1. Hey Guest, looking for Virtua Fighter 5: Ultimate Showdown content? Rest assured that the game is identical to Virtua Fighter 5: Final Showdown so all current resources on here such as Command Lists with frame data, Combo Lists and the Wiki still apply. However, you can expect some VF5US specific changes to come soon!
    Dismiss Notice

Akira VF5FS Version A Change Log

Discussion in 'Akira' started by akai, Feb 7, 2012.

  1. akai

    akai Moderator Staff Member Bronze Supporter

    PSN:
    Akai_JC
    XBL:
    Akai JC
    [P][P] - Continuous guarding is not possible.

    [4][3][P] - Hardening difference was changed. CH: +6 → +7

    [4][3][P][2]or[8] - Shift timing was changed. Input window was changed.

    [4][3][P][2]or[8][P][+][K] Damage was changed:10 → 20. Properties pertaining to the technique (post execution) were changed. Hit effect was changed. G: stagger/H: stagger/CH: stagger → G: +15/H: down/CH: down

    [3][P] - Hardening difference was changed. G: -4/H: -1/CH: +7 → G: -5/H: -2/CH: +5

    [K][+][G][P] - Hardening difference was changed. Properties pertaining to the technique (post execution) were changed. G: -14 → G: -15

    [K][+][G](release [G] within 1frame) - Hit effect was changed. Properties pertaining to the technique (post execution) were changed.

    [2][P][+][K][+][G] - Strike attack level was changed: Special Mid→ Mid. Cannot be thrown time was adjusted. Hit effect was changed. Damage was changed:5 → 1. Hardening difference was changed. G: +13 → G: +12

    [6][P][+][K][+][G] - Cannot be thrown time was adjusted.

    [3][K][+][G][P] [2]or[8] - Shift timing was changed. Input window was changed.

    [2][K][+][G] - Hit effect was changed.

    [3][P][+][K][+][G](guard)[4][3][P][+][K][2][3][6]or[2][1][4][P][4][6]or[6][4][P][+][K] - Damage was changed:35 → 40.

    For example, after[6][6][P][+][K](hit)[P][+][G][P][+][K][+][G] - Properties pertaining to the technique (post execution) were changed.

    (teiroukanpo)[K] - Hit effect was changed. Cannot be thrown time was adjusted.

    (facing wall)[6][P][+][K][+][G] - Properties pertaining to the technique (post execution) were changed. Hit effect was changed.

    [P][+][G] - Properties pertaining to the technique (post execution) were changed.

    [6][4][P][+][G] - Damage was changed:20 → 15.

    [4][P][+][G] - Cannot be thrown time was adjusted.

    [4][6][P][+][G] - Properties pertaining to the technique (post execution) were changed.

    (opponent back)[P][+][G] - Properties pertaining to the technique (post execution) were changed.
     
    ---

    Above is the list of moves that were adjusted in Version A (From AM2's Website). The purpose of this thread is to keep a record of the changes to later update FS command lists (based on the Masters Guide). Note: "Hardening Difference" refers to actual frame change related to the attack being guarded (GD), hit opponent(H), or counter hit opponent (CH).

    Edit: Added additional information from Lettuce's Blog
     
  2. BlackGeneral

    BlackGeneral The Emperor of Elbows Bronze Supporter Content Manager Akira

    PSN:
    BlackGeneral
    XBL:
    BeeGee VFDC
    Thanks for posting... Seeing this makes me wonder if sega will release a guide w/ all frame data and changes.
     
  3. Tha_FeauchA

    Tha_FeauchA Yosha!

    PSN:
    Medina_Rico
    Wow, lots of stuff has changed, and this is just for Akira. So glad they waited to release this to us. Also glad they ARE releasing it to us hahah. Was a long wait but it was well worth it. This game is going to be awesome.
     
  4. Libertine

    Libertine Well-Known Member Content Manager Brad Silver Supporter Content Coordinator

    VF5:FS Akira's Command List (Version A)

    Some figures in these spreadsheets are color coded with the colors representing the following:

    Red - Guaranteed Knee Situation

    Orange - Guaranteed Side Kick Situation

    Yellow - Guaranteed Elbow Situation

    Green - Guaranteed Jab Situation

    Blue - Guaranteed Throw Situation


    Be sure to check the "SideData" tab which includes values for the side turned situation.


    If anybody can provide some detailed information for the "Down" hit effects and/or combos, it would be greatly appreciated.
     
  5. BlackGeneral

    BlackGeneral The Emperor of Elbows Bronze Supporter Content Manager Akira

    PSN:
    BlackGeneral
    XBL:
    BeeGee VFDC
    Thanks for these, Libertine! Gonna study this up when I get the chance.
     
  6. Aidan

    Aidan Well-Known Member

    PSN:
    xX_SETTRA_Xx
    XBL:
    xX SETTRA Xx
    I don´t know how helpfull this might be, but on this website everythings seems to be there. When useing the google translator, you get stuff like "Head Collapse, Broken Foot, collapsed belly" etc.
    The meanings should be realtively clear, but its probably safer if some with a bit Japanese language knowledge checks this.
    However, hope it helps.
     
  7. Sebo

    Sebo Well-Known Member Content Manager Taka Content Manager Jeffry

    PSN:
    Sebopants
    I was messing around with Akira today, and it made me remember something I found in VF5FS1.1, an option select versus Jean's [3][3][P][K]_[P], where Akira's reversal animation ducks under the high full circular and reverses the mid knee. Will try to find out if it's still in, just need to find the correct A.I. opponent (that does lots of [3][3][P][K]s).

    Also, [1][6][P]+[G][P]+[K]+[G]/[6][6][P]+[K][P]+[G][P]+[K]+[G]_[P]_[K] guessing game is still in for a halfish-lifebar 50/50 guessing game (even on Taka).
     
  8. Feck

    Feck Well-Known Member Content Manager Akira

    So, his reversal animation has crouching frames? Sounds a bit strange, hope that's gone now.

    The mixups from that new stance look deadly, it baffles me that people still rant about his bodycheck when he has stuff like that. Does the mixup still work from other moves that lead to the stance, like stumbling trip?
     
  9. Sebo

    Sebo Well-Known Member Content Manager Taka Content Manager Jeffry

    PSN:
    Sebopants
    Not really, it's more of a character vs. character anomaly, kinda like in Vanilla a lot of character's elbows go under Wolf/Jeffry/OS Vanessa's [P] because their attacks are extremely high. Jean's model is quite large and [3][3][P][K]<hold[P] has a high animation as well.

    Yeah, enter [P]+[K]+[G] after [1][6][P]+[G]/[2][1][4][P]+[G]/[6][6][P]+[K]:[P]+[G] and it goes into stance.

    Stance [P] hits mid, 18 frames, -3 on block. If it hits do [4][P][P]+[K]>[2][1][4][P]>DLC. Works on everyone, if it wall hits, [​IMG][6][P][P] hits grounded for additional damage, but [3][3][P]+[K]/[K]+[G]:[G]/etc, work for varieties' sake.

    Stance [K] comes out at 24 frames, and unless it has been changed for Ver A. it's -15 on block, 16 on hit, and 20(!) on counter. Do [4][6][P] combos on hit, [3][3][P]/[K]+[G][G]/SPod on ch.

    Not sure, but I think the stance has similar properties to Jean's [6][6][P] on hit, in that it gives a lot of "false" frames or something where the opponent can guard high or low, but no sidestep.

    It's also fun (and a good mix-up) not to do any of the canned follow ups, and do [4][6][P]+[K]/[4][6][P]+[K]+[G]/throw/[6][6][6][P]/etc. Maybe it can be [2][P], dunno.

    Also, [6][6][P]+[K] is so good. Goes under highs like it was nothing, even at disadvantage, and beats Lei-Fei-stance shit.

    It's 19 frames, and old -9 on block, the hit throw is easy to time, and the hit throw adds 20ish more damage, give you 9 frames or [P]+[K]+[G] as an option. Apparently, [1][6][P]+[G]/[2][1][4][P]+[G] also give +9 if you don't go into stance. So SpoD/guard break/throw/half-circ... Yeah... Akira is beastly.
     
  10. BlackGeneral

    BlackGeneral The Emperor of Elbows Bronze Supporter Content Manager Akira

    PSN:
    BlackGeneral
    XBL:
    BeeGee VFDC
    Akira sounds beastly. Thanks for the heads up on this akira tech.
     
  11. Sebo

    Sebo Well-Known Member Content Manager Taka Content Manager Jeffry

    PSN:
    Sebopants
    So yeah, Akira can still warp through people as he could in VF5FS1.1. lol

    So against females, and maybe Blaze (?), [6][6][6][P]>[2][P]>DLC will result in you going through them recovering BT. Move a little away and you will have access to Akira's pretty good BT options.

    Also, I was able to warp through Akira after [2][1][4][P]>DLC, but that might have been dependent on my proximity to a wall(?).

    Also, I had [6][6][P]+[K] go under (and through) Eileen's [6][6][K](maybe that's the one?) and Wolf's [9][K] and a few other moves. I've found that (of course depending on the total frames of the attack you went of) you can get a BT [P]+[K]. Risky as fuck, but an 11 frame 40+ damage back check?

    Also another note on BT shit, Akira's [P]+[G] is pretty good to set it up, if your opponent doesn't roll in any direction and commits to a rising kick. What you can do is [P]+[G]>[9][G]>rising kick whiffs>BT [P]+[K]_BT SPoD.
     
  12. MasteringAkir

    MasteringAkir Member

    What is move where Akira throws opponent in air?
    I could do it in VF 5 , but with VF5FS i seem not be able to do it.

    I tried <= => P G = don't work.
    Tried => <= P G = don't work.

    Pretty sure it was one of these. I also tried other commands :S

    Anyone know what move i am thinking of? I need it to do better with Akira.

    I am afraid they may have changed it though [​IMG]
     
  13. Manjimaru

    Manjimaru Grumpy old man

    PSN:
    manjimaruFI
    XBL:
    freedfrmtheReal
    Maybe be cause he no longer has it in final showdown.
     

Share This Page

  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice