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VF5 R.E.V.O Changes

Discussion in 'Brad' started by JKTwice, Dec 13, 2024.

  1. JKTwice

    JKTwice Well-Known Member

    Brad didn't get many immediately noticeable changes... that being said he did get some.

    Move List
    • Long Ducking: It's back. Seems mostly unchanged from VF5 Vanilla in terms of function.
    • Long Ducking K+G: Knee-class float. -10 on block.
    • Long Ducking P+K: Similar to Sway Back P+K. +15 on block. Knock back on hit and CH.
    • Long Ducking PPP: A 3-hit string all high string that knocks down on the last hit into a small float. -3 -6 -6 for each hit on block.
    • Long Ducking KK: A 2-hit mid mid string that knee-class floats on the last hit. -6 -16 for each hit on block.
    • New throw: 44P+G - Change returns from VF5 Vanilla! Brad now has access to a ring out throw without needing ducking! Works SIMILARLY to ducking clinch 4P+G, but provides more advantage in non-wall situations (+12 advantage vs +11 for ducking 4P+G).
    Balance Changes
    • 6P+G no longer guarantees down attack on hit. Does 50 damage now (from 35).
    • P+KP now does 12 damage (from 17).
    • P+KPP has "the hit effect of the attack has been changed, allowing for follow-up attacks." (?)
    • P+KP4P has its hit box extended. (finally)
    • 6KP now +4 on hit (from +1)
    • Ducking P+KP is now -16 from -13 on guard.
    • 2P+KPP is now -8 from -9 on guard.
    • 2P+K6P is now -10 from -9 on guard (key change!). If opponent is hit when staggered they will be knocked down now guaranteed.
    • 46P+G (Wall) does 60 damage (from 55)
    • 4P+G does 55 damage (from 50)
    • 46P+G damage increased to 50 (from 45). Remaining ground hit is now 5 damage (from 10) (?).
    • Ducking P+G animation is now shorter, making it easier to duck attacks.
    • Jumping P (both versions) are now -10 (from -6)
    • More to come
    Initial thoughts:

    Brad barely got nerfed. His striking abilities have decreased in certain areas, but he now has better access to wackier and niche options than before. His throw game has benefitted the most by having a back throw that has the potential to ring out and guarantees some oki (as 3P+KP is guaranteed).
     
    Last edited: Dec 16, 2024 at 7:06 PM
    b4k4 and Adio like this.
  2. fence

    fence New Member Silver Supporter

    44p+g is actually plus 12 and leaves them in a slightly different position, it doesn't work exactly like the catch throw version. One thing I've found is that after catch throw 6p+k gives a face down feet towards bound, while 44p+g 6p+k gives a face up head towards bound which lets you get more consistent combos.

    Also if you throw them to the wall, you can get 4k stagger guaranteed because of the extra frame.
     
    Last edited: Dec 19, 2024 at 3:27 PM
    DrVoltage likes this.
  3. Razinoff

    Razinoff Active Member Content Manager Brad

    regarding 44P+G
    Unlike clinch 4P+G , which gives +11, 44P+G gives +12.
    This means unguardable 17f moves are available, provided they reach.

    This is important because if you bring them close to the wall (without a wall hit) with 44P+G you can now do a 4K wall stagger into a full damage wall combo.
    (Depending on the distances, 6K+G also works but 4K is better overall, consistency and damage wise)
     
    DrVoltage likes this.
  4. JKTwice

    JKTwice Well-Known Member

    I've edited the post to reflect this, thank you. I saw some tech fence was doing and wondered why that could be.
     

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