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Pai VF5FS Version A Change Log

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

  1. akai

    akai Moderator Staff Member Bronze Supporter

    PSN:
    Akai_JC
    XBL:
    Akai JC
    [P][P][P][7]or[4][K] - Hit effect was changed.

    [​IMG][4][P]- Hardening difference was changed. Properties pertaining to the technique (post execution) were changed. Hit effect was changed. Strike attack execution frame was changed. 17 -> 18 Strike attack active frame was changed. H: 4-> 6; CH: 7 -> 9

    (while standing)[K]- Damage was changed:30 → 27.

    [6][K]- Strike attack level was changed: Mid→ Special Mid.

    [6][K][P][7]or[4][K]- Hit effect was changed.

    [3][K][P][P]- Hardening difference was changed. H: 1 -> 3

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

    [4][6][6][P][+][K]- Damage was changed:25 → 30.

    [2][P][+][K][K]- Delay input timing was changed.

    [2][P][+][K][K][P]- Damage was changed:20 → 23.

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

    (meishouho)[P]- Hardening difference was changed. H:-25 -> -17; CH: -21 -> -14

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

    [6][4][P][+][G]- Cannot be thrown time was adjusted.

    [6][3][2][1][4][P][+][G]- Sober properties were changed:1 → 2.

    [​IMG][4][P][+][G]- Damage was changed:10 → 20.

    (back to wall)[6][P][+][G]- Sober properties were changed:0 → 2.

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

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

    (opponent crouching)[3][P][+][G]- Cannot be thrown time was adjusted.

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

    [4]or[1][P][+][K](against high/mid punch)- Motion of successful reversal of left or right was unified?? Properties pertaining to the technique (post execution) were changed. Stagger -> 15

    [4]or[1][P][+][K] (against right high/mid kick)- Properties pertaining to the technique (post execution) were changed. Stagger -> 16

    [4]or[1][P][+][K] (against right high/mid elbow)- Properties pertaining to the technique (post execution) were changed. Stagger -> 15

    [4]or[1][P][+][K] (against left high/mid elbow)- Properties pertaining to the technique (post execution) were changed. Stagger -> 15

    [1][P][+][K] (against right middle)- Properties pertaining to the technique (post execution) were changed. Stagger -> 13

    [1][P][+][K] (against left middle)- Properties pertaining to the technique (post execution) were changed. Stagger -> 16

    [1][P][+][K] (against right knee)- Properties pertaining to the technique (post execution) were changed. Stagger -> 16

    [1][P][+][K] (against left knee)- Properties pertaining to the technique (post execution) were changed. Stagger -> 16 

    ---

    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 Pai's Command List (Version A)

    The colors denote the following:

    Red - Guaranteed Knee Situation

    Orange - Guaranteed Sidekick Situation

    Yellow - Guaranteed Elbow Situation

    Green - Guaranteed Jab Situation

    Blue - Guaranteed Throw Situation


    I would appreciate those that can give detailed information for moves causing the "Down" hit effect, as well as combos.
     
  3. Kruza

    Kruza Well-Known Member

    XBL:
    Kruza
    Here is Pai's combo list courtesy of Virtua Wiki.

    VF5FS Pai's Combo List

    Heh, let me warn you from first-hand experience that you'll need to put on your detective hat to understand and solve many of the comments and phrases on this site.

    Kruza
     
  4. Libertine

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

    Excellent. Just the kind of thing that I needed. Thanks!
     
  5. Nippon1v1

    Nippon1v1 Member

    Thank god for my Japanese, phew! Time to bookmark this
     
  6. J6Commander

    J6Commander Well-Known Member

    Thanks for the links! Here is a list of character shorthand/abbreviation I think some might find it hard to figure out:

    æ„› = Eileen
    覆 = El Blaze
    葵 = Aoi
    è» = Vanessa
    蟷 = Lion
    妹 = Sarah
    娘 = Pai
    爺 = Shun
    è¡€ = Brad
    父 = Lau
    禿 = Lei Fei
    剛 = Goh
    å½± = Kage
    ç´… = Jean
    å…„ = Jacky
    晶 = Akira
    狼 =Wolf
    æ¼ = Jeffry
    é·¹ = Taka
     
  7. KillaKen

    KillaKen Well-Known Member

    PSN:
    KillaKen
    XBL:
    KillaKen7
    She feels a bit different now, but I definitely see the potential with the new tricks she's gotten.
     
  8. Darrius_Cole

    Darrius_Cole Well-Known Member

    PSN:
    Darrius-Cole
    XBL:
    Darrius Cole HD
    a BIT different??? She's lot different. I haven't played since VF5 vanilla, but Pai a lot of moves have been added/moved/taken away.

    This is more than a move her and there. Pai lost her palm sabaki and all of her inashi's. I have to check the execution windows and see if the windows for her reversals have been changed; maybe they are closer to her inashi's. She has a lot of new mid's. She even has a new stance. That is a lot to incorporate.
     
  9. shadowmaster

    shadowmaster Well-Known Member

    PSN:
    animelord79
    XBL:
    shadoolord1979
    She isn't that bad in FS. It takes some minor adjusting to her new way of playing if you played her in vanilla. I prefer to play her in FS overall because of the wider variety of mids she has. The biggest change for me was to get used to some basic combos I know I am going to use. I like how smooth the game runs now overall it is great across the board.
     
  10. NGKrush

    NGKrush Well-Known Member

    PSN:
    de_kroet
    XBL:
    de kroet
    can anyone help me out with some pai combo's?
    hers aren't so straightforward as most of the cast it seems as she doesn't have a main launcher like akira/taka/etc 33p.

    *3pp6p/3k+g/bt k - all seem to have the same hit animation

    *2(3)p+k; p,46k+g, dash, 7k, 6k+g, p, p+k, 4k+g - is something i saw on a video.

    46p+k; 9k+gk (48dmg)

    really stuck here..
     
  11. KillaKen

    KillaKen Well-Known Member

    PSN:
    KillaKen
    XBL:
    KillaKen7
    What move are you guys using after a successful evade? I used to punish with her offensive move but it's gone now...

    [​IMG]
     
  12. akai

    akai Moderator Staff Member Bronze Supporter

    PSN:
    Akai_JC
    XBL:
    Akai JC
    Pai [3][K][+][G] is a mid combo starter that does not need a counter hit. Not safe on block, close range.

    [​IMG][3][P][+][K] is safe and travels further. However, to start a combo, it requires a counter hit.
     
  13. KillaKen

    KillaKen Well-Known Member

    PSN:
    KillaKen
    XBL:
    KillaKen7
    [1][P] is good too if your opponent throws a lot.
    Standing [K] still launches also.
     
  14. Llanfair

    Llanfair Well-Known Member

    Does anyone know if there's still any benefit to performing swallow kicks as [9]+[K]+[G],[K]? You still *can*, but is it necessary or is [9]+[K],[K] identical?
     
  15. NGKrush

    NGKrush Well-Known Member

    PSN:
    de_kroet
    XBL:
    de kroet
    ah, i should have rephrased my question better:
    launchers i can find, but the followups/combofillers are harder. i have no idea which strings/attacks lead into good dmg besides
    -pp4pk
    -46k+g bounce

    i'm seeing a lot of iwsK and, i'm guessing iwsP+KP in juggles. but don't know the structure for when to use them.

    so far pai's launchers are:
    -k
    -ch (2)3p+k
    -bt k
    -hakke p
    -bok p+k
    -bok k+g
    -1p
    -3pp6p
    -3k+g
    -66kp
    -ch hakke k

    --
    and what about her new moves, any thoughts on usage?
    46k+g
    46p+k
    466p+k
    6p+kp
    66p
    whole hakke stance
    64pp
    (3kp)p
    2p+kkp
    3p+k
    2k+g
     
  16. akai

    akai Moderator Staff Member Bronze Supporter

    PSN:
    Akai_JC
    XBL:
    Akai JC
    No more benefit anymore. I think since command input for jumping is different now, [9]+[K],[K] will execute the same speed as [9]+[K]+[G],[K]
     
  17. Darrius_Cole

    Darrius_Cole Well-Known Member

    PSN:
    Darrius-Cole
    XBL:
    Darrius Cole HD
    [1][P] gives a guaranteed throw if blocked. Or did they change that as well?

    I also noticed that the offensive move was not in the command list but I can still do it, although I can't do the follow-up attacks that were attached to it. Is this system-wide or is it a glitch that only involve a few characters.
     
  18. Llanfair

    Llanfair Well-Known Member

    I believe this is system wide. Movement is still there, P and K versions of attacks out of it are gonzo.
     
  19. GodEater

    GodEater Well-Known Member

    totally throwable
     
  20. Darrius_Cole

    Darrius_Cole Well-Known Member

    PSN:
    Darrius-Cole
    XBL:
    Darrius Cole HD
    I thought so. So wouldn't that mean that KillaKen's point is mistaken. If your opponent throws a lot, then wouldn't [1][P] be playing into his hands more often then not. Wouldn't someone who throws high be more likely to bait, block, and throw while you are in recovery?

    Edit: Not to pick on Ken on or embarrass him. But this is a sited dedicated to improving our play, so I thought it best make the point.

    I admittedly don't know the ins and outs of [3][K][+][G] that well, as it first appeared in VF5:FS and I have only had it for 2 days (but wonderful, glorious days they were). So right now, I like Akai's suggestion of [​IMG][3][P][+][K] the best.

    As Akai said, it needs a counter-hit to launch but it is safe on block. The change in the command makes it easier for me to use from a distance by combining it with a crouch-dash. What used to be [3][3][6][P] is now [3][3][P][+][K]. I can use is as a poke. A poke that launches on counter.

    Is my logic flawed? Does anyone know a better idea? I'm always open for improvement.
     

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