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#257729 - 2009-07-09 16:47 Re: VF5R Brad changes [Re: Ladon]
Libertine Offline
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The opponent is facing away from you in R when they recover.

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#257760 - 2009-07-09 21:21 Re: VF5R Brad changes [Re: Libertine]
Myke Offline

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Ladon, I don't believe just holding G ever worked. You have to enter some kind of ukemi command, then release P and K while still holding G. For e.g. P+K+G~G

However, I'm unsure if the success of this depends on the knockdown position.
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#257792 - 2009-07-10 04:21 Re: VF5R Brad changes [Re: Myke]
Manjimaru Offline
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Originally Posted By: Myke
Ladon, I don't believe just holding G ever worked. You have to enter some kind of ukemi command, then release P and K while still holding G. For e.g. P+K+G~G

However, I'm unsure if the success of this depends on the knockdown position.


I think in some weird cases theres been a sort of 'glitch' ukemi that teleports the character straight to standing position. I agree with myke in that there needs to be some sort fo ukemi command first (P+K+G)
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#257795 - 2009-07-10 05:39 Re: VF5R Brad changes [Re: Myke]
Libertine Offline
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My favorite Brad player with a name I can't pronounce has graciously provided us with VF5R Version B frame data for our beloved Lothario:

http://www.youtube.com/user/mudanadoryokusuki#play/uploads/1/vT3aqn4jE0o


On Guard

2K = -15
1K = -15
1P = -15
2K+G = -19
1K+G = -15
SL/SR P+KK = -15
SB K+G = -17
PT 2P = -18
6KP2K* = -14
BT 2K = -14
P = +2
PP = -5
PPP = -8
PPPK = -16
2P = -5
6P = -5
6PK = -16
3P = -4
3PP = -6
3PP+K = -8
3PK = -7
4P = -3
4PK = -6
K = -4
KP = -6
KPK = -8
6K = -8
4K = -8
2KK = -5
3K = -6
9K = -15
6P+K = -6
4P+K = -5
3P+K = -6
3P+KP = -13
2P+K = -6
2P+KP = -9
2P+KPP = -8
2P+KPP6P = -9
K+G = -5
6K+G = -15
4K+G = -7
4K+GK = -8
Ducking P = -6
Ducking PP = -14
Ducking K = -3
Ducking K+G = -15
Ducking P+K = -6
SR P = -6
PK = -4
SR K = -1
SL/SR P+K = -3
SL/SR P+KP = -3
SL P = -4
SL K = +5
SB P = -4
SB PP = -6
SB PPK = -9
SB PPK On hit or guard K = -6
SB P+K = Stagger
SB K = -9
LD P = -3
LD PP = -6
LD PPP = -6
LD K = -8
LD KK = -13
LD K+G = -7
PPK = -15
2_4K = -6
BT P = +1
BT PK = -6
BT P+K = -3
BT K = -6
BT 2P = -4
7/8/9 P/K In ascension or midair K = -7
7/8/9 P/K In descension K = -6
7/8/9 P/K In ascension and midair (?) P = -10
7/8/9 P/K In decension (?) P = -10
P6P = -6
P+K = -2
66P+K = -6
66P+KP = -13
66P+K2/8P = -4
K+G2K+G = -22
2_3P = -8
33P = -6
33PP = -13
46K = -13
46P+K = -5
46K+G = -6
DM P+K = -15
4KP = -2
4KPK = -8
PT P = +3
PT PP = -7
PT P+K = -8
PT K = -1
SB 4P+K = +1

*I think that it's safe to assume that the frames on guard are the same for 4K+GKP2K.


The other values recorded are the frame disadvantages Brad has when transferring into Slipping and Ducking from his various moves. I believe these values reflect the frame situation should Brad remain neutral and not attack from these stances, so I won't bother placing them here since I can't see any practical application for them.

I didn't see the frame data for P6PK or 6_K on guard.

I also apologize for the inconvenient ordering of the moves presented above. I copied the data in the order presented from the videos.

Here are the most notable changes, which may or may not be VF5R Version B specific:

6P - This is still -5 on guard from VF5R Version A, which is great for Brad's defense due to players being able to use 2G to fuzzy.

6PK - This used to be -18 on guard in VF5 Version C, but is now -16 on guard.

KPK - This move has gone down from -12 on guard to -8 on guard. This might be a good string to use against side-turned opponents.

SR P - This became at least -7 on guard in VF5R Version A. I'm glad that it is once again fuzzable. It would be great if 4PK2/8 SR P still beats the opponent's elbows like in Version A.

PK - This was -8 on guard in VF5 Version C but is now -4 on guard. A nice change.

SL/SR P+KP - This is now -3 on guard! This used to be non-fuzzable, so -3 is a HUGE difference! And as you can see, it lost its special guard animation.

P6P - I thought that this was changed to -5 on guard in VF5R Version A. If so, it's back to -6 on guard now. You need to crouch dash fuzzy.

46K+G - It's now -6 on guard, meaning that you can crouch dash fuzzy! This looks like it's an even better tool against the wall now.


I'm really liking these changes to Brad! smile

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#258715 - 2009-07-21 10:19 Re: VF5R Brad changes [Re: Libertine]
tonyfamilia Offline
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Great job, thanks Libertine!
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#258724 - 2009-07-21 10:49 Re: VF5R Brad changes [Re: tonyfamilia]
Beligerent_Feck Offline
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Damn, some R player needs to do that with Akira...
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#258808 - 2009-07-22 11:53 Re: VF5R Brad changes [Re: Manjimaru]
tonyfamilia Offline
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Originally Posted By: Manjimaru
Originally Posted By: Myke
Ladon, I don't believe just holding G ever worked. You have to enter some kind of ukemi command, then release P and K while still holding G. For e.g. P+K+G~G

However, I'm unsure if the success of this depends on the knockdown position.


I think in some weird cases theres been a sort of 'glitch' ukemi that teleports the character straight to standing position. I agree with myke in that there needs to be some sort fo ukemi command first (P+K+G)


I've noticed that the light down attack can not be blocked when the opponent techs to the foreground/background but it can be blocked when they do quick rise (in place). I would test this but I won't get my 360 back from MS for at least a few more weeks.
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Ancient spirits of hatred, transform this decayed form into Tony! The Ever-Hating!
"The greatest warrior of all is the one who conquers himself." Muay Sangha Ether
It's all in your mind.

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#258813 - 2009-07-22 12:46 Re: VF5R Brad changes [Re: tonyfamilia]
Beligerent_Feck Offline
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Originally Posted By: tonyfamilia
Originally Posted By: Manjimaru
Originally Posted By: Myke
Ladon, I don't believe just holding G ever worked. You have to enter some kind of ukemi command, then release P and K while still holding G. For e.g. P+K+G~G

However, I'm unsure if the success of this depends on the knockdown position.


I think in some weird cases theres been a sort of 'glitch' ukemi that teleports the character straight to standing position. I agree with myke in that there needs to be some sort fo ukemi command first (P+K+G)


I've noticed that the light down attack can not be blocked when the opponent techs to the foreground/background but it can be blocked when they do quick rise (in place). I would test this but I won't get my 360 back from MS for at least a few more weeks.


You're considered crouching after you tech roll and light down attack is a high attack, methinks.

That's why quick rise works cause you recover standing, don't think it's a glitch. Probably doesn't work when your in face down, feet towards position but never seen that happen.
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#258815 - 2009-07-22 13:15 Re: VF5R Brad changes [Re: Beligerent_Feck]
Manjimaru Offline
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Originally Posted By: Beligerent_Feck

You're considered crouching after you tech roll and light down attack is a high attack, methinks.

That's why quick rise works cause you recover standing, don't think it's a glitch. Probably doesn't work when your in face down, feet towards position but never seen that happen.


If that would be the case then the kick would whiff.. which it doesnt. Its blocked standing. Therefore its a mid or a special low (latter most likely).
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#258870 - 2009-07-22 21:01 Re: VF5R Brad changes [Re: Manjimaru]
Myke Offline

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High attack? Special low? What? smile

Down attacks can only be guarded while standing, so they're effectively a mid level attack.

The "instant down attack guard trick" (release P and K while holding G) when tech rolling can be performed during both the side roll (foreground or background) and in-place recovery.

For those who haven't seen it: When performed successfully, the tech recovery animation is cut short and your character warps instantly into the standing guard position.

When doing this during a side roll recovery it is recommended that you roll into the background 8. The reason being is that if you roll into the foreground 2P+K+G, then release P and K there's a chance that you'll be left holding 2G the instant the down attack is connecting. So you end up warping into a crouching guard animation, resulting in you taking the hit. To avoid this, you want to ensure the stick is at neutral when you're holding G. This could be difficult to perform consistently which is why rolling up into the background is recommended as it eliminates this problem.

For reference, this tidbit comes from an old thread: VF5 Q&A from Tougeki Damashi Vol 7
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