VF5REVO Command Lists

Discussion in 'Dojo' started by Myke, Jan 29, 2025.

  1. NecromancyBlack

    NecromancyBlack Well-Known Member

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    Wolf's Grand Sword throw (opponent lying face down, head toward you) [3][P][+][G] should be listed as Sober of 2.
     
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  2. Combolammas

    Combolammas Sheep Content Manager Goh Content Mgr El Blaze

    Lei 3K staggers on side crouch hit
     
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  3. Ame

    Ame Member

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    Brad takes 14 frames to attack from Ducking ([6][P][+][K][+][G]) and Swayback ([4][P][+][K][+][G])
    He takes 13 from Slipping ([8] or [2][P][+][K][+][G])
     
    Last edited: Aug 12, 2025
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  4. Combolammas

    Combolammas Sheep Content Manager Goh Content Mgr El Blaze

    upload_2025-8-22_19-48-40.png

    All of Blazes side throws say on opponents right. Falchion and Strike back are on the left side.
     
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  5. Myke

    Myke Administrator Staff Member

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    Long after my previous apology for being behind, I found some time to catch up on the Command List updates. Check the original post Revision History section for the huge 2025-09-08 update.

    Thanks, as always, to those who contribute toward improving the quality of VFDC's resources for the benefit of all. :ninja:
     
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  6. Myke

    Myke Administrator Staff Member

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    The Command Lists are not currently capturing advantage ranges from stagger.

    The Command Lists don't capture sabaki active window data. Are these all available somewhere? If so, then I'd consider capturing them in the Notes.

    I'll need to test this myself, but in quickly comparing to Shun's Command list in Final Showdown and even Ver.C, they appear consistent.

    This has annoyed me for the longest time as well. Unfortunately, this will take a little longer to change.

    I'm not sure what you mean? All of his stance attacks list their unique Execution (or startup) times.
     
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  7. Combolammas

    Combolammas Sheep Content Manager Goh Content Mgr El Blaze

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  8. Combolammas

    Combolammas Sheep Content Manager Goh Content Mgr El Blaze

    Testing Blaze P+K+G sabaki now, it deflects on frames 1-15.
    +15 - +29 vs high punches and elbows
    +25 - +39 vs high kicks
     
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  9. Myke

    Myke Administrator Staff Member

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    Actually, this turned out simpler to change on the surface. The Esc column is now labelled as Evd.
     
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  10. Myke

    Myke Administrator Staff Member

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    I've updated Goh's Sabaki info, thanks!

    Interestingly, some characters had two variants of sabaki attacks listed -- one was the normal attack, and the other if the sabaki was successful. In some cases, the successful sabaki version's Execution would show (usually) a smaller window which seems to indicate how long the sabaki was active for. In Goh's case, [4][6][K] is shown as follows:

    upload_2025-9-9_22-47-9.png

    The (newly added) note shows that it's active for 14 frames, but the second entry shows an Exe of 13. Is one of these numbers wrong?

    Updated.
     
  11. Myke

    Myke Administrator Staff Member

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    Just did a quick test. Turns out when Shun lies down, he'll flip his stance. So if he's standing with back to foreground, when he lies down into Oushin stance his stomach is now facing the foreground. The Evade directions, then, are with respect to his standing stance -- which is confusing as all hell. I'm inclined to swap them all!?
     
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  12. Sente

    Sente Well-Known Member

    That really is confusing. It would make more sense to me to evade based on his Oushin stance visuals not from his previous standing stance visual.
     
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  13. Combolammas

    Combolammas Sheep Content Manager Goh Content Mgr El Blaze

    Pretty sure it's showing 13f exe because if you go and kick into the sabaki, Goh's 46K animation completes completes in 13f from that point on. It's the exe number the game shows no matter if you kick into it frame 1 or frame 14. I don't think it has anything to do with the active sabaki frames. I could test it again since it has been years and the info is from an old version.

    Tested and it's 14f. I can sabaki a 16f sidekick from -2 but trying to do it vs a 17f knee fails.

    p.s. The low sabaki vs kicks frames are wrong. It's +34 - 49, not +34 - +39
     
    Last edited: Sep 9, 2025
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  14. Sente

    Sente Well-Known Member

    I went through to double-check the Aoi updates. I broke it down into two parts. The first section are corrections that are needed. The second section is only to isolate the type of crumples since the Command List is not currently tracking the type of Downs each move is doing. This is for easier reference in the future when/if it gets added.

    Aoi Umenokouji:
    Rentotsu Kodachi [P][P][P][K] - Side Crouching GRD -2
    Rentotsu Ryusen [P][P][2][P] - Crouching NH -2, Crouching CH +4
    Rentotsu Ryusen [P][P][8][P] - Crouching NH -2, Crouching CH +4
    Kasane'ate (2nd hit) [4][6][P] - Forces Crouch on hit
    Tenraitsui [6][K][P] - Forces Crouch on hit
    Sou'unha [6][6][K] - Super Replay
    Kamageri [4][K] - Crouching and Side Crouching NH/CH Stagger
    Sanseigan [6][6][P][+][K] - Crouching CH Down
    Ryusen [3][P][+][K] - Crouching NH -1, Crouching CH +4, Side Crouching NH +2, Side Crouching CH +7
    Ryusen [9][P][+][K] - Crouching NH -1, Crouching CH +4, Side Crouching NH +2, Side Crouching CH +7
    Ukifune (From Sundome hold [G]) [K] - Crouching CH Down
    Tobi Hou'ou (while descending) [P] - Forces Crouch on hit
    Oboroharai (opponent behind) [P][+][K][P][P] - Crouching and Side Crouching NH/CH Down
    Ryuyouha (opponent behind) [2]or[8][P][+][K][+][G][P] - Crouching CH Down, Super Replay

    Koromoguruma [6][6][P] - Back Crumple on back CH
    Sou'unha [6][6][K] - All Downs are Flop
    Maegeri [3][K] - Side Crumple on side CH
    Sayo'arashi [P][+][K] - Light Bound
    Ouka [6][6][P][+][K] - All Downs are Blowback
    Soushouda [4][6][P][+][K] - All Downs are Stomach Crumple Type 1
    Jousei Ryusenshou [2][1][4][P][+][K] - All Downs are Head Crumple Type 1
    Inshou [4][3][P][+][K] - All Downs are Vital Crumple
    Tengu Otoshi~Kaname'uchi [2_][3][P][+][K][P] - All Downs are Slam
    Shinchuzuki [2][3][6][P][+][K] - All Downs are Stomach Crumple Type 1
    Shinchuzuki (Sabaki) [2][3][6][P][+][K] - All Downs are Stomach Crumple Type 1
    Shizuriyuki [6][K][+][G] - All Downs are Face Down Slam, Heavy Bound
    Ogamigeri (Sabaki) [4][K][+][G] - All Downs are Stomach Crumple Type 2
    Ryushou (From Ryu-in) [P] - All Downs are Flop
    Ryukon (From Ryu-in) [K] - All Downs are Face Down Trip
    Ryu-en (From Ryuka) [P] - All Downs are Blast Back
    Ryukaku (From Ryuka) [K] - All Downs are Stomach Crumple Type 2
    Ryusen (From Tenchi In'you) [2][P] - All Downs are Stomach Crumple Type 1
    Ryusen (From Tenchi In'you) [8][P] - All Downs are Stomach Crumple Type 1
    Ukifune (From Sundome hold [G]) [K] - All Downs are Vital Crumple
    Tobigeri (while rising) [K] - All Downs are Blowback
    Tobi Kasumigeri (while descending) [K] - All Downs are Face Down Trip
    Oboroharai (opponent behind) [P][+][K][P][P] - All Downs are Blast Back
    Ryuyouha (opponent behind) [2]or[8][P][+][K][+][G][P] - All Downs are Stomach Crumple Type 1
     
    Last edited: Sep 10, 2025
  15. Combolammas

    Combolammas Sheep Content Manager Goh Content Mgr El Blaze

    In regards to this could we add notes on Lion's 6P that it's +7 on crouch hit EDIT: crouch CH = crouch hit
    and on Jeffry's 6P that it's +5 on crouch hit.
     
    Last edited: Sep 9, 2025
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  16. Myke

    Myke Administrator Staff Member

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    Agreed. I've now swapped the half-circular evade directions on all of Shun's Oushin stance attacks.

    Corrected.

    Appreciate you doing it this way! For now, I haven't included any notes on Light/Heavy Bound as I'd like to do that eventually with the various types of "Down" data.

    For an ex high I can understand the CH vs crouch, but how do you "normal hit" vs crouch? Same question applies to all the other ex high (H*) moves you listed.

    I know this is your preference, but there are too many attacks with these kind of exceptions such that I don't want to go back and expose/duplicate them all in the notes. If the exception exists, then it's in the detailed command view. However, I'll continue to think of ways to automatically expose frame data exceptions in the default view.
     
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  17. Combolammas

    Combolammas Sheep Content Manager Goh Content Mgr El Blaze

    It's your call, chief. I just think that for Lion especially it would make sense since he's the only character who's has a "real" elbow which has different frame data on CH and crouch while everyone else is as of REVO completely unified in that regard. For Jeff the data is the same but it would just point out that he's not getting nitaku out of it no matter what.

    EDIT: minor nitpick that Blazes sabaki now says EL in the success portion instead of HE.
     
    Last edited: Sep 10, 2025
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  18. Sente

    Sente Well-Known Member

    I was testing it on recovery hits after a whiffed 2P.

    I'll also move the Light Bound and Heavy Bound into the second portion of the list for easier reference in the future.
     
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  19. Myke

    Myke Administrator Staff Member

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    Fixed.

    Ah, so technically, it's a Recovery CH and not a Normal Hit.
     
  20. Ame

    Ame Member

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    Sorry if I wasn't clear, what I meant is that it takes X amount of frames for brad to execute his attacks after you go into stance, that's what the numbers I was listing meant. To give an example Slipping [P] is a 17 frame move but if you were to execute it from neutral it would take 30 frames, 13 from slipping, 17 from the move itself, I hope that makes it clearer, not the best with words lol

    I was thinking it would be nice to have the info in the notes sections for the stances.
     
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