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Hit Effects
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When an attack hits the opponent, different things can happen depending on the attack's properties. These effects are described below.
Refer to the Stages wiki page for information on effects produced by various Wall hits.
Contents
Stun(top)
When an attack hits the opponent and doesn't knock them down, there will be a brief period of time while they're stunned. During this stun time the opponent is frozen while the attacker recovers from the attack. Depending on the attack used, and how it connected, either the attacker or opponent may recover first, allowing them to act sooner on the next 'turn'. In some cases, both the attacker and opponent may recover at the same time. This relative recovery between players is known as advantage, disadvantage or even, depending on the situation.
Advantage(top)
If the attacker recovers before the opponent, then the attacker has an Advantage. Therefore, the attacker will be able to act before their opponent. The amount of Advantage is measured in frames, and is shown as a positive number.
When your connects on Normal Hit, you have an advantage of +4 frames. This means, after the attack, you can act 4 frames earlier than your opponent.
Disadvantage(top)
If the attacker recovers after the opponent, then the attacker has a Disadvantage. Therefore, the opponent will be able to act before the attacker. The amount of Disadvantage is measured in frames, and is shown as a negative number.
When your is guarded, you have a disadvantage of -5 frames. This means, after the attack, your opponent can act 5 frames earlier than you.
Even(top)
Also known as a 50/50 or neutral situation.If both the attacker and the opponent recover at the same time then this is considered an Even situation. This means, after the attack, both players are able to act at the same time.
Special Hit Stuns(top)
While "stun" refers to that short amount of time a player is frozen, primarily induced by being hit (Hit Stun) or guarding (Guard Stun) an attack, there are a couple of notes regarding Hit Stun to be aware of.
Firstly, if the Hit Stun produces enough advantage to make an attack or throw guaranteed, then it usually is provided you're within range. In the figure below, Brad's Hunting Middle Kick (Slipping) yields +12 frames advantage on Counter Hit. Since Brad's standing takes 12 frames to execute, it is therefore guaranteed as a follow-up attack. In this situation, the Hit Stun is also throwable, so a follow-up throw would be another option (however, the opponent can always escape it!)
Secondly, some characters have eye poking attacks that produce a unique animation on hit. These eye pokes guarantee both attacks and throws (if in range). In the figure below, Kage's induces an eye poke stun and yields +12 frames advantage, from which he connects a guaranteed standing .
Finally, some attacks like Jean's set up a "fake" or "guessable" advantage. While it is documented as having +18 advantage on Normal Hit, it does not mean that any attack that executes in 18 frames (or faster) is guaranteed to connect. In this situation, the opponent is allowed to guess between guarding standing or crouching, and a follow-up attack (18f or faster) from Jean is only guaranteed if that guess is incorrect.
Knock Down(top)
Knock Down attacks that launch the opponent high or long enough in the air allowing for follow-up hits are also known as Launchers.An attack that knocks the opponent off their feet and onto the ground.
Some Knock Down attacks hit the opponent high enough into the air allowing for extra hits to connect before they land. Some Knock Down attacks have the potential to Ring Out an opponent if close to a half fence.
Example: Jeffry's Knee Attack results in a Knock Down after any type of hit.
Stagger(top)
An attack that puts the opponent off their balance, causing them to take a few small steps backward, and doesn't knock them down. While the opponent is staggered they are unable to guard, but will be invulnerable to throws. The amount of time spent in the stagger can be reduced by struggling.
Example: Wolf's fully charged results in a Stagger.
Struggling out of Staggers(top)
Struggling is a term used to describe entering many inputs with the joystick and buttons in a short amount of time, for the purposes of reducing the time spent in vulnerable state. When staggered, a wiggling joystick indicator appears on screen on the side of the player staggered. The joystick indicator will usually start green in colour, and then change to red.
- The green stagger icon appears immediately when you are staggered. Any inputs entered while the icon is green do not count toward your struggle attempt, although you are not penalised for doing so.
- When the stagger icon changes to red, this is your queue to struggle. All inputs entered from now will count toward your struggle attempt.
A struggle technique commonly used is to hold while circling the joystick and simultaneous alternating the and buttons. This sends many inputs in a short period of time while ensuring that you're maintaining a Guard the moment you recover.
Stumble(top)
When an attack hits the opponent off their balance causing them to momentarily fall backwards before automatically getting back up. While the opponent is stumbled they are unable to guard, but will be invulnerable to throws.
Stumbles can be viewed as a heavier version of a Stagger, and the opponent is pushed further back from the hit.
The rules for struggling out of staggers (above) also apply to stumbles.
Example: Lei-Fei's Tou Kyaku causes a Stumble.
Crumple(top)
Crumples are also known as a Crumble or Collapse. In Japanese they are known as Kuzure (ku-zu-reh) Down. Kuzure translates to crumple or collapse.Crumples are a special category of knock down hit effect and are specific to different parts of the body. Some common properties of Crumples include:
- Further combo opportunity as the opponent falls to the floor.
- Results in a Knock Down, with the exception being Chin Crumples.
- Fall Recovery cannot be performed after a crumple, with the exception being Vital Area Crumples.
Head Crumple(top)
Head Crumples are abbreviated as cr.h in the VFDC Command ListsTypically caused by a high attack. During a Head Crumple:
- the opponent is vulnerable to all attacks
- the opponent cannot be thrown, with the exception being Wolf who can perform a throw combo after a Head Crumple.
Type 1: the opponent's head snaps backward from the impact, then they fall down in the Face Down, Head Towards position. Example: Jeffry's Kenka Hook causes this type of Head Crumple on any hit.
Type 2: the opponent's head snaps sideways from the impact, then they fall down and away in the Face Down, Feet Towards position. Example: Brad's causes this type of Head Crumple on Counter Hit.
Stomach Crumple(top)
Stomach Crumples are abbreviated as cr.s in the VFDC Command ListsTypically caused by a mid attack. During a Stomach Crumple:
- the opponent is vulnerable to all attacks, although high attacks usually whiff
- the opponent cannot be thrown
- you can usually re-float with a well timed low punch to allow for further combo opportunity
Type 1: the opponent keels over, clutching their stomach as the fall on their knees and eventually down. Example: Akira's causes this type of Stomach Crumple on Counter Hit.
Type 2: the opponent is pushed away while keeling over, and eventually fall down. Example: Jeffry's causes this type of Stomach Crumple on any hit.
The main difference between the two types is that the opponent falls in place with Type 1, but is pushed away with Type 2.
After either Stomach Crumple, the opponent is knocked down in the Face Down, Head Towards position.
Foot Crumple(top)
Foot Crumples are abbreviated as cr.f in the VFDC Command ListsTypically caused by a low attack.
During a Foot Crumple:
- the opponent is vulnerable to all attacks, although all high attacks and some mid attacks may whiff
- the opponent cannot be thrown
- most mid attacks with low hitting ranges can be used to combo after a Foot Crumple
- against some characters, a low punch can re-float and allow for further combo opportunity
Example: Lion's Kishitsu Kasensou causes a Foot Crumple on any hit.
Chin Crumple(top)
Chin Crumples are abbreviated as cr.c in the VFDC Command ListsTypically caused by a mid attack.
During a Chin Crumple:
- the opponent drops down on one knee, stunned for a brief period, but isn't knocked down
- the opponent is vulnerable to all attacks, although some high attacks may whiff
- the opponent can be low thrown
Example: Wolf's Jumping Knee (Deadly Move) causes a Chin Crumple on any hit.
Vital Area Crumple(top)
Vital Area Crumples are abbreviated as cr.v in the VFDC Command Lists. Also known as a Groin Crumple.Typically caused by a mid attack.
During a Vital Area Crumple:
- the opponent is vulnerable to all attacks, although some high attacks may whiff
- the opponent cannot be thrown
- the opponent can perform Fall Recovery to recover standing
- if the opponent doesn't Fall Recover, then they're knocked down in the Face Down, Head Towards position
Side Crumple(top)
Typically caused by mid attacks like Side Kicks to the opponent's side.
During a Side Crumple:
- the opponent is vulnerable to all attacks
- the opponent can be bounced
- the opponent cannot be thrown
Example: Most Sidekicks to the opponent's side cause a Side Crumple on Counter Hit.
Slam(top)
A type of knock down that hits the opponent hard into the ground, causing their legs to fold up over their head before coming back down. During the legs folding up and down animation, the opponent is vulnerable to all attacks.
Slam attacks are used to initiate combos.
During a Slam the opponent cannot perform Fall Recovery.
Example: Taka's Aka'oni Midaremage results in a Slam on any hit.
Flop(top)
A Flop attack launches the opponent high into the air first, before they drop hard onto the ground, producing the same leg flopping animation as a Slam.
During a Flop the opponent cannot perform Fall Recovery.
The primary difference between a Slam and Flop is that when a Flop executed near a wall, it will cause the opponent to hit the wall while in the air. A Slam, however, will always hit the opponent into the ground, regardless of proximity to a wall. Because of this, Flops can yield different combo opportunities when close to the wall.
Example: Shun's Ryubikyaku results in a Flop on any hit.
Blast Back(top)
A Blast Back attack knocks the opponent far away skidding on their back as their legs flop back over their head.
Fall Recovery can be performed at the very end of the Blast Back animation. However, if within range, some fast attacks are guaranteed as follow-up.
Example: Akira's Chouyoushu causes a Blast Back on any hit.
Bound(top)
Also known as Bounce.Certain attacks that hit an opponent in an airborne or crumpled state will cause a Bound. The Bound effect is when the opponent is hit hard into the ground causing them to bound back up again. A Bound can also be considered as a re-float or re-launch of the opponent, allowing for combos to be initiated or even extended.
The opponent cannot perform Fall Recovery from a Bound hit. However, if the attack hits the opponent very close to the ground (i.e. late) then:
- the opponent can perform Fall Recovery, or
- should the opponent fail to perform Fall Recovery, the resulting hit won't bounce
Light Bound(top)
You cannot perform more than one Light Bound per combo with the same move.A Light Bound is similar in effect to a Slam. An airborne or crumpled opponent is hit hard into the ground, causing their legs to flop back over their head.
Fall Recovery can be performed at the end of the Light Bound animation.
Heavy Bound(top)
You cannot perform more than one Heavy Bound per combo with the same move.A Heavy Bound effect has an airborne or crumpled opponent hit hard into the ground and then momentarily stood back up on their feet before eventually falling in a Face Up, Feet Toward position.
The opportunity to combo the opponent while they're involuntarily stood up is greater than that of a Light Bound.
Fall Recovery can be performed at the end of the Heavy Bound animation.
Spinning Knockdown(top)
A Spinning Knockdown, as the name suggests, sends the opponent spinning through the air, landing in a Face Up, Head Towards position.
Fall Recovery is possible after a Spinning Knockdown. However, if a Spinning Knockdown occurs in close proximity to a wall, then a Wall Splat or Wall Slump can result depending on the distance.
Example: Akira's (uncharged) causes a Spinning Knockdown.
Sideways Knockdown(top)
Only certain attacks exhibit this knockdown effect, and sends the opponent falling in a sideways direction.
After a Sideways Knockdown, the opponent is knocked down in the Face Down, Head Towards position.
You can perform Fall Recovery after a Sideways Knockdown.
Example: Akira's (fully charged) causes a Sideways Knockdown.
Head-Over-Heels Knockdown(top)
A special knockdown causing the opponent to fly back rolling head over heels. Only certain attacks exhibit this knockdown effect.
After a Head-Over-Heels knockdown, the opponent is in the Face Down, Head Towards position.
You can perform Fall Recovery after a Head-Over-Heels Knockdown.
Example: Jacky's Lightning Back Knuckle causes a Head-Over-Heels Knockdown on any hit.
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