+ When you hit this move during combos now, they flip around. ++ still connects afterwards though, but you don't get face down, head forwards okizeme. Watch it at 1:27 in this vid
+ New high punch elbow. Can be seen used as a floater move in a combo in this video at 1:15
+ New special low punch that replaces reversal, can be seen 02:01 in this vid. Gives leg collapse on CH.
+ New move, now a slow long range knee that seems to knock down on CH, see it at 1:17 in this vid
/ This move is not on the movelist, so it might have been removed...
/ Also not on the movelist. Good riddance, I might add.
+ New throw, haven't seen it yet
+ Easier command, down kick no longer guaranteed, but the throw itself does 70 dmg now, see it at 0:36 here
A low attack that knocksdown on counter hit...no need for impossibly-hard hit-confirming. I'll take that over a silly midpunch/kick reversal anyday...especially when she can already sabaki those attacks.
#218223 - 2008-07-2808:03Re: VF5R Vanessa: New moves and changes
[Re: Chefboy_OB]
shadowmaster
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It will be different to see vanessa without reversals but her sabakis and counter attacks have always been able to counter those types of quick attacks anyway and Sega saw this and changed her around but I don't see it as a major turn off.
I would rather attack the low attacks and get counter hits than have to wait for it using a reversal as well. This new version of Vanessa should be fun to play regardless.
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#218275 - 2008-07-2815:47Re: VF5R Vanessa: New moves and changes
[Re: shadowmaster]
Jeneric
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Registered: 2005-02-24
Posts: 927
Loc: Tyresö, Sweden
Vanessa's reversals were (at best) marginally important anyway. Major weakness is that she couldn't reverse elbows, that would've made them a little better, but still not important.
#218566 - 2008-07-3007:51Re: VF5R Vanessa: New moves and changes
[Re: BlackDragon37]
erdraug
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Thank you for taking the time to format all this Jeneric!!!
Originally Posted By: Jeneric
Defensive Stance + New move, now a slow long range knee that seems to knock down on CH, see it at 1:17 in this vid
The move apparently produces a wall splat as can be seen in sanchan's 2008-7-23_23_29_EILEEN_vs_VANESSA vid (0:45) allowing for a decent wall combo
If i'm allowed to take a wild guess, since the new OS shoulder seems to also produce the same kind of knockdown i suppose it will produce the same kind of wall splat. Continuing on the same wild guess i'd say this means the old leg bomber remains for OS and hasn't been replaced with the new knee.
Editing time has been reduced to 8 hours after original post was made. If you have changes you want to be made in original post, you can PM one of the moderators and they can copy, paste, make changes, etc if needed. Sorry for the inconvenience.
#218599 - 2008-07-3010:28Re: VF5R Vanessa: New moves and changes
[Re: Jeneric]
KoD
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Myke reduced edit post timeframe to 8hours or so in response to certain antics. If you want to post changes, go ahead & a mod can move them to the first post
#218720 - 2008-07-3103:31Re: VF5R Vanessa: New moves and changes
[Re: Chefboy_OB]
erdraug
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I totally agree with Chefboy; i am using heavy impact almost exclusively from OS myself, given that DS has the almighty shadow slicer. It feels weird the move is being taken out from the stance it's more useful for
BTW, the same could be said for Leg Bomber: the move is not that frequently used from OS since there's the HAWK knee if you want to jump & crush a low. So it kinda feels weird that they are replacing the move from DS, the stance that actually uses leg bomber
Leg bomber is useful in OS...if you happen to launch someone on a wall with it. It's the only way Vanessa is gonna get double-triple rebounces on anyone. XD
#218778 - 2008-07-3114:39Re: VF5R Vanessa: New moves and changes
[Re: Chefboy_OB]
erdraug
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Nevermind leg bomber - the new shoulder ram from OS *does* give wall splat like i guessed! Check out acebreaker's newest vid: http://www.youtube.com/watch?v=pOLKR_-2-To
#219059 - 2008-08-0220:42Re: VF5R Vanessa: New moves and changes
[Re: Jeneric]
erdraug
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Originally Posted By: Jeneric
Vanessa's new DS + and new Takedown animation
Does the new throw remind anyone else of the OS + Leg Crush Hold hit throw or is it just me?
Originally Posted By: Jeneric
Also observe some of the "wall=half your lifebar" combos that are seemingly universal now in R...
What's also amazing is how simple is the inputs for this 93 dmg OS wall combo: wall stagger +,+,+,+. That's 4 forward-forward motions and one diagonal. Maybe the last hit connects only because there's an octagonal wall, still it almost makes me feel Akira deserves his 100-ish wall combo damage Three cheers for version R and vane's newfound wall game!
6K DS longer range, easier to use now 66K DS reduced range 1P DS reduced range. Cant kill off special mids anymore. KK DS Powered up. Used to be K2K or K8K I presume. 2nd Kick is a full circular special high.
Removed some of hold G commands, reversals and low P sabaki.
OS 4K6 Dont really understand what they are saying. maybe someone can help. 43P+K Half circular special high hit throw.
New Moves DS PK Punch kick duh. DS 4P+K High elbow. Elbow class speed. Counter = float. Keeps opponent in the air if u used it during air combo. DS 1P+K Special low. On guard u can do WS P which beats elbow. CH > Big down attack guaranteed. Didnt mention how to combo. DS 1K+G Long distance knee. NH down. Powerful strong good at mid range. Good for wall, etc. Basically really good-_-; OS 6PK Same as jacky's 6PK. Can access from PP. OS 1P Can avoid high attacks. half circular low. On Guard cant punish. OS K+G Full cicular basically. On Hit side turn.
I might be wrong on some translation. Dont trust me completely
Danny nagged at me to post this
PS: There is a command list booklet included with Arcadia. Havent gone through it yet.
#221066 - 2008-08-1808:26Re: VF5R Vanessa: New moves and changes
[Re: ACTIONBASTARD]
Griever
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I actually used those quite often, they were good. But that's the case. They could evade even a throw, and timed well those were too powerful IMO. All in all good riddance I gues.
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#221236 - 2008-08-1919:41Re: VF5R Vanessa: New moves and changes
[Re: Tetra]
Chibitox
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Registered: 2002-03-04
Posts: 400
Loc: Paris, France
Originally Posted By: buyaodawo81
From Sept Arcadia issue,
OS 4K6 Dont really understand what they are saying. maybe someone can help.
I think I remember seeing a vid where the new 4K6 was used, it seems that now doing 4K6 will do the full 4K animation before going in IS not just canceling it like in VF5. Kind of like OS 3K6.
I think I remember seeing a vid where the new 4K6 was used, it seems that now doing 4K6 will do the full 4K animation before going in IS not just canceling it like in VF5. Kind of like OS 3K6.
#222131 - 2008-08-2618:33Re: VF5R Vanessa: New moves and changes
[Re: Jeneric]
erdraug
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Originally Posted By: Jeneric
Originally Posted By: Zero-chan
Also, a cosmetic note: for those who prefer Vane's VF4 look, one of the new items for costume A is increased muscle definition. Hooray!
Awesome. The old VF4 1P outfit, blacker then black skin and increased muscle definition. My man Van is back.
There better not be any irrational censoring in the western version of the game this time
Also i've noticed in this vid acebreaker follows up his DS with (rebounce) . I'm positive i've never seen somebody try that in VF5 - does it work, is it Goh specific or is it just new?
#222644 - 2008-08-3111:28Re: VF5R Vanessa: New moves and changes
[Re: erdraug]
erdraug
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DS + 's new animation can be seen here (1:30). Hella violent
Also check out the combo the vanessa player uses to finish the game: OS hit wall splat refloat against the wall floor scrape! Hurray for the 76 dmg elbow!
Edited by erdraug (2008-08-3118:11) Edit Reason: WRONG! check Jeneric's post below. Still a nice impro combo i guess.
#222648 - 2008-08-3112:05Re: VF5R Vanessa: New moves and changes
[Re: erdraug]
Jeneric
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Registered: 2005-02-24
Posts: 927
Loc: Tyresö, Sweden
Originally Posted By: erdraug
DS + 's new animation can be seen here (1:30). Hella violent
Also check out the combo the vanessa player uses to finish the game: OS hit wall splat refloat against the wall floor scrape! Hurray for the 76 dmg elbow!
Well, the only produced wall splat because the elbow was blocked and the followup was CH. If the Van had hit the elbow and then there wouldn't be a wall splat, so there's no 76 dmg elbow
#222667 - 2008-08-3118:06Re: VF5R Vanessa: New moves and changes
[Re: Jeneric]
erdraug
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Oooooh, thanks for the clarification, next time i should triple-check vids before posting You are most definetly right: indeed the first move was blocked and the wall combo is a result of the second move being a counterhit. In which case 76 is pretty low i guess, the move being throw counterable.
I guess i was in a state of shock over the new grand spike animation when i posted the vid
I keep on meaning to write more here, since I've got a full command list for Vanessa in VF5R, and a few more impressions, but banging out a command list takes a lot more work than you'd think... especially one as large as Vanessa's. (plus, I've got plenty of actual people-pay-me-money writing work to worry about right now...) Maybe I should just go through and list all the stuff that's changed from Ver. C.
Oh yeah, I forget if it's been mentioned already, but all of the 270 throws are now semicircular commands. The damage has been reduced too, IIRC... I think 70 pts for Heaven's Gate?
I also found a site for checking out the new Vanessa VF5R items, as well as those for all the game's other characters... in Japanese. If you want to play around with it, go to:
#223909 - 2008-09-1117:19Re: VF5R Vanessa: New moves and changes
[Re: erdraug]
erdraug
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What's that amazing punch in 1:49 of this vid? It seems the vanessa player is inputting but i supose that's the new + and my eyes are not fast enough to notice the being pressed, right?
Btw, in the latest acebreaker vid at 2:46 you can see vanessa's OS + jump over lows as usual
At 1:10 of this vid the vanessa player does DS and then fuzzies under a punch - can it be they lowered the frames of that move from -8 on block to -6?
If you are referring to the fact that the player quite obviously tried fuzzying: dunno.
If you are referring to the fact that Vane was able to duck a jab when it's not guaranteed: of course she could. Throws excluded you can always crouch under high attacks as long as they aren't guaranteed.
CD fuzzy under jab, then? I guess that's kind of nice change. Do you know if it works that way even against 10 frame jabs?
Works on all highs. Doesnt matter what frame. It can be a 9 frame punch for all it matters. It will never hit someone who enters CD fuzzy. Unless it is guaranteed of cos.
I keep on meaning to write more here, since I've got a full command list for Vanessa in VF5R, and a few more impressions, but banging out a command list takes a lot more work than you'd think... especially one as large as Vanessa's. (plus, I've got plenty of actual people-pay-me-money writing work to worry about right now...)
WOW! WOW! WOW! Your pretentious demeanor is fucking "HOT" Paris Hilton, watch out! Zero-Chan, has a 9 to 5!
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#227805 - 2008-10-1404:27Re: VF5R Vanessa: New moves and changes
[Re: Combolammas]
erdraug
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http://uk.youtube.com/watch?v=k40TGtwLDyU (20:19) shouldn't + have clashed? Has something changed? Did they just made it faster? 'Cause in VF5, the move being so slow, i have it clash in situations like these.
So lights and mids get 11 and heavy middle and heavy get 12?? I thought being a light weight was all about p and speed? I guess they need to take this away too. Wow, I am simply dumbfounded at the direction vf is going now.
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So lights and mids get 11 and heavy middle and heavy get 12?? I thought being a light weight was all about p and speed? I guess they need to take this away too. Wow, I am simply dumbfounded at the direction vf is going now.
Come on, Tim, they fixed Sarah already and made her super strong. You want 10f jabs too??? I mean, she's not Dural and Shun strong but
Edited by tonyfamilia (2008-10-1500:24)
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#227933 - 2008-10-1505:29 VF5R Vanessa: New moves and changes
erdraug
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So does anyone know what frames is Vanessa after her new DS string connects? (I suppose it's a natural combo but) if it leaves her at at least +3 that would mean her could beat low punches. Unfortunately i don't remember acebreaker pressing the attack after DS pk (yet) so i'm worried that it might leave vane at negative frames on hit sort of like lion's or lau's pk
So does anyone know what frames is Vanessa after her new DS string connects? (I suppose it's a natural combo but) if it leaves her at at least +3 that would mean her could beat low punches. Unfortunately i don't remember acebreaker pressing the attack after DS pk (yet) so i'm worried that it might leave vane at negative frames on hit sort of like lion's or lau's pk
edit: This is erdraug's post that got accidentally moved to page 1 while thread cleaning. Sorry!
So lights and mids get 11 and heavy middle and heavy get 12?? I thought being a light weight was all about p and speed? I guess they need to take this away too. Wow, I am simply dumbfounded at the direction vf is going now.
Come on, Tim, they fixed Sarah already and made her super strong. You want 10f jabs too??? I mean, she's not Dural and Shun strong but
I'll trade you 10 frame jab for making moves slower and recovery time slower for heavier weights. There is no reason a heavy should outclass a light or even come close in the speed department EVER. Now mids are in the same class as light?..lol. What do they hope to gain from subtracting one of vf's basic core's from the game? Smells like steaming pile o dung to me, but I digress. The fact of the matter is light's power WAS their P and heavies was the damage potential. Everyone inbetween these classes benefited one way or the other, so basic balance could exsist. Now, if this is true about p going only to two classses and everyone likes the idea of 10 frame p gone, then let's take away high damage for heavier classes, yes? To me it only seems like a fair deal. Having said that, you can see that damage isn't taken away, but merely boosted in this version. Oh well, looks to me they are trying something "NEW" and avoiding the old formula, so they can stay afloat in these years of the dying arcades.
Sorry about the trolling everyone... Now back to our regular broadcasting...
_________________________
In 1861, Doctor Richard Gatling patented sarah's leg, "THE GATLING GUN." A six-barreled weapon capable of firing people back home!
So lights and mids get 11 and heavy middle and heavy get 12?? I thought being a light weight was all about p and speed? I guess they need to take this away too. Wow, I am simply dumbfounded at the direction vf is going now.
Come on, Tim, they fixed Sarah already and made her super strong. You want 10f jabs too??? I mean, she's not Dural and Shun strong but
I'll trade you 10 frame jab for making moves slower and recovery time slower for heavier weights. There is no reason a heavy should outclass a light or even come close in the speed department EVER. Now mids are in the same class as light?..lol. What do they hope to gain from subtracting one of vf's basic core's from the game? Smells like steaming pile o dung to me, but I digress. The fact of the matter is light's power WAS their P and heavies was the damage potential. Everyone inbetween these classes benefited one way or the other, so basic balance could exsist. Now, if this is true about p going only to two classses and everyone likes the idea of 10 frame p gone, then let's take away high damage for heavier classes, yes? To me it only seems like a fair deal. Having said that, you can see that damage isn't taken away, but merely boosted in this version. Oh well, looks to me they are trying something "NEW" and avoiding the old formula, so they can stay afloat in these years of the dying arcades.
Sorry about the trolling everyone... Now back to our regular broadcasting...
Look at Jeff's basic combos. And a MC/mC isn't 41/37 damage anymore.
stfu
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#228080 - 2008-10-1604:00Re: VF5R Vanessa: New moves and changes
[Re: CGB_Spender]
erdraug
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Since this is a vanessa thread i'd like to state for the record that no more 10 f-punches means vane's DS becomes even more unique! Theoretically speaking she can begin using it from -2!
...Unless they changed the move back to 10 frames?
Hmm, once again after watching intently VF5R vids for these past months i'm getting more and more eager for some frame data, even if it's just for theory-fighting
#228116 - 2008-10-1610:46Re: VF5R Vanessa: New moves and changes
[Re: Jeneric]
erdraug
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It certainly has it's uses though, specially against some types of playstyles: flamingo happy Sarah, in-your-face Brad, zenk-happy eileen, RD-happy Blaze, abare Lau, probably more. Plus it can punish some unpunishable stuff like akira's shoulder ram! It can even double as a taunt, making up for DS vane's lack of ~ dancing Why exactly do you think it's pretty stupid?
#229609 - 2008-10-3008:50Re: VF5R Vanessa: New moves and changes
[Re: erdraug]
erdraug
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Been looking at the main VF5R vids thread and stumbled upon a new OS wall combo found Sharkvanessa's youtube channel:
OS wall stagger + wall splat + 2nd wallsplat wall hit slam + (112)
I supose it only works on lightweights, still scary though.
I was wondering, the new OS is noted as being semicircular, right? If it covers vanessa's front that would mean she now has 2 semicircular lows that combo on CH covering different directions. And judging by the way it animated in this vid (0:48) i think it does Can we somehow confirm this?
#238524 - 2009-01-2610:37Re: VF5R Vanessa: New moves and changes
[Re: erdraug]
erdraug
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I've been looking at the command list again and noticed that Intruder Step lost the followup. A reasonable change if you ask me.
Also, there's -1 DP on the second part of front sleeper hit-throw, giving more incentive to actually try and nail the multipart. In fact, there's generally more moves that sober, i don't know if that's just vanessa or a generalized tendency
More importantly though, where is OS WR ? I know the WR had its input replaced but i can't seem to find the WR punch. Where is DS WR ? Where are the hand holds?
#238689 - 2009-01-2716:47Re: VF5R Vanessa: New moves and changes
[Re: erdraug]
erdraug
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Loc: Lyon (FR) - Athens (GR)
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On the positive side, as can be seen in this vid, it seems her "easy mode" floats after back charge kick became even easier DS gets > and OS gets > . And since they work against Jeffry they should work against anyone, right?
#238735 - 2009-01-2805:45Re: VF5R Vanessa: New moves and changes
[Re: Griever]
erdraug
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Well, to be honest, she has those already, after back charge kick DS gets , and OS gets + , they just do significantly less than 60 and 72 damage and if the opponent performs exact recovery he can recover at the same time as vanessa denying her any wakeup pressure.
Hmm, looking back at my post i realize i've worded it wrong, i meant to say "easy mode" floats got upped in damage, just like everything seeems to in VF5R.
yo uhhhh has anyone noticed that Vanessa changed into OS magically in the middle of the boomerang hook combo...
+>+>>
This can mean either two things...
1.5R allows Vanessa to buffer stance changes during moves for instant stance switching!!!!!! (Extremely unlikely, and would cause massive head explosions)
#243563 - 2009-03-0615:41Re: VF5R Vanessa: New moves and changes
[Re: Chefboy_OB]
erdraug
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Maybe because they look very similar, which is natural since they both are mid punch > knee strings I went back to double check though, if she were able to buffer stance changes it would be indeed awesome (and kind of imba i admit).
On another note, i think her neutral throw has been redesigned as it appears to throw the opponent a tad further away now. Maybe they incorporated this change so that taka can have his own animation, using the old one one which lands opponents right next to vane. Anyway, all that to speculate that vanessa won't be at the same kind of horrible disadvantage after the opponent techrolls canyon dive anymore
It also apparently rings out over the small step found at Aoi's stage I wouldn't be surprised if Hell's Gate rings out forward over the step too.
#244000 - 2009-03-1115:03Re: VF5R Vanessa: New moves and changes
[Re: erdraug]
erdraug
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While surfing on the zoome wave i stulbled across this zoome video and a couple of things occured to me:
* Vanessa's new jacky-style OS string seems to combo on Taka (0:39) just like Reno complained that Jacky's string does. VERY useful thing to know.
* DS sabaki hitbox is STILL bigger its actual damage hitbox (1:03)
* Taka has indeed his own + animation. My suspicions that he also has a better advantage on techroll are somewhat confirmed as the taka player promptly attacks after techrolling and the vanessa player seems to be anticipating this and evades (2:14).
Edited by erdraug (2009-03-1115:09) Edit Reason: added exact "
#244032 - 2009-03-1119:45Re: VF5R Vanessa: New moves and changes
[Re: erdraug]
Jeneric
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Registered: 2005-02-24
Posts: 927
Loc: Tyresö, Sweden
Originally Posted By: erdraug
My suspicions that he also has a better advantage on techroll are somewhat confirmed as the taka player promptly attacks after techrolling and the vanessa player seems to be anticipating this and evades (2:14).
Vanessa is ALWAYS at massive disadv (-8 at least) when an opponent tech rolls her neutral +, so nothing new. Actually it looked like she recovers faster against Taka.
#244044 - 2009-03-1121:01Re: VF5R Vanessa: New moves and changes
[Re: Jeneric]
erdraug
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I just thought that, given the new VF5R animation, she'd be at less of a disadvantage, something like -5 or -6, something in the fuzzy range, keeping her old -8 or more against taka. But anyway, we won't know the details until we get our hands on the game At least we all agree that taka's got his own animation
Btw, looks like it's hard to float him after parrying kick
PS: still watching the same zoome channel, in this vid (1:23) either the vanessa player messed up on his timing or OS > + rebounce combos don't work anymore Which would be normal i guess, since the move is now high i mean, still though.
#251316 - 2009-05-0906:56Re: VF5R Vanessa: New moves and changes
[Re: erdraug]
erdraug
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Here's acebreaker's report on VF5R Vanessa version B changes (nice to see he's still active btw, i was starting to fear the worst since it's been almost two months since he last uploaded a replay to youtube)
Using online translation tools, here's some of what i think are notable gameplay changes :
throw > stomp not necessarily guaranteed + something about air hits DS HCF throw dropped to 57 damage (from 62) DS apparently advances forward and something about hitting like Aoi's ff+k. However it's mentioned as 8 or 9K
If anybody wants to fully translate acebreaker's commentary your effort will be highly appreciated
#251380 - 2009-05-1006:44Re: VF5R Vanessa: New moves and changes
[Re: Kaminari_Oyaji]
Manjimaru
Carpal Tunnel
Registered: 2003-06-11
Posts: 3162
Loc: Helsinki, Finland
Originally Posted By: Kaminari_Oyaji
I'll trade you 10 frame jab for making moves slower and recovery time slower for heavier weights. There is no reason a heavy should outclass a light or even come close in the speed department EVER. Now mids are in the same class as light?..lol. What do they hope to gain from subtracting one of vf's basic core's from the game? Smells like steaming pile o dung to me, but I digress. The fact of the matter is light's power WAS their P and heavies was the damage potential. Everyone inbetween these classes benefited one way or the other, so basic balance could exsist. Now, if this is true about p going only to two classses and everyone likes the idea of 10 frame p gone, then let's take away high damage for heavier classes, yes? To me it only seems like a fair deal. Having said that, you can see that damage isn't taken away, but merely boosted in this version. Oh well, looks to me they are trying something "NEW" and avoiding the old formula, so they can stay afloat in these years of the dying arcades.
Sorry about the trolling everyone... Now back to our regular broadcasting...
Not trolling, some good points here. The 'speed' of lightweights comes from more than just basic punch though.
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Yep, and it also seems to come out quicker. Around 1:20 you can also see some kind of low backhand attack(looks like it's from crouching, not sure though). Is that new? Also, what's quite important is a new sound when changing stances. I guess it's also for the opponent to know what's going on... (unless there are Vanessa players that get lost in all the 2 stances )
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"Besides, sex is old stuff. Nowadays wanking is all the rage." - MatteoJHDY "Hi, I'm a moron. Please kick my ass."
And a pink coat with matching black shirt with a rose petal pattern on it, the kind venerable secretaries wear
Anyway, the move definetly has range now, no more whiffing when trying to hit Aoi out of yin yang The vanessa player botched his combo afterwards though.
Here's another vid where it's used: http://zoome.jp/kartika/diary/143 but it doesn't connect unfortunately. Is it me or the move is slightly faster
Anyway the second vid might be worth watching because the new + allows for a decent rebounce > combo. Plus there's some Lei Fei wall action going on.
#254789 - 2009-06-1003:13Re: VF5R Vanessa: New moves and changes
[Re: Kingman3]
erdraug
Old Hand
Registered: 2007-10-01
Posts: 1116
Loc: Lyon (FR) - Athens (GR)
XBL: erdraug
Acebreaker has posted even more ver. B analysis in his blog. there's a ton of info but of course i had major trouble understanding it. One thing that caugt my mind is that OS or is now guaranteed on normal hit and something about OS being slower I'd rather he'd upload some vids but hey, there's also some damage comparison of version B floats, and who knows, he might be changing ISPs, or maybe he set up a zoome channel we haven't been able to track down yet
#255025 - 2009-06-1110:07Re: VF5R Vanessa: New moves and changes
[Re: erdraug]
erdraug
Old Hand
Registered: 2007-10-01
Posts: 1116
Loc: Lyon (FR) - Athens (GR)
XBL: erdraug
While watching this vid mentioned in the VF5R Brad thread i realised DS has been reanimated back to what seems its VF4 incarnation one can only hope the frames have followed suit
OS , natural combo OS reanimated once again OS beat a throw from negative frames, is that normal? also, can vanessa follow up a normal hit on wolf with > , , in VF5 vanilla? OS back charge kick > low punch rebounce > , , but we've already seen that vs a Jeffry iirc, must be a heavyweight combo
DS NH > , > , , 5 hit combo for 68 damage. OS CH > low punch rebounce > , slam > , 70 dmg, not bad! The reanimated DS appears to have a longer reach. Reanimated OS HCF throw but you might have noticed that already from SEGA's website.
is -6 instead of -4, now you have to use CD to fuzzy
is -7 instead of -9
now gives +4 frame adv on block instead of just +1
is now -15 on guard instead of -14
is now -6 on guard instead of -5
is now -9 on guard instead of -5, can now be executed with as well and jump forward in the animation.
+ A new move, high 14 frame elbow, -2 on block. Has anyone seen this used outside of combos? If it knocks down it will be a very good punisher.
+ is an entirely new move, now -4 on block instead of giving frame adv.
+ 22 fr special low poke that ducks and is only -1 on block! Some theorising: Since WS generally does more damage then most characters elbows, if Vanessa do + and it gets blocked, Vanessa's WS should beat their elbow and give a stagger! This would force the opponent to have to use or to beat Vanessa out of WS creating a very favorable situation for Vanessa. If I remember correctly this also gives a small combo opportunity on counter hit (or maybe that was the new similar low punch in OS?)
+ is now -6 on block instead of -5
is now +4 on block instead of guardbreaking. Farewell dear scrub abuse.
+ is now -8 on guard instead of -6, granting true nitaku
+ is now -8 on guard instead of -6, granting true nitaku
+ is now -8 on guard instead of -6, granting true nitaku
+ New mid knee that knocks down and wall splats, just 16 frame exe (!) and just -6 on block.
or is now -13 in both directions, instead of -12 in one direction and -11 in the other.
OS
mid to high Elbow knockdown string a la Jacky, also -16 like Jacky's now is. Seems they wanted to take away guaranteed knee class launchers on block on this in R Ver B. Oh, well, people need to start ducking them anyway. All her elbow moves are now able to be executed after as well (again, just like Jacky) and has the exact same stats as her usual elbow moves.
Kasshin didn't finish the whole movelist in the one vid, hopefully he does more. All in all very reasonable changes that makes Vanessa less safe, taking away some unnecessary cheese (like her midkick inexplicably being -5 instead of the standard -6 for example). Her punishment in DS actually doesn't suck now with , + and even + for +16 situations.
Having strings as well as a knockdown followup to elbow is such a sick boost to OS.
#258754 - 2009-07-2115:10Re: VF5R Vanessa: New moves and changes
[Re: Jeneric]
erdraug
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Registered: 2007-10-01
Posts: 1116
Loc: Lyon (FR) - Athens (GR)
XBL: erdraug
On the other hand OS f+p is now -4
Looks like OS has become the safe, poking stance whereas DS is the stance that has to gamble and play agressively. Are there any no fuzzy guard safe moves besides WR p? I fear that i was right to call the stances "default" and "other" all along, the names "defensive" and "offensive" certainly seem to be attributed arbitrarily between versions
Oh, BTW intruder hook seems to be -13 now At least f,f+k seems to wall splat.
#258759 - 2009-07-2116:01Re: VF5R Vanessa: New moves and changes
[Re: Jeneric]
erdraug
Old Hand
Registered: 2007-10-01
Posts: 1116
Loc: Lyon (FR) - Athens (GR)
XBL: erdraug
Don't pay attention to me Jeneric, i'm just a handicapped pad player, il stick with the easy mode OS and leave experienced players such as yourself with the stance that has to enter for every poke.
BTW while watching old vids on my laptop (no internet in the countryside ) i've stumbled upon an old vid against fernadio where DS b,f+p+k appears to sabaki sarah's f,f+k+g! Could we double check and see if the move has indeed gained the ability to sabaki HK?
#260950 - 2009-08-1406:16Re: VF5R Vanessa: New moves and changes
[Re: erdraug]
erdraug
Old Hand
Registered: 2007-10-01
Posts: 1116
Loc: Lyon (FR) - Athens (GR)
XBL: erdraug
Apparently, due to the new head crumple animation, no longer connects after Death Scythe, as can be seen here - the string now has zero applications
Also am i missing something in this vid or did vanessa get a float after OS Nevermind, Sarah went for a somersault, that's why she floatedinthe air, my bad
#262530 - 2009-09-0704:38Re: VF5R Vanessa: New moves and changes
[Re: erdraug]
erdraug
Old Hand
Registered: 2007-10-01
Posts: 1116
Loc: Lyon (FR) - Athens (GR)
XBL: erdraug
In retrospect it might be Death Scythe's fault altogether - the new head crumple animation pretty much causes all combos to whiff in a seemingly random fashion (I've seen acebreaker whiff with ender too ).
Still, i'm not complaining, i'm sure Jeneric will provide detailed gameplay insights, with his first hand experience from Japan i don't care that much about frames and damage since vanessa's animations never looked better