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Virtua Fighter 5 - Version C Revisions

Discussion in 'Arcade' started by Pai_Garu, Jun 14, 2007.

  1. Chinny

    Chinny Well-Known Member

    Re: Virtua Fight 5 - Version C Revisions


    I HOPE TO GOD /forums/images/%%GRAEMLIN_URL%%/d_.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif launches again!!!

    I'd even be happy if it's only on CH.
     
  2. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    Re: Virtua Fight 5 - Version C Revisions

    Yeah they really shouldn't have gotten rid of that.
     
  3. Sebo

    Sebo Well-Known Member Content Manager Taka Content Manager Jeffry

    PSN:
    Sebopants
    Re: Virtua Fight 5 - Version C Revisions

    If it does, it better be like -18 (or a million)!

    Unsabaki-able launcher that kills highs and /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/p.gif?!?
     
  4. Makatiel

    Makatiel Well-Known Member

    Re: Virtua Fight 5 - Version C Revisions

    No worries on that front. The ducking / crushing properties (ducking under highs and crushing low punches probably) of the move have been strengthened. That's all.

    Lots of concrete info on this site: http://peewee.ciao.jp/nkd/info.html

    A few things that I think are nice.

    Sarah:
    2k,k combos on normal hit! Yay!
    9k easier to combo after hit
    (FL)k on normal hit gives better advantage
    NICE!

    Lau:
    7k+g on guard is punch counterable (YES!)
    8k bigger disadvantage (on guard, hit or both? unclear). Something about 屈伸 now being impossible. Unclear what that is referring to.

    Pai (you guys are gonna' like this):
    pk on normal hit 3 frame disadvantage
    7k+g on guard is punch counterable (YES!)
    2_6p was changed but I couldn't really understand how except that it won't duck under moves as easily.
    delay afther 3k longer, p no longer comboable
    2_5k knock down, no longer butt crumble
    46p+k causes stomach crumble on sabaki (i think)
    pai throws weakened as stated earlier

    Wolf:
    9p+k has better detection against lower height so it can be used easier in combos (buff, not nerf!)
    ppp on normal hit causes knock down!

    Kage:
    shippu 6p on guard doesnt push away
    shippu 3p on guard 屈伸 not possible (again, I have no idea what this means)
    shippu 2k,k bigger disadvantage and damage lowered by 4
    weakened ring out ability of 6,6,p+k+g
    increased frames for 7k+g
    shortened reach for 2k+g (YES!)
    3p+g lowered damage (good)
     
  5. ice-9

    ice-9 Well-Known Member

    Re: Virtua Fight 5 - Version C Revisions

    I think the two characters (屈伸) that keeps getting referred to is fuzzy guard. I.e. after Lau's /forums/images/%%GRAEMLIN_URL%%/k.gif he won't be able to fuzzy on block.
     
  6. ice-9

    ice-9 Well-Known Member

    Re: Virtua Fight 5 - Version C Revisions

    Translated through Alta Vista...

    <div class="ubbcode-block"><div class="ubbcode-header">Quote:</div><div class="ubbcode-body">Feeling
    --------------------------------------------------------------------------------

    Version C information About game balance
    Several hardness there is modification.
    * Connected palm hitting (PP) this body attribute from the sublevel elbow becomes sublevel P.
    Because of this with blocking of ジャッキーパクサオ and Lyon in this body being done.

    * The damage from grasping raises.
    Sending foot payment 20 -> 30
    35 -> 40
    25 -> 30
    Foot payment 20 -> 30
    35 -> 40
    25 -> 30
    Sphere throwing 40 -> 45

    Other キャラ summary
    Eye lean
    PP6P does not become continual hit. (It is connected from back and the side)
    The middle -> PK is not connected, (development after the skill becomes slow)
    46K in straight line.
    236P+KK with CH in bouncing.
    Disadvantageous increase at the time of suffering G of PK.
    Disadvantageous increase at the time of 236K suffering G.
    The case where H it could point in the partner where 9P is in the midst of back jumping doing motion change.

    Blaze
    PPP from spin down to normality down. In addition, at the time of suffering G distance does not leave.
    4KKP with NH to special striking.
    Profitable increase after 3P+K+G. It is connected from 2 _ 5K to aerial コンボ it seems.
    At the time of ロードロ suffering G it became easy to receive strike.
    After H the ファンタスマ success rear.

    Crystal
    3P+K+G with NH profitably.
    3P+K+GP guard hardening increase.
    スカ of 2_6P+K it does, efficiency increase.
    6KP it does again to raise, strengthening.
    The guard hardening increase of PK.
    モウコ when destroying being guarded, profitably.

    Jack -
    6P+KP strikes, to down. At the time of suffering G 12 disadvantage.
    Aerial コンボダメrevision of flash sawed kick eases.
    3PPP+K decreases to useless 20. The wall you stagger and cannot take.
    3K+G and K+G2K+G decrease スキ at the time of NH.
    The inside P of SS is accustomed to hitting with NH.
    6_K aerial コンボ revision relief.
    Camera angle after P+G modifies.

    Plate
    2KK even with NH continual hit.
    State after the 6K+GK hitting directs down -> side.
    From 9K aerial コンボ stability.
    Profitable increase after the hula K hitting.

    ラウ
    Tiger K with CH striking.
    At the time of 4P+KP and H of ascendent P, profitable rise at the time of CH.
    KK easy to hit.
    As for 6P+K+G development when hitting becomes slow, 46P and the like is difficult to explode accidentally.
    7K+G P decision.
    The disadvantage of 8K increases. In bending and stretching failure.
    Way you can avoid the small down after 3P+G simply.
    The camera angle of 42P+G modifies.

    Pie
    After the PK hitting 3F disadvantageously. (Hardening at the time of my tie movement does not change)
    7K+G in P decision. Also hardening at the time of the スカ り increases.
    At the time of the スカ り of 2_6P hardening increase. Receiving decision becomes large, deletes also スカシ efficiency. (Being avoided when 8F profitable, in knee decision)
    Development after the 3K hitting it becomes slow, P does not decide. Hardening at the time of the スカ り barely rise.
    2_5K from rear end rice cake to down. In the wall case with NH to wall sticking.
    46P+K from hardening CH to stomach deterioration.
    The lower direction decision strengthening of 9K+G.
    2K+G with attendance hit becomes difficult to continue.
    2_6P+G damage 5 decrease. Just passiveness simply.
    42P+G with non recovery all キャラ P スカ る way.
    When actress throwing and 2P+K+G down time of the partner become short, are recovered it cannot decide chase, (all キャラ)
    The set play which used the 3PK largest reservoir impossibly.

    Wolf
    Decision strengthening to 9P+K lower direction. It becomes easy to install in コンボ.
    After PPP with NH to down, CH the chase possibility due to 1K.
    9P6P+G profitable increase. With lightweight class P interruption 46P+K.
    Profitable rise the back P. It is large even with NH profitably.

    ジェフ
    Way you can use, P as chase of striking.
    66PP squats 2nd shot, hardening reduction at the time of G.
    46P+K there is no decision strike.
    With 3PP largest delay in continuation H.
    4P+KK1 departure you stop, empty out together profitable frame increase at the time of H.
    43P+K occurrence becomes quick, decreases also hardening. It is easy to install in aerial コンボ.
    Recovery after 3P+K+G simply.
    Useless 5 rises of aerial down throwing.

    Shadow
    Strong wind 6P does not leave at the time of G distance.
    In strong wind 3P bending and stretching failure.
    Hardening increase of strong wind 2KK, useless 4 decreases.
    P strikes and the time does again to raise and becomes high.
    スキ at the time of 66P+K suffering G decreases. At the time of CH in the same floating as 3P. (At the time of suffering G you can stop the elbow with P)
    66P+K+G ring out ability decrease.
    The entire F increase of 7K+G.
    2K+G reach short.
    The useless decrease of 3P+G.

    Instant
    Back ソウコク P+K with respect to above. At the time of suffering G throwing with シャガダ in evasion failure.
    As for derivation at the time of suffering G 15 disadvantageously. Furthermore applying delay, way it becomes continuation G.
    Back ソウコク PK to sublevel modification. At the time of suffering G largely disadvantageously.
    Staggering at the time of one-shot eye squatting H. It can connect from hit verification.
    Power while 2K side sleeping in 18 rise.
    Back ソウコク K+G knocks down with NH.
    As for 8K+G aerial decision deletion.
    The useless of 2_6P 3 decreases.
    PPPK at the time of suffering G 16 disadvantage.
    As for any month fang order drinking type it can derive from many skills development at the time of G became slow, became easy to cope.

    Lyon
    With 46K+GNH to コンボ starting.
    3Or9P+K+GP+K at the time of NH profitably. (The back stomach regardless of with which profitably.)
    Delay width decrease in PPP 蟷 螂 reason 伏. To the disadvantage of the extent which at the time of suffering G does not receive strike.
    To the disadvantage of the extent to which the inside KK of the 蟷 螂 pair seal at the time of suffering G does not receive strike.

    Mallow
    The camera angle correction of 4P+K+G. 6P reached to キャラ of part and became the づ and others く it seems.
    In the same efficiency as K+G weight class. At the time of CH PPK continuation H.
    In addition as for PPK way continuation H it does from the side, modification.
    When the middle living with heaven and earth, PPK decision it seems.
    43P in sublevel. With squatting G to staggering.
    At the time of 43P+KNH barely profitably.
    Down attack after 3P+G recovery simply.
    The down throwing after キリエ is not decided almost.
    3Or9P+KP is connected with NH. As for G impossible phenomenon disappearance. At the time of one-shot eye NH 5 minutes.
    4PK useless 25 rises. It knocks down with NH.
    The entire frame of OMP to normal キャラ similarly.

    Ray
    Useless 2 decreases of tow ten.
    Reverse side 涅 槃 system P+K at the time of suffering G profitably.
    At the time of 1P+KCH bouncing.
    Way P+K does again to raise the aerial コンボ time.
    The time of solid wall fist NH the disadvantage was larger, but correction.
    At the time of pair amount スイ wall hit to the same hit circumstance as 66P.

    ベネ D
    Derives in the front sleeper down attack of the skill which such as 3K+G6P+G evasion simply.
    8K to striking. NH.
    The useless decrease of P3P. Derivation and development after the skill become slow.
    Development after 6P became slow, became unable to attack coercively.
    べ ネ O
    The occurrence of 9K+G becomes quick. In knee class.
    Way substantial delay depends on 66KP.
    It is the 66K2or8K abnormal play upper.
    The useless of 3P+G 10 rises.
    With 6K squatting H staggering. Distance does not leave with G.

    Blood
    PK in semi- revolution.
    At the time of PPNH in duck profitably.
    The inside K of the long duck with NH to staggering, K of derivation becomes continual hit.
    Entire frame decrease of ダブルニーコンボ.

    * You quoted corrected from VFBBS.



    ビンゴフェスタ
    Period limited ビンゴフェスタwas added.
    ビンゴフェスタis formed in the bingo of 3 types.

    "One person DE bingo! "
    When you make complete, you can acquire vision sphere and the fighting spirit money.

    "Showing DE bingo! "
    When you make complete, it becomes the happy time, scramble occurrence probability of that store raises fixed time,
    At the time of game end the fighting spirit money which can be acquired increases substantially.

    "Nationwide simultaneous everyone DE bingo! "
    When it is elected, you can acquire the large amount fighting spirit money.



    Item QUEST
    When it succeeds, the item was added can acquire QUEST "item QUEST".



    Costume system modification
    Installing the underpants region and the like of the costume which differs became possible.



    Item
    It seems that the new item which includes the item of new type large number is added.
    The item point of the part item was modified.



    Conference animated picture perusal
    With the terminal, it reached the point where you can peruse the up-to-date conference animated picture of the version C which is held at that store. (It seems the pay way)</div></div>

    I wonder what the change to Kage's /forums/images/%%GRAEMLIN_URL%%/p.gif is?
     
  7. ElectricLeo

    ElectricLeo Well-Known Member

    Re: Virtua Fight 5 - Version C Revisions

    To be fair, I've been raping the 2K from Rocket Discharge with little risk.
     
  8. tonyfamilia

    tonyfamilia Well-Known Member

  9. Reno

    Reno Well-Known Member

    Re: Virtua Fight 5 - Version C Revisions

    Wolf can now use 9P+K in mid-combo off short shoulder on lightweight characters. Against Aoi you can easily do Short Shoulder, P, P, 9P+K, Knee... which does nearly 50% on counter hit. shoulder, P, 9P+K, ender seems like a standard combo off shoulder now if you're playing a lightweight. I *THINK* you can pull it off on some mediums but I haven't tested it enough.
     
  10. GodEater

    GodEater Well-Known Member

    Re: Virtua Fight 5 - Version C Revisions

    suh-weet!

    GE
     
  11. DarkGift

    DarkGift Well-Known Member

    Re: Virtua Fight 5 - Version C Revisions

    Thanks for translating
     
  12. tribaL

    tribaL Well-Known Member

    Re: Virtua Fight 5 - Version C Revisions

    Instant
    Back ソウコク P+K with respect to above. At the time of suffering G throwing with シャガダ in evasion failure.
    As for derivation at the time of suffering G 15 disadvantageously. Furthermore applying delay, way it becomes continuation G.
    Back ソウコク PK to sublevel modification. At the time of suffering G largely disadvantageously.
    Staggering at the time of one-shot eye squatting H. It can connect from hit verification.
    Power while 2K side sleeping in 18 rise.
    Back ソウコク K+G knocks down with NH.
    As for 8K+G aerial decision deletion.
    The useless of 2_6P 3 decreases.
    PPPK at the time of suffering G 16 disadvantage.
    As for any month fang order drinking type it can derive from many skills development at the time of G became slow, became easy to cope.

    this is definately shun.

    his taste the rainbow sabaki, the actual bt sou /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif part that used to be safe on block, is now -15, and i think the translation is saying that it doesn't track as much, maybe if at all? i think it may even say something about being able to hit-check the second hit.

    bt sou p,k...i don't know if it's saying you can hit check it now, or if the first punch connects that the kick is guaranteed?

    bt sou /forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif knocks down?

    /forums/images/%%GRAEMLIN_URL%%/u.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif..i have no clue what that means.

    /forums/images/%%GRAEMLIN_URL%%/d_.gif/forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif useless decreased! dunno what it means but it sounds good!

    /forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/k.gif is now throw punishable on block (which makes NO sense considering it's not even guaranteed on MC, so now there's no reason to even throw out the kick given that they can hit shun out of it.)

    it seems that they increased the number of drinks it takes to get into his bt stance from strings? i dunno, that last sentence is a bit confusing.
     
  13. FallingEdge

    FallingEdge Well-Known Member

    Re: Virtua Fight 5 - Version C Revisions

    Daaaaaaaaaaaaaamn. My poor Shun...

    Thanks for the analysis btw.
     
  14. Sebo

    Sebo Well-Known Member Content Manager Taka Content Manager Jeffry

    PSN:
    Sebopants
    Re: Virtua Fight 5 - Version C Revisions

    Aaaah, is Shun the new Pai?

    "They nerfed such a beefy character! Why?!?"
    ------

    Yay for balance (or further attempts at such).

    Just give back Akira's old /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif (lol).
     
  15. tribaL

    tribaL Well-Known Member

    Re: Virtua Fight 5 - Version C Revisions

    aight, it's lunch time, so it'sz time for further analysis:

    Back ソウコク PK to sublevel modification. At the time of suffering G largely disadvantageously.
    Staggering at the time of one-shot eye squatting H. It can connect from hit verification.


    so bt sou /forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/k.gif on block may be much worse, but it sounds like if the punch connects on a ducking opponent that the kick is guaranteed? i guess maybe in ver. b that the opponent can duck under the kick even on hit? i have not a clue, but i can at least verify whether it does or not in ver. b.

    Power while 2K side sleeping in 18 rise.

    i don't know what this is supposed to mean. /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/k.gif in 10 dmg, maybe they're saying they pumped it to 18... which is pretty sweet given it's -10 on a regular hit! but it's probably some side hit crap

    Back K+G knocks down with NH.

    i'm assuming bt sou /forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif knocks down on hit instead of staggering

    As for 8K+G aerial decision deletion.

    i'm f'ing lost on this one.

    The useless of 2_6P 3 decreases.

    this could be anything really. i don't think it's safer on block, or else it would say something like "time of suffering is advantageous to the liquer in the haystack"... or something. i really hope this is trying to say that they bring back launch on reg. hit. that'd be a plus.

    As for any month fang order drinking type it can derive from many skills development at the time of G became slow, became easy to cope.

    ... your guess is as good as mine. maybe more moves will get better frame advantage with more drinks? he already has a few like that, so why not add more?
     
  16. Shadowdean

    Shadowdean Well-Known Member

    Re: Virtua Fight 5 - Version C Revisions

    Damn...I do hope that shun isn't whacked back down ;(
     
  17. Combolammas

    Combolammas Sheep

    Thanks for translating Ice-9.

    Makes me wonder why Goh wasn't on that list.. Perhaps he remained just the same. Then again I like him just the way he is.
     
  18. Chief_Flash

    Chief_Flash Well-Known Member

    XBL:
    T1L ALL AR3 0N3
    ive seen wolf do,

    short shoulder(MC), p, p, 9P+K, knee. on KAGE~! =D

    AWESOME!!!
     
  19. Camilo

    Camilo Member

    Re: Virtua Fight 5 - Version C Revisions

    Thanx for the headsup Srider
     
  20. Vortigar

    Vortigar Well-Known Member

    Re: Virtua Fight 5 - Version C Revisions

    Vane:
    Defensive stance:
    - Sleeper hold no longer guarantees a light down attack. Twas coming.
    - transitions from 6P into other moves than the canned follow-ups aren't as supple. Crap.

    Offensive stance:
    - 9K+G speed up?! woohoo! More bounce combo craziness!
    - 66KP the P can be delayed longer.
    - "The useless of 3P+G 10 rises." Already one of her worst throws, and it becomes even crappier?!


    Thanks for the news. Can't wait to hear the rest.
     

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