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

Discussion in 'Jacky' 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 Jacky

    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
    Double Punch Middle Smash (PP6P)

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

    Combo Smash Back Knuckle (PP6PP)

    Changed the recovery on counter hit from +4 to +6 frames.

    Combo Smash Sword (PP6PK)

    When Taka-Arashi is counter hit, he will enter a special hit state.

    Middle Smash (6P)

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

    Middle Smash Back Knuckle (6PP)

    Changed the recovery on counter hit from +4 to +6 frames.

    Middle Smash Sword(6PK)

    When Taka-Arashi is counter hit, he will enter a special hit state.

    Spinning Back Knuckle (4P)

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

    Spinning Slant Back Knuckle (4P1P)

    Changed the damage from 15 to 14, changed the recovery on hit from +1 to +2 frames.

    Smash Upper (2_3P)

    Changed the damage from 20 to 16, changed the recovery on guard from -6 to -8 frames.

    Slant Back Knuckle (1P)

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

    Forward Kick (6_K)

    The float on counter hit is now higher.

    Dash Hammer Kick(66K)

    Changed the damage from 25 to 28.

    Fake Elbow (2KP)

    Changed the recovery on hit from +3 to +5 frames, on guard from -2 to +2 frames.

    Double Dragon (9K)

    Changed the effect of the first hit in order for the second hit to connect more frequently.

    Somersault Kick (7K)

    Changed to allow the opponent that guarded the move to act earlier. Changed the damage scaling on hit mid-air from 90% to 75%.

    Beat Knuckle (P+K)

    Added 2 frames to the total recovery frames on hit.

    Bil Jee (6P+K)

    Changed the recovery on hit from +12 to +13 frames, on counter hit from +17 to +16 frames.

    Chopping Blow (2P+K)

    Changed the recovery on hit from +3 to +9 frames, on guard from +1 to +4 frames.

    Rage of Dragons (3P+K, then P+G during hit)

    Eased the distance requirement.

    Dragon Combination 1 (1P+K)

    Added 2 frames to the total recovery frames when not performing an offshoot move.

    Dragon Combination 2(1P+KP)

    Added 5 frames to the total recovery frames when not performing an offshoot move. Changed the recovery on guard from -5 to -8 frames.

    Dragon Combination 3(1P+KPP)

    Narrowed the distance on guard.

    Dragon Combination: Another and Finish(1P+KPK)

    Narrowed the distance on guard.

    Groin Kick (6K+G)

    Changed the recovery on hit from +1 to +3 frames, on guard from -8 to -6 frames.

    Low Spin Kick (1K+G)

    Expanded the hurtbox while performing the move, making it harder to dodge the opponent’s attacks.

    Jumping Savate (8K+G)

    Changed the recovery on guard from +0 to +3 frames.

    Switch Chopping Blow (P+K+GP)

    Changed the recovery on guard from -3 to +4 frames.

    Switch Spin Kick (P+K+GK)

    Changed from a high attack to a special high attack, changed the effect on hit.

    Step-in Back Kick (From Slide Shuffle 6K)

    Changed the command from (Slide Shuffle) K to (Slide Shuffle) 6K.

    Step-in Combination (From Slide Shuffle P+KP)

    Changed the recovery on guard from -13 to -15 frames.

    Ducking~Heavy Body (From Slide Shuffle 33P)

    Changed the damage from 16 to 20, now able to knock down Taka-Arashi.

    Step-in Sword (From Slide Shuffle K)

    Restored Step-in Sword.

    Jin Chuie ((while descending) P)

    Changed the recovery on guard from -7 to -10 frames.

    Leap Low Spin Kick ((while descending) K)

    Added 5 frames to the total recovery frames, is now more easily countered when missing the attack.

    Turn Slant Back Knuckle ((opponent behind) 2P)

    Changed the effect on hit, now easier to get a wall hit.

    Blind Back Knuckle ((opponent behind) P+K)

    Changed the effect on hit, now easier to get follow ups.

    Dragon Fist Blast (66P+G)

    Can now be quick recovered. Changed the damage from 50 to 60. Damage is 55 when an exact recovery is performed.

    Sadistic Hanging Knee (46P+G)

    Changed the damage from 60 to 55. Changed the damage that can be reduced by quick recovering from 10 to 5.

    Wall Face Crush ((wall behind opponent) 66P+G)

    Changed the damage from 70 to 75.
     
    SDS_Overfiend1 likes this.
  2. YOMI

    YOMI not a legendary game designer

    ([K][+][G])[K] still can not be blocked in closed stance.
     
  3. SDS_Overfiend1

    SDS_Overfiend1 Well-Known Member

    [6][P][+][K], [6][K] on counter hit no longer connects. Recovery time shorted by 1 frame.

    [6_][K][G] floats opponents a little higher for combo stability especially against light weights.

    Something I notice also. [6][4][P][+][G] Throw break animation is faster and has a much better flow to combat. I can’t really explain it but it has a snap to it that feels more natural when you break it. It places the characters at their distances a bit smoother.
     
  4. Zekiel

    Zekiel Well-Known Member

    PSN:
    Zekiel-_
    It's not a bug. It's intended. It's existed since vf4. I don't know why you even posted this. It's a mix up option for Jacky.
     
    DrVoltage likes this.
  5. YOMI

    YOMI not a legendary game designer

    That's a very long-standing bug then. Definitely gotta email Sega to finally fix it.
     

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