1. Hey Guest, looking for Virtua Fighter 5: Ultimate Showdown content? Rest assured that the game is identical to Virtua Fighter 5: Final Showdown so all current resources on here such as Command Lists with frame data, Combo Lists and the Wiki still apply. However, you can expect some VF5US specific changes to come soon!
    Dismiss Notice

Lei VF5FS Version A Change Log

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

  1. akai

    akai Moderator Staff Member Bronze Supporter

    PSN:
    Akai_JC
    XBL:
    Akai JC
    [6][P]- Hardening difference was changed. Properties pertaining to the technique (post execution) were changed. Hit effect was changed.

    [3][P]- Hit effect was changed.

    [3][K]- Hardening difference was changed. Properties pertaining to the technique (post execution) were changed. G: -6 -> -5

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

    [4][P][+][K][P] - Hit effect was changed.

    [4][3][P][+][K]- Hit effect was changed. Properties pertaining to the technique (post execution) were changed.

    [K][+][G] - Damage was changed:15 → 18. Properties pertaining to the technique (post execution) were changed. Strike attack execution frame was changed. Strike attack active frame was changed 14->13. Strike attack level/type was changed: Special High → High.

    [K][+][G][P]- Damage was changed:18 → 20. Properties pertaining to the technique (post execution) were changed. Strike attack execution frame was changed.

    [1][K][+][G] - Hardening difference was changed. Properties pertaining to the technique (post execution) were changed. G: -8 -> -6

    (hai shiki)[P]- Hardening difference was changed. Properties pertaining to the technique (post execution) were changed. G: ->; H: ->; CH: ->

    (bokutai)[3][K]- Hit effect was changed. G: Stagger -> 5

    (bokutai)[K][+][G]- Sober properties were changed:0 → 2.

    (dokuritsu shiki)[P][+][K]- Hit effect was changed.

    (dokuritsu shiki)[P][+][K](hit)[P][+][G]- Throw interval was widen. Barrage (Mashing?) inputs, will not result in the execution of the move.

    (nehan shiki)[P]- Hit effect was changed. Evade direction was changed (back).

    (nehan shiki)[P][+][K]- Hardening difference was changed. Strike attack level/type was changed.

    (nehan shiki)[P][+][K][P]- Properties pertaining to the technique (post execution) were changed. Hit effect was changed. Delay input timing was changed. Shift timing was changed.

    (nehan shiki)[P][+][K][P][P] - Properties pertaining to the technique (post execution) were changed. Strike attack execution frame was changed. On normal hit, hits can be continuous.

    (koko shiki)[2][K]- Hit effect was changed.

    (kyo shiki)[P]- Hardening difference was changed. G: 1->3; H: 4->5

    (kyo shiki)[2][K]- Hit effect was changed.

    (kyo shiki)[P][+][K]- Hardening difference was changed. Damage was changed:24 → 20. Properties pertaining to the technique (post execution) were changed. Hit effect was changed. Strike attack execution frame was changed (19->20). Strike attack active frame was changed. G: 5->12

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

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

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

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

    (oppnent left)[P][+][G]- Properties pertaining to the technique (post execution) were changed (also changes against Taka).

    (opponent back)[P][+][G]- Damage was changed:55 → 60. Properties pertaining to the technique (post execution) were changed (also changes against Taka).

    ---

    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).

    Edit: Added additional information from Lettuce's Blog (mainly the actual frame changes to execution of a move and the "hardening differences."
     
  2. Libertine

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

    VF5:FS Lei's Command List (Version A)


    The changes from the change log have been made except for those not specifically identified.

    The color coding schematic is explained below:

    Red - Guaranteed Knee Situation

    Orange - Guaranteed Side Kick Situation

    Yellow - Guaranteed Elbow Situation

    Green - Guaranteed Jab Situation

    Blue - Guaranteed Throw Situation


    Lastly, the "SideData" tab has all of the figures computed for situations when moves connect against a side turned opponent.
     

Share This Page

  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice