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

Explanation of the Clash System

Discussion in 'Dojo' started by Pai_Garu, Jan 4, 2007.

  1. Ladon

    Ladon Well-Known Member

    PSN:
    Ladon---
    If someone could do these calculations while playing, they deserve an award. Hell, they deserve TWELVE awards.

    These points you're making are self evident. Kinda like frames, it's good to know what will work in which situations, and commit them to memory, bit by bit. The formula(s) are useful because they tell you what you'd need to memorize without confusing the *expletive* out of you.

    It's good to know that Shun's Mule Kick or Akira's Knee won't beat a throw after you've been standing /forums/images/%%GRAEMLIN_URL%%/p.gif'd. I don't believe clash should be a defensive technique either, but knowing when you have clash backing you up will allow for smart throwing.

    Huzzah.
     
  2. PurpGuy

    PurpGuy Well-Known Member

    XBL:
    PurpGuy
    I have a video of Sarah vs Wolf where her low P clashed with one of his low throws. So against low throw, something else may have to be used to beat it.
     
  3. Dandy_J

    Dandy_J Well-Known Member

    I will become the ultimate defensive Kage in VF5 by using my secret defensive technique...










    random tft
     
  4. Pai_Garu

    Pai_Garu Well-Known Member

    Can you check which version of the game it is?
     
  5. PurpGuy

    PurpGuy Well-Known Member

    XBL:
    PurpGuy
    It was a video I downloaded off that HK-TV site several months ago, so I'm assuming it's Version A. The comments box says only "versus movie". Is there any distinguishing characteristic of the game screen that would identify it as A or B? Text colours, timer styles, icons, etc?

    Neither character had advantage when it happened. Sarah guarded as Wolf dashed at her, then she hit low P and clashed with his low throw.

    PM me if anyone wants and I'll send it to you on AIM. It's about 23 MB.
     
  6. akiralove

    akiralove Well-Known Member

    XBL:
    JTGC
    this post WAS an examination of what happens if the Clash system in VF5 swings both ways, so that Throws from Disadvantage could overcome Attacks, but Myke says that's not how it works, and I'm happy to hear it.

    I've kept a copy of what I wrote, if anyone wants to see how bad that would suck.

    Bryan
     
  7. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    I think you've misunderstood the application of the formula for determining clash.

    From my understanding, it is only applicable to the thrower with the advantage, but you're also applying it to the person in disadvantage who tries to throw. In that case, throwing from disadvantage will never clash against an attack.

    To put it another way, attacking with advantage will always beat a throw.
     
  8. Pai_Garu

    Pai_Garu Well-Known Member

    Yeah spotlite,

    edit: the crossed out part is not verified. Details modified.
    <s>You need to change the '+' sign to a '-' sign if you are applying the equation from opposite perspective.</s>

    <s>or, </s>what you can do is, look at the situation as if the person throwing in disadvantage is throwing at 0 advantage by subtract the attacker's advantage from the exe speed of the move and then apply the equation with a +0 at the end.

    You'll see that the equation becomes (in your first example)

    12 < [ (14-2) / 2 ] + 0

    12 < 6

    so no clash occurs and the throw is beaten by Akira with +2.

    Keep it moral yo. /forums/images/%%GRAEMLIN_URL%%/smile.gif
     
  9. akiralove

    akiralove Well-Known Member

    XBL:
    JTGC
    <div class="ubbcode-block"><div class="ubbcode-header">Quote:</div><div class="ubbcode-body">attacking with advantage will always beat a throw.</div></div>

    I'm glad to hear that, as the situation as I was describing was grim. I was going under the assumption that the Clash will occur ANY time the formula is met, since the formulas were spelled out as

    12 < exe/2 + frames of Advantage OR Disadvantage

    Is there a reference that confirms all this?

    Happy to be Wrong
     
  10. akiralove

    akiralove Well-Known Member

    XBL:
    JTGC
    Something I noticed as I was watching the Black Book DVD, there are about 5 clashes in the entire tournament! I'm assuming these highest level players have already internalized exactly what they can/can't do in most situations.

    For about the first 2/3rds of the tourney, there's ONE clash, then later there's a match where a few happen. I was pretty surprised, and impressed. Obviously, in Japan creating a Clash would seem to be very un-desirable.
     
  11. Pai_Garu

    Pai_Garu Well-Known Member

    Well, it does slow down the pace of the match... and it's a clear sign that you're trying to take the easy way out... /forums/images/%%GRAEMLIN_URL%%/smile.gif
     
  12. KiwE

    KiwE Well-Known Member

    Question; doesn't this just totally fuck over Sabakis? For aoi and so on who is in diss when her sabaki goes against a throw it's good since she will get neutral but sabaki's like lei 236p+k etc who used to knockdown against throws or sabaki's who used to give + vs throws (Goh)...

    /KiwE
     
  13. GoDokunoDan

    GoDokunoDan Well-Known Member

    Somebody tell me what "reverse nitaku " means. I feel left out.
     
  14. GoDokunoDan

    GoDokunoDan Well-Known Member

    And whats a sabaki??? A counter attack?
     
  15. KiwE

    KiwE Well-Known Member

    Reverse nitaku = attacking out of your dissadvantage instead of taking defensive measures, mostly because you feel in your balls your opponent will throw you. Sabaki = a move which wins against certain attacktypes even though it's slower / you do it from a dissadvantage because you've guessed right.

    Only posting since nobody else is :cry:
     
  16. sanjuroAKIRA

    sanjuroAKIRA Well-Known Member

    <div class="ubbcode-block"><div class="ubbcode-header">Quote:</div><div class="ubbcode-body">doesn't this just totally fuck over Sabakis? </div></div>

    I think it just decreases the reward for using sabakis in those circumstances where it might clash with a throw attempt...It might make those moves less perfectly attractive in certain situations but when you think about it, it ain't that bad. At disadvantage vs throw you might get reset, vs the specific attack class your sabaki beats you'll get your crumble or whatever & vs big fat launcher you'll probably get big fat launched.
     
  17. archangel

    archangel Well-Known Member

    Thanks for the info Srider i dont understand any of it but i'm sure i'll get my head round it soon enough.
     
  18. PurpGuy

    PurpGuy Well-Known Member

    XBL:
    PurpGuy
    If you play Evo in Training Mode, it might tell you whether a move is a Sabaki or not (but not in those words).

    Examples are Sarah's /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif and Vanessa's 46/forums/images/%%GRAEMLIN_URL%%/k.gif. In the Series section it explains that these moves will work against certain other types of moves in certain situations. Basically they have the built-in property to beat other moves even if those other moves should have hit you.

    Kind of like Autoguard property, if you're familiar with KoF.
     
  19. Makatiel

    Makatiel Well-Known Member

    Actually, Goh's super flying jump kick is a combo starter (sort of - it only allows for one combo). It leaves you with enough advantage on normal hit to sneak in a p,k, which if you go into backturn gives you a mean "small" nitaku situation (for which i mean not more than +6 advantage, but no attack of the opponent can beat out Goh's BT p+k, except for reversals, sabakis, strangely, lau's u+k,k beats it too, etc.).

    I absolutely love being in BT with advantage with Goh in VF5. It's such a great situation to be in. Catch-throw (unbreakable) with good follow up damage and okizeme options or mean-ass mid punch which leaves the opponent side turned. Sweet!
     
  20. Shag

    Shag Well-Known Member

    PSN:
    ShagPSN
    XBL:
    Shagnificent
    That's good for Goh, his /forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/k.gif BT options were poor in FT. His BT /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/p.gif came out to slow to force nitaku imo.
     

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