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Arcadia FT Article

Discussion in 'VF.TV' started by Myke, Jul 12, 2004.

  1. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    [​IMG]

    The latest arcadia issue (pictured above) features a good introductory article on Final Tuned. Below you'll find high-res scans of the entire article. Enjoy!

    Download Page 1
    - Character and Stage select screens.
    - VF.Net access card.
    - Player attributes and new "skill" rank.
    - New items (glowing anklet shown in the Kage vs Brad pic).

    Download Page 2
    - This is all about the new Change Attacks. Each character can have two different Change Attacks, designated by A1/A2 and B1/B2 (see icons in lower corner of screen).
    - Describes 1 change attack per character.

    Download Page 3
    - New Skills Pick Up! (with pics!) /versus/images/graemlins/smile.gif
    - Akira: [2][1][4][P]+[K] and [6][6][P]+[K][P]
    - Jacky: [3][K][P][K] and Slide Shuffle [3][3][P]+[G] (looks awesome!)
    - Sarah: [6][P][4][K] and Flamingo [P]+[K]+[G][K][K][K]

    Download Page 4
    - New Skills Pick Up (cont'd)
    - Lau: [2_][3][P][6][P], [3][P]+[K] and Tiger Stance [P]+[K]
    - Pai: [4][4][K][K] and [6][6][P]+[K] (hopping low attack, cancel with [4] for stance)
    - Wolf: [1][6][P][P][P] and [6][3][2][1][4][P]+[K][P]+[G]
    - Jeffry: [9][P]+[G] and Threat Stance [P]+[G]

    Download Page 5
    - New Skills Pick Up (cont'd)
    - Kage: [6][2][3][P]+[K][P][K][K] and Jumonji [3][K]+[G][P]+[G]
    - Shun: [6_][K][P] and [6][P]+[K]+[G][P][P] (+1 dp!)
    - Lion: [4][K][6][4] and [P]+[K]+[G] (hit) [8] or [2] (like Wolf's RAW!)
    - Aoi: [2][K][P][P] and [9] or [3][P]+[K][P]

    Download Page 6
    - New Skills Pick Up (cont'd)
    - Lei: [K][2] (goes to bokutai) and IN [6][P]+[K]+[G][K]
    - Vanessa: [P]+[K][P]+[K]+[G] (changes stance and works in both) and DS [4][6][P]+[K] (new sabaki against high/mid kick?)
    - Goh: [6][6][K] and BT [P]+[G]
    - Brad: Slipping Left or Right [P]+[K] and Sway Back [K]+[G]


    If anyone else feels like translating some text, feel free, and post here.
     
  2. Dandy_J

    Dandy_J Well-Known Member

    nice!
     
  3. sekaijin

    sekaijin Well-Known Member

    PSN:
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    sekaijin usa
    Holy fucking shit, this is long.

    Page 1

    All the selection screens have been updated! It looks like we are closer to a final release!

    Even without an announced release date, the arrival of VF4 Final Tuned in arcades has become more and more a reality. Just looking at the screen shots you can tell it is close to a finished product. In this issue we bring you all the latest info, from system changes to new moves and everything in between. Don't miss the character-specific information!

    (Column with Card)

    New VF4FT Access Cards!

    The final design for the FT access cards have been released! It appears there will be 5 types of cards overall. If you look at the bottom half of the cards, you will notice that if you line all 5 of them up you will be able to from the game's title logo!

    Your VF4EVO cards can still be used in FT. When you put your card in an FT machine, it will automatically be updated to be compatible (exclusively) with FT.

    More new goodies! Apart from your ranking, there is the new Toori-na system!

    This time we have finally come to understand the toori-na system! You can think of it as a way to label your actual play style in the game. Your vs. match data is compiled as shown in the chart on the left. Based on these stats you are given a toori-na. If you look at the bottom left of the screen shot, you can see Kage is a LV 1. This level can be raised by in-game performance. What kind of toori-na are there in store?

    You can choose to hide (not have displayed) your toori-na via vf.net.

    (chart is as follows, from left)
    Attack hit percentage
    Guard percentage
    Throw use percentage
    Throw break percentage
    Back dash percentage
    unknown, unknown, etc

    (to the left of the two screens at bottom)
    Level 1 Toori-na List
    --Combo Learner (read, Mi-narai, also used as 'apprentice')
    --Tactician Apprentice
    --Hard throwing Apprentice
    --Mechanics apprentice
    --Multi-handed hitter (rendan mi-narai. Ren-dan is a term used for piano pieces written for two people to play at the same time)
    --cant make out the second kanji, sorry
    --Berserker apprentice


    Page 2

    We can confirm there are 2 types of change moves!

    Although there was only one type shown in the location test version of FT, the final version will include 2 types of change moves! We have provided the information for 1 of the types for all the characters below. We can tell you that most of the moves are from previous installments of VF, such as Jeffry's elbow Elbow Stomp from VF4.

    The default setting for all change move is moves that were already featured in EVO. Players not registered on VF.net will be able to use these stock moves. At the present time we only know of the change moves listed below.

    (below picture)
    Check here!
    On the bottom of the screen next to the toori-na is the select move that your opponent has chosen.

    Akira
    6P
    A: This move comes out at normal speed but has relatively low risk. By pressing the lever again you can distance yourself from the opponent.
    B: The elbow-class move that was highly effective in VF4


    Jacky
    66K
    A: It has long reach, you can move to back turned by pressing 66K4, and there is no guaranteed counterattack on guard. It works well at midrange.
    B: Quick release it this move's strong point. In the location test, it knocked down on normal and counter hit.

    Sarah
    4KG
    A: On hit it knocks the opponent down, and can be combo'ed. It comes out slow, however.
    B: This move has great range, and you can get a large down attack guaranteed. In VF4 it was her main weapon at mid range.

    Lau
    4P
    A: Can move into Tiger stance. Even on guard Lau is at advantage.
    B: Lau recedes a bit, releasing a clenched fist attack. It hits mid and can be combo'ed.

    Pai
    4P
    A: It comes out slow but Pai is at advantage even on block. Think of it as a way to move on the attack.
    B: A long-range move that can launch combos. In the location test it caused quick knock down (opponent falls on stomach) on hit.

    Wolf
    6K
    A: On counter it causes quick fall (Like Vanessa's 3PK in defensive stance). On guard it can be thrown.
    B: It causes float on normal and counter hit. It does not appear to have the capabilities it did in VF4, however.

    Jeffry
    4P
    A: Does not knock down on hit but if landed successfully can be followed easily with a second punch.
    B: A fast move with nice reach (from VF4). It knocks down even on normal hit and can be followed up by a large down attack.

    Kage
    2,3P
    A: Even thought it no longer knocks down on normal counter, it will still be a main attack for any Kage.
    B: In the location test, it did knock down even on hit, but it came out slower.

    Shun
    6P
    A: An elbow class move that hits high. It can be followed by many moves and utilized in combos.
    B: We didn't have a chance to see this in the location test. We have no idea what it is.

    Lion
    6K
    A: A move that comes off at the speed of an elbow, good for going on the offensive. It is at a small disadvantage on block.
    B: Floats on normal hit (from VF3). It can be followed with some combos.

    Aoi
    66PK
    A: A long reach attack that hits high. Can be followed up with combos. Useful at midrange.
    B: Can be followed with small combos on counter hit. Though it has short reach it is at small disadvantage on block.

    Lei Fei
    2,6P
    A: Knocks down on counter. It also goes through Upper attacks.
    B: Knocks down even on normal hit. It comes off fast, so it should be useful against opponent's low attacks.

    Vanessa
    (Offensive Style) 3P
    A: A bit slower than standing P. On counter it knocks down and can be followed by combos. Hits mid.
    B: Floats on counter. It has short reach but looks to be quite useful.

    Goh
    4P
    A: On counter hit it can be followed by low throw. It comes off at knee-level speed.
    B: Looks like A, but floats (low) on counter. Can be combo'ed.

    Brad
    2,3P
    A: Floats on counter. Can be thrown on guard.
    B: On counter causes reverse stagger. Has small risk involved.

    Page 3

    Know before you go: Info on all 15 characters
    The following is what we have learned about the characters based on the location test. Don't miss information on your character!

    Akira
    214PK
    A mid attack that sabakis mid punch and elbow. It causes knock down on counter hit and when it sabakis an attack. It appears to be punch counterable on guard. From the looks of it, the move will be best applied as a counter attack in the ni-taku between knee and throw.

    Apart from the change on the circumstances where 666P causes knock down, he has not undergone too many changes. If you use his new attacks you can attain a more varied play style than before. Of note is his improved defense, such as the sabaki move listed above, which can in turn be used in combos. This leads to some serious damage. Aside from that, some of his moves leave him crouching, or avoid opponents attacks (such as 66PK, P). His change attacks seem to leave him more options that can be easily released (i.e. more easily input), which is nice.

    Jacky
    3K,P,K
    The first hit is a lot like a standard mid kick. The second attack can be followed up on hit, but the third attack is only guaranteed on counter. If you get all three the opponent is down.

    (during Shuffle) 33PG
    A nice, powerful new hit throw. It comes off at the same speed as his (during shuffle) 3P but has better reach.

    The biggest thing that stands out is his new moves from shuffle. If you insert the command immediately you get a high-mid combo, which does a lot in terms of making the opponent want to rush in and attack. The first hit is especially fast, and knocks down on counter. On the other hand, beat knuckle has been changed to a heavy P attack (slow P). It only staggers now on normal hit, so instead of PK, P, it is better followed up wiht PK, K and then into shuffle step mix ups. It floats like before on counter hit.

    Sarah
    6P4K
    A kick that moves to flamingo stance after rising elbow. If input fast enough it combos, so it is a must-use technique when you have counter-level advantage.

    (in Flamingo)
    PKG, K, K, K
    If the third K counter hits you get knock down. The kicks can be G-cancelled (to flamingo).

    Sarah has tons of new moves from flamingo. In addition to the High punch-to-low attack combo introduced in the last issue, she can also go for mid kick after the high punch. Also from flamingo, PKG releases an extremely fast new step that can be followed up by the combo listed above, as well as other moves. It appears to be difficult to use, but if applied correctly results in big damage. Though some of her old moves have been made slower, and some of her combos have been toned down (power-wise), she doesn't feel all too different from EVO.

    Page 4 (translators note, this was not fun, a page with 4 characters I do not like!)

    Lau
    2,3P, 6P
    A combo that works on major counter. If the 2nd punch hits, it knocks down like (tiger stance) 46P, and can be combo'ed. However, if the first P knocks down, you can't get much in as far as combos go. This should be reserved for when you have evaded a big attack or ducked a high.

    3PK
    A double handed high attack. It should not be used too much, but is certainly effective against sabaki. His command for souko-reppa (kanji reading?) has been changed to 33PK.

    (in tiger stance) PK
    A mid attack that looks like his normal PK. Though it can get past most high level attacks and knocks down on hit, it is rather slow.

    That the 2,3P, PK does not cause counter hit has not changed from what we reported last issue. Instead, it should be followed with the new move listed above. Properly using your options from 2,3P looks to be more important than ever. There are quite a few new moves out of tiger stance. In addition to the previously noted hit throw, the move listed above is also available. His guard break his been changed to 6PK. He also has a new attack from jump, so you can imagine the new attack variations available. You can only hope has more moves that put him into tiger stance.

    Pai
    44KK
    A new combo that puts Pai back turned after the first hit. The second hit is a special high kick. Train your opponent to look out for the second hit and you can use any one of her back-turned attacks.

    66PK
    A useful low attack when used at midrange. If you input 4 after the PK animates, you can move to her crouched stance. The attack itself is G-cancelable. As the animation is rather long, this should be quite effective. Using its forward-moving nature for okizeme is also possible.

    Relatively speaking, Pai seems to have very few changes. That is not to say that she doesn't have anything new to talk about. The back-turned combo listed above, as well as her hit throw from back turned (introduced last issue), give her rather expanded possibilities. And while her 66PK is slow and easy to guard, its ability to move to crouched position and its g-cancelable feature give the opponent much to watch out for. The fact that her 9K can now be reversed seems like it will have a huge impact on Pai's game. It can now be reversed by any sabaki moves.

    Wolf
    16PPP
    A 3-level attack that comes out about like an elbow. Causes knock down on MC. It is best used as a counter attack.

    63214PK, PG
    A sharp chop released after his body is turned sideways, which can be followed by a throw. As it is semi-circular to the direction of his back, if you can read the direction your opponent is going to evade this is quite a powerful weapon.

    The most eye-opening change is the long-awaited addition of an elbow class attack that is useful as a counter. Before all Wolf has was P,K, so a safe way to get damage and knock downs is much welcomed. As the input is difficult it will take some getting used to. The Low punch cut has been made stronger, as it now hits regardless of leg stance and can be followed with Shining Wizard for some safe damage. Other changes do not really effect him (esp in relation to the new counter system) so it should be a smooth transition for Wolf players.

    Jeffry
    9PG
    A throw that can be activated on floaters, Jeffry picks the opponent out of midair and slams him behind his back. Though it is not much of a threat damage-wise, it should prove useful around the ring edges.

    (in threat stance) PG
    Finally a throw from threat stance. A great threat to evaders.

    More than his new attack, Jeffry's new moves stand out. He can now throw out of normal and threat stance. This very addition makes his attacks out of threat stance more useful. His Body Lift throw (4PG) now lets you aim where you want to throw your opponent (from forward, right, or left). The actual properties of the throw have not changed but its usefulness near walls or ring edges has been vastly enhanced. Aside from that, his evade attack motion has been changed---for the better. While it no longer knocks down on hit, it gets out of the way of far more attacks, and is nice near walls.

    Page 5

    Kage
    623 PK, P, K, K
    A new combo from Kage's uppercut. Though the timing is a bit difficult, the damage is on the high side.

    3KG, PG
    A sliding-like low kick to hit throw from jumonji. If you get the throw, he lifts the opponent into the air with his legs.

    Overall, Kage has come to resemble a ninja much more. While his 23P no longer floats on counter hit, plenty of his other moves have been powered up. After 4K he can move into back-turned jumonji, and can further release a P that draws in and releases out. He has far more tools to counter low attacks for large damage. TFT has been changed to a back 360 motion. This new type of Kage causes the screen to spin to catch his actions.

    Shun (finally!)
    6KP
    A middle kick class attack that hits mid, and can be followed up by a high P. The kick has good range, and with practice can be rather useful. As its input is a bit irregular this might take time, but it looks to become one of Shun's major attacks.

    6PKG, P, P
    A new drinking style that moves into a quick mid punch. When the first punch hits (plus 1dp), if you can get the timing right the 2nd and 3rd are guaranteed.

    The new drinking attack listed above is his strongest addition. Even if the whole combo is guarded there is no guaranteed counter attack, and it knocks down on hit. And what's more, it can get around high attacks. There is just no comparison to his old PKG. It is useful to get around highs, beat throws, and as a plain old combo. However, his drink amount from sitting and lying down has been reduced to 2DP. As the amount he can drink between rounds has been lessened, it looks like the new Shun will be a "drink as you fight" type of style.

    Lion
    4K64
    A middle kick class special high attack that moves into a special movement. From the movement you can add even more attacks, such as a new sabaki P.

    PKG (when successful) 8 or 2

    This move feels a lot like Wolf's RAW. It appears to catch any high or mid P moves that do not cause knock down, and elbows. When successfully executed, you can choose to evade up or down. Depending on the move that is caught, there are different possible flow charts. Some instances result in guaranteed counter attacks.

    Already filled to the brim with special moves, Lion has gotten even more of them in FT. The possibilities out of 4K look like tons of fun. You can throw out a special high that sabakis most attacks as well as use the special movement. If you train your opponent to look out for the sabaki you can move away with the special movement and pick from any number of follow-up attacks. The other move listed above has both a high and low level variant. After the low level verison Lion is crouching. This should prove useful against throws.

    Aoi
    2KPP
    A high-low punch combo from a low kick. If the second punch counter hits you can aim for a down attack.

    9 or 3, PK, P
    A stagger step that hits high-two handed mid. It can be canceled after either hit. It is worth using even after avoiding high attacks with the first movement.

    Aoi has had many new combos added. The second attack listed above can be used after her standard PP combo. Successful use of her cancels should allow a very Aoi-esque touch to this attack pattern. When used by itself, you must keep in mind which of the opponents attacks it will get around. The other combo introduced above starts with a low attack. The ability to add this to other combos is nice. Outside of that, her high kick to high punch (new move) was also in the location test. It appears to be useful not only on the attack but as a counterattack as well.

    Page 6

    Lei Fei
    K2
    He can now move to his special crouching position from K. He also retains the option of moving to his (one hand in the air) position. That alone give Lei far more possibilities. It can be employed as an elbow-class counter attack, so those who felt Lei Fei lacked counter attacking power before should be pleased.

    In (one hand above head position) 6PKG, K
    A new kick that hits mid-mid from a rolling position. On hit you can go for combos that you would normally aim for from 9KG

    The most marked new move is the second move listed above. Whereas Lei pretty much relied on his PK (from one hand above head position) up to Evo, he now has a new weapon from mid to far range. Also, you must not overlook throw from somersault that is guaranteed after mid-level P. His new options from crouch have expanded his attacking capabilities. If you keep your movement smooth it should be possible to trick your opponent even more this time around.

    Vanessa
    PK, PKG
    This command works from both O and D styles. In D style, it is Knee>O style: in O style, it is Fist>D style.

    (in D style) 46PK
    A sabaki move against kicks. It works against most high and mid kicks. When the sabaki hits, or on counter hit, it produces knock down. This can in turn be combo'ed.

    The greatest new move is her newfound ability to change styles in the middle of a combo. The move above is just one example of such moves. As there is relatively little risk involved, once you get used to its employment it should be a major tool in Vanessa's arsenal. Outside of that, we have confirmed that she has a new sabaki K out of D style, and a move that starts combos even on normal hit in O style. Vanessa will be best used by poking at the opponents weaknesses.

    Goh
    66K
    With its long reach and small risk, this kick is a great option from mid range. In fact, is is perhaps his greatest weapon. Depend on how it hits it causes different types of knock downs.

    (from back turned) PG
    A new throw from back turned. The throw itself is rather weak, but hits can be added on. It should be useful when following his new moves that put him back turned.

    While the addition of several new throws is worth of your attention, what is more important is his newfound attack capabilities. Of particular note is his 66K, with long reach and small risk that makes him much better at midrange. Also, his PK is now connectable and is a great way to get guaranteed damage after mid weight punches. If you tap back after releasing the K he can move to back turned position, which gives him the opportunity to use yet more moves. It appears that you can no longer count on as much damage as before from his 6K on counter hit.

    Brad
    (slipping L or R), PK
    After the move, you can once again throw out PK. On counter hit you can connect with Smash Hook. Brad has gained much more effective attacks out of Slipping.

    (sway back) KG
    A low kick with long range that can be thrown out of sway back. It causes knock down on counter hit, but due to the stance he takes you cannot get in any follow up hits.

    As previously noted, in FT Brad has new combos from Sway Back, as well as low attacks that put him in crouching position. The areas where Brad was lacking before have been accommodated for. Of particular note is the move listed above from slipping, which causes tons of damage on counter. Train your opponent to look out for this and hit them with his other options. Throw in the other move listed above and you can get around your opponents guard tactics. His middle kick has also been improved, as it can now be followed up with a throw! More than one or two big changed, Brad has really been filled out as a character.



    im gonna take a big shit now and go to bed.
     
  4. ice-9

    ice-9 Well-Known Member

    You...ROCK!!!!!!
     
  5. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    haha awesome stuff mukatsuku_shun! Indeed, you rock!
     
  6. DRE

    DRE Well-Known Member

    Awesome!! You are the greatest.
     
  7. KiwE

    KiwE Well-Known Member

    Thx for the info. Brad sounds nice; love

    Brad
    2,3P
    A: Floats on counter. Can be thrown on guard.
    B: On counter causes reverse stagger. Has small risk involved.

    /KiwE
     
  8. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    [ QUOTE ]
    KiwE said:

    Thx for the info. Brad sounds nice; love

    Brad
    2,3P
    A: Floats on counter. Can be thrown on guard.
    B: On counter causes reverse stagger. Has small risk involved.


    [/ QUOTE ]

    Brad just looks too hot now!

    And just in case the "reverse stagger" isn't clear, it means that it causes a stumble on counter hit (same hit effect as the [4][6][K]+[G]).
     
  9. FireLiu

    FireLiu Active Member

    That was AAAAAAwesome,Thank you so much. /versus/images/graemlins/cool.gif
     
  10. sekaijin

    sekaijin Well-Known Member

    PSN:
    so__it__goes
    XBL:
    sekaijin usa
    As I do not play all the characters, some of the stuff might sound a bit strange. This is either because a) FT is going to rock, or b) as I translated this at 2am, I was not as precise as I could have been. Any corrections are welcome.
     
  11. maddy

    maddy Well-Known Member

    Thank you for your hard work on this for everyone. You are the greatest. /versus/images/graemlins/smile.gif
     
  12. UnholyMessiah

    UnholyMessiah Member

    Thanks for the translation. Sounds like Goh got some nice additions.
     
  13. Siyko

    Siyko Well-Known Member

    Wow, thanks for the translation! Everything in FT looks good so far, Wolf sounds impressive with his new stuff.

    [ QUOTE ]
    Shun
    6P
    A: ...
    B: We didn't have a chance to see this in the location test. We have no idea what it is.


    [/ QUOTE ]

    Fuck!!!

    If this is even close to an elbow, I'm gonna piss myself in glee
     
  14. Dandy_J

    Dandy_J Well-Known Member

    mukatsuku shun is the man
     
  15. thebradSHow

    thebradSHow Well-Known Member

    indeed excellent information, now if only in your wisdom, you can somehow beam it to my frontal lobe........ /versus/images/graemlins/grin.gif
     
  16. sanjuroAKIRA

    sanjuroAKIRA Well-Known Member

    Thanks mukatsuku_shun!

    Y'know, given these and the famous player for evo2k4 liason efforts I really do think it would be a shame if Dave had to spend a dime on beer coming up here in a couple weeks.
     
  17. sekaijin

    sekaijin Well-Known Member

    PSN:
    so__it__goes
    XBL:
    sekaijin usa
    that is the greatest show of friendship a man could ever hope to receive /versus/images/graemlins/cool.gif
     
  18. LM_Akira

    LM_Akira Well-Known Member

    Late to the tea party here but thanks a bunch for all these translations! /versus/images/graemlins/smile.gif
     
  19. FaisonI

    FaisonI Well-Known Member

    Once again Kodos to you!!!! Maybe a dumb question, but gotta ask, how can I get my hands on that Arcadia issue and the subscription in hold they seem to cover VF with a vengence, Hell I usually want it for the covers alone? I notice you are located in Sydney and I am in Wash., DC area. Can you give me some info?
     
  20. archangel

    archangel Well-Known Member

    I'm a bit confused now since pai' s [9]+[K] can now be sabakied what can she do againt kage when he goes into his stance and he can sabaki her mid punch, high kick, high punch, mid kick, beat her low punch and her sweeps doesnt that leave her just being only able to block or evade in that situation?

    or maybe i'm completly wrong, oh yeah thanks for the translation.
     

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