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VF5 FS Revision 1 changes

Discussion in 'Arcade' started by Reno, Oct 5, 2010.

  1. Reno

    Reno Well-Known Member

    Starting today, the first update to Virtua Fighter 5 Final Showdown will be on test at Ikebukero GIGO, Club Sega Shinjuku West Exit and Club Sega Akihabara. Players won't have to worry about their cards either as you'll be able to play both games without having to update your data.

    Game System Changes
    * Multi-throw escape will most likely be removed, as the way throw escapes are calculated will be changed.
    * When characters are hit while crouching, the hit stun / effectiveness of the hit will be made more consistent.
    * For moves that are half circular, the direction of the rotation will be changed.
    * The timing to avoid certain attacks with defensive move will be changed.
    * The hit stun / effectiveness of certain attacks that hit during a backdash will be changed.
    * Aoi's win item command will be fixed, as it was not correct in the original version of FS.

    Akira
    [6][P][4][P][+][K]
    * Hit stun / effectiveness when the opponent is crouching has changed.

    Pai
    [6][K][+][G]
    * Timing to avoid this move with defensive move has changed.

    Meishouho [P]
    * Timing to avoid this move with defensive move has changed.

    Meishouho [K][+][G] [P]
    * Rotation direction has changed.
    * Timing to avoid this move with defensive move has changed.

    Lau
    [9][+][K][+][G]
    * Timing to avoid this move with defensive move has changed.

    Kage
    [6][6][K][+][G]
    * Timing to avoid this move with defensive move has changed.

    Jumonji Bashiri [6] [K][K][K]
    * Timing to avoid this move with defensive move has changed.

    Shippujin [6] [K][K][K]
    * Timing to avoid this move with defensive move has changed.

    Back-turned [K][+][G]
    * Timing to avoid this move with defensive move has changed.

    Jacky
    [P][P][6][P]
    * Hit stun / effectiveness when the opponent is crouching has changed.

    [P][4][K]
    * Hit stun / effectiveness when the opponent is crouching has changed.

    [9][+][K]
    * Timing to avoid this move with defensive move has changed.

    Shun
    [P][+][K]
    * Timing to avoid this move with defensive move has changed.

    Soukokukyuu [P][+][K]
    * Rotation direction has changed.

    Back turned Soukokukyuu [P]
    * Hit stun / effectiveness when the opponent is crouching has changed.

    Lion
    [1][+][K]
    * Hit stun / effectiveness when hitting a backdashing opponent has changed.

    [1] or [9][+][P][+][K][+][G] [P][P]
    * Timing to avoid this move with defensive move has changed.

    Aoi
    [P][P][6][P]
    * Hit stun / effectiveness when the opponent is crouching has changed.

    [2]_[6][+][P][+][K][P]
    * Hit stun / effectiveness has changed when used on Taka-arashi

    Lei-Fei
    [6][P]
    * Hit stun / effectiveness when the opponent is crouching has changed.

    Renkan Sousui ↓[K][P]
    * Rotation direction has changed.

    Kyoshiki [6][P]
    * Timing to avoid this move with defensive move has changed.

    Vanessa
    DS [6][6][P]
    * Hit stun / effectiveness when the opponent is crouching has changed.

    OS [4][P]
    * Rotation direction has changed.

    OS [P][+][K]
    * Hit stun / effectiveness when the opponent is crouching has changed.

    Brad
    [9][+][K]
    * Timing to avoid this move with defensive move has changed.

    [P][+][K]
    * Timing to avoid this move with defensive move has changed.

    Sway Back [K][+][G]
    * Hit stun / effectiveness when hitting a backdashing opponent has changed.

    El Blaze
    [4][6][P][K]
    * Hit stun / effectiveness when the opponent is crouching has changed.

    [7][+][K]
    * Timing to avoid this move with defensive move has changed.

    Rocket Discharge [K][+][G]
    * Timing to avoid this move with defensive move has changed.

    Eileen
    [9][+][P]
    * Timing to avoid this move with defensive move has changed.

    [6][K]
    * Timing to avoid this move with defensive move has changed.

    [4][K][+][G][K]
    * Hit stun / effectiveness when the opponent is crouching has changed.

    [9][+][P][+][K][+][G][P][P]
    * Timing to avoid this move with defensive move has changed.

    [2][4][P][K]
    * Hit stun / effectiveness when the opponent is crouching has changed.

    Jean
    [P][6][P]
    * Hit stun / effectiveness when the opponent is crouching has changed.

    [P][+][K]
    * Timing to avoid this move with defensive move has changed.

    [9][+][K][+][G]
    * Timing to avoid this move with defensive move has changed.

    [4][6][P][+][K] (When blocked) [K][P]
    * Rotation direction has changed.

    Taka-arashi
    [6][6][P][P]
    * Timing to avoid this move with defensive move has changed.

    [6][3][2][1][4][P]
    * Timing to avoid this move with defensive move has changed.

    [6][3][2][1][4][P][P]
    * Timing to avoid this move with defensive move has changed.

    [6][3][2][1][4][P][P][P]
    * Timing to avoid this move with defensive move has changed.

    [4][K]
    * Hit stun / effectiveness when the opponent is crouching has changed.
     
  2. Tha_FeauchA

    Tha_FeauchA Yosha!

    PSN:
    Medina_Rico
    Go ahead SEGA, get that game nice and tight before a console release.
     
  3. Libertine

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

    Hopefully.

    These changes do seem to be indicative of fine tuning. I skimmed though the changes, but they seem to be based around the system and not on addressing character strengths and weaknesses from the previous version.
     
  4. Sebo

    Sebo Well-Known Member Content Manager Taka Content Manager Jeffry

    PSN:
    Sebopants
    I lol'd at the Jeffry changes.
     
  5. Emerald_Wolf

    Emerald_Wolf Well-Known Member

    I know that's right.
     
  6. Mister

    Mister Well-Known Member Content Manager Wolf Content Manager Sarah Content Manager Aoi

    Jeffry is the one who really needs a fix imho. With the new scaling system, EVERYONE can perfome a deadly combo BUT not Jeffry, because his moves are really slow, so they won't connect in a long combo. In every video i saw jeffry usually get at maximum 80 pts average as combo. Just in one video i saw him performing a combo with 100 or more pts without the use of a wall.
    That Austrialian guy was always the one with the "high risk, high reward" filosophy in itself, but now it's just HIGH RISK and no reward.

    Returning to the rev.1, I don't think this is going to be the last revision, the game is pratically brand new (no TE, no DM[P][+][K], no OM[P]/[K], no stagger when hit by a mid while crouching, etc etc). People need time to get used with this and with the new revision.

    After all i'm pretty curios about Wolf and how these changes will affect hiw gameplay.
     
  7. Sebo

    Sebo Well-Known Member Content Manager Taka Content Manager Jeffry

    PSN:
    Sebopants
    It isn't *that* bad for Jeffry...
     
  8. ShinyBrentford

    ShinyBrentford Well-Known Member

    That's right keep Goh as awesome as ever.
     
  9. SPINMASTER X

    SPINMASTER X Well-Known Member

    PSN:
    SMX-001
    I thought that already was the case before this revision or am I missing something?
     
  10. Libertine

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

    There was a bug that allowed you to escape multiple throws if performed correctly. It only worked with some throws though.
     
  11. Dasiatic

    Dasiatic Active Member

    Lol. This guy crackin jokes.
     
  12. SPINMASTER X

    SPINMASTER X Well-Known Member

    PSN:
    SMX-001
    Wow, you learn something new every day. Thanks Libertine.
     
  13. Shoju

    Shoju Well-Known Member

    And I assume that's what stopped it from being overpowered against the 3 way throws. Would be nice if they kept it in but maybe modify it to make an exact fit in this system.
     
  14. Sharp7

    Sharp7 Well-Known Member

    XBL:
    Sharp J7
    WAIT WAIT WAIT
    FS got rid of DMPK and offensive move WTF?

    DMPK I guess I could sort of kinda understand but it is WAY to hard to evade+counter someone spamming low punch online without dmpk... its practically its only use since evade+launcher does SO MUCH more damage.

    and I LOVED offensive move, it was nearly useless but it was SO FUN ANYWAY! [​IMG]!
     
  15. Libertine

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

    Offensive Move is still in Final Showdown. The attacks from it were missing since R.
     
  16. Manjimaru

    Manjimaru Grumpy old man

    PSN:
    manjimaruFI
    XBL:
    freedfrmtheReal
    Yes, DM P+K was an important tehcnique. Something that isn't accounted yet though is sideblock. It propably allows some good pressure on the lowpuncher even if low punch itself cant be directly punished after evade.
     
  17. KrsJin

    KrsJin Well-Known Member

    If they begin to cater this game for online play over offline play, I'll quickly stop regarding it as my favorite fighter.
     
  18. Manjimaru

    Manjimaru Grumpy old man

    PSN:
    manjimaruFI
    XBL:
    freedfrmtheReal
    KrsJin: online is irrelevant in this case, low punch is safe when evaded. In FS they also lost 0f sidelowthrows that might have helped. And they also lost clash, so second lowpunch will simply beat attempted sidelowthrow after evading LP.

    Sure theres mid to the side with strongpressure/stagger/combo, but its a kind of no-brainer.
     
  19. Griever

    Griever Well-Known Member

    PSN:
    Griever_PL
    Manji, remember there is no stagger on crouching opponent when you hit with i.e. elbow.

    There is still advantage and the pressure continues though.
     
  20. shabulia

    shabulia Active Member

    I wish I could comment on this with some level of expertise but I (like most out there) havent even played the freaking game. In fact, I'm stuck with the PS3 and 360 versions of the game. By the time VF5FS even gets in my hands(if it ever does), it'll feel more like VF6 to me... as in a completely different game.
     

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