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Jeffry VF5FS Version A Change Log

Discussion in 'Jeffry' started by akai, Feb 8, 2012.

  1. akai

    akai Moderator Staff Member Bronze Supporter

    PSN:
    Akai_JC
    XBL:
    Akai JC
    [P][P][P]- Damage was changed:18 → 20. Properties pertaining to the technique (post execution) were changed. Strike attack execution frame was changed.

    [P][6][P]- Hardening difference was changed. Hardening difference during Threat Stance transition was changed. G: -9 to -6

    [6][P]- Hardening difference was changed. Properties pertaining to the technique (post execution) were changed. CH: 4 to 5

    [6][P][P]- Shift timing was changed. Properties pertaining to the technique (post execution) were changed.

    [4][P]- Hit effect was changed. Hardening difference during Threat Stance transition was changed.

    [​IMG][3][P]- Shift timing was changed. Hardening difference during Threat Stance transition was changed.

    [3][P][P]- During recovery counter hit, continuous hitting possible.

    [1][P]- Hardening difference was changed. Properties pertaining to the technique (post execution) were changed. NH: -4 to 5 / CH: 5 to 9

    [1][P][P]- Shift timing was changed. Delay input timing was changed.

    [K][P]- Hardening difference was changed. Damage was changed:10 → 12. G: -7 to -4 / NH: -7 to -1 / CH: -3 to 4

    [K][P][P]- Hardening difference was changed. G: -6 to 3

    [6][K]- Strike attack level/type was changed.

    [4][K]- Strike attack level/type was changed.

    [2][K]- Cannot be thrown time was adjusted.

    [2][K](hit)[2][3][6][P][+][G]- Damage was changed:70 → 80. Properties pertaining to the technique (post execution) were changed. Time for successful throw was changed.

    [P][+][K]- Hardening difference was changed. Hardening difference during Threat Stance transition was changed. NH: 0 to 1 / CH: 7 to 8


    [6][6][P][+][K]- Strike attack active frame was changed.

    [6][6][P][+][K](hit)[P][+][G]- Barrage (Mashing?) inputs, will not result in the execution of the move.

    [4][P][+][K]- Hardening difference was changed. Hit effect was changed. NH: 2 to 4

    [4][1][2][3][6][P][+][K] - Properties pertaining to the technique (post execution) were changed. Strike attack execution frame was changed.

    [3][P][+][K]- Hardening difference was changed. CH: 1 to 3

    [1][P][+][K]- Hardening difference was changed. Properties pertaining to the technique (post execution) were changed. [G] input entry while opponent guarding preceding attack, will not result in the in the execution of the move. G: -3 -> +2

    [1][P][+][K](guard)[P]- Properties pertaining to the technique (post execution) were changed.

    [1][P][+][K](guard)[K]- Damage was changed:25 → 40.

    [1][P][+][K](guard)[P][+][G] - Damage was changed:45 → 60.

    [2][K][+][G]- Hardening difference was changed. Damage was changed:22 → 25. Properties pertaining to the technique (post execution) were changed. G: -15 to -13

    [1][K][+][G]- Hit effect was changed.

    [P][+][K][+][G]- Hardening difference was changed. Hit effect was changed. G: -64 to -62 / NH: -64 to -61 / CH: -64 to -60

    (threat stance)[P]- Properties pertaining to the technique (post execution) were changed. Strike attack execution frame was changed. Input acceptance time was changed.

    (threat stance)[6][P]- Input acceptance time was changed.

    (threat stance)[K]- Input acceptance time was changed.

    (threat stance)[K](hit)[P][+][G] - Wall hit properties was changed.

    (threat stance)[P][+][K]- Input acceptance time was changed.

    (threat stance)[K][+][G]- Input acceptance time was changed.

    (facing wall)[6][P][+][K][+][G]- Hit effect was changed.

    (opponent down, face down)[2][P][+][G]- Cannot be thrown time was adjusted.

    [4][6][P][+][G][6][P][+][G]- Damage was changed:15 → 25.

    [4][6][P][+][G][6][P][+][G][6][P][+][G] - Properties pertaining to the technique (post execution) were changed.

    [4][4][P][+][G]- Cannot be thrown time was adjusted.

    [4][1][2][3][6][P][+][G]- Damage was changed:60 → 65.

    (opponent back)[P][+][G]- Ukemi is not possible.

    (opponent crouching)[2][P][+][G]- Properties pertaining to the technique (post execution) were changed.

    (opponent crouching)[1][P][+][G]- Properties pertaining to the technique (post execution) were changed. Sober properties were changed:0 → 1.

    (opponent crouching, back)[2][P][+][G]- Properties pertaining to the technique (post execution) were changed.

    (opponent mid-air down, face up, head)[9][P][+][G]- Properties pertaining to the technique (post execution) were changed.

    (opponent mid-air down, face down, feet)[9][P][+][G]- Properties pertaining to the technique (post execution) were changed.

    ---

    Above is the list of moves that were adjusted in Version A (From AM2's Website). The purpose of this thread is to keep a record of the changes to later update FS command lists (based on the Masters Guide). Note: "Hardening Difference" refers to actual frame change related to the attack being guarded (GD), hit opponent(H), or counter hit opponent (CH).
     
  2. Sebo

    Sebo Well-Known Member Content Manager Taka Content Manager Jeffry

    PSN:
    Sebopants
    [1][P]+[K] is now +2 on block, and the changes to the on block follow ups make it a viable move now. Use it as you would Vanilla 5's [9][K].

    TKoD is still really easy to do as it was in VF5FS Ver. 1.1. Got it to land every time when I attempted.
     
  3. Kamais_Ookin

    Kamais_Ookin Well-Known Troll

    PSN:
    Kyooboona
    XBL:
    Kamais Ookin
    TKoD was always easy... [​IMG]
     
  4. akai

    akai Moderator Staff Member Bronze Supporter

    PSN:
    Akai_JC
    XBL:
    Akai JC
    Thanks, log updated [1][P]+[K] with "G: -3 -> +2"
     
  5. KingofcarnageVF

    KingofcarnageVF Well-Known Member

    I cant wait
     
  6. Kruza

    Kruza Well-Known Member

    XBL:
    Kruza
    For those who didn't see the link I posted in Shout Box yesterday, here is the FS movelist for Jeffry:

    FS Jeffry's movelist

    As is with the case for other characters, this spreadsheet will continue to get updated with any new info I come across for Jeffry.

    Kruza
     
  7. Kamais_Ookin

    Kamais_Ookin Well-Known Troll

    PSN:
    Kyooboona
    XBL:
    Kamais Ookin
  8. NGKrush

    NGKrush Well-Known Member

    PSN:
    de_kroet
    XBL:
    de kroet
    great list, thanks so much!
    Is it possible to add NC/NCc(small counter)/NCC tags on the strings?
     
  9. Libertine

    Libertine Well-Known Member Content Manager Brad Silver Supporter Content Coordinator

    NCc and NCC make no sense to me, and I've only seen the Tekken community using that kind of notation. It's not a natural combo if a counter hit is required!

    /troll
     
  10. Kamais_Ookin

    Kamais_Ookin Well-Known Troll

    PSN:
    Kyooboona
    XBL:
    Kamais Ookin
    Jeffry section is the only one off-limits to trolling so back under the bridge with you!

    *prods with stick*
     
  11. Kruza

    Kruza Well-Known Member

    XBL:
    Kruza

    Most of the combos Jeffry can do doesn't need the launcher move to land as a counter hit, and those that do are or will be pointed out with a comment tag symbolized with an orange marker located in the upper-right corner of the cell. Move the arrow over the cell containing the launcher/starter move in order to read a comment tag.

    Things are coming along with Jeffry's combo list, although I'm still trying to figure out a way to add much of the wall-related info Sebo posted without the sheet looking overly complicated and just plain tacky. (Love the 'high/standing splat,' 'low/sitting splat,' 'stagger' and 'rebounce' descriptions of the opponent during the exection of a wall combo.)

    Kruza
     
  12. NGKrush

    NGKrush Well-Known Member

    PSN:
    de_kroet
    XBL:
    de kroet
    ah, i was thinking more along the lines of a string becoming natural combo on major/minor hit.

    I remember sarah had 6p+kpk or something where the last hit could be blocked in nh, but not on mC or MC. i think jeff's 4k had knd properties on MC, but not on mC.
    For a few moves the properties take from the nh of ch version to make it stronger/weaker in block/whiff punishing.

    ppp, pkp & p6pp will never be natural combo's right? at least, that's the case in vanilla. i guess this feature isn't a big thing for jeff, but maybe for other characters it will become important (like sarah).
     
  13. erdraug

    erdraug Well-Known Member Content Mgr Vanessa

    XBL:
    erdraug
    MC/mC is just as obscure as NC/NCc.

    Since we're talking about moves that combo on normal hit, counter hit and recovery hit myself why not CNH, CCH and CRH? [​IMG]
     
  14. Libertine

    Libertine Well-Known Member Content Manager Brad Silver Supporter Content Coordinator

    I think, but am not sure, that [P][P][P] is a natural combo on a side hit.
     
  15. Sebo

    Sebo Well-Known Member Content Manager Taka Content Manager Jeffry

    PSN:
    Sebopants
    Not really sure either, but it should be at +12 vs. ST ([​IMG][3][P][P] 2nd counters?).

    normal hit (if it works on normal, it works on other kinds of hits too)
    -----
    [P][P]
    [P][K]
    [6][P][P] (? probably works, just wouldn`t use it in this instance)
    [6][6][P][P] (with no delay)
    [4][3][P][P]
    [3][P][P] (slight delay won`t make it fail?)
    [​IMG][3][P][P]
    [​IMG][3][P][P]+[K]+[G] (?) I really hope so
    [4][P][K] (?)
    [4][P][P]+[K]+[G] (?)
    [K][P][K]
    [K][P][P]
    [K][P][P]+[K]+[G]
    [4][K][P]
    [2][K][P]
    [P]+[K][P] (no delay)
    [P]+[K][P]+[K]+[G] (?) I really would like to know
    Threat [P][P]

    minor counter
    -----
    [P][P][P] (versus Taka)
    [P][K][P] (versus Taka)
    [6][P][P] (without delay)
    [1][P][P] (works because it goes under highs, never use as a punisher, lol)

    major counter
    -----
    [P][6][P] (might work in minor counter?)
    [P][6][P][P]+[K]+[G] (???)
    [P][6][P][P] (first hit whiffs, or is blocked)

    NO vague idea off [K][P][P]/[K][P][K]/[K][P][P]+[K]+[G] if the [K] misses but the second high hits.

    Not a whole lot of certainty, especially with Threat Transitions, but no dojo mode yet.
     
  16. Sebo

    Sebo Well-Known Member Content Manager Taka Content Manager Jeffry

    PSN:
    Sebopants
    NEW FRAMES! (add them to the command list mods!)

    (the attack speeds)

    Jump [P] 37
    Jump [G][P] 48
    Jump [K] 20
    Jump [G][K] 48


    Also, on the command list section, [1][P]+[K] is listed as -3 on block... this is false, it is +2 in Ver. A. [3][P]+[K] is +3 on hit too. Vs Taka [3][P][P] is +4 (no knock down). If the first hit induces a wall stagger the second will knock down like [6][K].
     
  17. akai

    akai Moderator Staff Member Bronze Supporter

    PSN:
    Akai_JC
    XBL:
    Akai JC
    Sebo - thanks. The frame data for Jeffry Version A command list have not been updated to Version A information (see first post on the changes that needed to be added). In the second draft of the command lists I will add the Version A changes to it.
     
  18. akai

    akai Moderator Staff Member Bronze Supporter

    PSN:
    Akai_JC
    XBL:
    Akai JC
    [P][6][P]- Hardening difference was changed. Hardening difference during Threat Stance transition was changed. G: -9 to -6

    [6][P]- Hardening difference was changed. Properties pertaining to the technique (post execution) were changed. CH: 4 to 5

    [1][P]- Hardening difference was changed. Properties pertaining to the technique (post execution) were changed. NH: -4 to 5 / CH: 5 to 9

    [K][P]- Hardening difference was changed. Damage was changed:10 → 12. G: -7 to -4 / NH: -7 to -1 / CH: -3 to 4

    [K][P][P]- Hardening difference was changed. G: -6 to 3

    [P][+][K]- Hardening difference was changed. Hardening difference during Threat Stance transition was changed. NH: 0 to 1 / CH: 7 to 8

    [4][P][+][K]- Hardening difference was changed. Hit effect was changed. NH: 2 to 4

    [3][P][+][K]- Hardening difference was changed. CH: 1 to 3

    [2][K][+][G]- Hardening difference was changed. Damage was changed:22 → 25. Properties pertaining to the technique (post execution) were changed. G: -15 to -13

    [P][+][K][+][G]- Hardening difference was changed. Hit effect was changed. G: -64 to -62 / NH: -64 to -61 / CH: -64 to -60

    ===

    Also added the frame data Sebo posted earlier.
     

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