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Fastest Timing for Commands with Dash Input

Discussion in 'Dojo' started by akai, May 22, 2022.

  1. akai

    akai Moderator Staff Member Bronze Supporter

    PSN:
    Akai_JC
    XBL:
    Akai JC
    Three WIP video clips demonstrating 1-frame delay and 0-frame delay execution of commands with dash input. Example used is Akira's [P] to [6][6][K]. CPU is set to Guard and Counterattack with [2][P].





     
    Chanchai, Myke, Tricky and 1 other person like this.
  2. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    method 3 after testing in training mode is by far the most consistent method for me on hitbox. It's so lenient compared to having to worry about timing your 6 to be the first frame of the 12frame buffer window.
     
    Chanchai and akai like this.
  3. akai

    akai Moderator Staff Member Bronze Supporter

    PSN:
    Akai_JC
    XBL:
    Akai JC
    It can also be inputted BEFORE the first frame of the 12 frame buffer window though (the traditional method). But if you can do consistently what is shown is video 3, more power to you!

    According to Ohzeki, this tidbit of knowledge was already known since the VF4 days.
     
  4. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    Yeah the problem with having to do it before the window, at least for me, is that I choose my move fairly close to the input buffer window most of the time so having access to these moves with 0f delay and being able to finish the input during the 12f window is highly valuable.
     
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  5. akai

    akai Moderator Staff Member Bronze Supporter

    PSN:
    Akai_JC
    XBL:
    Akai JC
    Reposting the videos in the original post from Twitter to my YouTube account. Additional details to describe the inputs in relationship to the [P] animation.

    Three videos to demonstrate buffering attacks with dash input to execute with 1 frame delay or 0 frame delay. In these examples, 1P Side Akira does P to 66K. 2P Side Akira is CPU set to block & counterattack with 2P. Frame timer starts at initiation of [P].

    1 Frame Delay: The second forward and Kick input needs to be inputted within Frame 17-27 buffer window.
    • Frame 0: [P] input read. Next frame [P] starts executing (12)
    • Frame 4: [G] input to prevent accidental [P][K] execution
    • Frame 9: first forward input for [6][6][K] move.
    • Frame 12: [P] makes contact to an opponent blocking. Opponent -2 frame disadvantage.
    • Frame 17: second forward input for [6][6][K] move Frame 21: [K] input for [6][6][K] move (14 frames to execute after [P] completes animation)
    • Frame 27: 1P Side Akira [P] completes its animation.
    • Frame 29: 2P Side Akira recovers from guarding [P]. Counterattack with low punch (12 frames to execute).
    • Frame 41: 2P Side Akira low punch counter hits 1P Side Akira. [6][6][K] with the 1 frame delay should execute at Frame 42.

    0 Frame Delay, Standard Method: The second forward input needs to be inputted either at the first frame of the input buffer window (16) or before.
    • Frame 0: [P] input read. Next frame P starts executing (12)
    • Frame 6: [G] input to prevent accidental PK execution
    • Frame 8: first forward input for [6][6][K] move.
    • Frame 12: [P] makes contact to an opponent blocking. Opponent -2 frame disadvantage.
    • Frame 15: second forward input for [6][6][K] move Frame 19: [K] input for [6][6][K] move (14 frames to execute after [P] completes animation)
    • Frame 27: 1P Side Akira [P] completes its animation.
    • Frame 29: 2P Side Akira recovers from guarding [P]. Counterattack with low punch (12 frames to execute).
    • Frame 41: Both Akira's attacks executes at Frame 41. 1P Side Akira [6][6][K] does more damage than 2P Side Akira low punch; thus 1P Side Akira [6][6][K] counter hits 2P Side Akira.

    0 Frame Delay, Sloppy Method: The Kick input must be done one frame earlier than the 2nd forward input within the 12 frame buffer window (Frame 16-27).
    • Frame 0: [P] input read. Next frame [P] starts executing (12)
    • Frame 7: [G] input to prevent accidental [P][K] execution
    • Frame 12: [P] makes contact to an opponent blocking. Opponent -2 frame disadvantage.
    • Frame 16: first forward input for [6][6][K] move.
    • Frame 22: [K] input for [6][6][K] move.
    • Frame 23: second forward input for [6][6][K] move (14 frames to execute after P completes animation)
    • Frame 27: 1P Side Akira [P] completes its animation.
    • Frame 29: 2P Side Akira recovers from guarding [P]. Counterattack with low punch (12 frames to execute).
    • Frame 41: Both Akira's attacks executes at Frame 41. 1P Side Akira [6][6][K] does more damage than 2P Side Akira low punch; thus 1P Side Akira [6][6][K] counter hits 2P Side Akira.
     
    Last edited: Oct 25, 2024
  6. 40i4

    40i4 Well-Known Member

    PSN:
    mrxliiv
    XBL:
    xliiv360
    what is it for? why does it matter? :)
     
    akai likes this.
  7. akai

    akai Moderator Staff Member Bronze Supporter

    PSN:
    Akai_JC
    XBL:
    Akai JC
    Why does it matter? Personally, just seeking knowledge. For practical purposes, it depends on the player.

    Explanation of how the game interpret your inputs for moves with dash inputs. So for those that wished to buffer a move with dash input and have it execute at 0-frame delay, the above explains the requirements to do so.

    For most moves, timing the last command input within the 12-frame buffer window will have the move execute with fastest timing (0 frame delay). Moves with dash input requirement is a bit more complicated.

    How the game interprets buffered dash inputs, for example Akira's Rimon Chōchū [6][6][P] can either be:
    • [6][6][P] - 13 frames to execute (0 frame delay); or
    • [6][6] forward dash (1 frame) [P] into Rimon Chōchū. 1 additional frame + 13 frames to execute (1 frame delay).

    Where this may be useful (depends on what players want to do):

    An Akira player using single palm Jōho Senshō [4][6][P]. When that move is blocked, it puts Akira at +1 frame advantage against the opponent. On paper, Rimon Chōchū [6][6][P] appears to be a good follow-up option.
    • [4][6][P] blocked, Akira +1
      • [6][6][P] followup (13 frames to execute).

    Buffered 1 frame delay [6][6][P]
    • [4][6][P] blocked, Akira +1
      • [6][6][P] followup (1 frame delay + 13 frames to execute). 14 frames
      • Against opponent [2][P] (1 frame disadvantage + 12 frames). 13 frames
        • Opponent [2][P] would counter hit Akira
    Buffered 0 frame delay [6][6][P]
    • [4][6][P] blocked, Akira +1
      • [6][6][P] followup (13 frames to execute).
      • Against opponent [2][P] (1 frame disadvantage + 12 frames). 13 frames
        • Akira [6][6][P] would counter hit opponent.
     
    Last edited: Oct 19, 2024
    BlackGeneral, masterpo and 40i4 like this.
  8. 40i4

    40i4 Well-Known Member

    PSN:
    mrxliiv
    XBL:
    xliiv360
    Now, I see it. Thank you :+1:
     
    akai likes this.
  9. BlackGeneral

    BlackGeneral The Emperor of Elbows Bronze Supporter Content Manager Akira

    PSN:
    BlackGeneral
    XBL:
    BeeGee VFDC
    @akai consistently doing the Lord's work.
     
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