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

More Ver. C chunklets from Pyrexia.

Discussion in 'Junky's Jungle' started by CreeD, Jan 23, 2002.

  1. feixaq

    feixaq Well-Known Member

    QCB+P+K
    - Crumbles the same as b,f+P+K
    - Can follow up with b+PP

    Ah okay, that makes more sense now. Basically, Lei's KD-inducing moves fall into two categories, those that you can follow up with b+PP (or P+KPP), and those that you can follow up with P+KPP only. Looks like QCB+P+K falls into the former, which is nice.
     
  2. feixaq

    feixaq Well-Known Member

  3. alantan

    alantan Well-Known Member

    vanessa seems to be weakened....

    sucks... they removed the ability for kkpp to hit low moves. alamak, like that everyone will low p interrupt. At least she got heavier.
     
  4. Nutlog

    Nutlog Well-Known Member

    deleted to make the thread easier to read.

    Shota translated this better than I did, probably...
     
  5. Hayai_JiJi

    Hayai_JiJi Well-Known Member

    Aww man the u+k no longer causes the flop animation that sucks:(
     
  6. sta783

    sta783 Well-Known Member

    Translations on http://www.freesia-net.co.jp/vf4/html/verb.htm

    Notes on Translation
    1) There can be mistakes in the original Japanese text. Plus these are all "leaked" information, so I don't know how reliable the information is.
    2) Japanese language is sometimes ambiguous and can be interpreted in different ways.
    3) I have a good knowledge of VF in general, but I know next to nothing about VF4 stuff.

    All and all, it's for you guys to decide the validity of the information. Most likely, I won't be able to answer your questions for above reasons, notably 3). Feel free to update the translation as there are a few parts I wasn't too sure. I indicated where I felt uncomfortable though.

    Overall
    - Fixed a VF.NET bug where a character could not remove cursed items under certain situation.
    - Character retains custom costume even with Dan change.
    - Ver.C VF.NET card is compatible with that of Ver.B.
    - New rank created above Emperor (Haoh)

    Akira (Middle weight)
    - QCB+P's damage changed. Throw guaranteed if blocked.
    - D_f+P+K and d+K became straight-line attacks.
    - f,f+P puts Akira at disadvantage if it's normal hit.
    - f,f,f+P induces stagger if it hits crouching opponent.
    - f,b+P+G -> u or d -> u or d+P+K sequence forces longer recovery time on opponent. f,f,f+P is thus guaranteed.

    Aoi(Light weight)
    - b,df+P is throw guaranteed if blocked.
    - b,df+P hits special-mid.
    - b,f+P induces stomach-stagger-down with normal hit.
    - Opponents recover quicker after D_f+PG and df+PG throws.

    Jacky (Middle weight)
    - P+G throw does less damage.
    - b,f+K+G does less damage.
    - P+K is straight-line attack.
    - P+K induces stagger against crouching opponent.
    - Recovery time for d,df+P shortened. Staggers with MC.
    - f+P,P,K all connect with MC.
    - b+P induces Head-Kuzure with MC.
    - f,f+K staggers with normal hit.
    - K part of d+K+G, K is now special-high, beating low-P.
    - Command input frame for Parry Knuckle is longer.
    - The timing for Slide Shuffle (b+P+K+G) is faster...or earlier (text is ambiguous)
    - Short Slide Shuffle (b+P+K+G) can be executed immediately after moving (text ambiguous)

    Jeffry (Heavy weight)
    - f+P+K induces stomach-kuzure-down with normal hit. f+P+K is now straight-line attack.
    - df+P,P connects if the 1st P connects. 2nd P floats.
    - Low-throw is guaranteed if db+P+K hits.
    - d+K+G will not knock down even with MC.
    - Command input frame for P+K+G, f+P+G is longer.
    - b,f,f+P staggers even if blocked.
    - Damage for b+P+G is greatly reduced if TRed.
    - b,f+P+K does less damage.

    Kage (Middle weight)
    - Jumonji P+K staggers if it hits.
    - Jumonji K+G staggers it it hits.
    - b,b+K does not knock down with normal hit.
    - f+K+G now knocks down the opponent and possible off-bounce combo.
    or
    - Kage falls on the ground after f+K+G, and the opponent can do the off-bounce combo.
    (Again ambiguous text. I also do not know how Kage's f+K+G looks like. You guys can make better judgement on this)
    - Jumonji P+K+G dodges better
    or
    - Dodging Kage's Jumonji P+K+G is easier
    (Ambiguous text, same as above)
    - elbow-class attack is guaranteed after f+P+G.

    Lau (Middle weight)
    - P, b+P floats higher with MC.
    - f+K+G is special-high, beating low-P.
    - b+P+G does less damage.
    - P+G does less damage.
    - df,df+P+G does less damage.
    - df+P,P,P is throw counterable even if it hits.
    - b+K+G recovers longer if blocked.
    - b,f+P recovers longer if it whiffs.
    - Lau cannot delay f+P,P and P,b+P,P as much.

    Lion (Light weight)
    - QCB+P is throw-counterable.
    - QCB+P,P is elbow-class attack counterable.
    - f+K+G recovers longer.
    - TT d+K recovers longer.
    - TT K recovers longer if it whiffs.
    - f,db+P+G -> u or d -> P+G does more damage.
    - Dodge P+K+G is special-high, beating low-P.

    Pai (Light weight)
    - f,b+P,P has longer Sabaki frames, as well as Sabaki-ing knees. But the move is now throw-counterable.
    - uf+K gives Pai more frame advantage if it hits.
    - b+K hits mid.
    - db+K+G knocks down with MC.
    - f+K+G knocks down with normal hit with possible off-bounce combo.
    - b+K+G is special-high, beating low-P.
    - Throw Escape for d,f,u,b+P+G requires 4 directional inputs (either d,f,u,b or u,f,d,b+P+G)

    Lei-Fei (Middle weight)
    - QCF+P+K induces kuzure-down if it hits.
    - f,f+P+K is half-circular attack.
    - uf+K is straight-line attack.
    - d+P+K is straight-line attack. Its sequential attack puts Lei at disadvantage if blocked.
    - d+P+K,P can be delayed, induces kuzure-own if hit.

    Sarah (Light weight)
    - Moves that lead to Flamingo stance put Sarah at advantage even if blocked.
    - Flamingo b dodges better, recovers faster too.
    - Flamingo df+P,K is guaranteed after Flamingo K with MC and Flamingo df+K against crouching opponent.

    Shun (Light weight)
    - u+K does not evade low attacks.
    - P,P,d+K,K becomes unblockable only after 26 drink points.
    - P,P,d+K,K all connects after 17 drinking points.
    - f+K -> P or K is harder to interrupt.
    - DrunkenStyle P is half-circula move.
    - db+P+K is a Sabaki move now, 1st hit does more damage.

    Vanessa (Middle weight)
    - Sabaki frames for db+P+K extended, sabaki immediately after the move's execution.
    - f,f+K+G induces stomach-kuzure-down with normal hit.
    - b,f+K sabaki knees.
    - df+P,P induces stomach-kuzure-down if 2nd P hits MC.
    - d+K,P,P and MT K,K,P,P does less damage, no longer a special-high attack.
    - MT f,f+K,d+K is special-low and can be blocked high.
    - MT b,f+P,P,P,K can be delayed.
    - df+K can be executed from crouching.
    - P+K,P can be delayed.
    - While-G, df+P induces head-kuzure if hit.
    - Vanessa weights heavier, thus floating lower.

    Wolf (Heavy weight)
    - Wall-hit is possible after P+G.
    - Fully charged P+K induces stagger.
    - GiantSwing at the fastest timing does more damage.
    - df,df+P+G, P+G does more damage.
    - f,d+K does not knock down with normal hit. Also loses to special-high attacks.
    - d+K recovers longer, counterable with elbow-class attacks.
    - HCB+P recovers longer, thus making float combos impossible.
    - Camera angle on GS is fixed.
     
  7. feixaq

    feixaq Well-Known Member

  8. ice-9

    ice-9 Well-Known Member

    Shota, thanks for the translation! These two sources of Ver. C changes paints a pretty good picture of what AM2 wants...although some of the listed changes seem redundant, as they are already in Ver. B.

    Akira: Weakened attacks, better throw options.

    Pai: What the heck, she sounds way too improved now. The changes to b+K+G and b+K are huge, and the 270b throw escape is ridiculous. I'm betting the throw escape is an error...

    Lau: More emphasis on attacks, but the attacks themselves are weakened. Overall, Lau seems the most toned down.

    Wolf: More finesse, less emphasis on attacks.

    Jeffry: More emphasis on throws, since his attacks now hit straight or have less damage potential.

    Kage: Better Jumonji.

    Sarah: Way better Flamingo.

    Jacky: Not really much weakened, but Jacky players will have to depend less on the BKC and use his other moves more.

    Shun: Haha, the toned down mule kick brings the old man back to earth.

    Aoi: Now the ground throw after Aiki can be escaped? Not much change for her.

    Lion: Slightly weaker, but his improved DA will benefit beginner-intermediates.

    Lei Fei: Slightly improved, made more varied.

    Vanessa: Overall, better. Does she still get a new low throw?

    Well, sorry for the slightly redundant post.
     
  9. ice-9

    ice-9 Well-Known Member

    Altavista:

    Modification point of VerC each ƒLƒƒƒ‰


    * The ƒAƒLƒ‰ * entire powering down
    The 2_6P+K considerably weakening. Homing it does not become altogether, in rectilinear attack. All ƒLƒƒƒ‰ stands, with P strike decision.
    2k to rectilinear attack
    Agglutination time of the partner at the time of the 64P+G and 2P+K hit became long. The 666p after the hitting decides.
    Damage of 214p from 30 in 23.
    The staggering at the time of squatting hit of the 666p became the elbow staggering.
    It stopped knocking down with the destroying super tiger.
    Damage of 2_46p from 55 in 45.
    Attack direction deletion of 2k.
    The damage of the 466P+K from 80 became 65.

    * The pie * the delightful modification point is quantity, ill-smelling it is
    Handling decision strengthening of 64p. It reached the point where the knee sells well and also handling time became long, but
    When it is guarded, it reached the point where strike is received with throwing tequnique.
    4k in sublevel decision.
    Importance of the cloud hand raises.
    The 1K+G knocks down with counter hit.
    As for the 6K+G being normal, it knocks down. The ƒoƒEƒ“ƒhƒRƒ“ƒ{ can be inserted.
    4K+G uniqueness upper.
    The damage of 1 rotary P+G increases, it throws and and it comes out, command in 4.
    As for the 9k, profitable time when hitting became long.
    Making the handling time of the 64p long, knee handling addition.
    Delay width correction of KP.
    4k in sublevel modification.
    Doing modification of 466P+K.
    The 6K+G knocks down with normal hit.
    4K+G uniqueness upper.
    The 1K+G knocks down with counter hit.
    It reached the point where sublevel P comes out, of the –p ‘Ú to the –p ‘Ú from the PP in wandering Shaw step.
    Down time of the P+G becomes short, the damage -10
    Down time of the 46P+G became short.
    The damage of 1 rotary P+G, from 60 throws to 68 and comes out direction of command in 4.

    * The ƒ‰ƒE * with the direction which it makes settle adjustment
    Delay of the 6PP & the P4P became short.
    When the 4K+G being guarded, the opening became large.
    The damage of the 3p goes down, makes the 3PPP hit and receives strike with throwing.
    The damage of the P+G, the 4P+G and the 33P+G went down.
    The floating at the time of P4P counter hit became high.
    The 6K+G became uniqueness upper.
    At the time of avoiding attack counter hit stomach deterioration can be induced.
    The Æ’XÆ’L at the time of 46p swing wide is large.
    When the P4P, after hitting, inputs the K+G, it did not come out of the fact that the K+G which appears in the time of P hit backwardly has come out.
    It reached the point where the P4PP does not continue does not guard.
    When P hitting K+G uniqueness upper.
    Delay width of the 6PP was decreased.
    Damage of 44p from 30 to 22.
    Damage of 3p from 17 to 13.
    It modifies doing the 3PPK.
    The 2P+K became easy to strike.
    At the time of squatting hit of 6P+K middle staggering.
    6K+G uniqueness upper.
    Attack occurrence of 4K+G from 17 to 20.
    Avoiding attack at the time of counter hit stomach deterioration.
    Damage of P+G from 40 to 30.
    Damage of 4P+G from 50 to 45.
    Damage of 33P+G from 65 to 60.

    * Wolf * as for the most painful modification point adjustment of 63214p
    The aerial ƒRƒ“ƒ{ at the time of 63214p counter hit is not decided.
    With seeing 6p while staggering of 4p stomach deterioration inducement.
    There is no camera work of giant swing usually.
    The 2k strikes with skill of elbow class.
    In addition to the 62k strikes being defeated uniqueness upper and, only at the time of counter hit down.
    The damage of J swing of most fast input increased to 100.
    The damage of the 33P+GP+G increased.
    When 6 inserting P (the ‚±‚Æ‚¾ wax of the 6p) you stagger clearly and apply in in stomach deterioration 6 inserting K (thing of the 6k is ill-smelling) hit sound similarly to Jeffrey's ƒqƒU, sky decision was after the attack occurring. It became easy to strike.
    62k in lower position modification and counter - only when hitting down.
    The P+K hitting, not to knock down and become, for maximum when hitting staggering inducement.
    Throwing part of 4K+GP+G from 50 in 45.
    P+G wall hit.
    The damage of the 33P+GP+G became 70, (the damage -5 the ‚à‚Ä it is written, but?
    Damage at time of most fast input of 41236P+G in 100.
    Down time of the 2P+K+G became short.

    * Jeffrey * only delightful modification point
    The 6P+K became rectilinear attack, but it induces stomach deterioration.
    The 66p,3k became rectilinear attack.
    When the 4P+G is taken passiveness, the damage can almost not be given.
    The 3PP becomes continual skill and corrects the 2nd step floating, knocks down with normal hit. With 66PP chase possibility.
    The lower position throwing is connected from the 1P+K which makes the partner squat.
    Down becomes unable to take with counter hit of the 2K+G, barely just profitably.
    3rd of the 3PPP the aerial ƒRƒ“ƒ{ became unable to decide when only step hits.
    Input acceptance of the P+K+GP6P+G became long.
    Attack occurrence of 4p from 15 to 16.
    466p in guard staggering.
    It corrects the floating of the 3PP, knocks down with normal hit.
    6 inserting K (thing of the 6k is ill-smelling) sky decision was after the attack occurring. It became easy to strike.
    6P+K normal hit time stomach deterioration.
    Damage of 46P+K from 35 to 30.
    Attack occurrence of 3P+KPP from 31 to 32.
    The 2K+G stopped knocking down at the time of the counter.
    It modifies doing the 3K+G.
    The P+K+GP6P+G became easy to produce.
    Occurrence of avoiding attack from 25 to 26.
    Down time of the 6P+G became short.
    Damage 20 while 4P+G raising, when knocking down in damage 40.
    Damage of 2P+G from 45 in 50.
    Damage of 43P+G from 55 in 35.
    Down attack of the 16P+G became easy to evade.
    Down time of the 3P+K+G,2P+K+G became short.
    The damage of the 26P+K+G from 70 became 65 and down attack became easy to evade.
    Damage of back 2k from 30 to 25.

    * Æ’JÆ’Q & Jumonji power rise
    P + K, K + G destroys, in inducement skill. When the P+K hits, it keeps pushing with you reset to the normality posture, after hit you chase with the 3K+G.
    It chases the time of K+G hit with the Jumonji PPK.
    Acceptance of the PKG the in Jumonji comes out from beginning.
    Efficiency of 2 and 8 of evasion became high.
    44k + G stopped knocking down with normal hit.
    6k + G becomes down skill and can decide the ƒoƒEƒ“ƒhƒRƒ“ƒ{.
    After the 6p + from the back and the side G, shock of elbow class decides.
    It modifies the blowing ‚àflying in the aerial ƒbƒg time of the 6P+K.
    It modifies the ƒ„ƒ‰ƒŒ of the 66P+K.
    Occurrence of P+K the in Jumonji from 28 to 29.
    While K Jumonji running in guard staggering.
    Damage of 6k the in Jumonji from 20 to 28.
    Damage of P+G from 30 to 40.
    At the time throwing to come out of the 6P+G perhaps the ƒJƒQ which you do not know whether wall hit (the ‚Ç ‚à‚¿ staggers)
    Down time of the 42P+G became short.
    P+K+G ones the in Jumonji it reached the point where also sublevel K it comes off, you judge, modification of time.
    It reached the point where the back P+KK continues hits at the time of the hardening counter.
    Damage of back P+G from 35 in 45.
    Squatting state of 44K+G from after the attack occurring, damage from 21 in 19. (1 9-21 it is written, but it has become the damage 19)

    * Æ’xÆ’lÆ’bÆ’T *
    * D foehn ti Bu ti tile
    The 1p to come out sells well from beginning.
    44K+G with normal hit stomach deterioration inducement.
    The damage of the 2KPP went down and 3rd shot simply became upper.
    With 3PP stomach deterioration inducement.
    * ƒ€ƒGƒ^ƒCƒXƒ^ƒCƒ‹
    Damage decrease and the 2,4th step abnormal play of the KKPP is attendant upon 2KPP weakening upper tier.
    It reached the point where the 46PPPK entirely delay catches. Whether (the chart of the the pre- bottom is strange a little)
    The 3k squats, it is possible even from state.
    * Foehn ti Bu D
    The 46k sells well the Æ’qÆ’U.
    P 3 P becomes drunk and wakes up, modifies sound.
    Damage in the standing middle P from 22 to 18.
    6 P,4p,2P+K become drunk and wake up in 1.
    The 3PP becomes drunk and wakes up 1, at the time of sound modification and the counter deterioration.
    Damage of 2KP from 13 in 10.
    The 2KPP becomes drunk wakes up modification, upper and 1, from the damage 25 to 10.
    46k Æ’qÆ’U handling addition, modification and damage of handling time from 23 to 20.
    The P+KP it reached the point where delay is effective, it becomes drunk and wakes up 1, from the damage 18 to 12.
    It squats simultaneously with the modification and occurrence of handling time of the 43P+K, in state.
    The 3P+K becomes drunk and it wakes up, 1, the damage from 20 in 23.
    Damage of 66K+G6P+G from 47 to 37.
    The G it is pushed while the 3or9p modifying and hit the sound when head deterioration.
    The 6P+G becomes drunk and wakes up 1.
    In 33P+G damage 58.
    Down time of the 41236P+G became short.
    Damage of 62P+G to 53.
    Back 2k in sublevel.
    Back P+K when hitting in head deterioration.
    * ƒ€ƒGƒ^ƒC
    As for 66K2K in special lower position modification.
    KK upper from modification damage 16 to 12.
    KKP from damage 12 in 10.
    Damage of KKPP from 25 in 10.
    Damage of 2KPK from 18 to 15.
    The P+KP it reaches the point where delay is effective, becomes drunk and wakes up 1, from the damage 18 to 12.
    P+KPK only at the time of 2nd shot counter hit from continual hit and damage 18 to 15.
    Doing modification of 66P+KPP.
    The P+G becomes drunk and wakes up 1.
    The 6P+G becomes drunk and wakes up 1.

    * As for plate & modification point flamingo relationship center
    The skill which moves to the flamingo in a general way has become strong. The P+K questioning ‚àit does circumstance, the ‚å
    When the opening of the 8k becomes large and is guarded it is thrown.
    Because staggering time of the 3k in the flamingo became long, it reached the point where the 3PK is decided securely.
    Even from the counter of flamingo K it reached the point where the 3P+K is connected.
    Avoiding efficiency of tapir ten in 4 the flamingo became from starting, somewhat also being less crowded became small.
    The damage of 6 inserting P from 12 became 16, (being the same as the Æ’qÆ’U, the 6p you misunderstand, it is ill-smelling, the damage is written 10 and)
    6 inserting K sky decision were after the attack occurring, it became easy to strike, (this the 6k? Furthermore as for black-ink balance inscription misprint?
    2nd shot damage of 4P+K from 10 to 17.
    Wall hit deletion of K+G6P+G in flamingo.
    The damage of the P+G from 50 (why to 45 black-ink balance inscription).
    Damage of P+G in flamingo from 40 to 45.

    * Jack - *
    The damage of the P+G went down substantially. (10 going down, it became 25)
    P+K in rectilinear attack.
    If the 6PP the counter it is connected to the K.
    Acceptance time extension of ƒoƒOƒTƒIƒiƒbƒNƒ‹.
    Most is large the modification point with the 4PKG, the timing which can put out skill became fast.
    Way the short sliding shuffle which moves after the skill immediately after the moving can put out skill.
    The Æ’XÆ’L of the 2_3p becomes small, staggers at the time of counter hit inducement.
    The PP6PPK tried is connected that at the time of 2nd shot (perhaps 4th shot thing) counter hit, the blowing ‚àto correct the direction which it flies, upper modification
    The PP6PP2K tried is connected that at the time of 2nd shot (perhaps 4th shot thing) counter hit.
    It reached the point where the PK while the righteousness being ready is not handled (this body).
    6 PPK 2nd reached the point where shot is connected at the time of counter hit, upper modification.
    The 6PP2K 2nd shot tried is connected at the time of counter hit that.
    4p at the time of counter hit head deterioration.
    The damage of the 2_3p, modifies stiffness difference correction and the ƒ„ƒ‰ƒŒ from 22 to 19.
    The attack occurrence of K from 13 to 14.
    6 inserting K became easy to strike, sky decision was after the occurring of the attack. (And Æ’qÆ’U?
    66k with normal hit rear end having.
    The P+K squats, the guard ⦠staggering.
    The damage K + G from 30 to 21.
    2K+GK uniqueness upper.
    The 46K+G to modify the ƒ„ƒ‰ƒŒ, hit sound in the same sound as Jeffrey's knee, the damage from 36 to 25.
    It deletes the staggering at the time of squatting hit of the P+K+GK.
    The 4P+K+G it reached the point where here skill comes out directly.
    It deletes the sky decision of the 4P+K+GK.
    Damage of P+G from 35 to 25.
    Input acceptance time of the ƒpƒNƒTƒIƒiƒbƒNƒ‹ extended.
    It modifies doing the back P+K.

    * The instant emperor * in any case adjustment of weakening main
    Lower position acting cool efficiency of the 8k is gone.
    Is 16 cups or more guard failure of the PP2KK which from in 26 containers.
    Also continual hit was corrected and became from 17 cups.
    As for strengthening part 6k. Making guard, P and the K became unable to interrupt.
    Back throwing damage rise.
    To throw to 1 rotary P+G and be able to pull out, command in the 4P+G.
    Damage of PP from 13 to 12.
    The damage of the 4p from 24 becomes 21 and corrects stiffness difference.
    Damage of 3p from 18 to 17.
    Damage of 66k from 29 to 21.
    Damage of 7k from 30 to 25.
    Damage of 9k from 30 to 25.
    Damage of 6P+K from 30 to 25.
    The 1P+K attack occurrence 1-53, avoiding decision addition and handling decision addition, as for 1 acquired attack decision to stuffing, the damage 10 (attack occurrence 1-53 as for ‚ÃÂ‚Ä semantic obscurity)
    Damage of 1P+K+ from 20 to 10.
    Damage of K+G from 30 to 25.
    Damage of 6K+G from 25 to 20.
    2nd shot damage of 4K+G from 20 to 10.
    Damage of 8K+G from 26 to 20, sky decision deletion
    1st shot damage of 1K+G from 20 to 15, 2nd shot damage from 15 to 10.
    The 2orc8p+k+g became easy to avoid.
    Damage of 1orc7p+k+gp from 20 to 17.
    Damage in K inversion stand from 30 to 25.
    Damage while K side sleeping from 18 to 17.
    The damage of the KP while the side sleeping from 10 to 13, upper modification, as for 1 when stuffing hits, reached the point where it continues hits.
    Damage of KPK while side sleeping from 24 to 20.
    While side sleeping and damage of KP2KK of liquor 10 or more from 20 to 15.
    Damage of Hari fruit councilor P from 24 to 21.
    At the time throwing to come out of 3P+G wall hit.
    Throwing coming out command direction of 1 rotary P+G in 4.
    Damage of mark backward P+G from 40 to 50.
    Wall hit deletion of P+G in inversion stand.
    Useless of 44k - G from 30 to 25.

    * There is no modification point which exerts adverse effect on Lyon & strategy equal
    The 236p of handling skill (P) stiffness becomes long and strikes.
    1st only you throw step, 2nd as for step elbow class.
    Derivation throwing from catch skill (the lampoon pair hand, lampoon stopping/deciding ‘Ú) substantially damage rise
    The – board hand became uniqueness upper.
    When the Æ’XÆ’L of the 6K+G becomes large somewhat and is guarded at short distance only, in standing P of medium quantitative class hanging.
    Attack occurrence of 46P+KPP from 19 to 20.
    46K+G2P this body impossibly.
    46K+G1P this body impossibly.
    Avoiding attack uniqueness upper.
    Damage of P+G from 50 in 40.
    Damage of 61p+G2orc8p+g from 40 in 55.
    Back K when swinging became easy to strike.
    The back 2k became easy to strike.

    * The mallow * will be been minutely the modification point which many
    The 43p, after being guarded, the strike with throwing secure to become, in special sublevel,
    However the coming out of skill and looking back after the counter hitting do not change.
    The 46P+K being, it induces the normal stomach staggering.
    For the back the ƒXƒL of the 2p became some large, turned round with the 44p and 2 ‘ð, with the attacking which was said stopped impossible from the 2p.
    The 6PP became easy to strike.
    From 1st shot ƒ„ƒ‰ƒŒ modification and 2nd shot attack occurrence 10 of 46p to 7.
    The 46PP+G became easy to produce.
    43p in special sublevel modification.
    The 44P+K became easy to strike.
    46P+K normal hit time stomach deterioration.
    6K+GP from attack occurrence 32 to 34.
    Down time of the 3P+G became short.
    Down time of the 2_6P+G became long.

    * Æ’Å’Æ’CÆ’tÆ’FÆ’C * as for the biggest modification 236P+K
    The 236P+K to induce deterioration, (the same as the 46P+K), chase possibility with such as 4PP.
    In P+K in Ÿ¸ žàtype attack decision. As for P + KPP in complete sublevel attack.
    Independent type or defeat/miss type (as for defeat/miss system the original ÂÂX being to be quick, thinks) the speed which later it is the Ÿ¸ žÃÂ, is done became fast from the normality posture.
    If the PP+K in defeat/miss type 1st step the counter it reached the point where it is connected.
    As for 66P+K semi- revolution.
    The 9k and the 2P+K became rectilinear attack.
    As for the 2P+KP it is guarded when
    In order to become disadvantageous, it reached the point where the change delay is effective.
    It induces stomach deterioration at the time of the 2P+KP counter.
    PPP at the time of counter hit stomach deterioration.
    4PP wall destruction.
    Damage of 46p from 15 to 20.
    66k in wall destruction.
    8k uniqueness upper.
    The 8KK to modify doing, attack occurrence from 27 28, uniqueness upper.
    The 2P+KP it reaches the point where delay is effective and, it modifies.
    236P+K when hitting head deterioration.
    Damage of 6P+KP from 12 to 16.
    Modification of the time when the 46P+K exchanges upper tier attack.
    It modifies doing the 3orc9p+k.
    Damage of 2K+G from 15 to 20.
    6K+G wall destruction.
    8K+G wall destruction.
    Damage of 3K+G from 20 to 21.
    The 33K+G the lower position this body that it tried it is possible.
    K+G in defeat/miss type wall destruction.
    To modify the ƒ„ƒ‰ƒŒ of the P+K in defeat/miss type, at the time of wall destruction and the accumulating wall destruction.
    Modification of posture movement time of 8P+K+G.
    The 2k in independent type it reached the point where it comes out even with the 1or3.
    The K+G in independent type wall and strike became easy to destroy.
    Posture movement time modification of 1P+K+G.
    In K Ÿ¸ žàtype uniqueness upper.
    1st attack decision of the P+K in Ÿ¸ žàtype was acquired to shot, the 1st shot damage 10, 1st shot occurrence 12.
    The P+KPP became sublevel.
    Attack occurrence in K Œ× tiger type from 15 to 14.
    2KPP in Œ× tiger type in wall destruction.
    66P+G in wall destruction.
    Damage of 64P+G from 50 to 55.
    It modifies the ƒ„ƒ‰ƒŒ back K.

    Modification point other than skill
    * For back of ƒ‰ƒE medium walking correction
    * Weight of the Æ’xÆ’lÆ’bÆ’T heavy becomes
    * With the ƒxƒlƒbƒT for during ƒ€ƒGƒ^ƒC being ready upraising way the time it can put out large down attack in state
    * Modification of input of avoiding squatting dash of ƒxƒl, ray, ƒVƒ…ƒ“ and Lyon
    * Head deterioration the wall the way which is not hit becomes
    * When being handled, the way which is not hit in the wall it becomes
    * Cursing item second look at condition
    Æ’JÆ’Q: Condition of the rabbit consecutively 15 time passive failures.
    Æ’Å’Æ’CÆ’tÆ’FÆ’C: Acquisition condition of elephant head,
    ƒŠƒIƒ“ƒ}ƒ“ƒeƒBƒXƒwƒbƒh: Acquisition condition,
    Æ’xÆ’lÆ’bÆ’T: Acquisition condition of slaughter mask,
    Attack of the partner is received (the number of 15* round) above.
    Jeffrey: Lost condition of skinhead 1 tournament.
    * There is also an item which is gone with the circumstance which is so is, (Jeffrey's turban?
    * When color measure (the color EDIT it does with the VFNET, step rank changing, the EDIT the color which is done is used)
    * Occurring rising modification of input (front revolution, backward shifting and turning sideways everything in lever + guard pushing modification)
    (Until recently as for front revolution and backward shifting lever front and back, as for turning sideways the lever top and bottom + guard pushing.
    Wall skill, ƒAƒLƒ‰, ƒ‰ƒE and ƒJƒQ, at the time of wolf and Jeffrey hit head deterioration.
    Wall skill, it modifies the Æ’JÆ’Q doing.
     
  10. Shang

    Shang Well-Known Member

    >e.g. Akira's double palm is now 45pts, bodycheck is now max 65pts...

    Noo00OOO!!! hehehee
     
  11. Nutlog

    Nutlog Well-Known Member

    On Akira
    ---------
    Dropping Akira's OTB strike move damages that far is big. Considering that it in turn affects how much of a bonus he can get from an mC or MC, this should really drop his damage output...to something matchable by other characters. :p Does this mean that his crSnglPlm will now do pretty much the same damage as the dblplm?


    On Pai
    -------
    Changing her sabaki to be throw counterable, while giving it priority over knees seems to be making it into a more high-risk maneuver than I'd be comfortable with. Anyone hear about how much initiative she retains if it hits?
    Her 270 is just BS now. 68 points of damage? 4 inputs to escape? Bleh...
    Her FC throw has shorter down time, guess it makes it easy to avoid the down hit.
    The b+K becoming a mid will help a lot. Gives her a much safer stance entry.


    On Lau
    -------
    Seems to be minor tweaking round about, softening up his float starters and throws a bit.
    His dodge attack causing a KD on a MC makes me a bit nervous though...


    On Wolf
    --------
    100 pt Giant swing? Speed of input? any indication as to whether it's actually how fast you put the command in, or is it how far into the catch animation it gets before it grabs? But still...a VF2-damage GS *shudder*
    The f+P giving a KD is also not good...removal of HCB+P for floats though was nice, though.


    On Shun
    --------
    Wow...talk about really shaking things up. Does Shun have a move that they didn't drop the damage on? :p


    On Jeff
    --------
    God, they totally bitch-slapped the military press for Jeff. 20 points of damage?! And the tackle down to 35 damage? Well...scratch those throws off the list.
    The d/f+P,P floating still scares me. Apparently, it's still safe if blocked, too. Making it easier to punish the knee was nice, though.
    Changing the timing on the stance throw...Yay! Maybe I'll actually get to see it now.


    On Sarah
    ---------
    Guess, I'll start using flamingo a bit more, now that it will be safer to get into and out of.
    Dropping her P+G throw damage a bit was probably a good thing.


    On Lion
    --------
    Glad they dropped his P+G damage


    On Aoi
    -------
    b,f+P+K gives KD on a normal hit? Ewww....
    I wish they'd make up their minds...the last page said the down time from her FC throw was shorter, this one says longer.
    I guess they're encouraging using the b,f+P hit throw...made the window larger and lowered the damage of the second punch.
    Making the b,b+P+K punch counterable needed to be done, as well as the b,d/f+P being throw counterable.
     
  12. Mr. Bungle

    Mr. Bungle Well-Known Member

    >>VF2-damage GS *shudder* <<

    Try VF1,VF2,VF2.1,VF3,VF3tb damage, as well. Did you just happen to forget about those games? And it still can be QR/TR'ed. For less damage. Plus, in VF2, mC GS did 125 points of damage. And a pounce. And it wasn't escapeable. And it wasn't a catch throw. So WTF are you bitching about?!@! With VF4 the twats at Sega turned the best throw in the series into utter, complete shit; it's nice they made it slightly more worthwhile again.
     
  13. Nutlog

    Nutlog Well-Known Member

    jesus, put a cork in it, Rich.

    --oh and you forgot VF3 ver A,B,C and D. Can't be to precise now can we.
     
  14. CreeD

    CreeD Well-Known Member

    Her 270 is just BS now. 68 points of damage? 4 inputs to escape? Bleh...

    it takes work to pull it off, and it's only 1/3rd lifebar. Akira and lau and vanessa all get that without the weird input. I think 4 inputs to escape just means Sega doesn't want you to fluke the escape because you thought pai was gonna do a stumbling trip or something.
    Her FC throw has shorter down time, guess it makes it easy to avoid the down hit.

    This one's definitely TR-able anyway.

    Re: shun.. yeah that sucks. The old man has to be strong to make up for his lack of popularity. How else are you gonna convince a mall scrub to pick an old man character?
     
  15. feixaq

    feixaq Well-Known Member

    I'm having trouble understanding how Pai's 3/4 throw requires a 3/4 throw escape when Wolf's KS and Aoi's 3/4 throws don't. Maybe this is an error...? Seems odd that Sega would try to standardize VF4's reversals and throws and throw escapes, and then make Pai an exception...
     
  16. ice-9

    ice-9 Well-Known Member

    Some people seem to be under the mistaken belief that VF4 Wolf's GS is a catch throw...it is not.

    68 points for Pai's 270b throw is OK...the ridiculous throw escape is not.
     
  17. Adio

    Adio Well-Known Member

    Ver.C Sarah Bryant

    Sarah (Light weight)
    - Moves that lead to Flamingo stance put Sarah at advantage even if blocked.
    - Flamingo b dodges better, recovers faster too.
    - Flamingo df+P,K is guaranteed after Flamingo K with MC and Flamingo df+K against crouching opponent.



    <font color=white>AHAHAHAHAHAHAHAHAHA......AHAHAHAHAHAHAHAHAHA.</font color=white>
     
  18. Mr. Bungle

    Mr. Bungle Well-Known Member

    Come join IRC #vfhome and join in on this raging debate. I'm actually in the "not a catch throw" camp, personally, but I just call it that to simplify things, as it certainly is not a normal throw.
     
  19. feixaq

    feixaq Well-Known Member

    I think it's a catch throw in that it takes a little more time to execute than other regular throws, and you can get attack-interrupted midway through the throw animation (can Wolf be throw-interrupted during the GS throw animation??). But, unlike other catch throws, it can be throw-escaped.

    I don't have this on me right now, but check the Black Book and look under Wolf's GS. Does it say catch throw in Japanese? IIRC, I think it does...
     
  20. ice-9

    ice-9 Well-Known Member

    Like I said, I'm not an IRC person. Been on IRC maybe four times in my life. Believers should just post away...unless they need a consensus first before making an argument publicly.

    EDIT:

    Feixaq, Wolf cannot be P+G interrupted a la catch throws. And what you see as the attack interrupt is probably from the whiffed throw animation. Black Book lists it as a normal throw.
     

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