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

Discussion in 'Lau' 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 Lau
    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
    Haisen Renshou (P4P)

    Changed the damage from 15 to 18.

    Chugeki (6P)

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

    Hi'en Tenshinshou (44P)

    Changed the hitbox activation from frame 23 to frame 22. Change the hitbox from a special mid attack to a mid attack. Adjusted the effect on hit mid-air.

    Hi'en Renshou (44PP)

    Made it easier to Interrupt on guard from the side.

    Hi'en Senpukyaku (44PK+G)

    Changed the damage from 28 to 30.

    Fukko Sougeki (2_46P)

    Changed the sound effect on hit.

    Renshou Senputai (3PPK)

    Changed the disadvantage on hit from -4 to -2 frames.

    Junho Chushou (33P)

    Now transitions to stance 4 frames earlier. Changed the recovery on guard from -2 to +1 frames, changed the recovery on hit from +0 to +3 frames.

    Junho Renshou (33PP)

    Changed the recovery on guard from +1 to +2 frames. Changed the recovery on hit from +4 to +5 frames.

    Gako Choushitsu (6K)

    Changed the effect on hit. Now allows follow ups of up to 18 frames with low or mid attacks on counter hit.

    Kasoutai (2K)

    Is now considered a half circular move.

    Senchutai (3K)

    Changed so that it is less likely to create distance from the opponent on counter hit.

    Tenshin Engekishou (P+K)

    Now transitions earlier from canceling charge into stance. Changed the effect on hit with max charge, reducing the total recovery frames on hit or guard.

    Rouko Tekiga (6P+KP+K)

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

    Souko Sensou (66P+K)

    Changed to put the opponent in a side turned position on hit.

    Sako Soushou (4P+K)

    Expanded the hitbox.

    Senpuga~Kokei (K+G)

    Changed the hitbox from a high attack to a special high attack.

    Koryu Tenshinkyaku (6K+G)

    Changed the recovery on guard from -17 to -15 frames.

    Enjin Senpukyaku (4K+G)

    Changed the recovery on guard from -3 to +1 frames.

    Honten Rakutoutai (46K+G)

    Added 1 more active frame to the hitbox.

    Renkan Soushou (2_3P6P)

    Restored Renkan Soushou. The same applies to the command from Sako Soushou (4P+K).

    Senshin Shajoushou (From Kokei PP)

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

    Rakuchi Chutenshou ((while descending) P)

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

    Kokyaku Haiten ((opponent behind) 7K)

    Changed the effect on hit, causing a large bound state on hit mid-air.

    Kensha Touraku (P+G)

    Changed the damage from 25 to 27, bringing the total damage with the down attack to 40. Changed the damage against Taka-Arashi from 38 to 40.

    Daichi Toushu (66P+G)

    Changed the damage from 55 to 65.

    Ryushu Katou (214P+G)

    Changed the recovery after the throw to +13 frames, and puts the opponent in a side turned position. Changed the damage from 5 to 10.

    Raishin Nyurin ((wall behind) 6P+G)

    Can no longer follow up after the throw. Increased the damage from 65 to 75 to compensate.

    Ryusha Senten ((wall behind) 4P+G)

    Can no longer follow up after the throw. Increased the damage from 65 to 75 to compensate.

    Koen Renbu (16P+G)

    Restored Koen Renbu. Changed the command to 16P+G.
     
  2. YOMI

    YOMI not a legendary game designer

    Old man's changes at a glance:

    [4][4][P] changing into an actual mid attack now gives him a safe mid launcher with [4][4][P][P]. Still interruptable on block, though, but of course he has the other followups to mix up mashers.

    The biggest change for him is undoubtedly [6][K], which now gives +18 on CH. Old boy finally has a nitaku CH move. Alas, his launchers are all high and/or too slow to give a real combo, but following up with [3][P][P][K] is 73 dmg and [9][K][+][G][P] is 68 and a knockdown along with possible wall hits.

    [6][6][P][+][K] now putting them into sideturned strenghtens this circular quite nicely. BT [P][+][K] gives a side crumble even on NH and is +3 if blocked, but is launch punishable on evade so he has to mix in his BT circular moves like [P], [K] or [2][K] to stop evaders.

    [6][6][P][+][G] going to 65dmg boosts his rather lackluster throw game a bit. Also [P][+][G] followed up with [3][K] down attack is the normal 40 dmg now. yay.

    [2][1][4][P][+][G] now giving a guaranteed +13 is nice and in line with similar changes across the cast. [6][P][P] into Kokei sideturned mixups is still guaranteed, but now he gains [3][P][P][K] for damage and a +2 sideturned situation as well as [6][P][+][K][P] and [9][K][+][G][P] for tossing folks around the stage into walls and better positioning.

    The other stuff feels a bit inconsequential to me. No idea what use [2_][3][P][6][P]/[4][P][+][K][6][P] has, it's not a NH string nor does it extend or change his wall combos as it doesn't cause a wall slump or anything. [4][6][K][+][G] getting an extra active frame could possibly mean some new combos, but I haven't tested it. [1][6][P][+][G] throw does less damage than [6][6][P][+][G] at the open and at the wall vs. [6][P][+][G], except maybe better against HW and Taka?

    Overall he's still mid AF.
     

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