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

Discussion in 'Taka' 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 Taka

    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
    Hiji'ate (6P)

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

    Yoko Harite (4P)

    Added 2 frames to the total recovery frames.

    Honda Harite (4PP)

    Changed recovery on hit from +3 to +0 frames.

    Honda Zutsuki (4PP+K)

    Changed the effect on hit, allowing it to cause a small bound when hitting mid-air. This move now has 70% damage scaling when hit mid-air.

    Mageryu (46P)

    Changed the maximum damage from 60 to 70. Expanded the range which the move can get maximum damage.

    Dohyouwari (43P)

    Added 3 frames to the total recovery frames.

    Sokubi Otoshi (41236P)

    Changed to cause a knockdown even on normal hit.

    Onigoroshi (3P)

    Shortened the total recovery frames by 4 frames, changed the recovery on guard from -13 to -6 frames, changed the recovery on hit from -4 to +0.

    Nodowa (3P, then P+G during hit)

    Eased the distance requirements for Nodowa.

    Gozou Kehataki (4KP)

    Added 6 frames to the delay window.

    Aka'oni Midaremage (P+K)

    Added 3 frames to the total recovery frames, changed the recovery on guard from -5 to -10 frames.

    Kumoyaburi (4P+K)

    Added 2 frames to the total recovery frames and changed to a special mid attack. Changed recovery on guard from -8 to -10 frames, changed recovery on hit from -6 to -8 frames.

    Ten'yaburi (4P+KP)

    Added 2 frames to the total recovery frames.

    Ao'oni Midaremage (214P+K)

    The command has been changed from 44P+K to 214P+K. This change is to prevent unintentional backdash counters. Added 3 frames to the total recovery frames, changed the recovery frames on guard from -10 to -13 frames.

    Kirikabu Kudaki (1P+K)

    The startup frames of the hitbox did not line up with the motion, and this caused more hits during its active frames. The startup frames of the hitbox has now been delayed by 1 frame to compensate.

    Kaminaridaiko (K+G)

    Changed the damage from 20 to 15.

    Kaminaridaiko Hasami'uchi (K+GP)

    Changed the effect on hit, allowing for easier follow ups.

    Shiko (4K+G)

    Changed to track the opponent better.

    Ganseki Buchikamashi ((while running) 6_P+K)

    Changed the maximum damage from 60 to 70. Expanded the range which the move can get maximum damage.

    Tachi’ai (P+K+G)

    Changed to transition from Tachi’ai (P+K+G) to Hassōtobi (2 or 8) or Shikirinaoshi (4) with just directional inputs.

    Ketaguri ((opponent behind) 2K)

    Changed to cause a knockdown even on normal hit.

    Shiko (opponent down) (4K+G)

    Changed to track the opponent better.

    Nodowazuri (63214P+G)

    Changed the damage from 15 to 10.

    Gasshou Hineri (41236P+G)

    Changed the damage from 80 to 75.
     
  2. YOMI

    YOMI not a legendary game designer

    [4][P][+][K][P] still always hitconfirmable as ever, you "only" lose 15pts damage if hit on crouchers.

    [4][P][K][+][P] change to low bounce is interesting as it extends his combos. For example on Goh: [3][3][P][+][K], [P], [4][3][P], [4][P][P][+][K], [6][K][K].

    [K][+][G][P] now stomach crumble on hit leading to bigger combos. For example on Goh: [K][+][G][P], [1][P][P], [6][K][P][P].

    Of course his biggest nerf is that he can no longer delayed exact tech meaning more combos work on him now as he bounces on the floor a lot more now.
     
  3. NGKrush

    NGKrush Well-Known Member

    PSN:
    de_kroet
    XBL:
    de kroet
    I like the changes to 41236P, as it always combos now, making it a reliable tool when under pressure. Just doing the P, 6P+KPP combo after it, not sure if anything else is possible.

    I noticed the 4K+G change, where the opponent would sideroll it and still need to block it.

    Didn't find too many new combo routes due to 4PP+K, on 214P+K, you could do 43P, 4PP+K,46P (81) or end with 6P+KPP (85) OR 6KK (85). Due to the speed and height of 4P, it basically only works on big launchers such as 214P+K, 33P+K, 33P, Tachi'ai P, side 3P+K

    I'm not too sure about the 46P to use it as an ender, it feels like the oki after it is not good. I prefer scooping with 33P+K, or ending on 6KK or 6P+KPP from my first experience.

    4KP changes seem a little useless to me. 4KP ender is still high

    3P is your safest MP damage dealer now, but still a little slow for my taste to use it frequently. Maybe when people get used to the 4P+K nerfs and know better how to punish overusing it, it's a good choice to throw out once in a while.

    P+K on block change is the biggest thing for me personally. I use this move a lot to catch sidesteppers, when crouching under throws, against sabaki's and reversals and abare. -10 is frustrating, as it was one of the only tools he had where he could be a little yolo with in certain matchups/vs certain playstyles.

    In general, I think these balance changes are for the better. Taka players still keep the nice feeling of 4P+K pressure while toning it down slightly. 5 less damage on throws I can accept too while adding slightly more damage to juggles with the 4PP+K route.

    I'm not sure what the effect of the tech-stuff is (I'll leave that for other characters to figure out) but besides that, I feel like Taka got a little, acceptable nerf. Still fun to play and keeping his playstyle intact.
     

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