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DBC after evade - sick damage

Discussion in 'Akira' started by katana, Sep 12, 2003.

  1. katana

    katana Active Member

    YohoA pm'd me the other day saying how much damage the DBC ([4][6][6][P]+[K]) did after an evade. He said the results were pretty awesome.

    Curious, I experimented a bit last night, and came up with some quite astounding results.
    I used Jeff, Lau and Pai as training dummies, and noticed that the damage of the move seemed to increase the lighter the character was. Maybe this was just luck, I don't know.
    Occasionally, the damage was crap (37 was the lowest I got) but seemed to average out at between 55 and 70+ pts.
    What I found incredible was that I evaded Pai's [9][K][K] move at one point and got an absolutely sick 97 pts of damge, from the DBC alone!! /versus/images/graemlins/shocked.gif Another evade of the same move resulted in 91 pts, so why the varying results is a mystery. A matter of distance, maybe?
    In any event, I regularly got between 60+ and 70+ damage, much to my delight /versus/images/graemlins/grin.gif
    I did notice that the damage seemed at maximum when Akira was at the 4 o' clock or 7 o' clock position to the training dummy (almost behind the dummy) at the time when the DBC hit.
    But just back to the 90+ damage I got (from very brief experimenting) from the DBC - I thought that only in Ver. B. of VF4 was the DBC that powerful. Unless I'm missing something again... /versus/images/graemlins/confused.gif
    Can someone shed some light as to the fluctuating damage pls?
    Is the DBC dependant on the move the opponent performed? Is it the range alone, or does the position Akira is at (relevant to the opponent) count s well?

    At a rather unbelievable 97 pts (maximum??), I suppose we have to conclude that the DBC is the most powerful single hit move in the game, when the conditions are right. Awesome. /versus/images/graemlins/laugh.gif
     
  2. Aoi_Mei

    Aoi_Mei Well-Known Member

    I tested Durals DBC ([4][6][P]),same move, same thing. My highest damage was about +150, jugding from health bar, or more after evade. I, too, would like to know conditions why this happens.
     
  3. maddy

    maddy Well-Known Member

    Durals DBC is a different move. It is more powerful than Akira's bodycheck.

    BTW, I've noticed that if you use an evade body check on a backturned opponent on a counter hit, it does as much as 45% of the life bar.
     
  4. Aoi_Mei

    Aoi_Mei Well-Known Member

    Well, only difference is power. But the point was, is it matter of a range or a matter of opponents move? Or maybe both?
     
  5. Nashi

    Nashi Well-Known Member

    [4][6][6]+[P]+[K] does 65 Maximum Damage on normal Hit. MCs do +50%. Which means you can get up to 97-98 damage on MC.

    Everyone knows that BC is the most damaging single hit move in the game.

    NOTE: BC: Body Check, DBC: Deep Body Check ([4][6][6_]+[P]+[K])

    Edit: It's a matter of distance, not backturned. But the collision detection between you and the opponent is really high when you hit them on their back. When you hit your oponnent with a BC on their front, Akira's back will touch their front, and that's it. That's normal Collision Detection (Collision Size).
    If you hit them with a BC while they are turned around, Akira's back will somehow "penetrate" their back. It's like surpassing the Collision Size (Imagine that collision size starts like a ball on the center of the model, expanding itself to the exterior ending in the skin=it's limit), thus doing more damage. This happens a lot in games.
     
  6. Cas

    Cas Active Member

    I always thought that DBC's damage is higher the closer Akira is to his opponent when you pull off the move.

    You're closer when you're round the side of an opponent because their feet aren't in your way. At certain angles you can snuggle even closer, and after an evade is a good example. /versus/images/graemlins/laugh.gif

    I guess some moves leave the opponent's model further forwards, and I can envision why evading [9][K][K] did so much damage.
     
  7. Aoi_Mei

    Aoi_Mei Well-Known Member

    Good to know /versus/images/graemlins/laugh.gif
     
  8. CreeD

    CreeD Well-Known Member

    Deep bodycheck needs these conditions for maximum damage:

    1. Interrupts the opponent's move.
    2. As close as possible.

    Number one is pretty simple, the move is 65 points max damage. The bonus for major countering is 50%. Half of 65, rounded down, is 32. So 65 pts + 32 point MC bonus is 97.

    Minor counters have traditionally been only a 25% bonus, so bodycheck in retaliation to a dodged attack should only be a max of 81 points I think. Maybe in the pai uf+K,K example she recovered and tried to attack or something.

    Number two - getting close enough - is tricky.
    Akira hits with his back, and the way to think of it is "the more of akira's body I can make contact the opponent's, the better my damage will be"... that's why you need to be in open stance usually to get the max damage bodycheck - when akira turns around and connects with it he's squashing as much of his back into your body as possible. That's also why when you crumple someone with QCB+P and then do the perfect dodge bodycheck, you will get 2 different damages. I have a clip of someone doing a perfect deep bodycheck vs aoi in closed stance after QCB+P --> dodge. He literally passes through aoi and ends up on the other side of her. But damage is only 83 points because she wasn't in open stance and akira's "invisible wall of power" couldn't touch more of her prone body. Does that sound dirty?

    Anyway if you want to set up a perfect 97 pt bodycheck every time, just record lion doing his PPf+P move and bodycheck him out of the spinning punch. Remember to change stance if you're not getting max damage.
     
  9. Nashi

    Nashi Well-Known Member

    Btw KreeD, stance (Foot positioning) doesn't matter with oponnent's back towards you, does it?

    Also, this may seem a lame question, but how the heck do you do a Deep Body check?
    It only works if you buffer [4][6][6_]+[P]+[K], right?
    Otherwise it's impossible to hold [6], because that way you'll end up doing nothing by the time you press [P]+[K].

    Note: You repeated the same thing I said about the MC, sniff sniff /versus/images/graemlins/frown.gif You..you!!..thief! /versus/images/graemlins/wink.gif
     
  10. CreeD

    CreeD Well-Known Member

    Btw KreeD, stance (Foot positioning) doesn't matter with oponnent's back towards you, does it?

    Yeah, it does. There aren't many "common" backturned combos but some do rely on foot position - for example akira's PIT --> RBC--> df+PKG, P. Also, for this discussion, it probably matters if you want the best damage from your bodycheck.

    re: deep bodycheck, the command is [4][6][6_]+[P][K] and you don't need to buffer it. Buffering it wouldn't work because the point of the deep bodycheck is that you dash for half a second before cutting loose with the bodycheck. Buffering the move would eliminate that dash. So do the deep bodycheck out in the open, when you're not waiting on the recovery of a move.

    For whatever reason you can enter b,f,f and hold forward for a relatively long time before entering P+K, and you'll be able to do a full dash before activating the bodycheck. The full dash puts you closer to an opponent than you're normally allowed to get by just walking into them and doing your bodycheck. You can get the same effect with akira's super dashing elbow, and in older VF games it was an essential skill to get a half dash before cutting loose with akira's [6],[6]+[K] (after i.e. a stumbling trip).

    Note: You repeated the same thing I said about the MC

    Lol, but I've known it for probably 6 years longer /versus/images/graemlins/smile.gif
    Seriously, I just felt all the useful info about how to get a deep bodycheck should be in one post, putting half of it here and half somewhere else would be annoying.
     

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