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VF5US/R.E.V.O. Version 2.0 Aoi Changes

Discussion in 'Aoi' started by akai, Dec 13, 2024.

  1. akai

    akai Moderator Staff Member Bronze Supporter

    PSN:
    Akai_JC
    XBL:
    Akai JC
    Placeholder for discussion and listing all the changes for Aoi

    Official Change Log - https://www.virtuafighter.jp/vfes/ps4/ver2/en/

    Link to main thread. https://virtuafighter.com/threads/vf5us-version-2-0-update.22199/

    Move (Command) Changes
    Nirentotsu Ouda (PP6P)

    Changed the recovery on guard from -6 to -5 frames, on normal hit from -5 to -3 frames, and on counter hit from +3 to +7 frames.

    Rentotsu Ryusen (PP2or8P)

    Changed from a high attack to a special high attack, shortened the total recovery frames by 5 frames.

    Rentotsu Ryusen~Ryubu (PP2or8P4)

    Can now perform Ryuka moves.

    Rentotsu Ryusen Soushou (PP2or8PP)

    Changed to hit repeatedly on normal hit, changed the recovery on hit from -1 to +3 frames.

    Chudan Hiji'ate (6P)

    Changed the recovery on hit against crouching opponents from +6 to +7 frames, unifying it with counter hit frames.

    Tsumujisakura (6PP)

    Changed the recovery on normal hit from -1 to +1 frames.

    Ougimai~Tachikaze (4PK)

    Changed to repeatedly hit on normal hit, changed the recovery on normal hit from -1 to +2 frames.

    Kasane'ate (46P)

    Expanded the hitbox, added 1 more frame to the active frames.

    Tenkai (46P, then P+G during second hit)

    Changed the damage from 30 to 35.

    Ryoushi (43P)

    Changed the effect on hit, no longer causes a stagger on counter hit and now gives a +9 frame advantage.

    Hou'oushu (3P)

    Changed the recovery on counter hit from +8 to +10 frames.

    Tsukiashibarai (1P)

    Shortened the total recovery frames by 3 frames. Changed the recovery on normal hit from -2 to +1 frames, on guard from -9 to -6 frames.

    Joudan Keri'ate (K)

    Expanded the hitbox, changed to cause a knockdown on counter hit.

    Joudan Keri'ate~Datotsu~Tachikaze (KPK)

    Changed the effect on hit, will now repeatedly hit from the first hit. Changed the recovery on guard from -9 to -13 frames.

    Raijinha (6K)

    Changed the recovery on hit from -2 to -1 frames.

    Ouda (6P+K)

    Changed the damage from 12 to 17, now causes stagger on counter hit.

    Oushu Hiji'ate (6P+KP)

    Changed the damage from 18 to 20.

    Ouka (66P+KP)

    Now causes a knockback state when hit mid-air.

    Jousei Ryusenshou (214P+K)

    Changed the command from 44P+K to 214P+K. This is to prevent unintended back dash counters.

    Tengu Otoshi (2_3P+K)

    Changed to cause stagger on recovery counter hit.

    Tengu Otoshi~Kaname'uchi (2_3P+KP)

    Changed to repeatedly hit on normal hit, changed the recovery on hit from -1 to +2 frames. Changed the damage from 10 to 15.

    Shinchuzuki (Deflect) (236P+K)

    Changed the recovery on hit from -2 to +1 frames, now causes a crumple on counter hit.

    Ryusen (3or9P+K)

    Changed from a high attack to a special high attack, shortened the total recovery frames by 5 frames.

    Ryusen~Ryubu (3or9P+K4)

    Can now perform Ryuka moves.

    Ryusen Soushou (3or9P+KP)

    Changed to repeatedly hit from a normal hit, changed the recovery on hit from -1 to +3 frames.

    Sodeshinken (33P+K)

    Changed the effect on hit mid-air, allowing it to be more easily implemented into combos.

    Shigure (K+G)

    Changed the recovery on hit from +6 to +9 frames, on counter hit from +9 to +12 frames.

    Shizuriyuki (6K+G)

    Changed the recovery on guard from -8 to +3 frames.

    Ryu'en (From Ryuka P)

    Changed the recovery on guard break from +15 to +16 frames.

    Ukifune (From Sundome (hold G) K)

    Now causes a crumple on counter hit. Added 2 frames to the total recovery frames, changed the recovery on guard from -4 to -8 frames.

    Tobi Hou'ou ((while descending) P)

    Changed the recovery on guard from -5 to -10 frames.

    Mawari Shutou ((opponent behind) 2P)

    Changed to be in crouching state after performing the move.

    Hikichigai (6P+G(change throw direction with 4or2or8))

    Changed the damage on wall hit, now causes a wall stagger.

    Taiboku Kudaki ((during Taiboku Taoshi) 41236K+G)

    Changed the total damage from 65 to 70.

    Konohadome ((wall behind opponent) 46P+G)

    Changed the damage from 70 to 75.
     
  2. kingo

    kingo My bitch G0d3L is a scrub Content Manager Aoi

    PSN:
    kingofvf5
    XBL:
    kingofvf4
    [4][3][P] : no more stagger even on crouching opponent, even on CH

    [K] CH floats on CH now, so [K]CH[P] gives float combos

    [K][P][K] is NC on normal hit now, but last hit is indeed punishable on block

    I can no longer land combos like [6][6][K]> [2_][3][P][+][K] > [P] > [P][+][K] etc on lightweight, [P][+][K] doesn't bound in theses combos anymore.
    Same thing against Eileen and Lion, [2_][3][P][+][K]CH[P]> [P]> [P][+][K] etc----> [P][+][K]doesn't bound
    Against Jacky, I can't do [2_][3][P][+][K]CH[P]>[P]>[2][P]>[K][P][K] anymore but [2_][3][P][+][K]CH>[P]>[2][K][P]>[K][P][K] works now.
    I can do [6][K]CH>[P]>[P][+][K]>combo on jacky now, [6][K]CH floats higher now ? Or because of the 1 frame recovery
     
    Last edited: Dec 13, 2024
  3. KahnRahn

    KahnRahn Well-Known Member

    XBL:
    Kahn Rahn
    About [6][6][K]

    [6][6][K]>[8][2][6][6] (openent's back) [P]>[6][K][+][G]>[3][3][P][+][K]>[6][K][K] 83dmg
    [6][6][K]>[8][2][6][6] (openent's back) [P]>[6][K][+][G]>[3][3][P][+][K]>[6][4][P][+][K][P] 79dmg

    Test only on Vanessa
     
    Last edited: Dec 14, 2024
  4. kingo

    kingo My bitch G0d3L is a scrub Content Manager Aoi

    PSN:
    kingofvf5
    XBL:
    kingofvf4
    [5][2_][3][P][+][K]
    So far, I like how [2_][3][P][+][K] is buffed
    You can now get a full combo
    -> to punish unsafe low ( more than -15),
    -> to punish standing unsafe move ( like Sarah or Jacky second hit of [6][P][K])
    -> to punish a whiffed move ( if you duck a high attack of a string, backdash a low punch, or evade a move what has long recovery )
    -> to abare against a throw attempt

    Staple combo is [2_][3][P][+][K][P]->[P]->[3][3][P][+][K]->[6][4][P][+][K][P] for a nice 80+ dmg vs LW


    [5][K]
    It's still half circular, but now you can get a juggle on CH
    Staple combo is [K]CH[P]->[P][P][6][P][P]
    vs LW: [K]CH[P][K]->[6][4][P][+][K][P]


    [5][K][P][K]
    Natural Combo
    Aoi can now punish -14 unsafe standing move with that.
    Last hit gives a KND
    guaranteed after [6][P][+][G] throw



    [5][3][P]
    On CH it's +10 now, low throw attempt guaranteed


    [5][4][3][P]
    no stagger anymore, but nice +9 on CH
    Shun ( and everyone ) is now not standing anymore if you finish him off with that move, so no sober post-KO option with [2][1][4][P][+][K]....



    [5][6][K][+][G]
    +3 on block, useful as a meaty move for example.
    It now causes a Bound vs Taka after [4][6][P][+][K] or a sucessful sabaki [2][3][6][P][+][K]


    [5][6][P][+][K]
    on CH, gives the stagger they removed from ver 1.0 [4][3][P]
    It can catch by surprise, so you can get some false combo here, like an other [6][P][+][K][P] or [6][P][P] into small combo if the opponent forget to struggle out the stagger


    [5][K][+][G]
    +12 on CH so [P][P][K] is guaranteed


    [5][1][P]
    only -6 on block, and +1 on NH, I take it !


    [5][2][3][6][P][+][K]
    The crumple on CH can be surprising :LOL:


    [5][3][3][P][+][K]
    -> can be incorpored to combo for small extra damage
    A few examples :
    - [2][1][4][P][+][K]->[6][K][+][G] B!->[3][3][P][+][K]->[K][P][K]
    - [2_][3][P][+][K] CH or RC[P]->[P]->[3][3][P][+][K]->[6][4][P][+][K] vs LW
    - [3][K] CH side hit->[3][3][P][+][K]->[P]->[P][+][K]B!->[6][4][P][+][K][P]
    ->[6][K] CH ->[P]->[3][3][P][+][K]->[K][P][K]
    ->[P][+][K]CH->[P]->[3][3][P][+][K]->[K][P][K] vs MW
    ->[4][3][P][+][K]CH-> 1 frame kill [P]->[3][3][P][+][K]->[K][P][K] vs LW/MW
    ->[3][K][+][G] wall splat->[3][3][P][+][K]->[6][K][+][G] B! etc

    However, ending combo with [3][3][P][+][K]->[6][4][P][+][K][P]/[K][P][K] provide less advantage for oki game...so you trade damage for wake up / oki game
     
    Last edited: Dec 15, 2024
    VolcanoShed and Lord_Hollow like this.

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