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Fresh EVO version B news, part 1. Thanks plasma, shou, srider!

Discussion in 'Junky's Jungle' started by CreeD, Dec 13, 2002.

  1. CreeD

    CreeD Well-Known Member

    Props to Plasma on IRC for the link. Also props to plas and srider for help translating.

    http://www.zdnet.co.jp/gamespot/gsnews/0212/12/news11.html

    With clickable sections for each character.
    A general note - In some key cases it says recovery is the same, but attacks are easier to counter. The way it was explained, I think this means that something about the blockstun the attack generates is different. The opponent is still -x frames, but because there's a longer time before either of you can do anything... you have all the time in the world to think 'ok he's throw counterable' and then do it.
    Or maybe I hashed that up completely.

    AKIRA
    standing palm and air combos are 80% of what they were before?
    Double palm is now easily counterable when blocked and damage was changed to 30 pts always.
    single palm damage reduced. 25-35 --> 22-30.
    yoho... less damage, maybe a little lower float.
    second hit of f,f+K,K reduced by three (wtf) points...yaaay!
    A damage is changed into 30->28.
    80% of air combo compensation is set up. A float is adjusted.
    - all referring to shoulder ram? Another float adjustment? It's suggested that this means shoulder rams will do 80% of what they did before in float combos.
    K+G damage reduced 2 pts.
    DLC damage increased (from 50% to 60% it says).
    f+P+K+G is now guard break command, staggers longer possibly?
    df+PKG costs shun a drunk.
    bodycheck has changed (longer?) execution.
    a change in df+P+G's escape animation. You're now in open stance afterwards?
    P+G damage reduced to 35 (lol)
    something about stumbling trip...
    single palm after break guard crouch block recovery is changed.
    f,f+K execution is changed (probably slower?)

    WOLF

    screw lariat (HCF+P,P) now sobers shun by 1 DP and has 3 frames more recovery. MORE! WTF!?@?
    df+P has changed recovery when it's a counterhit, and no longer takes away DP.
    f+P, P recovery changed for second hit.
    knee floats higher when it hits a back-turned opponent. Hits more easily also. Interesssting.
    b+K+G recovery changed.
    second hit of b+K+G-K knocks down.
    df+K+G, something about the knockdown properties/likelihood changed.
    recovery on f+P+K changed.
    short shoulder execution changed.
    Only AOI is changed possible [ the upper row reliance body ]. - for jumping lariat - run PKG - apparently aoi can reverse it? Something about knockdown properties for it.
    Roar stance P damage is decreased 30->20 (to match with the normal P+K) ... rec. longer, easier hit detection?
    sidekick reversal is a uniform 50 pts.
    Damage for the left punch low punch cut reversal combo (d+P+K, f+P+K) is increased from 35 to 45 pts.
    after HCB+P+G -> P+G they take longer to recover. This makes little sense to me, as a pounce or ground throw are already guaranteed.
    f+P+G .. you have more time to decide what followup to use.
    no more escaping low side throws.
    when it squatted down and for ways was given up, it enabled it to take out arbitrary lower-berth throws. - something about low throws in general. Srider thinks it may mean a low throw command when your back is turned will register, and the game will turn you around and execute the low throw. Cute idea for df+K+G users.

    JEFFRY
    ff+P,P.. recovery upon hit is changed. Ditto recovery of a FC,DF+P hit.
    high kick damage dropped 4 pts -to make KKP less damaging?
    toe kick damage reduced, again to make KKP less vicious. Recovery of toe kick is changed.
    down time is changed for TKOD.
    Damage reduced by 2 pts and the knee's float is 'adjusted' (lowered?)
    for double stab - presumably P+K,P - an adjustment for hits in a float
    recovery change on b+P+K,K.
    min damage of b,f,f+P+K is now 35.
    Another note about low throws, see wolf.

    PAI
    PPP - you can let go of guard between the punches and they'll hit.
    db+P - no rec. frames change, but easier to punish (see my first paragraph)
    D,f+p is easier to counter in the same way.
    f,b+P no longer sabaki's knees. edit: or mid kicks
    f,b+P,P changed recovery for the second hit.
    Pai's chargeable kick in df+P,K (etc) is reduced by 5 pts for min charge and 10 for max.
    damage of K,K reduced by 4 pts of damage.
    df+K,P no longer forces you to block the P if the kick is guarded.
    uf+K,K damage, first hit's damage is reduced from 20 - 16.
    b+K+G - special high now, 30 pts of damage, and different recovery.
    d+K+G damage is 20 now, execution time changed, easier to counter.
    Pai's stance K and stance K+G recovery changed.
    TT K+G floats are different?
    pai's new low throw goes from 50 to 45 pts.

    LAU

    You can now stop guarding between the first and final hits of PPP.
    Lau's f+P,P has 3 frames more 'delayable' time between the first and second hit, and the recovery for hit and for entering tiger stance has changed.
    b+P recovery changed.
    new double palm (D,bf+P) execution changed.
    change on the DP reduction from b,f+P.
    -same as df+PPP, no 'compulsive guard' between hits.
    recovery for df+P,P,K is different?
    f,d+K is easier to minor counter.
    change in the recovery when shifting to tiger stance after df+K,P.
    for lau's K+G... damage is reduced 5 pts hmmmm.
    Easier to punish d+K+G, damage is always 20. (it used to be 30 for far hits)
    recovery change on his evade attack.
    It squats down and is hit ???. A guard half is set up. The stiffness difference at the time of a hit is changed. - refers to lau's tiger form P.
    the middle -- the kick reliance body and ??? were made possible
    back turned ub+K is changed. Not sure how.
    A float is changed. - for lau's hopkick.

    JACKY

    no more forced guard between PPP hits.
    An air judging is deleted. - PPf+K, final hit fails to connect in a float apparently.
    recovery is longer for PPf+P.
    PPf+P,P,K - recovery changed.
    Deployment at the time of a guard was made late. something about the new elbow.
    f+P,P,K recovery is changed.
    referring to his new df,df+K vertical kick that replaces the knee. A hair less damage, easier to counter, float height is changed.
    kickflip damage reduced 6 pts.
    b+K+G reduced downtime for the opponent... so pounce is no longer free?
    The hit check was made easy to make deployment at the time of a counter late, and to carry out at the time of a hit. The stiffness at the time of a guard is changed. Something about a charge attack? Rec. time?
    db+P+K,P,P,P,d+K - you recover standing now.

    SARAH

    PPP, PPuP, and PPbP all allow you to release guard between hits.
    P-sidekick now creates an elbow-ish stagger rather than the heavier sidekick stagger.
    elbow recovery when guarded is changed.
    elbow-chop - less delayable between hits, on MC something changed.
    elbow-knee - delay from guard is changed, 5 pts less on the knee. Something about "air suki".. act of hitting you out of the air?
    df+P - sobers only 1 drink, not 2.
    K and F+K damage is a uniform 21 pts.
    kickflip.. again with the "air suki"...I think hitting them out of the air gives MC damage. Damage reduced 2 pts.
    df+K,K execution is changed?
    df,df+K (dragon cannon) - easier to counter, 2 pts less damage. Float is adjusted.
    u+K - improved, gives sidekick stagger rather than elbow stagger, hits more easily.
    P+K - executes 1 frame faster.
    f+P+K,P,K - I think if this wasn't guaranteed as a combo before, all three hits now are if the first hit connects. Like jacky's df+PPP. Or vice versa.
    K+G - execution and recovery when blocked are different.
    b+K+G - damage went from 25 to 20.
    shin slicer (d+K+G) damage reduced to 18 pts, and recovery changed... prolly to compensate for the lameness of shin slicer, V.S., kickflip combos. Maybe no combo from this at all anymore.
    u+K+G - damage decreased by 5 pts, float height changed.
     
  2. Aeon

    Aeon Well-Known Member

    How is it that Jeff actually managed to get weaker in ver B? That's it. What's AM2's number?
     
  3. Makatiel

    Makatiel Well-Known Member

    actually looking at the changes for many of the characters, it seems that almost all of them took a hit in damage output. it doesnt necessarily make any one character that much weaker (i think).
     
  4. Makatiel

    Makatiel Well-Known Member

    goh

    [6][K] is easier to counter after it is guarded; causes knockdown on counter if done to the back of enemy. as if it werent easy enough to counter...
    [4][6][K] something about a change when countered (?); damage is reduced from 24 to 22;
    [P][K] sabaki effect is lengthened;
    [3][P][K] change in frames when hit or counter; sabaki effect is lengthened;
    [2_][6][P][K] easier to counter after guarded; damage reduced from 30 to 27
    [6][6][G][K] when guarded, throw shift time lengthened (dont really know how to translate this but it should be easier to do now)
    [1][G][K] will now duck under high attacks
    from tsukami [2][P][G] and [8][P][G] damage increased from 15 to 20
    [P][G] something has been sped up (not really sure what - execution time?)
    270 [P][G] sobers shun 2
    [6][4][P][G] and [3][P][G] sobers shun 1

    when i get the time ill do lei fei.
     
  5. CreeD

    CreeD Well-Known Member

    Thanks for the translation makatiel!

    Plasma wanted to add (though it's not shown in the link) that goh's f,b+K may cause crumple on MC now. That's awesome, it's already a nice long range poke, especially when so much of goh's stuff is short ranged.

    quick edit: if it will save you time and effort maka, I have lei fei translated by way of plasma. So if you want to work on someone else, feel free. We also have kage, but some of it is rough.
     
  6. Adio

    Adio Well-Known Member

    Sarah the Good

    [6][P]+[K][P][K] (Storm Combination) Combos.
    [P]+[K] (Hide Sidekick) Is faster.
    [8][K] (Feather Scarecrow) Hits easier and gives sidekick stagger instead of elbow stagger.
    [4][K]+[G] (Crescent Heel) Damage increased (It's always been 20pts so that's a typo) from 20 to 25.

    Sarah the Bad

    [P][2][K] (Punch Sidekick) Stagger reduced from sidekick to elbow.
    [3][3][K] (Dragon Smash Cannon) Has longer recovery when blocked.
    [6][P][P] (Elbow Side Chop) Delay has lessened. -1DP.
    [3][P] (Snap Side Chop) -1DP.

    Sarah the ?

    [6][P][K] (Double Joint Butt)
    [3][K][K] (Mirage Kick) Execution has been changed to what?
    [3][3][K] (Dragon Smash Cannon) Float has been changed how (higher or lower)?
    [K]+[G] (Spinning Scarecrow) Execution and recovery have been changed to what?
    [2][K]+[G] (Leg Slicer) Recovery has been changed to what? Though, it can't get any worse.
    [8][K]+[G] (Round Kick) Float has been changed how (higher or lower)?

    Conclusion

    The Good is good, the Bad is disappointing and the ? is worryingly bleak.
     
  7. CreeD

    CreeD Well-Known Member

    Sarah the ?

    f+P,K (Double Joint Butt)


    no knockdown, but it's no longer counterable if blocked. Could be good.

    df+K,K (Mirage Kick) Execution has been changed to what?

    The source is always inspecific on this. It's probably been slowed down a hair if they bothered to do anything with it... as it enters flamingo now right? And flamingo starters tend to give initiative if blocked.

    [/i]df,df+K (Dragon Smash Cannon) Float has been changed how (higher or lower)?[/i]

    almost certainly lower, jacky's was increased in recovery and lower in float too. I can't see why it'd need to be any higher.

    K+G (Spinning Scarecrow) Execution and recovery have been changed to what?

    No idea? It was definitely worsened as an evo move, maybe they overcorrected and want it back to something more useful.

    d+K+G (Leg Slicer) Recovery has been changed to what? Though, it can't get any worse.

    It can get worse, in VF2 I think you chould get an elbow stagger even on normal hit from the fastest elbowers. Not 100% sure. It used to be a lot worse.
    Anyway, given that the thing starts a combo, and the combo is what...I'm gonna guess 30+8+16+18... that was about 70 points of damage from essentially a sweep. Either sega said "that's way too much damage, we'll reduce the damage AND make it riskier" (so it's now ~60 pts and very counterable) or else they said "we never wanted shin slicer to start a combo, just wanted it to allow a free df+K or u+P" and therefore made the recovery so bad that no combos worked. I'm guessing the first one.

    u+K+G (Round Kick) Float has been changed how (higher or lower)?

    almost certainly lower, 77 pt combos make no sense for a move that leaves you no worse than -4. Probably you can still get b+K, u+K.
     
  8. BK__

    BK__ Well-Known Member

    whoa, not much for wolf is actually downgraded at all, these are mostly upgrades! nice.."b+k+g,k knocks opponent down" - sweeeeeet /versus/images/icons/cool.gif /versus/images/icons/cool.gif

    EDIT: about wolf's shoulder ram, how is the exicution changed? and what too? does it not mention?
     
  9. Valiance

    Valiance Well-Known Member

    It looks like Akira is getting all reductions in damages, floats, and recoveries /versus/images/icons/frown.gif Most notably the dbpm recovery. The only good news is the slight increase in DLC damage.
     
  10. Adio

    Adio Well-Known Member

    Cheers for the summary Creed, but it's definitely what I didn't want to hear. Verdict is out on [6][P][K] and the other amendments but downgrading [3][3][K] in damage, recovery and height is a dropkick to the teeth.
     
  11. Pai_Garu

    Pai_Garu Well-Known Member

    creed, the change for Wolf's HCB+P,P is incorrect. I must have mislead you. The change is not added frame to the recovery. The 3 frames added is to the window that you can delay the second punch. So the move is actually better in the sense that you have more time to decide if you want the second P to come out. /versus/images/icons/laugh.gif
     
  12. alantan

    alantan Well-Known Member

    Brad changes from that page,

    PK miss time recovery changed
    FC,d/f+P changed to mid P reversal. Last time it was treated as an elbow which is very good.
    b+p,k recovery changed.
    d+p+k becomes guard half
    does anyone have any idea what does "guard half" means?
    d+p+K,f+p damaged dropped and recovery changed.
    come to think of it they weakened this move a lot for ver B. Maybe can be exploited in Ver A. /versus/images/icons/smile.gif

    all slipping sway moves changed to minor counter... I think last time when you are interrupted, it is considered a normal hit and now it become minor counter which is pretty bad.


    d/f,d/f+p+g throw becomes easier to tech roll. I never knew it was hard to tech roll, maybe can try for pounce more often.

    b,f+p+g throw damage drop BAD.

    All the changes postition throws recovery changed. Wonder for the bettter or worse..??
     
  13. CreeD

    CreeD Well-Known Member

    d+p+k becomes guard half
    does anyone have any idea what does "guard half" means?


    Hey alan... I think this old term is used to describe attacks which, if you block while crouching, do not do any damage or do only half damage. I think lau's df+P is guard half, it stands you up and stuns you a little, and the next two punches hit. Also an elbow vs. a crouching opponent does full damage, but if they're holding guard it's half damage, whereas an attack like df+P+K will do full damage whether they crouch and guard or not.


    So d+P+K will either do half damage or no damage, but will probably allow the f+P to hit.

    PS: I don't know if this is it, as I don't play brad, but what is the move that looks like a dashing elbow, then an uppercut? I always have hated this move because even if you are crouching and guarding, the elbow stagger is enough for the uppercut to hit and knock down. Then brad can add on 2 or 3 more hits (like P -> ff+K+G) and cause a lot of damage.
     
  14. CreeD

    CreeD Well-Known Member

    I don't know, it never says what execution is changed to when it's changed. But it might be faster... wolf's shrm is already a very slow attack, while knee used to be 3 frames faster. Since knee was taken away as a float tool, maybe short shoulder is now only 17 frames or so to compensate. that'd be great. I can't see any logic in making it even slower.
     
  15. CreeD

    CreeD Well-Known Member

    EVO version B news, part 2.

    Again props to the guys on irc for the help. Only 2 characters for now, but I figured y'all would rather read sooner than later.

    KAGE

    -something about P and P+K+G reversing?
    -Took some help both from plasma, srider, and the PS2 to figure this out. If you interrupt kage during a kickflip, or if you minor counter the kickflip while kage is still airborne... the hit doesn't usually give correct mC or MC damage. But in version B this will be corrected. You got correct damage for hitting kage when he landed, but not while he was in the air.
    With all that said, I think the same idea applies to countering sarah's elbow-knee.
    -b,b+K+G - input/buffer timing changed
    -jumonji P+K+G - between jumonji and the moment you enter p+k+g, you can still reverse mid punches?! I dunno, I tried this on PS2 and it didn't work. One translation engine yields "With the area dragon Kaminaka step P it became the knockdown blow possible" .. my little fantasy is that this means kage can reverse elbows while in jumonji automatically, and this will yield a knockdown attack instead of the usual crawl between the legs.
    -jumonji P+K - When you used this and it successfully sabaki'd something, it would always automatically correct the opponent's stance to be closed stance. Now that no longer happens. I think.
    -jumonji run+k - aoi can reverse it as mid kick, not sure why it's not a low reversal.
    -TT u/f+k - lower float than before.
    -back turned p+k+g *hold* - into jumonji timing changed

    LEI-FEI

    -f+p,p - second hit no longer staggers crouchers.
    -f,f+p+k - MC recovery changed
    -u+P+K+G, d+k - hit and block timing-ratio changed. Think of my earlier post about how some stuff is easier to counter even when recovery frames remain unchanged.
    -d+P+K+G, p - the following p will combo on counter or normal hit
    -d+P+K+G, p ,p - change in the way this hits people during floats. Wonder if this means no more PP(in)KK combos?
    -bokutai f+p - hits more easily (bokutai is the slap the floor stance)
    -bokutai P+K - hit level is now special high.
    -u+p+k+g, d+k+g/u+k+g - recovery changed. Probably for the worse (d+K+G was only -9, not elbowable, which is silly). Maybe they standardized the damage so that both have same recovery (currently one is 2 frames slower rec. than the other)
    -Tiger stance (special backturned stance) K - is now a low sabaki, as it was before.
    -backturned k - damage is reduced from 25 to 18.
     
  16. SummAh

    SummAh Well-Known Member

    Re: EVO version B news, part 2.

    err...one bit i forgot to mention to u is (going from memory..I am not at home now) low throws recovery for all have changed except for goh n vanessa. (these two remains unchanged)
     
  17. CreeD

    CreeD Well-Known Member

    Re: EVO version B news, part 2.

    ah yes from the general section... low throws all have longer whiff recovery, equal to vanessa's and goh's...

    also, getting crumples from wall staggers no longer works... like after a wall stagger, lau cannot do f+P+K for a guaranteed crumple, wolf cannot do f+P for a crumple, etc.

    This section also mentions the facts that if you input a low throw while back turned you will now turn around and try it.
     
  18. Pai_Garu

    Pai_Garu Well-Known Member

    Even more info are translated now!! Update for Aoi and Lion players

    *************
    Aoi

    [P][P][6][P][P] The delay window and recovery on guard is made like the f+P+K,P move
    Made easier to hit
    Recovery on [G]-cancel is changed
    [P][P][P][2][K] Recovery on guard is changed
    [P][P][6][P][P] [G]-cancel Recovery time is changed
    [4][3][P] Recovery on counter is changed
    [6][P][P] Recovery on counter is changed
    [K] Recovery on hit is changed
    [6][P]+[K] Recovery on counter is changed
    [6][P]+[K][P] Made easier to hit
    Recovery on [G]-cancel is changed
    [2][3][6][P]+[K] Recovery on hit and counter changed
    [4][4][P]+[K] Sober changed from 2 drinks to one drink
    [K]+[G] Recovery time changed
    [2][K]+[G] Recovery on guard is slowed, made easier to counter this move when guarded
    Recovery on hit changed
    While in YY Stance ([P]+[K]+[G]) [8] or [2][P] The direction of attack when rotating is changed
    [P]+[G][6] or [4] or [8] or [2] Property when wall hit is changed (This needs to be clearified)
    [2_][6][P]+[G] Opponents recovery time on the ground is changed
    [P]+[K]+[G] YY Stance high or mid P class attack inashi Does not sober anymore
    [4][P]+[K] or [1][P]+[K] Reversals against right high or mid [P] class attacks Opponents recovery time is changed
    [1][P]+[K] Reversals against mid elbow Opponent's recovery time is changed
    [1][P]+[K] Reversals against right mid kicks Opponent's recovery time is changed

    **********
    Lion

    [P][P][P] Force guard between hits no longer occurs
    [6][P][P] Attack execution is corrected
    [4][3][P] Recovery on guard is extended, countering this move on guard is easier
    [3][P][P] Recovery on guard is extended, countering this move on guard is easier
    [1][P] Recovery on guard is extended, countering this move on guard is easier
    [1][P][P] Execution of attack is changed
    Recovery on guard is changed
    Recovery on guard is extended, countering this move on guard is easier
    [K] or [6_][K] This move does not track now, changed to a linear attack
    [6][6][K][K] Damage changed from 25->23
    [6][P]+[K][K] When hit on counter it does not knock down anymore
    [P]+[K] Damage changed from 24->20
    [6][6][P]+[K] Recovery on guard is changed
    [4][6][K]+[G] Damaged changed from 35->25
    [4][4][K]+[G] Hit detection duration is changed, made easier to hit an unsuccessful evade
    [3][K]+[G] Does not sober anymore
    [2][K]+[G] Recovery on guard is extended, counter this move on guard is easier
    [9]or[3][P]+[K]+[G][P]+[K] This Move now recovers standing
    (Opponent behind) [2][K] Recovery on guard is changed
    [6][1][P]+[G] Ability to hit opponent recovering in the air is changed
    [6][1][P]+[G][P][P][P] Recovery on guard is changed

    **********
    Srider's comments
    Looks like lion is heavily toned down. Can't wait to see how chibita will handle the Ver B changes. /versus/images/icons/laugh.gif

    More translations to come
    If any of the translations are inaccurate please do point them out, thanks!! /versus/images/icons/grin.gif
     
  19. SG-Lion

    SG-Lion Well-Known Member

    arggghh.. they tone down the [4][6][K]+[G]
     
  20. SummAh

    SummAh Well-Known Member

    rider

    What ever happened to my 'changes appear to be subtle ' reply in the other thread?

    I will shoot my friends over the phone now /versus/images/icons/smile.gif
     

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