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First Hand ongoing Final Tuned info from Japan

Discussion in 'Arcade' started by Pai_Garu, Jul 16, 2004.

  1. Pai_Garu

    Pai_Garu Well-Known Member

    Ok, this is going to be a series of translated info from Japanese BBS'. It's going to be mostly speculations and stuff people have yet to verify. So don't take the stuff posted here to be absolute. Remember, there will be random newbs posting things on these BBS', but I will try to filter them out as best as I can. So here goes, this first update will be on

    Goh Hinogami

    -Overall, Goh seems to be weakened.
    -66K is a very useful move, it has long range, mid, safe on block, and can be used in combos.
    -Goh now has less opportunities for 4P+K.
    -You can no longer do 4P+K from successful low sabaki or MC knee. (Maybe different on RC)
    -His new throw from the backturned position can be comboed with 66K
    -His backturned 2P is now a motion similar to vanessa's.
    -On MC knee hit, you can follow it up with
    [2_][6][P]+[K]->46P....
    ->[P]->66[K] or
    ->[P]->[K] or
    ->[P][K] (which can leave Goh backturned if he wants)

    -With your back to the wall, you can do Goh's 64P+G which will cause a wall hit, and you can combo with his knee. (not sure if it's referring to 6K or 66K.
    -The reach of 3K seems to be longer, you can no longer combo with 2K afterwards.
    -46K doesn't not knock down on successful sabaki, only on RC.
    -The general solution to his loss of guaranteed floats is to "dash in and throw"
    -Seems as if the best followup to his crumples now is only (2)6P+K
    (*Note: To give you an idea of the kinds of post on Japanese bbs', the line I just came across says "WHY SEGA? WHY DID YOU NERF GOH???")
    -His new 66K seems to be really strong, about 16-17 exe and advantage on normal hit, it has a strange feel to it.
    -Motion for 3K is changed
    -his PK seems to put Goh at small disadvantage on hit.
    -The overall conclusion so far is that Goh is now a much more throw based character similar to Wolf. His throw game has been strengthened, and many of his previously guaranteed launchers are now taken away in favor of throws.

    That about wraps it up for this update, and here's a picture of one of Goh's new items.

    Link
     
  2. Pai_Garu

    Pai_Garu Well-Known Member

    Small Update.... here we go...

    Wolf Hawkfield

    - At the location test, LPC can only be followed by shining wizard, but people believe that it's possible to input 4 for the switch.
    - 16PPP cause knockdown on hit, ringout potential.
    - 16PPP are 3 high elbow attacks
    - 4K is the new mid kick which causes stagger similar to Wolf's 6P+K from evo. Those people who struggle the stagger slowly can be hit with 4P.
    - 63214P+K -> P+G is the special high attack that puts wolf behind for a back throw.
    - 3P+G dmg reduced, but can be followed by 46K+G ( or ground throw maybe)
    - As reported before, new 270 throw ending in 4
    - You can throw an opponent in head collapse with 41236P+G, not sure if it's the GS or a different throw in this situation.
    - New 11P+K+G low throw
    - 33P+G motion is now much longer
    - People are saying the new throw animations for wolf are very intimidating, it makes you feel like you are going to lose when he does his throws on you.
    - 16PPP is suspected to be guaranteed when it's elbow counterable
    - People are curious about 4K's effect on normal hit and mC.
    - You can now do the toekick stunner to an opponent's back, this seem like it will be a good option after a LPC->switch. (The command of which is not yet known, or it may not even exist)
    9P->6P+G has been changed, it seems to force a nitaku game after it hits.
    - People are wondering about the usefulness of 63214P+K, it seems to be slow in exe.

    It seems like not many people played wolf or shared wolf info, I'll check on other places and follow up with wolf since it seems like most of the stuff has been reported before.

    Here's a link for a wolf item. Link
     
  3. KiwE

    KiwE Well-Known Member

    [ QUOTE ]
    -Overall, Goh seems to be weakened.

    [/ QUOTE ]

    That overpowered bitch had it coming!


    Edit: That Wolf item had me doing PHYSICAL roflol's. Priceless!

    /KiwE (Thanks for the update Srider. Keep 'em coming!)
     
  4. supergolden

    supergolden Well-Known Member Content Mgr El Blaze

    Thanks for the info Srider! Find any posts about Jacky? /versus/images/graemlins/smile.gif

    -Alex
     
  5. makeinu

    makeinu Member

    strange..... pretty much everyone in nagoya agrees that goh appears to be much stronger now..!! i certainly think so. Hes beengiven the ability to do far greater damage at middle range then he used to be able to. but like you im dissapointed in the floats..... still new throws and that awesome gut punch combo more than makes up for it i think.
     
  6. Pai_Garu

    Pai_Garu Well-Known Member

    Quick little Update

    - The command buffering window has been increased to 12 frames (Compared to 11 in evo)

    - Successful evade is now 19 frames (compared to 17 in evo)
     
  7. kungfusmurf

    kungfusmurf Well-Known Member

    A dah what does that mean oh great Srider? /versus/images/graemlins/grin.gif
     
  8. Siyko

    Siyko Well-Known Member

    [ QUOTE ]
    Srider said:
    - The command buffering window has been increased to 12 frames (Compared to 11 in evo)


    [/ QUOTE ]

    omg broken
     
  9. Pai_Garu

    Pai_Garu Well-Known Member

    Well, seems like people can find out many of the things I read about from the videos, but here are some more little things. Today will be Akira and Pai

    Akira

    - His K is now mid, might make him stronger
    - 66P+K is slow in execution
    - The motion for 6P has been changed a little
    - The dmg for dblpm has been reduced
    - 66P+K seems to be half circular, it works like sglpm->de where you have to time the second p on hit or guard
    - People are arguing whether Akira is now stronger or weaker, the combos are harder due to the red counter, and many of his moves have been weakened, but his guessing game has improved. For example, people have to worry about which side to evade more in fights because of his new 66P+K.
    - It seems that it’s now easier to struggle out of his 42P+G throw.
    - His P+K technique is now removed.
    - 1/60 has analyzed his new moves.

    Pai

    - 9K and K both weakened
    - K seems to execute slower, and floats less
    - 2_4P is weakend
    - second hit of 44KK is special high
    - 66P only floats on RC
    - 4P give stomach crumple on red counter
    - 466P+K is changed to 46P+K, might be easier to do it by accident
    - float for 1P is lowered, so you can’t enter P afterwards
    - 66P+K knocks down on RC
     
  10. DRE

    DRE Well-Known Member

    Thanks for the info Srider.

    From what I've seen in the latest matches, it doesn't look like Akira is weaker at all. That new 66P+K has the potential to make him more aggressive than before because of the properties. I guess instead of SDE, 66P+K is the new move for people to hate now. /versus/images/graemlins/grin.gif

    The latest Goh video shows his new 66K and it looks impressive. He definitely needed something like this. His other stuff got toned down a bit, but I haven't seen enough to decide if he's weaker or not.

    Anyway, Judo Roll is sweet!!
     
  11. KiwE

    KiwE Well-Known Member

    What latest goh video? Have I missed something cause I haven't seen any goh match :/

    /KiwE
     
  12. DRE

    DRE Well-Known Member

  13. Namflow

    Namflow Well-Known Member

    Some more info:

    Wolf:
    - d/f+p+g has a second part, which is b,f+k. The timing is a bit tricky. Basically he swings his opponet down with like an arm drag and as they sorta sit up he gives 'em a stiff kick to the back and they land back up. I think this might be a move from the pro wrestler kawada.

    -If wolf gets the opponet in his catch with their back towards him and he shoves them away, it seems the backwards stunner is a good followup. I'm not sure if it's guaranteed but I haven't had it escaped yet.

    Shun:
    - His new drinking combo is f+p+k+g, p, p - I was wrong in a previous post about the second hit being f+p, it just seemed that way. sorries /versus/images/graemlins/smile.gif

    - After a round, if you kill the opponet with one of the later hits of p+g, you can do p+k+g and then f+p+k+g for 2 drinks, bringing the post round total to 6. This is because p+k+g recovers quicker than f+p+k+g and f+p+k+g gets the dp towards the very beginning of the animation

    -I messed around a bit with F+k,p in some combos and it's very useful. For example, if you hit a major counter D,d/f+p you can do d+p -> F+k,p instead of d+p -> d/b+p,k. Using F+k,p instead is awesome because the damage is right up there and it leaves them face towards back up thus giving you a great way to continue your momentum and keep the pressure on. Also, u+k+g -> F+k,p also works pretty well and it seems a quick d/f+p afterwards is hard to tech roll out of. (ie: the quick pounce may hit even if they tech roll). I also experimented with chowan -> b,f+p,p,p -> F+k and chowan -> p -> F+l,p a bit.

    -I changed Shun's f+p move to his new elbow. It's kinda weird and seems to be a bit slower than a normal elbow, if I remember correctly maybe it's now an elbow but a mid punch in the vein of jacky's f+p. One good thing about it though is it looks to duck under high attacks.

    rock on all
     
  14. kungfusmurf

    kungfusmurf Well-Known Member

    Akira's new [6][6] [P]+[K],[P] is so fucking Gay. It's even worst than his [G]+[K],[P]. WTF is Sega thinking. /versus/images/graemlins/mad.gif
     
  15. UnholyMessiah

    UnholyMessiah Member

    I want to know why the hell they gave Akira Jeffry's knee attack. I thought sega wanted the characters to all have different styles and moves. It doesn't even look right when Akira does it.

    I like the new moves Goh has gotten. The animations for his 66K and PK look a little akward, but his roll looks cool, it's too bad the player in that Goh vid only used it after one of the rounds was over. It looks like he can also enter Tsukami now without using P+K first, which should make it more usefull.
     
  16. kbcat

    kbcat Well-Known Member

    [ QUOTE ]
    UnholyMessiah said:

    I want to know why the hell they gave Akira Jeffry's knee attack. I thought sega wanted the characters to all have different styles and moves. It doesn't even look right when Akira does it.

    [/ QUOTE ]

    I just have to say that is the knee he has had since VF1. It's good to see that it's back -- the EVO knee always looked weird to me.


    kbcat -- just saying is all.
     
  17. UnholyMessiah

    UnholyMessiah Member

    Sorry then, I was unaware of that.
     
  18. kbcat

    kbcat Well-Known Member

    [ QUOTE ]
    UnholyMessiah said:

    Sorry then, I was unaware of that.

    [/ QUOTE ]

    No need to be sorry. Just pointing out that while the FT knee looks weird to you -- it looks right to me. Different stroke for different folks.


    cheers,
    kbcat
     
  19. SamusAran

    SamusAran Member

    Has there been any info on Sarah? I just recently heard about FT so I'm trying to learn more about it. /versus/images/graemlins/laugh.gif
     

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