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Version A released today

Discussion in 'Arcade' started by raoul, Oct 17, 2006.

  1. raoul

    raoul Well-Known Member

    "Movelists" are updated on VF.NET too...
     
  2. KiwE

    KiwE Well-Known Member

  3. raoul

    raoul Well-Known Member

    Red moves are the "Changed" section, whereas green is the "short overview" section
     
  4. Makatiel

    Makatiel Well-Known Member

    You're right about the moves under the red section - they are the changed moves (but for the most part, it's unclear how they've changed, most likely small tweaks to damage or frames).

    One thing was written in though - Goh's b,f k+g has become special high! Yes! It's still useless though.

    The moves under the green part are not the "short overview" section though. The green part lists the "big" moves which will give you a special triple replay if you finish your opponent with such move.
     
  5. Makatiel

    Makatiel Well-Known Member

    I found some more version A info on Goh:

    [6][P] - damage increased from 15 to 16
    [6][6][P] - damage decreased from 20 to 18 (was this really an overpowered move?)
    [3][P] - damage decreased from 19 to 17
    [6][6][P]+[K] - damage increased from 18 - 23, floats on counter hit!
    [4][P]+[K] (Max) - damage decreased from 45 to 35 (um, ok)
    [4][6][K]+[G] - changed to special high (crush those low punches!)
    [4][3][P]+[K] - made more difficult to throw after, but should sabaki low punches more effectively (too bad, it was always nice to get a 270 throw after this - I'm guessing they want us to actually use the [P]+[G] clutch follow up)
     
  6. Pai_Garu

    Pai_Garu Well-Known Member

    If you got those changes from vfbbs, I'm doubting the accuracy of the posts on the Goh thread.
     
  7. KiwE

    KiwE Well-Known Member

    Atleast he's actually trying Srider.
     
  8. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    uh, yeah, it might be an good idea to state why you doubt the info posted on vfbbs.
     
  9. Pai_Garu

    Pai_Garu Well-Known Member

    Well, it could be legit. I'm just saying that my impression is that it hasn't been confirmed yet.
     
  10. ice-9

    ice-9 Well-Known Member

    Based on those changes, I would say Goh is overall improved in Version A! [4][6][K]+[G] being special high is HUGE, especially if the frame execution of the move is 17 or less. [6][6][P]+[K] is worth using as a poking tool now that it floats on counter hit. You should be going for [4][6][P] after LP sabaki anyway (assuming it knocks down). As for the decrease in damage...ehhh...I bet you won't even notice.
     
  11. Pai_Garu

    Pai_Garu Well-Known Member

    If the stated changes stand, there is a small adjustment towards the way Goh will be played.

    I believe AM2 want people to play a closeup game with Goh instead of the poking game that is all too familiar. By reducing the damage from his main pokes, and giving better rewards for moves like [6][6][P]+[K] (counter hit float can be comboed with his new [4][6][P]+[K]), Goh players will have to rely much more on staying at close range and utilize his sabaki's as Goh is meant to be played.

    It's interesting the change of [4][6][K]+[G] to special high, I guess they feel that the lp sabaki is being neglected or difficult to use, and that Goh is too easily read with his mids especially for characters with mid reversas, thus a stronger [4][6][K]+[G]. It's definitely a good thing that Goh effectively gained a few better launchers from these changes that's useable in more situations.

    Now... I wonder what they did to the Basara.... half circular?? that's wishful thinking.
     
  12. supergolden

    supergolden Well-Known Member Content Mgr El Blaze

    Played some Version A last night:

    -Camera angles on some throws (El Blaze's Day Job, Lei Fei's one where he lays the guy over his knee and elbows him) have been changed which was kind of refreshing...

    -El Blaze's Day Job seems to drain a little bit less

    -Blaze's [P][P][P][K] can now hit in some float combos

    -Blaze's [4][6][P][P][K], the last [K] seems to come out faster and knocks down on hit...

    Rumor has it that Blaze now has a spike refloat move but I havn't figured out what it is yet...

    -Alex
     
  13. GodEater

    GodEater Well-Known Member

    [ QUOTE ]
    supergolden said:

    -El Blaze's Day Job seems to drain a little bit less

    -Alex

    [/ QUOTE ]

    yeah, I heard he went from Data Entry to Freelance Photographer.

    GE
     
  14. Makatiel

    Makatiel Well-Known Member

    Oops, I realize I forgot to post my source for the changes to Goh.

    http://peewee.ciao.jp/nkd/info.html

    Ooooh, more stuff on the site too! Other than the combos which he posted:

    During a clutch, if Goh breaks the clutch with p+g, Goh will have enough of an advantage to land a b,f+p! Guaranteed damage from the clutch! Yes!

    Edit: Wait, what's this? Upon closer reading, the site says that for [4][3][P]+[K], a throw might no longer even be an option. However, the advantage on successful sabaki is greater so that various follow ups are possible. What does that mean? Does he mean that you can't throw because of some kind of weird "stumble" condition caused by a successful sabaki (similar to a wall stumble) or does he mean that when you miss (no sabaki), you can't immediately follow up with a throw (which is something I always do)? I don't see how it can possibly be the latter so I'm going to assume the former.
     
  15. Makatiel

    Makatiel Well-Known Member

    [ QUOTE ]
    ice-9 said:
    You should be going for [4][6][P] after LP sabaki anyway (assuming it knocks down).

    [/ QUOTE ]

    Eeewwww! No way! Goh's a grappler, I want to play him as such. /versus/images/graemlins/tongue.gif

    Oh, in case there was any doubt, [4][6]+[P] always knocks down now; there's no need for a counter.
     
  16. ice-9

    ice-9 Well-Known Member

    Yes that's what I thought but so far I'm still seeing Gohs doing [P][K] in clips when [4][6][P] should work (e.g. after LP sabaki, [3][P]+[K]). Makes me wonder why...

    P.S. What's a clutch?
     
  17. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    clutch = tsukame = catch throw

    I think Goh should always have had a guaranteed damage option after the catch, so it's about time.

    As for throwing after the LP sabaki, I interpreted that to mean if the sabaki misses, it's harder for Goh to 0f-throw immediately. The reason I say that is because there was a change made to Wolf's LP sabaki (increased recovery time on miss) which made 0f-throw followups harder to surprise the opponent with. So, I'm thinking they made the same change to Goh, and probably Vanessa too?

    Besides, you should always opt for guaranteed attack over guaranteed throw. Against decent competition, your throws will be escaped consistently.
     
  18. Pai_Garu

    Pai_Garu Well-Known Member

    [ QUOTE ]
    Makatiel said:

    Oops, I realize I forgot to post my source for the changes to Goh.

    http://peewee.ciao.jp/nkd/info.html

    Ooooh, more stuff on the site too! Other than the combos which he posted:

    During a clutch, if Goh breaks the clutch with p+g, Goh will have enough of an advantage to land a b,f+p! Guaranteed damage from the clutch! Yes!

    Edit: Wait, what's this? Upon closer reading, the site says that for [4][3][P]+[K], a throw might no longer even be an option. However, the advantage on successful sabaki is greater so that various follow ups are possible. What does that mean? Does he mean that you can't throw because of some kind of weird "stumble" condition caused by a successful sabaki (similar to a wall stumble) or does he mean that when you miss (no sabaki), you can't immediately follow up with a throw (which is something I always do)? I don't see how it can possibly be the latter so I'm going to assume the former.

    [/ QUOTE ]

    Throws are slower now, so you won't be able to throw effectively after [4][3][K]+[G]. But the advantage frames have been increased, so you can follow it up with guaranteed attacks such as [P][K] or maybe other things.
     
  19. ice-9

    ice-9 Well-Known Member

    So to confirm -- any time any of Goh's options from Tsukame is escaped he has [4][6][P] guaranteed?? Wow he should always go for Tsukame then!!
     
  20. Pai_Garu

    Pai_Garu Well-Known Member

    No, not escaped....

    When you do [P]+[G] during tsukami.

    So you don't have to go for the throws unless you want bigger dmg or for ring positioning.
     

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