1. Hey Guest, looking for Virtua Fighter 5: Ultimate Showdown content? Rest assured that the game is identical to Virtua Fighter 5: Final Showdown so all current resources on here such as Command Lists with frame data, Combo Lists and the Wiki still apply. However, you can expect some VF5US specific changes to come soon!
    Dismiss Notice

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

Discussion in 'Lei' 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 Lei

    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/

    Lei-Fei
    Move (Command) Changes
    Sayu Shouken (PP)

    Changed the recovery on guard from -6 to -3 frames, on hit from -4 to +3 frames.

    Renkan Mahosui (PPP)

    Changed the recovery on guard from -8 to -4 frames, on hit from -3 to +2 frames.

    Rousou Senka (43P)

    Changed the recovery on hit from +4 to +6 frames, on counter hit from +7 to +10 frames.

    Shatenshou (33P)

    Changed the recovery on recovery counter hit from -4 to +0 frames. Changed the effect on hit mid-air, allowing it to more easily be implemented in mid-air combos.

    Shaten Renshou (33PP)

    Changed so the first hit will repeatedly hit on recovery counter hit.

    Gaiken (6P+K)

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

    Hekizan Jujikou (4P+KP)

    Changed the damage from 20 to 23.

    Soushou (2P+K)

    Changed the damage from 17 to 20.

    Haishin Chugeki (2P+KP)

    Changed the damage from 20 to 21.

    Kochouheki (Deflect) (236P+K)

    Changed to cause a crumple even on normal hit.

    Kaisei Tento (1P+K)

    Changed so that when used from crouching, no longer needs the directional inputs to be returned to neutral first.

    Shishi Daichoukou (K+GP)

    Changed to cause a knockdown on normal hit.

    Senpukyaku (66K+G)

    Now causes a large bound on hit mid-air.

    Shouhikyaku (4K+G)

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

    Chisen Choukyaku 2 (3K+GK)

    Now causes a large bound on hit mid-air.

    Fukushin Soukyaku (33K+G)

    Changed the effect on hit, no longer causes a knockdown on counter hit.

    Toushintai (33K+GK)

    Changed the effect on hit, now causes stagger on hit.

    Toushin Sen'enkyaku (33K+GKK+G)

    Added a hit sound.

    Senpukyaku (From Hai Shiki K+G)

    Changed the effect on hit, now allowing mid-air combos on hit.

    Uryu Banda (From Dokuritsu Shiki KP)

    Changed the recovery on hit from +3 to +4 frames.

    Nehan Shiki~Kyo Shiki (From Nehan Shiki 6or4P+K+G)

    Now transitions to stance 5 frames earlier.

    Koushutai (Deflect) (From Koko Shiki K)

    Changed the effect on hit mid-air.

    Rakan Dako (From Suirakan Shiki P)

    Changed the effect on hit, now allows follow ups.

    Fukuchi Settai (From Suirakan Shiki K)

    Changed the effect on hit, now allows follow ups on recovery counter hit. Changed the recovery on guard from -14 to -15 frames.

    Kyo Shiki (4P+K+G)

    Now transitions to stance 15 frames earlier.

    Touten Souchuhou (From Kyo Shiki P+K)

    Changed the advantage on hit and guard from +12 to +13 frames. Changed the damage from 20 to 14.

    Chouho Tansa (From Kyo Shiki 6K)

    Restored the striking move.

    Kyusen Shouheki (66P+G)

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

    Haikyaku Soutou (64P+G)

    Changed the damage from 50 to 55.

    Mu'eikyaku ((wall behind opponent) 46P+G)

    Changed the command from (opponent back to wall) 66P+G to (opponent back to wall) 46P+G. Changed the damage from 70 to 75.

    Kouryuu Haibi (46P+G)

    Restored Kinryu Haibi. Removed Kinryu Gakko.
     
    Acid, IttoLago, Griever and 1 other person like this.
  2. Acid

    Acid Member

    This is great.

    My beloved Sui K now combos on counter; eg: Sui K (CH) > 2P > 3PP+K+G > Kyo KK

    I usually use Hai 2K for full circular. But now Hai K+G combos. A simple Hai K+G > Hai PP > Doku K+G works for example.

    And Kyo 6K is back! That's major style points.
     
    Last edited: Dec 15, 2024
  3. VFnumbers

    VFnumbers Well-Known Member Content Manager Lei

    PSN:
    VFnumbers
    XBL:
    VFnumbers
    Update not listed

    66k+g on side turn normal hit is +11 and side counter hit is +21
     
  4. akai

    akai Moderator Staff Member Bronze Supporter

    PSN:
    Akai_JC
    XBL:
    Akai JC
    Still the same frames on normal facing? That is a big side bonus that would not go by the FS/US side hit frame bonus.
     
  5. VFnumbers

    VFnumbers Well-Known Member Content Manager Lei

    PSN:
    VFnumbers
    XBL:
    VFnumbers
    Different for counter hit +15
     
    akai likes this.
  6. akai

    akai Moderator Staff Member Bronze Supporter

    PSN:
    Akai_JC
    XBL:
    Akai JC
    Looking more carefully at the frame properties of the move, the attack has 8 active frames. Maybe you are consistently contacting opponent at a later frame; thus you see a large frame advantage?

    My PS4 version of VF is 2.0 bit PS5 version should be 1.0 unless the system automatically downloaded the update.
     
  7. Combolammas

    Combolammas Sheep

    Nah, the frames on CH have been changed. It is indeed now +15 from the front and +21 from the side on CH.
    EDIT: side CH 66K+G, Koko 2KPP is now a combo that does 110 damage
     
    VFnumbers and akai like this.
  8. akai

    akai Moderator Staff Member Bronze Supporter

    PSN:
    Akai_JC
    XBL:
    Akai JC
    Thanks for confirming. I check normal hit from front also. It has change from +3 to +5. Add the +6 side bonus everything makes sense.
     
    VFnumbers likes this.
  9. VFnumbers

    VFnumbers Well-Known Member Content Manager Lei

    PSN:
    VFnumbers
    XBL:
    VFnumbers
    for easy to remember and consolidating notes


    Vital point collapse combo

    After 236p+k, bokutai 6p, or suirakan p hits
    6p+kp kyo -->from kyo kk
    33pp - > k+gp
    33pp -> 3pp

    With wall
    33pp (wall hit) --> 66k+g(large bound) --> koko k --- nehan to doku transition -- > doku kk

    *for more dmg substitute transition 8p+k+gg(nehan --> doku --> normal stance) then 3pp

    With wall
    6p+kp(wall hit) -->46p --> end with either k+gp, 4pp or 3pp
     
    Last edited: Dec 18, 2024 at 10:11 AM
  10. VFnumbers

    VFnumbers Well-Known Member Content Manager Lei

    PSN:
    VFnumbers
    XBL:
    VFnumbers
    As for his new throw 46p+g

    Try the following
    Its weight dependent

    33k+gkk+g 61 dmg vs everyone except taka. Against wo and je, the opponent must be back against the wall to work. Out in the open ring, the third part of the attack will whiff.

    33pp k+gp 65 dmg vs ei,ao,el,va,pa,sa,li,le,br,go,ka,sh,ja,la,ak,jn,wo,je
    *Against wo and je delay 2nd p of 33pp

    Hai pp+k k+gp 69 dmg vs ao,pa,va,sa,li,le,br,la,ka,ja ,ak,
    For wo,je jn they must perfect tech to avoid 2nd part of k+gp

    Tested 46 p+g combo vs eileen and aoi
    46p+g --> 66(dash)briefly P 6p+kppkg --> kyo kk 67 dmg

    vs el blaze
    substitute 66(dash) p with 662p
    66 dmg (edited)
     
  11. VFnumbers

    VFnumbers Well-Known Member Content Manager Lei

    PSN:
    VFnumbers
    XBL:
    VFnumbers
    New combo route gut collapse after
    2_6p or 466 ch 33pp -> p - 3pp 81 dmg
    not tested on all characters yet
     
  12. VFnumbers

    VFnumbers Well-Known Member Content Manager Lei

    PSN:
    VFnumbers
    XBL:
    VFnumbers
    via Kaw Kaw

    PPP is now a natural string vs side turned due to the frame advantage buffs to the string
     
  13. VFnumbers

    VFnumbers Well-Known Member Content Manager Lei

    PSN:
    VFnumbers
    XBL:
    VFnumbers
    fighting taka with throws

    His 3 step throw 70 dmg is still the best open ring throw against Taka.
    Best to mix with 64p+g 55 dmg

    With wall
    66p+g wall slump doku kk is 72 dmg vs taka
    Or
    use wall throw 46p+g for 75 dmg
     
  14. Acid

    Acid Member

    Are us Lei players all happy about Suirakan Shiki stance being buffed? I go into that stance a lot, so I'm digging it.

    What do we have for Sui P follow ups? I've just been doing K+GP.
     
  15. VFnumbers

    VFnumbers Well-Known Member Content Manager Lei

    PSN:
    VFnumbers
    XBL:
    VFnumbers
    See vital point collapse combos below

    suirakan stance p cause vital point collapse


    After 236p+k, bokutai 6p, or suirakan p hits
    6p+kp kyo -->from kyo kk
    33pp - > k+gp
    33pp -> 3pp

    With wall
    33pp (wall hit) --> 66k+g(large bound) --> koko k --- nehan to doku transition -- > doku kk

    *for more dmg substitute transition 8p+k+gg(nehan --> doku --> normal stance) then 3pp

    With wall
    6p+kp(wall hit) -->46p --> end with either k+gp, 4pp or 3pp
     
    IttoLago and Acid like this.
  16. VFnumbers

    VFnumbers Well-Known Member Content Manager Lei

    PSN:
    VFnumbers
    XBL:
    VFnumbers
    IttoLago likes this.
  17. VFnumbers

    VFnumbers Well-Known Member Content Manager Lei

    PSN:
    VFnumbers
    XBL:
    VFnumbers
  18. VFnumbers

    VFnumbers Well-Known Member Content Manager Lei

    PSN:
    VFnumbers
    XBL:
    VFnumbers
  19. VFnumbers

    VFnumbers Well-Known Member Content Manager Lei

    PSN:
    VFnumbers
    XBL:
    VFnumbers

Share This Page

  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice