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Arcadia 117 Translation System Notes

Discussion in 'Arcade' started by noodalls, Jan 14, 2010.

  1. noodalls

    noodalls Well-Known Member Bronze Supporter

    Article - Arcadia 117 Frame data
    Author - Yanaga
    Translation - Noodalls

    System data
    Details on the various movements
    Various dashes
    You can guard cancel the from the following for each dash - forward dash F4, backdash F21, corward crouch dash F7 backwards crouch dash F6. Both varieties of crouch dash will avoid high moves from F1. Further, from F6 for the forward crouch dash and F8 for the back crouch dash the character is considered completely in a crouching state.

    Failed evade.
    The total animation takes 25F. You can cancel with the various dashes from F11. For the crouch dashes you are able to avoid high circular moves from F11. Further, for the fastest possible attacks from a failed evade, F11 is counted as a dashing frame, so F12 is the first frame of the attacks animation.

    Successful evade
    Total animation is 23F. There is a frame where you cannot be thrown following a successful evade, but it only lasts for 1 frame so be careful.

    Side and backturned situations.
    Sideturned
    It takes 4 frames to guard or evade, so from when the recovery ends you have 3 frames where you cannot guard or evade. Also, if you are hit in sideturned the recovery increases. The increase in recovery depends on the damage of the attack, +2 for moves of 14 or less damage, +3 for 15-24 damage and +5 for moves doing >25damage. By guarding in sideturned state, it takes 13 frames to return to front-guard (the first 12 frames are considered sideturned on hit or guard.) However, if you dash or sidewalk during sideturned and are hit by a move, once the period of time where you cannot guard or evade is completed you will return to the forward state. For throw escapes, you can use any of the appropriate directons to break the throw (e.g. uf, df and f will all be accepted for a f+P+G escape).

    Backturned
    For anything other than an attack in the backturned state, the first 3 frames are considered backturned, and the frames after that are considered sideturned. Pressing guard in backturned takes 6 frames to return to front facing (cannot guard for the first 5 frames). If you are hit during backturned state, the same recovery changes as for sideturned apply. This applies to movements in backturned as well. However, most moves hitting the opponents back will force them to turn around, so there are instances where you are pressed up against the wall and it would be preferable to eat an attack to the back without trying to guard it so that you don't end up in a sideturned state.
     
  2. Myke

    Myke Administrator Staff Member Content Manager Kage

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    Thanks for the translation noodalls. I've always noticed the variable frame difference during side turn situation when watching some VF5R movies (with the frame display on), but never understood why until now! Hopefully, one day, the majority of VFDC will be able to put this knowledge into practice.

    Note to all - this is VF5R specific. I'll be moving this thread to the Arcade forum.
     
  3. Jeneric

    Jeneric Well-Known Member

    Thanks, noodalls, that explains A LOT.
     
  4. SDS_Overfiend1

    SDS_Overfiend1 Well-Known Member

    Noodall this is Very good info to know. Nice post. The Side throw escape gets more option which is nice.
    @Myke - One day Myke, One Day. until then we just have to play whats around us.
     

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