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Wolf Virtua Fighter 5 R.E.V.O Changes

Discussion in 'Wolf' started by Mister, Dec 13, 2024.

  1. Mister

    Mister Well-Known Member Content Manager Wolf Content Manager Sarah Content Manager Aoi

    So here are the official changes noted in the patch note a this link: https://www.virtuafighter.jp/vfes/ps4/ver2/en/

    I will highlight what i think some of these changes mean when i think they are not clear.

    Dragonfish Blow [6][P][P]

    Changed to hit repeatedly on normal hit. I believe they mean natural combo in normal hit

    Elbow Butt [4][P]

    Extended total recovery frames by 2 frames. Changed the recovery on guard from -4 to -6 frames.

    Quick Shoulder [6][6][P][+][K]

    Changed the command from [4][6]P] to [6][6][P][+][K]. Removed Push.

    Reverse Sledgehammer [2_][3][6][P]

    Now sobers by 1 drink point.

    Comet Hook [1][P]

    Expanded the hitbox.

    Tomahawk Chop [9][P]

    Can now dodge low attacks. Changed the recovery on guard from -4 to -8 frames.

    European Elbow [9][P] then [P][+][G] during hit

    Changed so that the hit throw can be performed even on a normal hit.

    Double High Kick [K][K]

    Changed the recovery on guard from -3 to -6 frames.

    Gasp Kneel Palm Bomb [6][P][+][K]

    Changed the effect on hit mid-air, allowing it to more easily be implemented in mid-air combos. I'll do further testing for this

    Kenka Kick [1][K][+][G]

    Changed the hitbox from a high attack to a special high attack. this is a welcome change

    Heavy Toe Kick [4][K][+][G]

    Expanded the upper body hurtbox. Changed to the old Heavy Toe Kick motion.

    Toe Kick Stunner [4][K][+][G] then [P][+][G] during hit

    Changed to the old Toe Kick Stunner motion.

    Shoulder Attack [4][6][P] Chargeable

    Restored Shoulder Attack.

    Sky High Shoulder Through From Deadly Move [P][+][G]

    Added 6 frames to the total recovery frames. I'll do further testing

    Jumping Elbow while descending [P]

    Changed the recovery on guard from -6 to -10 frames. Fair balance adjustment

    Double Claw opponent lying face up [2][P][+][G]

    Changed the damage on wall hit from 20 to 21. Now causes a wall slump. That means no more skilled player that can avoid the damage recovering from the stagger.

    Exploider [4][P][+][G]

    Changed the 4P+G catch motion to be the same as 6P+G (9 frame activation). thanks SEGA

    Giant Swing [4][2][6][P][+][G]

    Changed the damage from 65 to 75 (Changed the damage on fastest input from 80 to 85). Changed the damage that can be reduced by quick recovering from 10 to 5.

    Avalanche DDT (half wall behind opponent) [6][4][P][+][G]

    Changed the damage from 70 to 80.

    Wrist Clutch Exploider (on opponent's right) [4][6] or [6][4][P][+][G]

    Changed the damage from 60 to 65.

    Wrist Clutch Exploider (on opponent's left) [4][6] or [6][4][P][+][G]

    Changed the damage from 60 to 65.

    Swing Through [4][4][P][+][G]

    Restored Swing Through. Removed Low Sway Tackle.

    Double Arm Face Buster (opponent crouching) [1][1][P][+][G]

    Restored low throw and changed the move name.

    Low Punch Cut [2][P][+][K] (vs. low punch)

    Added 1 frame to the input window for Shining Wizard.

    Shining Wizard [2][P][+][K] (vs. low punch) success, then [P][+][G]

    Changed the damage from 55 to 60.


    Overall I'm quite happy with these changes and can't wait to test new way to get the damage out of my opponent.
     
    Last edited: Dec 13, 2024
    Combolammas likes this.
  2. YOMI

    YOMI not a legendary game designer

    As in vanilla 5, [4][6][P]_ cancels with [2_].

    [4][K][+][G] range severely nerfed, most likely so you can't get guaranteed 72 dmg in the open after [4][4][P][+][G] with [4][K][+][G]:[P][+][G].
     
    Mister likes this.
  3. Seidon

    Seidon The God of Battle walks alongside me! Content Mgr El Blaze

    I won't lie. I genuinely believed 1k+g was special high the whole time.
     
    Hobo-Jho and Mister like this.
  4. YOMI

    YOMI not a legendary game designer

    I'm pretty sure it was in vanilla 5?
     
  5. DrVoltage

    DrVoltage New Member

    They absolutely assassinated the way I played Wolf. Not having the push to defend against hardcore rushdown, or the low tackle to close the gap at mid is awful. I kinda like the stunner cause guaranteed damage, but I preferred the grapple anyway. Added recovery from sky high makes the spike way harder/impossible vs most. I could be wrong, but it feels like shoulder attack is slower startup too. This patch murdered my favorite main of any fighter…time to hang up the boots.
     
  6. Zass

    Zass Well-Known Member

    XBL:
    Zass30
    Losing push does hurt a lot. But the 9f back throw is a big deal. It means Wolf now has a real nitaku at +5.
     
  7. Airegin

    Airegin Well-Known Member

    PSN:
    Airegin42
    XBL:
    Airegin42
    There's nothing to fear, Wolf is still Wolf. Many strong mids to set up his buffed throws.

    This makes me very excited for where they're going to go for the next chapter.
     
  8. Mister

    Mister Well-Known Member Content Manager Wolf Content Manager Sarah Content Manager Aoi

    I think this version of Wolf is really promising. His throw game might actually be the strongest in the game now, especially with Taka's throw game getting nerfed. Wolf has two 10-frame throws that deal decent damage, two 9-frame throws, and, of course, the Burning Hammer to top it all off. Additionally, we got the old [4][4][P] back, which provides both ring-out and wall combo potential. On top of that, an old low throw has returned, making the low throw game even more rewarding. Honestly, I couldn’t have asked for more—but they gave Wolf even more new tools!

    The Toe Kick Stunner dealing guaranteed damage is a fantastic addition to his punish game, and it also offers a stable oki setup. We'll need to explore the options to fully capitalize on it. For example, we now have [9][P], which goes into a hit throw on normal hit and grants a nice +8 frames of advantage (and we all know how much we love nitaku setups).

    The only thing I’m a bit disappointed about is the [6][6][P][+][K]. With the new 9-frame throw, we could’ve done so much damage at the wall. Instead, we got [4][6][P] back, which shifted the quick shoulder move to [6][6][P][+][K].

    Combo routes remain the same, which is a bit of a letdown. I was hoping for something new to experiment with in terms of combos. Finding new combos is one of the most fun aspects of the game for me, but for now, there’s nothing fresh—just fewer options overall.
     
  9. YOMI

    YOMI not a legendary game designer

    I was very dissapointed Grizzly Lariat didn't make a return.
     
  10. Seidon

    Seidon The God of Battle walks alongside me! Content Mgr El Blaze

    I would have liked to see that move come back also.

    Turbo drop would have been nice too, but maybe a bit overkill.
     
  11. NecromancyBlack

    NecromancyBlack New Member

    I like the changes overall, but I'm also sad that we don't really seem to have any new practical combo routes yet.

    They changed [6][P][+][K] on juggle to do a different kind of hit that lets [2_][3][6][P] get a bound, but any situation I can find where that works you can just land a
    [9][P][+][K] instead and combo from there for same damage.
     
  12. Mister

    Mister Well-Known Member Content Manager Wolf Content Manager Sarah Content Manager Aoi

    I honestly don't get the "change" for [6][P][+][K]. Because [2_][3][6][P] always did the bound even before. I'm guessing they worked on consistency.
     
  13. NecromancyBlack

    NecromancyBlack New Member

    I tested [6][P][+][K] in PS3 Final showdown and when used mid combo it would just push the opponent away, now it does a sort or spin in the air. So I think the change only applies to hits mid combo and not when [6][P][+][K] is used as a launcher.
     
    Mister likes this.
  14. Mister

    Mister Well-Known Member Content Manager Wolf Content Manager Sarah Content Manager Aoi

    Thanks for testing this. I guess we gotta find a way to implement this move mid combos somewhere. I was already trying to do somestuff like that but with no luck. I'm curious to see if any creative combo maker can use this mid combo somewhere.
     

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