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Successful Evade of a Strike in an Attack String

Discussion in 'Dojo' started by akai, Jun 15, 2012.

  1. akai

    akai Moderator Staff Member Bronze Supporter

    PSN:
    Akai_JC
    XBL:
    Akai JC
    Evading a strike from an attack string have been asked several places, so I made a video about it. If there is something wrong with the information or what can make it better (and I can actually do it) let me know. Thanks.
     
  2. IcKY99

    IcKY99 Well-Known Member

    PSN:
    IcKY99
    XBL:
    IcKYIcKY
    Really great video! I found this pretty helpful.
     
  3. Sashaz

    Sashaz Well-Known Member

    Thank you, this is useful for Brad, Lei and Sarah with their constant strings. Will have to have a look to see if they are all linear.
     
  4. Cnul

    Cnul Well-Known Member

    Hi Akai, i figure out that when you try to do a delay string, if you slow down enough your rythm, the character realign toward the person who tried to do an evade.

    To be clear an evade can beat cleanly Sarah string PPP (punch string) but if Sarah do P... P... P the third will auto track depend of the timing.

    So if you know your opponent want to do an evade but you don't want to take the risk to try an anti step move, you can delay your string to track. I need to do more test but i think it's why Vanessa PPPP always track. Her string is not fast enough. Of course delay string is risky too. Hope the game will auto track for you is a little random imo but it's good to know that
     
  5. Zass

    Zass Well-Known Member

    XBL:
    Zass30
    what happens if the evader presses G after evade? Does the attacker track?
     
  6. Cla

    Cla Well-Known Member

    A surprising amount of Sarah's strings have half-spin attacks. But she doesn't have ANY strings that involve full spin attacks. As a matter of fact, I think the only two full spin attacks she has PERIOD are 3K+G (a low sweep) and BS (Backward Slide) K+G. (a middle spin kick) But BS attacks are easy to see coming cause she has to go into FS (Forward Slide) first.

    Yes. I remember VF4's tutorial teaching to not always press G after an evade or a side-roll ukemi in order to prevent the attack from tracking you.
     
  7. Plume

    Plume Well-Known Member

    When the string is delayed there's something special going on.
    Most people have probably noticed that when you're blocking a string that contains mid attacks and that those strings are delayed for a very long time, you are stuck in a very long block stun.

    Example, Vanessa's [6][P][K](very long delay)[K]

    It's "fine", its purpose is that if you choose to evade, your character will do so after the next attack has started so that it doesn't track you.
    However I noticed that the longer it is delayed, the longer the defender has to wait before they input their evade, or else nothing will happen.
    The window is not that long, but if you input your evade in less than 15 frames after blocking the attack that is followed by a huge delay, your evade command will be forgotten before your character does anything and if you don't block, the attack will hit you.

    The "forgetful" window is even wider if you try to use a sabaki or attempt to evade with [2][6][6][G].
    Something like 30 frames? ...after the blocked attack.

    I doubt the dropped input is an intended feature, it looks more like a bug/oversight.
     
  8. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    Am2 doesn't do bugs anymore, they designed it that way. Too many revisions for them to miss basic stuff like that. It's the system.
     
  9. Plume

    Plume Well-Known Member

    I'd like to think that, but I can't find any good reason why your command should be completely forgotten just because the other player delayed their attack that much.

    I guess you can always hold guard in that situation... you don't get as good a punisher but at least you get something I suppose.
     
  10. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    That design leads to a smaller window for when you can input evades. You have to be doing it closer to when the attack is exeing. If I delay my attack enough I should be able to prevent someone from evading at the same timing as if I hadn't delayed. Gives a good reason to delay strings.
     
  11. akai

    akai Moderator Staff Member Bronze Supporter

    PSN:
    Akai_JC
    XBL:
    Akai JC
    Disclaimer: I don't care if you like or not like Final Showdown. Lets just talk about the system and leave all the other stuff on shout box out of this please.

    I might have misunderstood, but it was mentioned on shoutbox the "tracking" ability of Jean and Jacky's [6][P][P][K] string. Both the second and third attacks in both character's are similar.

    Does the kick at the end of the attack string hit a player after successfully evading the first strike ([6][P])? yes.

    Is that some type of new tracking property of Final Showdown? I don't think so... I just tested the original VF5, and that last [K] also hits character that successfully evaded the first attack [6][P]. Which makes sense, the kick does animate full-circular.

    Against Jacky and Jean's third strike in that attack string-the full-circular kick-you cannot do a second evade to avoid the full circular [K]. You can still [G] against it. I can also successufly punish Jean or Jacky by inputting a 16 frame launcher after seeing the second punch whiffs

    Is there an actual system change in Final Showdown related to attack strings after successfully evading a strike within a strain? To my knowledge, no. The only system change that was mentioned that I think likely gives people the impression of a system change - is the hit boxes were altered in Virtua Fighter 5 R.
     
  12. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    Hit box changes are probably what is driving people crazy then. Those hit boxes are all kinds of weird now. We have been playing the same game for 5 years afterall. . .
     
  13. Dennis0201

    Dennis0201 Well-Known Member

    I don't know what's the meaning behind of this feature, make VF easier to touch maybe?
     
  14. Feck

    Feck Well-Known Member Content Manager Akira

    The hitboxes were all kinds of weird in vanilla too and like I tried to describe on the shoutbox, these tracking issues were there in Vanilla too.

    I think people are just confused by all the new stuff.
     
  15. igniz13

    igniz13 Member

    PSN:
    igniz13
    I had a question about inputting after an evade. Specifically what to do after you evade a low move. Sometimes, after evading a low move I want to retaliate with moves but for some reason I can't get a mid to come out or anything besides a punch to come out (which would whiff as they're crouching).

    Any advice on what to do if you evade a low?
     
  16. akai

    akai Moderator Staff Member Bronze Supporter

    PSN:
    Akai_JC
    XBL:
    Akai JC
    The mid attack is a good option. From your post it sounds like you have an issue with execution of mid moves after evading. I suggest practice the timing of inputting your commands after successful evade.

    Note that likely nothing is guaranteed after successfully evading low punch ([2][P]). For other true low attacks
     
  17. igniz13

    igniz13 Member

    PSN:
    igniz13
    In VF5 I was used to evading and using the evasive attacks (which have been removed). In FS I appreciate that I can throw out whatever I want after an evade but there seems to be some input buffer which is throwing off my attacks.

    Guess I'll just have to practice the timing.
     
  18. Tha_FeauchA

    Tha_FeauchA Yosha!

    PSN:
    Medina_Rico
    I know hit tracking was always strong in VF5. But it feels even stronger in this one. Being on someones right side and getting hit by their left hook when you swing at em [​IMG] lol.

    You just have to be even more careful, pay close attention and be more patient now, and not attack/hit a button right away. Or do a double evade, that seems to help some. Can be aggrivating sometimes. But getting mad only makes it worst lol.
     
  19. Dennis0201

    Dennis0201 Well-Known Member

    Because AM2 wants FS to becomes friendly. [​IMG]
     
  20. akai

    akai Moderator Staff Member Bronze Supporter

    PSN:
    Akai_JC
    XBL:
    Akai JC
    The change (likely related to hit boxes) you guys are talking about was likely already in R and not introduced in FS [​IMG]
     

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