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VF5FS Wiki Hit Effects

Discussion in 'Dojo' started by Myke, Jan 18, 2013.

  1. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
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    Myke623
    Hit Effects
    When an attack hits the opponent, different things can happen depending on the attack's properties. These effects are described below.

    Refer to the Stages wiki page for information on effects produced by various Wall hits.



    Stun(top)


    hit-stun.jpg
    When an attack hits the opponent and doesn't knock them down, there will be a brief period of time while they're stunned. During this stun time the opponent is frozen while the attacker recovers from the attack. Depending on the attack used, and how it connected, either the attacker or opponent may recover first, allowing them to act sooner on the next 'turn'. In some cases, both the attacker and opponent may recover at the same time. This relative recovery between players is known as advantage, disadvantage or even, depending on the situation.

    Advantage(top)


    advantage.jpg
    If the attacker recovers before the opponent, then the attacker has an Advantage. Therefore, the attacker will be able to act before their opponent. The amount of Advantage is measured in frames, and is shown as a positive number.

    When your [2][P] connects on Normal Hit, you have an advantage of +4 frames. This means, after the attack, you can act 4 frames earlier than your opponent.

    Disadvantage(top)


    disadvantage.jpg
    If the attacker recovers after the opponent, then the attacker has a Disadvantage. Therefore, the opponent will be able to act before the attacker. The amount of Disadvantage is measured in frames, and is shown as a negative number.

    When your [2][P] is guarded, you have a disadvantage of -5 frames. This means, after the attack, your opponent can act 5 frames earlier than you.

    Even(top)


    Also known as a 50/50 or neutral situation.
    If both the attacker and the opponent recover at the same time then this is considered an Even situation. This means, after the attack, both players are able to act at the same time.

    Special Hit Stuns(top)


    While "stun" refers to that short amount of time a player is frozen, primarily induced by being hit (Hit Stun) or guarding (Guard Stun) an attack, there are a couple of notes regarding Hit Stun to be aware of.

    Firstly, if the Hit Stun produces enough advantage to make an attack or throw guaranteed, then it usually is provided you're within range. In the figure below, Brad's Hunting Middle Kick (Slipping) [K][+][G] yields +12 frames advantage on Counter Hit. Since Brad's standing [P] takes 12 frames to execute, it is therefore guaranteed as a follow-up attack. In this situation, the Hit Stun is also throwable, so a follow-up throw would be another option (however, the opponent can always escape it!)

    hit-stun-guaranteed-attack.jpg

    Secondly, some characters have eye poking attacks that produce a unique animation on hit. These eye pokes guarantee both attacks and throws (if in range). In the figure below, Kage's [1][P][+][K] induces an eye poke stun and yields +12 frames advantage, from which he connects a guaranteed standing [P].

    eye-poke-stun.jpg

    Finally, some attacks like Jean's [6][6][P] set up a "fake" or "guessable" advantage. While it is documented as having +18 advantage on Normal Hit, it does not mean that any attack that executes in 18 frames (or faster) is guaranteed to connect. In this situation, the opponent is allowed to guess between guarding standing or crouching, and a follow-up attack (18f or faster) from Jean is only guaranteed if that guess is incorrect.

    fake-advantage.jpg

    Knock Down(top)


    knock-down.jpg
    Knock Down attacks that launch the opponent high or long enough in the air allowing for follow-up hits are also known as Launchers.
    An attack that knocks the opponent off their feet and onto the ground.

    Some Knock Down attacks hit the opponent high enough into the air allowing for extra hits to connect before they land. Some Knock Down attacks have the potential to Ring Out an opponent if close to a half fence.

    Example: Jeffry's Knee Attack [6][K] results in a Knock Down after any type of hit.

    Stagger(top)


    stagger-green.jpg stagger-red.jpg
    An attack that puts the opponent off their balance, causing them to take a few small steps backward, and doesn't knock them down. While the opponent is staggered they are unable to guard, but will be invulnerable to throws. The amount of time spent in the stagger can be reduced by struggling.

    Example: Wolf's [P][+][K] fully charged results in a Stagger.

    Struggling out of Staggers(top)


    Struggling is a term used to describe entering many inputs with the joystick and buttons in a short amount of time, for the purposes of reducing the time spent in vulnerable state. When staggered, a wiggling joystick indicator appears on screen on the side of the player staggered. The joystick indicator will usually start green in colour, and then change to red.

    stagger-icon-green.jpg
    The green stagger icon appears immediately when you are staggered. Any inputs entered while the icon is green do not count toward your struggle attempt, although you are not penalised for doing so.
    stagger-icon-red.jpg
    When the stagger icon changes to red, this is your queue to struggle. All inputs entered from now will count toward your struggle attempt.


    A struggle technique commonly used is to hold [G] while circling the joystick and simultaneous alternating the [P] and [K] buttons. This sends many inputs in a short period of time while ensuring that you're maintaining a Guard the moment you recover.

    Stumble(top)


    stumble-green.jpg stumble-red.jpg
    When an attack hits the opponent off their balance causing them to momentarily fall backwards before automatically getting back up. While the opponent is stumbled they are unable to guard, but will be invulnerable to throws.

    Stumbles can be viewed as a heavier version of a Stagger, and the opponent is pushed further back from the hit.

    The rules for struggling out of staggers (above) also apply to stumbles.

    Example: Lei-Fei's Tou Kyaku [6][6][K] causes a Stumble.

    Crumple(top)


    Crumples are also known as a Crumble or Collapse. In Japanese they are known as Kuzure (ku-zu-reh) Down. Kuzure translates to crumple or collapse.
    Crumples are a special category of knock down hit effect and are specific to different parts of the body. Some common properties of Crumples include:

    • Further combo opportunity as the opponent falls to the floor.
    • Results in a Knock Down, with the exception being Chin Crumples.
    • Fall Recovery cannot be performed after a crumple, with the exception being Vital Area Crumples.
    The different types of Crumples are explained below.

    Head Crumple(top)


    Head Crumples are abbreviated as cr.h in the VFDC Command Lists
    Typically caused by a high attack. During a Head Crumple:
    • the opponent is vulnerable to all attacks
    • the opponent cannot be thrown, with the exception being Wolf who can perform a throw combo after a Head Crumple.
    There are two types, and animations, for Head Crumples depending on the attack.

    Type 1: the opponent's head snaps backward from the impact, then they fall down in the Face Down, Head Towards position. Example: Jeffry's Kenka Hook [4][6][P] causes this type of Head Crumple on any hit.

    crumple-head-1.jpg

    Type 2: the opponent's head snaps sideways from the impact, then they fall down and away in the Face Down, Feet Towards position. Example: Brad's [6_][K] causes this type of Head Crumple on Counter Hit.

    crumple-head-2.jpg

    Stomach Crumple(top)


    Stomach Crumples are abbreviated as cr.s in the VFDC Command Lists
    Typically caused by a mid attack. During a Stomach Crumple:
    • the opponent is vulnerable to all attacks, although high attacks usually whiff
    • the opponent cannot be thrown
    • you can usually re-float with a well timed low punch [2][P] to allow for further combo opportunity
    There are two types for Stomach Crumples depending on the attack.

    Type 1: the opponent keels over, clutching their stomach as the fall on their knees and eventually down. Example: Akira's [6][6][6][P] causes this type of Stomach Crumple on Counter Hit.

    crumple-stomach-1.jpg

    Type 2: the opponent is pushed away while keeling over, and eventually fall down. Example: Jeffry's [6][P][+][K] causes this type of Stomach Crumple on any hit.

    crumple-stomach-2.jpg

    The main difference between the two types is that the opponent falls in place with Type 1, but is pushed away with Type 2.

    After either Stomach Crumple, the opponent is knocked down in the Face Down, Head Towards position.

    Foot Crumple(top)


    Foot Crumples are abbreviated as cr.f in the VFDC Command Lists
    Typically caused by a low attack.

    During a Foot Crumple:
    • the opponent is vulnerable to all attacks, although all high attacks and some mid attacks may whiff
    • the opponent cannot be thrown
    • most mid attacks with low hitting ranges can be used to combo after a Foot Crumple
    • against some characters, a low punch [2][P] can re-float and allow for further combo opportunity
    After a Foot Crumple, the opponent is knocked down in the Face Up, Head Towards position.

    Example: Lion's Kishitsu Kasensou [4][3][P] causes a Foot Crumple on any hit.

    crumple-foot.jpg

    Chin Crumple(top)


    Chin Crumples are abbreviated as cr.c in the VFDC Command Lists
    Typically caused by a mid attack.

    During a Chin Crumple:
    • the opponent drops down on one knee, stunned for a brief period, but isn't knocked down
    • the opponent is vulnerable to all attacks, although some high attacks may whiff
    • the opponent can be low thrown
    After a Chin Crumple, the opponent recovers standing.

    Example: Wolf's Jumping Knee (Deadly Move) [K] causes a Chin Crumple on any hit.

    crumple-chin.jpg

    Vital Area Crumple(top)


    Vital Area Crumples are abbreviated as cr.v in the VFDC Command Lists. Also known as a Groin Crumple.
    Typically caused by a mid attack.

    During a Vital Area Crumple:

    • the opponent is vulnerable to all attacks, although some high attacks may whiff
    • the opponent cannot be thrown
    After a Vital Area Crumple:

    • the opponent can perform Fall Recovery to recover standing
    • if the opponent doesn't Fall Recover, then they're knocked down in the Face Down, Head Towards position
    Example: Wolf's Knee Lift [6][K]causes a Vital Area Crumple on Counter Hit.

    crumple-vital.jpg

    Side Crumple(top)


    Typically caused by mid attacks like Side Kicks to the opponent's side.

    During a Side Crumple:

    • the opponent is vulnerable to all attacks
    • the opponent can be bounced
    • the opponent cannot be thrown
    After a Side Crumple, the opponent is knocked down in the Face Down, Head Towards Position.

    Example: Most Sidekicks [3][K] to the opponent's side cause a Side Crumple on Counter Hit.

    crumple-side.jpg

    Slam(top)


    A type of knock down that hits the opponent hard into the ground, causing their legs to fold up over their head before coming back down. During the legs folding up and down animation, the opponent is vulnerable to all attacks.

    Slam attacks are used to initiate combos.

    During a Slam the opponent cannot perform Fall Recovery.

    Example: Taka's Aka'oni Midaremage [P][+][K] results in a Slam on any hit.

    slam.jpg


    Flop(top)


    A Flop attack launches the opponent high into the air first, before they drop hard onto the ground, producing the same leg flopping animation as a Slam.

    During a Flop the opponent cannot perform Fall Recovery.

    The primary difference between a Slam and Flop is that when a Flop executed near a wall, it will cause the opponent to hit the wall while in the air. A Slam, however, will always hit the opponent into the ground, regardless of proximity to a wall. Because of this, Flops can yield different combo opportunities when close to the wall.

    Example: Shun's Ryubikyaku [8][K][+][G] results in a Flop on any hit.

    flop.jpg

    Blast Back(top)


    A Blast Back attack knocks the opponent far away skidding on their back as their legs flop back over their head.

    Fall Recovery can be performed at the very end of the Blast Back animation. However, if within range, some fast attacks are guaranteed as follow-up.

    Example: Akira's Chouyoushu [1][P] causes a Blast Back on any hit.

    blast-back.jpg

    Bound(top)


    Also known as Bounce.
    Certain attacks that hit an opponent in an airborne or crumpled state will cause a Bound. The Bound effect is when the opponent is hit hard into the ground causing them to bound back up again. A Bound can also be considered as a re-float or re-launch of the opponent, allowing for combos to be initiated or even extended.

    The opponent cannot perform Fall Recovery from a Bound hit. However, if the attack hits the opponent very close to the ground (i.e. late) then:
    • the opponent can perform Fall Recovery, or
    • should the opponent fail to perform Fall Recovery, the resulting hit won't bounce
    There are two types of Bound effects: Light Bound and Heavy Bound.

    Light Bound(top)


    You cannot perform more than one Light Bound per combo with the same move.
    A Light Bound is similar in effect to a Slam. An airborne or crumpled opponent is hit hard into the ground, causing their legs to flop back over their head.

    Fall Recovery can be performed at the end of the Light Bound animation.

    bound-light.jpg

    Heavy Bound(top)


    You cannot perform more than one Heavy Bound per combo with the same move.
    A Heavy Bound effect has an airborne or crumpled opponent hit hard into the ground and then momentarily stood back up on their feet before eventually falling in a Face Up, Feet Toward position.

    The opportunity to combo the opponent while they're involuntarily stood up is greater than that of a Light Bound.

    Fall Recovery can be performed at the end of the Heavy Bound animation.

    bound-heavy.jpg

    Spinning Knockdown(top)


    A Spinning Knockdown, as the name suggests, sends the opponent spinning through the air, landing in a Face Up, Head Towards position.

    Fall Recovery is possible after a Spinning Knockdown. However, if a Spinning Knockdown occurs in close proximity to a wall, then a Wall Splat or Wall Slump can result depending on the distance.

    Example: Akira's [4][6][P][+][K] (uncharged) causes a Spinning Knockdown.

    spinning.jpg

    Sideways Knockdown(top)


    Only certain attacks exhibit this knockdown effect, and sends the opponent falling in a sideways direction.

    After a Sideways Knockdown, the opponent is knocked down in the Face Down, Head Towards position.

    You can perform Fall Recovery after a Sideways Knockdown.

    Example: Akira's [4][6][P][+][K] (fully charged) causes a Sideways Knockdown.

    sideways.jpg

    Head-Over-Heels Knockdown(top)


    A special knockdown causing the opponent to fly back rolling head over heels. Only certain attacks exhibit this knockdown effect.

    After a Head-Over-Heels knockdown, the opponent is in the Face Down, Head Towards position.

    You can perform Fall Recovery after a Head-Over-Heels Knockdown.

    Example: Jacky's Lightning Back Knuckle [3][P][P][P] causes a Head-Over-Heels Knockdown on any hit.

    head-over-heels.jpg
     
  2. erdraug

    erdraug Well-Known Member Content Mgr Vanessa

    XBL:
    erdraug
    What's the correct terminology for the slow backwards fall caused by Vanessa's OS [3][P] CH? For reference, i think Jacky's jump > [P] also has a similar hit effect.
     
  3. Manjimaru

    Manjimaru Grumpy old man

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    manjimaruFI
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    freedfrmtheReal

    You mean Jackys (descending) P. You are right, there is no such situation described here.
     
  4. Combolammas

    Combolammas Sheep

    There's another new hittype caused by many moves like Wolf 9P+K, Goh 9P+K, Brad 9P+K, Aoi 6K+G etc. Basically it's not just a knockdown since it's untechable and it allows for follow-ups.
     
  5. YOMI

    YOMI not a legendary game designer

    Pesonally I just call it a hard knockdown like in other fighting games, VF just has an added OTG element to it.
     
  6. Combolammas

    Combolammas Sheep

    I usually call hit-throw or throws hard knockdowns (as in, they put the opponent to downed state).
    This is a launch however, even if most characters don't get much of a combo out of it. Some get full combos (at least Jean, Jacky and Shun. Goh gets a combo on a couple of characters. I know Aoi gets at least couple of hits on most characters.)
     
  7. MarlyJay

    MarlyJay Moderator - 9K'ing for justice. Staff Member Gold Supporter

    PSN:
    MarlyJay
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    MarlyJay
    I've always known it as hard knockdown too
     
  8. Zass

    Zass Well-Known Member

    XBL:
    Zass30
    What about Wolf's [4][P][+][K]? The opponent does a spin around, but doesn't fall. There's also Wolf's [3] [K] where the opponent grabs their stomach, but doesn't fall.
     
  9. YOMI

    YOMI not a legendary game designer

    Just different hit animations, they have no special properties about them so they aren't any more notable than, say, the one you get when you hit a croucher with an elbow.
     
  10. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    Good feedback here, warranting a wiki page update!

    Unless there's a unique property of the hit effect, then I agree with YOMI in that it's not particularly noteworthy. For example, Wolf's [3][K] is just a special animation during hit stun.

    But the effect erdraug described, would we agree this is a variant of a head or chin crumple where the opponent falls backwards?

    For hard knockdowns, I'm happy to use this term as it's commonly defined in other fighting games.

    As for other hit effects not shown on this wiki page:

    Side or Back Turning Attacks
    Attacks that turn the opponent sideways or backwards (Zass mentioned Wolf's [4][P][+][K]).

    Force Crouch
    Attacks that force the opponent into a special crouch state where low throws are guaranteed and also some high attacks.

    Any others?
     
  11. YOMI

    YOMI not a legendary game designer

    Wolf's 4P+K doesn't turn the opponent in any way, the hit animation just depicts them spinning around but they end up the same way they were afterwards, Lau's 46P+K is the same. However his 63214P+K move turns them around to BT on hit and his K+G turns them ST on hit.

    There's also force stand moves like hitting a croucher with an elbow, you can standing throw them immediately afterwards even if they try to duck again.
     
  12. Ash_Kaiser

    Ash_Kaiser Marly you no good jabroni I make you humble... Bronze Supporter

    During a chin crumple, you can be low thrown. I know at least Wolf can do it after Deadly Move [K].

    Unless I saw it in a dream, but I don't think I did.
     
  13. Manjimaru

    Manjimaru Grumpy old man

    PSN:
    manjimaruFI
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    freedfrmtheReal

    Wolf can lowthrow the opponent from deadly move K hit, but its not a knockdown. I personally associate the word "crumple" to a special knockdown.
     
    Mister likes this.
  14. Mister

    Mister Well-Known Member Content Manager Wolf Content Manager Sarah Content Manager Aoi


    It's true that Wolf 4P+K doesn't put the opponent sideways BUT it changes your opponent stance (closed/open). Not sure about Lau's one but i think it has the same properties.
     
  15. erdraug

    erdraug Well-Known Member Content Mgr Vanessa

    XBL:
    erdraug
    i) OK, so from what i understand "Hard Knockdown" is the hit effect where the opponent is slammed to the ground Face Down Head Towards? Brad players usually do [9][K] after it, wolf gets [4][6][P][+][K] etc ? So it could be added to the wiki after the "Blast Back" section? The past 3 moves slam the opponent to the ground Face Up Feet Towards.

    ii) could we specify that "Blast Back" attacks near walls turn into combo starters? For example something like

    iii) About the chin crumple: i remember in VF5 vanilla OS WS [K] used to cause the same hit effect (opponent slouched, midkick or low throw would connect, otherwise the opponent recovered standing). Please don't burn me as a heretic but... maybe it should be moved to the "special hit stuns" section?

    iv) I call head crumple #2 (the new one) "temple crumple" to avoid confusion with the #1. But that's just me, i am not insisting, please put the pitchforks down already :)

    v) i don't think there are any other other hit effects. Well, maybe what happens when Shun is hit while in handstand position? Unless that's also a "hard knockdown" :D
     
  16. Combolammas

    Combolammas Sheep

    I think the new fallback stun is unique, it's properties are not really comparable with any of the old one's. From the top of my head at least Goh CH P+K, Taka 4P+K,P, OS Vane CH 3P, Brad DCK K+G and Jackys & Blazes descending P cause this stun.

    I was looking through Pai damages earlier for a friend and I realized there's another new knockdown similar to the new "hard knockdown". This can be caused with Pai CH 2K+G for example. It's slightly different looking than usual hard knockdown (like Pai 46K+G) and the juggleproperties (or the opponents hitbox on the ground to be more accurate) are different.

    p.s. I still diagree with the term hard knockdown. In other games hard knockdown pretty much refers to not being able to tech (like most throws in VF) but what you are calling a hard knockdown here is a combostarter. Most folks only get a single hit follow-up but some get a lot more (Jean get's +70, Goh near 60 on some, Pai can do 70 on at least Eileen, probably other lights too. These are just example's there's probably more.).
     
    Cozby likes this.
  17. erdraug

    erdraug Well-Known Member Content Mgr Vanessa

    XBL:
    erdraug
    Add Sarah's descending [P] to the list of "fallback" moves. I saw it on Blackstar's latest vid, and she gets 67 dmg (can be seen @1:01:19) using [1][K][+][G][K] > FLA [6][K][K]? I'm not very familiar with her inputs, sorry.

    If "hard knockdown" is confusing, how about... "face plant" :p
     
    Combolammas likes this.
  18. Combolammas

    Combolammas Sheep

    Faceplant actually sounds pretty cool. Accurate too.
     
  19. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    I don't think "hard knockdown" is that confusing at all. It's referring to the fact that you cannot tech afterwards, and not whether or not you can combo afterwards.

    Some throws are "hard knockdowns" that allow for a combo afterwards too.
     
    Mister likes this.
  20. YOMI

    YOMI not a legendary game designer

    Just noticed the Chin Crumble section states that the opponent cannot be thrown in this state, this is incorrect; Low throws connect after a cr.c, for example Wolf can do DM K, 2P+G.
     

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