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Taka VF5FS Version A Change Log

Discussion in 'Taka' started by akai, Feb 6, 2012.

  1. akai

    akai Moderator Staff Member Bronze Supporter

    PSN:
    Akai_JC
    XBL:
    Akai JC
    [4][P][P][P] - Shift timing was changed.

    [4][P][P][+][K] - Hit effect was changed.

    [4][6][P] - *3

    [4][1][2][3][6][P] - Hit effect was changed.

    [1][P] - Damage was changed:10 → 12.

    [4][P][+][K][P] - During recovery counter hit, continuous hitting possible (*5).

    [4][1][2][3][6][P][+][K] - Hit effect was changed.

    [​IMG][4][6][P][+][K] - *3

    [3][3][P][+][K] - Hit effect was changed.

    [K][+][G][P] - *3

    [2]or[8][K][+][G] - Strike attack level/type was changed: Special Low → Low

    [4][P][+][K][+][G] - Hitting with derived technique was made easier (*6).

    (while running)[6_][P][+][K] - *3

    (tachiai)[P][+][K] - Damage was changed:30 → 35.

    (back turned)[4][P][+][K][+][G] - Hitting with derived technique was made easier (*6).

    [P][+][G] - *3

    [6][3][2][1][4][P][+][G] - *7

    [4][1][2][3][6][P][+][G] - Damage was changed:75 → 80.

    (opponent back to wall)[6][6][P][+][G] - *3

    (opponent back to wall)[4][1][2][3][6][P][+][G] - Damage was changed:80 → 85. Sober properties were changed:0 → 3.

    (opponent back)[P][+][G] - *3

    (opponent back)[4][6][P][+][G] - *3

    (opponent crouching)[3][P][+][G] - *3

    (opponent crouching)[1][P][+][G] - *7

    (opponent crouching, back)[2][P][+][G] - *3

    (morodashi)[P][+][G] - *3

    ---

    Above is the list of moves that were adjusted in Version A (From AM2's Website). The purpose of this thread is to keep a record of the changes to later update FS command lists (based on the Masters Guide). Note: "Hardening Difference" refers to actual frame change related to the attack being guarded (GD), hit opponent(H), or counter hit opponent (CH).

    There are several sentences that I have trouble translating/understanding. Those are listed below.

    *1 相手ã«ã‚¬ãƒ¼ãƒ‰ã•ã›ãŸã‚ã¨ã«[G]入力ã—ãŸå ´åˆã€æ´¾ç”ŸæŠ€ã‚’出ã•ãªã„よã†ã«ã—ã¾ã—ãŸã€‚
    [G] input entry while opponent guarding preceding attack, will not result in the in the execution of the move.

    *2 å´é¢ã‚¬ãƒ¼ãƒ‰æ™‚ã€é€£ç¶šã‚¬ãƒ¼ãƒ‰ã«ãªã‚‰ãªã„よã†ã«ã—ã¾ã—ãŸã€‚
    During side guard, continuous guarding is not possible. ??

    *3 技後ã®å±•é–‹ã‚’変更ã—ã¾ã—ãŸã€‚
    Properties pertaining to the technique were changed. ??

    *4 The inputs...ã§å‡ºã›ãªã„よã†ã«ã—ã¾ã—ãŸã€‚
    The inputs will not result in the execution of the move. ??

    *5 硬化カウンターヒット時ã€é€£ç¶šãƒ’ットã™ã‚‹ã‚ˆã†ã«ã—ã¾ã—ãŸã€‚
    During recovery counter hit, continuous hitting possible. ??

    *6 派生技をã™ãã—ã¾ã—ãŸã€‚
    Hitting with derived technique was made easier. ??

    *7 投ã’られãªã„時間を調整ã—ã¾ã—ãŸã€‚
    Cannot throw time was adjusted. ??

    If there is someone who is fluent in Japanese that can translate or correct them, that would be great!
     
  2. Dennis0201

    Dennis0201 Well-Known Member

    Does it mean the second P guaranteed after the first CH?
     
  3. akai

    akai Moderator Staff Member Bronze Supporter

    PSN:
    Akai_JC
    XBL:
    Akai JC
    That is what I think, waiting to get confirmation from people that are more fluent in Japanese (hence the *5 note). [​IMG]
     
  4. Dennis0201

    Dennis0201 Well-Known Member

    This is Taka's main weapon, and I thought it was always guarantee no matter CH or NH. It seems like Ver.A has been changed.
     
  5. akai

    akai Moderator Staff Member Bronze Supporter

    PSN:
    Akai_JC
    XBL:
    Akai JC
    Then I might have translate it incorrectly. All I know for sure is that the move was changed in Version A. I know the second hit was guaranteed on normal hit pre-Version A. Exactly what the Version A change to the move is, I am not sure.

    The Japanese text specifically mentions recovery counter hit (also known as minor counter hit) and "continuous" attacking. Maybe in recovery counter hit, there was a bug that prevented the second attack from connecting in pre-Version A? Don't know!

    Some of these notes/revisions will not be important to us since we never played Pre-Version A. The more relevant stuff to us in updating the data that differs from the Masters Guide data section.
     
  6. stpROCK

    stpROCK Well-Known Member

    PSN:
    Maldarak
    XBL:
    Ad4M
    @Dennis:

    Haven't you played Taka in San Francisco as well? Can you update that info about [4] [P] [+] [K] [P]

    I could swear the second hit is guaranteed with normal hit of the first attack.
     
  7. Dennis0201

    Dennis0201 Well-Known Member

    Yeah, I've tried and according to Sebo's gameplay, It looks like guaranteed. But the thing is that "maybe" the opponents never block cuz the second hit is super-delayable.
     
  8. Reno

    Reno Well-Known Member

    The second hit is guaranteed if the first one hits, but if the second hit is guarded, Taka is at -15.

    The note about this move that akai is talking about is that if it's used in a combo (you would never use it in the middle of a combo, FWIW) sometimes the second hit didn't connect at all, and now that's been corrected.
     
  9. Dennis0201

    Dennis0201 Well-Known Member

    It makes sense now, thanks for the explanation.
     
  10. Kruza

    Kruza Well-Known Member

    XBL:
    Kruza
    Heh, among the many nuggets of information and tips on Taka that Sebo and Reno provided in the Taka 101 thread, I only have a measly GDS file to contribute:

    FS Taka's movelist

    As is the case for every other character, this spreadsheet will be continuously updated as I come across more info on Taka to add on to it.

    Kruza
     
  11. Kamais_Ookin

    Kamais_Ookin Well-Known Troll

    PSN:
    Kyooboona
    XBL:
    Kamais Ookin
    All contributions are equal in my eyes, keep up the hard work.

    Kamais
     
  12. Modelah

    Modelah Well-Known Member VFDC Translator Content Manager Taka

    PSN:
    Modelah
    @akai, do you have the link for these? Maybe there's something of note for Taka's Strategy wiki.
     

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