Well-Known Member

    I found the first usefull force stand atk. If you use leis 3K and land a CO you will be able to TH the OP before he crouches. Could it be that the crouch animation needs several frames to execute? If yes it would explain why it is possible to TH someone with +7F
     
  17. Manjimaru

    Manjimaru Grumpy old man

    PSN:
    manjimaruFI
    XBL:
    freedfrmtheReal
    Afaik if there is no stagger/enough disadvantage for guaranteed attack etc to prevent it, crouching under high attacks is always possible and happens instantly. Its like evading a linear move. Crouching in normal case with /forums/images/%%GRAEMLIN_URL%%/d.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif takes 7 frames. (6 frames with crouch dash)

    As for throwing someone, yes, in -7 frames opponent cannot crouch under a throw. Crouching under a throw only works in -5 with d+G or -6 with crouchdash. Search the forums for "fuzzy guard" to find more about this. I think Myke also did a frame guide somewhere..

    In this case the "force stand" move you found is a legit useful way to force a strong attack/throw guessing game. Nothing exceptionally new about it though. Throw opportunity is not guaranteed cause opponent can interrupt it with low punch etc non-clash move.
     
  18. MystD

    MystD Well-Known Member

    Yes I didn't know that. Thx.
     

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