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VF5US Version 2.0 Update

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

By akai on Dec 13, 2024 at 1:46 AM
  1. akai

    akai Moderator Staff Member Bronze Supporter

    PSN:
    Akai_JC
    XBL:
    Akai JC
    VF5US2.jpg Update available now for PS4/PS5. R.E.V.O. also has these changes.

    English Update notes - https://www.virtuafighter.jp/vfes/ps4/ver2/en/
    Japanese Update notes - https://www.virtuafighter.jp/vfes/ps4/ver2/

    Will tidy up with time:

    General Game Changes
    ■Normal P changed to move forward
    Inputting forward and pressing P produced a jab that moved forward, or “advancing jab.” Now, this forward P will come out even without a forward input.
    ■Improvements to weight
    A character’s weight has an influence on how high they float in air combos, which has a strong impact on balance. We revisited the mechanic as a whole in order to narrow the gap between characters.

    Aoi, Eileen, and Blaze have had their weight increased, making them slightly more difficult to combo in the air. Wolf and Jeffry have had their weight class slightly decreased from before, making them easier to combo.

    Akira, Jacky, and Jean have had their weight slightly decreased, consolidating them under the midweight class.

    • There are 5 weight classes in total: Super heavyweight, heavyweight, midweight, lightweight, and super lightweight.
    o Super heavyweight: Taka-Arashi
    o Heavyweight: Wolf, Jeffry
    o Midweight: Akira, Lau, Jacky, Kage, Lei-Fei, Brad, Goh, Jean
    o Lightweight: Sarah, Shun, Pai, Lion, Vanessa
    o Super lightweight: Aoi, Eileen, Blaze​
    • The following characters were changed:
    o Became lighter: Wolf, Jeffry, Akira, Jacky, Jean
    o Became heavier: Aoi, Eileen, Blaze
    ■Some recovery windows changed to counter recovery windows
    During certain actions, getting attacked would result in a normal hit, which made these into very low-risk options. In order to add more risk, the following actions will be changed so that getting attacked during the recovery will result in a counter hit.

    • All sabaki moves
    o Akira's Tsūtenhō, (4P+K+G), Jean's Harai'uke (4P+K+G), etc.
    All transitions from strike attacks to stances
    o Jacky's Beat Spin Kick into Slide Shuffle (P+KK4), Lei-Fei's Chūtenhō into Kyo Shiki (3PP+K+G), etc.
    • All cancels
    o All characters' K-cancels, such as Aoi's Sundome, etc.
    ■Change to Back Dash Counter Hit
    The opponent can no longer recover from a Back Dash Counter Hit from a Side Kick during their back dash.
    ■Change to Taka-Arashi’s hit state
    As a super heavyweight, Taka-Arashi’s knockdown state was unique. The following changes were introduced to reduce the advantage against him in this state.​

    • The quick recovery window was adjusted such that late ukemi is no longer possible. This should make it easier for the opponent to perform ukemizeme compared to before.
    • Extended the time until hitting the ground after a stomach crumple, and changed to allow moves that bound to hit.
    • Expanded hurtbox while knocked down.
    ■Fix to hurtbox based on hit count during a bound combo
    When hitting the opponent with a combo starter while they are quick recovering, fixed an issue where attacks would no longer land beyond 6 hits.
    ■Fix to Special High Attack hitboxes
    During guard recovery while guarding certain low attacks, such as Lau’s 2K+G, fixed an issue where Special High Attacks would not hit.
    Note on number pad notation:
    The commands in this document use ‘numpad’ notation where each direction on a controller is mapped to a number based on the layout of a keyboard's numpad.

    Character Specific Changes in 2.0
    Will post these in the characters' specific dojo sections.
     
    Last edited: Dec 15, 2024
    Unicorn, Jotamide, Ellis and 8 others like this.

Comments

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

    1. akai
      akai
      Updating the first post with links to character-specific changes in each character's dojo sections. They will be tidy up in the future.
    2. Blessy
      Blessy
      Is it likely that these could be changed in the full release? Don't want to update the input pages until we know these are for sure.
    3. akai
      akai
      They already released for VF5US, not as a beta…so I think these are final changes and maybe some corrections in the future if needed. But that likely will be 2.1 or 2.01 I think.
    4. Blessy
      Blessy
      I completely forgot that... guess it's time to update everything then!
    5. LuketheDuke11589
      LuketheDuke11589
      I hope we get more customization content and costumes. I know vf5 revo is getting those swimsuits.
      angryagain99 likes this.
    6. SUGATA
      SUGATA
      why no word about Rollback netcode in patch 2.0 log for consoles? does it mean we dont have it now?
      40i4 likes this.
    7. 40i4
      40i4
      i hope new stuff come to VF5US. It can be paid (for those who are able to pay :) ). Actually, i'd like to support VF & Sega with money, but it need to be ps4 :)
      akai likes this.
    8. akai
      akai
      Apparently no rollback for PS4.

      2.0 gameplay update - backdash counter made stronger with removal of stagger I think. I can get an Offensive Move into a NH Side Crumple (~37 frames total: OM + execution of the side crumble attack). The frame data in game display does not show how frame advantage though.
    9. 40i4
      40i4
      > 2.0 gameplay update - backdash counter made stronger with removal of stagger I think. I can get an Offensive Move into a NH Side Crumple (~37 frames total: OM + execution of the side crumble attack). The frame data in game display does not show how frame advantage though.

      What do you mean @akai . can you elaborate on it? I lost your meaning :)
    10. akai
      akai
      With Pai I use [3][K] to get the backdash counter hit effect. Before 2.0, the backdash counter hit will force opponent to stagger, allowing the opponent to struggle and reduce the disadvantage.

      After 2.0, stagger property is removed but appears to give a large amount of frame advantage. The game does not display the frame advantage. So my findings could be wrong.

      After [3][K] backdash counter hit, I did offensive move [8][5][P][+][K][+][G] (total of 20 frames) into an attack that causes side turn crumble on normal hit. For Pai that is [4][6][6][P][+][K]. That move executes in 17 frames. So 20+17=37 frames. I was still able to get this to combo [3][K] backdash counter hit [8][5][P][+][K][+][G] [4][6][6][P][+][K]. This suggests there is a huge advantage (that cannot be reduced due to removal of stagger property) to land a big combo.

      Hope that makes sense...main gist, after you get a backdash counter hit, try some of your slowest moves to see if it combos for big damage.
      svengeful and 40i4 like this.
    11. SUGATA
      SUGATA
      is this a joke? why? any rumors when rollback will be on consoles?
    12. akai
      akai
      Except for pre-recorded videos, they have not mentioned much for the VF5US/VFeS product except for the 2.0 game update and also the physical copy of the game. I think we will have to wait for an interview to get status of rollback (or why it was not implemented) and items specifically mentioned for for R.E.V.O. but not VF5US/VFeS.
    13. 40i4
      40i4
      I'll be happy if it lands on PS4 + i'm happy VF has expanded ground to PC \o/
      Awsome news
      Last edited: Dec 14, 2024
    14. break
      break
      Thanks for compiling and sharing all of this.
      Will have to get use to the new character weight classes.
      40i4 likes this.
    15. akai
      akai
      Patch 2.0 Notes for PS4/PS5 users:
      • Adjusted game balance
      • Removed option to show ads
      • Adjusted matchmaking time for ranked matches
      • Added a new rank threshold at which other ranks will be increased
      • Various bug fixes
      40i4 likes this.
    16. IttoLago
      IttoLago
      Happy about VF REVO And the 2.0 update. Hopefully Sega implements rollback for the PS4. We'll see!!!
      angryagain99 and 40i4 like this.
    17. Razinoff
      Razinoff
      So, correct me if i'm wrong, but there is no way to shorten the stun here, right?

      If there isn't, then by some back-of-the-envelope calculations (using FS recovery data assuming it hasn't changed much), then the advantage gained by hitting a back dashing opponent with a side kick is a staggering (pun intended) +63, give or take a couple frames!

      This really is an invitation to practice your absolute biggest combo, and get a 33dmg from the side kick on top of it for good measure, while making a coffee.

      Don't backdash?
      Last edited: Dec 15, 2024
      40i4 and akai like this.
    18. akai
      akai
      So far from my own tests - yeah no way to shorten. Late last night trying to get a better estimate of amount of + frames...I got around +62 advantage at least for Pai
      Lord_Hollow and 40i4 like this.
    19. kingo
      kingo
      I even have the time to quickly dash forward, OM, then K+G with Aoi, after the backdash counter hit..lol. Back throw guaranteed if the K+G leaves the opponent back turned for +12.
      I guess it's possible with Pai to do K+G, then BT k on the BT opponent
      Lord_Hollow likes this.

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