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!
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Frames Guide

Discussion in 'Site News, Questions and Feedback' started by Myke, Jan 29, 2005.

  1. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    If you're new to VF, or don't fully understand the concept of frames and how to analyse frame data, then this Frames Guide may help.

    Although it is written in the context of FT, it applies to any VF4 version.

    If you have any questions or comments, feel free to reply in this thread.
     
  2. DRE

    DRE Well-Known Member

    Great guide Myke. Could you link all the command lists to this?
     
  3. noodalls

    noodalls Well-Known Member Bronze Supporter

    That was a really well explained article.

    I particularly liked the explanation of meaty attacks, that's something that I'd never thought about before.
     
  4. Vith_Dos

    Vith_Dos Well-Known Member

    Hooray I finnally understand frames and how they effect my akira. Awesome article.
     
  5. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    Command lists now link to the frames guide, thanks for the suggestion DRE.

    I forgot to mention that over time, I'll be adding the duration and hit frame data to the FT ver.A command lists.
     
  6. Shou

    Shou Well-Known Member

    Good job, Myke.
     
  7. sanjuroAKIRA

    sanjuroAKIRA Well-Known Member

    Unsurpassed love for the game. We all appreciate it Myke. Thankyou. /versus/images/graemlins/grin.gif
     
  8. aks

    aks New Member

    Thank you!!! This is a great place and time to start learning and applying knowledge on frame data. A great addition!! MUCH appreciated!!
     
  9. Siyko

    Siyko Well-Known Member

    i really like this guide! it applies to pretty much all fighting games, and is a very good reference of how the game engine works.

    Only one thing I didn't think fit in is when you mentioned "a low attack will ALWAYS beat a high attack"... ignoring special high attacks, I would change 'low' to 'ducking'... the way it's worded now can be misleading with moves like Brad's [1][K] and Akira's [2][K], and doesn't account for moves like Kage's [3][P] and Jeffery's [6][P][K].

    That's the only thing I could think of. Very well done guide! Thanks Myke
     
  10. agios_katastrof

    agios_katastrof Well-Known Member

    this is great. i finally understand why some moves track and some do not. having been from a 2D background, i never quite understood this until now.

    btw, in 2D circles at least, the "Hit" time is usually called the "meaty" time. my circle of players still use this term with respect to vf.
     
  11. LM_Akira

    LM_Akira Well-Known Member

    Late reply but this is a superb bit of work, great for studying the game more. /versus/images/graemlins/smile.gif
     
  12. Darrius_Cole

    Darrius_Cole Well-Known Member

    PSN:
    Darrius-Cole
    XBL:
    Darrius Cole HD
    That is a great peice. It answered several questions of mine, like why I get hit by Wolf's shoulder after I evade it (I do that a lot). It also explained why my throws sometimes go through a character after I have hit them and they are dazed. I know it is a bit late, but my compliments to the author.

    I have just discovered the utility of knowing the hit windows for the various moves. About two weeks ago, I was in free training, when I noticed that Pai's inashi(s) [6][P][K] and [3][P][K] have a longer hit window than her reversals [4][P][K] and [1][P][K]. I began using the inashi (I don't know what the plural of "inashi" is) more often and it has helped my win percentage.

    Could you post (or tell where I could find) the hit windows, recovery and move durations for the various moves? I am trying to create my own flowchart for Pai, based on the American PS2 version of Evo. I believe that is version B. I need to know the hit windows and recovery times. They are not in the command list. I believe the formula is

    Execution + Hit window + Recovery = Duration

    The command list only gives 1 of these values whereas we need three at least.
     
  13. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    [ QUOTE ]

    Could you post (or tell where I could find) the hit windows, recovery and move durations for the various moves? I am trying to create my own flowchart for Pai, based on the American PS2 version of Evo. I believe that is version B. I need to know the hit windows and recovery times. They are not in the command list. I believe the formula is

    Execution + Hit window + Recovery = Duration

    The command list only gives 1 of these values whereas we need three at least.

    [/ QUOTE ]

    I plan to add the Hit and Duration frames at some stage when I find some free time (and motivation). For now you can refer to this site for the Ps2 version:

    1/60sec's Evo. ver.B

    Click on a character's name to view their command list. The command lists are all in Japanese, so find the Command column, which should be obvious, and the column after that is Execution, followed by Hit, and then followed by 3 colums of Duration (miss, guard, hit).

    Recovery isn't a property that's usally provided since, on it's own, it's not very useful. And just a correction to your formula:

    Execution + (Hit - 1) + Recovery = Duration

    When a move has an execution of 12 frames, it means that the 12th frame is actually the 1st Hit frame.
     

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