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Horsemen Diary: Evolution Musings from Toronto

Discussion in 'Junky's Jungle' started by GodEater, Nov 6, 2002.

  1. GodEater

    GodEater Well-Known Member

    Thanks to KBCat doing some translation I've had access to some information I thought I'd pass on. Some of it may be old but I think some very interesting bits will be new to most folks. Look it over and contribute thoughts. I have added little to KBCat's handwriten document save italics or bolding.

    GE

    Buffers and Others

    11 Frame Window While Recovery: As soon as the inputs on 2 consecutive frames can make a move you get that move.

    11 Frame Window during Recovery: But lever action before the 11 frame buffer is considered if a button is pushed during the buffer time

    crouching and standing
    it takes 7 frames to be considered crouching or standing however one can stand from a crouch instantly by hitting [7], [8] or [9]

    dodge

    up to Neutral: up is less than 8 frames
    down to Neutral: down is less than 7 frames
    Successful Dodge: 17 frames
    Unsuccessful Dodge: 25 Frames

    An unsuccessful Dodge can be cancelled by crouch dashing but the fastest possible Crouch State occurs in 9 frames.

    Dodge Attack: input after first Frame of Dodge and before Frame 22 of Unsuccessful Dodge

    ARM: active if lever is held up for 9+ Frames

    Throw Escapes

    Throws:
    7 Frames of Execution
    4 Frames of Grip

    Escape Window: 10 Frames after Grip

    Details:
    If throw is started during recovery but grips after recovery then the escape window also extends backwards to the beginning of the input buffer

    If all 4 Grip frames are during recovery the Escape Window becomes 10 frames before plus 10 Frames after the Grip.

    If some of the Grip Frames are during recovery and some after then the Escape Window becomes 10 Frames after the first Grip but not including the Frames during recovery: the Escape Window can be reduced to 7 Frames

    Ground Throws

    Details:

    Only one throw escape is possible.

    Jeff/Wolf: 4 Frame Window; 25 Frames after start of throw.
    Aoi: 10 Frame Window; 19 frames after start of throw
    Goh: 9 Frame Window; 20 Frames after start of throw.
     
  2. CreeD

    CreeD Well-Known Member

    Am I reading this right? The game detects whether the grip frames are 'guaranteed' and based on their guaranteedness allows/disallows throw escapes? Nifty.
    Also
    11 Frame Window While Recovery: As soon as the inputs on 2 consecutive frames can make a move you get that move.

    Not sure I get this. If you do the correct inputs for, let's say QCB+P, it allows the QCB+P regardless of... what?
     
  3. ice-9

    ice-9 Well-Known Member

    Good stuff GE, thanks!!
     
  4. kbcat

    kbcat Well-Known Member

    </font><blockquote><font class="small">In reply to:</font><hr />
    11 Frame Window While Recovery: As soon as the inputs on 2 consecutive frames can make a move you get that move.

    Not sure I get this. If you do the correct inputs for, let's say QCB+P, it allows the QCB+P regardless of... what?

    [/ QUOTE ]


    This basically states what we all know. If you enter a command during recovery it'll come out as soon as you've finished recovering. Simple as that.


    cheers,
    kbcat
     
  5. kbcat

    kbcat Well-Known Member

    Re: Horsemen Diary: Evolution Musings from Toronto (Throw escapes)

    </font><blockquote><font class="small">In reply to:</font><hr />
    Am I reading this right? The game detects whether the grip frames are 'guaranteed' and based on their guaranteedness allows/disallows throw escapes? Nifty.
    Also

    [/ QUOTE ]

    I;m not sure that the game was explicitly programmed that way. I think the programming is more along the lines of :
    <pre><font class="small">code:</font><hr>
    escape window = 10 frames after first grip connects.
    if( (thrown during recovery )
    {
    escape window += extends backwards 10 frames, or the entire recovery input buffer
    -- which ever is greater, from the first grip.
    }
    </pre><hr>
    and this has the neat side effect of the game thinking a throw was not during recovery if at least one grip frame is after recovery has completed. So, the game gives the player an escape window of only 10 frames after the first grip but it throws away the frames during recovery -- so you wind up with a smaller escape window (but offset from the begining of the throw).

    This explains some of those "WTF, I entered that throw escape!!!" moments.


    cheers,
    kbcat
     

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