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Master List for Version Changes - VF1 thru VF5

Discussion in 'General' started by JHow77, Mar 22, 2011.

  1. JHow77

    JHow77 Well-Known Member

    XBL:
    JHow77
    The most recent post in the General forum made me really want some kind of master list for all revisions from all VF series. Does something like this even exist? I only know a few from each series, and they mostly pertain to either Shun or Jacky since that is who I've always played.

    I read that someone mentioned being able to escape back throws in VF4? Holy crap for real? Wait, I barely remember seeing that with Jacky's bulldog, but am I just dreaming?

    I still swear that in VF4 version A Shun had a move that hit both high and low at the same time. It was his BT P+K+G. Instead of just punching backwards he also stuck out a leg at the same time that hit low.

    On another note it's strange that certain moves were taken away, such as Jeffry's side throw arm break! That was probably the most painful animation ever in the VF series. Or his side low throw where he popped you through his legs with both fists! =)

    I'd love to hear from everyone who knows details on version changes!
     
  2. akiralove

    akiralove Well-Known Member

    XBL:
    JTGC
    I think it gets blurry at some points because there are cases of location tests that had things that never made it into the game in real release. IE in the location test version of VF4 that was here in SoCal for a few months, Akira had Lei Fei's side throw (you'll notice the low kick hit throw they gave him in FT looks kinda like that). I remember hearing stuff like Kage's TFT being a 270 in FT location tests, etc.

    VF4 version A was really just unfinished (escapable back throws were in this version only), and it only lasted about 20 days in official release. I think they took out the escapable back throws thing because it gave advantage to characters like Wolf & Jeff who have command back throws, which weren't escapable.

    Arcadia put out a book right at release, the Red Book, which was followed by the Blue Book, that covered up to version C (final arcade version & PS2). I have the Red Book, and like I said in the other thread, Akira didn't have 214P, 3P+K+G (P), or 46P+K+G & the command for 4P+K+G (6P) was 466P+K+G(46P).

    looking at the Red Book, in version A Shun doesn't have the move you're talking about? BT he just has P+K, K (in addition to the normal stuff) which is listed as Mid Mid. All the other VF4 books I have are from Version C/PS2, but I'm pretty sure he gained it at version B, because I THINK that at version C, no moves were added, just tweaks to balance & ranks after Haou Oh were added. It's listed as :

    P+K+G, P, P
    the first hit is noted as 2 hits, Mid -> High at 10 & 8 damage. The whole string is Mid, High, High, Mid (last one shifts to the throw on hit). In Evo, it became just High, High, Mid.
     
  3. Dennis0201

    Dennis0201 Well-Known Member

    VF1 - Prototype 3D fighting game.

    VF2 - Huge improvement and establish the interface/fundamental for following VF.

    VF3 - Considered as the 1st mature VF.

    VF4 - Another huge progress and being the pioneer of current system.

    VF5 - Basically same as VF4.

    VF6 - Can AM2 jump out the current loop? [​IMG]
     
  4. Coroo

    Coroo Well-Known Member

    one can hope it happens. have something like two modes something like fighters megamix to mix things up. have something that plays pretty epic then have a tekken fighter. or something like that. you all know what i'm talking about right? basicly make vf6. closer to fighters megamix for the sega saturn. that. with more characters, more locations and whatnot should should keep the current series afloat.
     
  5. JHow77

    JHow77 Well-Known Member

    XBL:
    JHow77
    By responding to Dennis' post I hope I don't throw this topic off course but it is so amazing about VF2 setting up, as you said, the interface/fundamental system for the ever-following games.

    Because of this alone is why I can hold my own with people who are more skilled than I am in current versions of the game. Having played VF for 15 years will do this. Hopping, for instance, has never changed until Final Showdown. VF5 really toned down the weirdness that can happen when hopping (screwing with the camera angle, moves hitting from the wrong way, etc.) but there are still times when you can really surprise an opponent and create/take advantage of positioning. Hopping toward a rolling (rising) opponent can make for strange results, especially hopping backwards right after hopping towards.

    Anyway, Dennis I agree with what you said. If VF6 can be a milestone like VF1 to VF2 or VF2 to VF3 I will be shocked, because I just can't see what they could do. Regardless, I'm a fan and player for life!
     
  6. Dennis0201

    Dennis0201 Well-Known Member

    Yes, I hope VF6 can surprise us again but the chance is very rare. The gap between each series was very numerous until VF5 released. According to what we see in FS, I believe AM2 is eager to do something different, but do they dare to shuffle everything once again to recreate VF? I doubt it.

    VF2 is good, but viewing from now, it's AKIRA one man show. The idea was good but system wasn't mature. For instance, AKIRA would use G1P, G4P, and G2P rather than regular standing P or 2P.
     
  7. El_Twelve

    El_Twelve Well-Known Member

    A lot of this stuff is off the top of my head, so some of it may be wrong.

    VF1
    ------
    Characters do winning pose after every round.
    Different winning pose when match is over.
    Characters do winning pose in the exact position they were standing in on the stage when the round finished.
    P,P,P,d + K for Lau and Pai considered standing while in recovery.
    Akira Bodycheck maximum damage is a one hit KO.
    Wolf tumbles over opponent if Shoulder Charge is blocked crouching.
    Reversals introduced.
    Ring outs introduced.
    30 second timer as default.
    Shiva character removed before release. Only character with a weapon.
    CPU opponents always appear in a set order. Stage 1 is always Jacky.
    Jump by tapping up. High jump by holding up.
    Some characters can back flip by hitting b, ub.
    Heavy jump stomp attack when opponent is down by holding up and hitting P, for all characters except Akira and Kage.

    VF2
    ------
    Added Shun and Lion.
    Hired voice actors as opposed to using development staff to voice characters.
    Anime, videos and TV programmes produced as tie-ins.
    Actual 3D objects in background as opposed to just a background image.
    Added lip synch when characters talk.
    Wolf Splash Mountain changed to SSD.
    Kage TFT recovers earlier allowing various combos.
    2 different beat knuckle animations for Jacky.
    Unique back turned moves and moves which recover back turned introduced.
    Staggers and unique hit animations for certain attacks introduced.
    Ability to attack twice during high jump for some characters. Once on way up, once on way down.(or was that VF3?...)
    Throw escapes added for normal throws.
    Players given a Dan grade at the end of each game depending on how well they have played.
    Expert mode with improved AI introduced.

    VF2.1
    ------
    P, K combo for all characters no longer knocks down.

    VF Kids
    ------
    Added changeable facial expressions

    VF3
    ------
    Added Taka Arashi and Aoi.
    Takenobu Mitsuyoshi reinstated as voice of Kage due to fan demand.
    All winning poses done in center of ring.
    No longer able to fall out of the ring during a winning pose.
    Added secret winning poses. V-sign for Jacky and Kage.
    CPU opponents no longer appear in a set order in 1 player mode.
    Different versions of Dural.
    Added difference between full circular and half circular attacks.
    P, P, P, d + K for Lau and Pai now recovers crouching.
    Many moves hit while opponent is grounded. eg. Lion's uf + K, which was a rather useless move in VF2, but could be done over and over on grounded opponents - the ultimate beginner killer in VF3.
    High jump by tapping down, then up.
    Heavy jump stomp attack changed to down, up P.
    Added evade button.
    Added ability to roll forwards from downed position.
    Added uneven terrain, asymmetrical stages and walls.
    Characters can be hit by the trains on Sarah's stage for 99% damage.
    Added wall throws.
    Added throw escapes for command throws.
    Added miss throw animation.
    All throws now done with P+G.
    First to 3/ Best of 5 rounds becomes tournament standard.

    VF3TB
    ------
    Added jump and jump stomp attack for Taka Arashi.
    Introduced 3 on 3 team battles.

    VF4
    ------
    Added Lei Fei and Vanessa.
    Removed Taka Arashi.
    Added card system and item customisation.
    Introduced VF.net.
    Removed asymmetrical stages and uneven ground.
    Breakable walls introduced.
    Removed heavy jump stomp attacks and high jump.
    Removed generic backflip move.
    Jumping requires button press in addition to directional input.
    Stances introduced with Lei Fei.
    Various crumple animations introduced.
    Removed Evade button.
    Evade command changed to tapping up or down.
    Added evade attack.
    Removed ability to roll forwards from downed position.
    Added tech roll.
    45 second timer as default.

    VF4 Version C
    ------
    New animations for many attacks. Most noticeable on Jeffrey and Jacky.
    Some moves removed.

    VF4 Evo
    ------
    Added Goh and Brad.
    Vanessa Muay Thai stance changed to Vale Tudo offensive stance.

    VF4 FT
    ------
    Added Kage's Air Combo.
    1 customisable move for each character.

    VF5
    ------
    Added Eileen and El Blaze.
    Costume C and D.
    Added offensive move and offensive move P and K attacks.
    Added throw clash.

    VF5 R
    ------
    Added Jean, reintroduced Taka Arashi.
    Costume E.
    Removed offensive move P and K attacks.

    VF5 FS
    ------
    Simplified throw escape system.

    Don't really have the time to post more, so that'll be all for now.
     
  8. SDS_Overfiend1

    SDS_Overfiend1 Well-Known Member

    VF3 - Special Block recver animations for Full/half circular attacks.

    VF4 - Evade button removed, Tech Recovery added, ability to throw hurt opponents, Breakable walls,Stages are even surfaced now,
     
  9. akiralove

    akiralove Well-Known Member

    XBL:
    JTGC
    It's interesting to note some of the bigger changes, like VF2 adding recovery, VF4 adding sabaki.

    I think if Sega wants to revitalize the game, they need to stop being so conservative with the marketing and design of the game, and take chances with the gameplay a little more. IMO R and FS just seem to emulate popular things about Tekken's system without really trying to understand that one of the things people like about Tekken is the more cool & interesting character designs. I remember so many Tekken players trying VF4 Evo because Goh looked so cool, only to discover he was really difficult to use if you didn't understand the game well.

    There's still plenty of room for innovation in the genre, I'm just not sure AM2 is creative enough at this point, or willing to take risk, to find it.
     
  10. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    I think the law of diminishing returns is in effect here. There's only so much you can throw into the mix, and change, before you've totally deviated from your core product and alienate the entire fan base (I purposely exaggerate to make a point).

    I would prefer to see them perhaps start a new IP with a totally new mechanic, or, reboot the weapon fighter genre with their Last Bronx IP, or up-the-ante in the fantastical combo fest genre with Fighting Vipers.

    In terms of the game's image and aesthetics, I do agree some improvements could be made, but I think FS is the best in the series by far. I personally dislike Tekken's character designs, but hey, there's no accounting for taste.
     
  11. Manjimaru

    Manjimaru Grumpy old man

    PSN:
    manjimaruFI
    XBL:
    freedfrmtheReal
    I think following also apply:

    Added zero-frame throw
    Added exact recovery on techroll
    Changed normal throw speed.
    Breakable walls removed.
    Added bounce from the ground
    Added different types of wallhits, wallsplat

    Theres a ton of stuff that needs to be added if we want to be accurate. Im not quite sure about when some things were first introduced..

    This is worded wrong, there were lowthrows with P+K+G.
     
  12. JHow77

    JHow77 Well-Known Member

    XBL:
    JHow77
    I love all the write-ups this topic is getting, but even more interesting would be a list of revisions from within each game. Such as, what are all the differences from VF3 to TB, VF4.A to .B and so on.
     
  13. Dennis0201

    Dennis0201 Well-Known Member

    VF3 - cheating bug with P,K,G,P+K+G+E [​IMG]
     
  14. JHow77

    JHow77 Well-Known Member

    XBL:
    JHow77
    I love it! We had an idiot at the local arcade that no one liked and he furthered that dislike by doing that bug to everyone. The best thing is that he still lost all the time! =D
     
  15. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    Geez, don't ask for much do you? [​IMG]
     
  16. akiralove

    akiralove Well-Known Member

    XBL:
    JTGC
    wanna reply to Myke's post, but think it's more on topic in the other thread, so I'll do it there
     
  17. JHow77

    JHow77 Well-Known Member

    XBL:
    JHow77
    Pretty tall request I know. God I'm demanding!! =P
     

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