VF5US/R.E.V.O. Version 2.0 Akira Changes

Discussion in 'Akira' started by akai, Dec 13, 2024.

  1. akai

    akai Moderator Staff Member Content Manager Pai Bronze Supporter

    Steam:
    SteamID
    PSN:
    Akai_JC
    Placeholder for discussion and listing all the changes for Akira

    Official Change Log - https://www.virtuafighter.jp/vfes/ps4/ver2/en/

    Link to main thread. https://virtuafighter.com/threads/vf5us-version-2-0-update.22199/

    Move (Command) Changes
    Anshou Chouchu (6P4PP)

    Changed the effect on hit, making it easier to follow up.

    Rimon Chouchu (66P)

    Unified the recovery on hit against crouching opponents and on counter hit to +8 frames.

    Yakuho Chouchu (666P)

    Expanded the hitbox, making it more difficult to avoid with back dash. Added 2 frames to the total recovery frames when the attack misses.

    Shichiseiho (43P3or9)

    Changed the command to 3or9. The same applies to the command from Goko Shutsudou (3K+GP) and Chutenshou(2K+GP).

    Suisou (43P3or9P+K)

    Changed so that Byakko Soushouda can be performed after breaking the opponent’s guard with Shichiseiho~Suiso.

    Ekishou (3P)

    Changed the recovery on hit from -2 to +0 frames, changed the recovery on counter hit from +5 to +7 frames.

    Tenshi Souhousou (66P+K, then P+G during hit)

    Change the recovery after the hit throw from +9 to +3 frames.

    Maho Shoukou (2_3P+K)

    Changed the effect on hit, making it easier to use in combos. Changed the damage from 27 to 25.

    Teishitsu Danta (K+G (release G after 1 frame))

    Changed the damage from 25 to 30.

    Kaiko (6P+K+G)

    Changed the recovery when breaking the opponent’s guard from +15 to +13 frames. Changed so that Byakko Soushouda can be performed after the guard break.

    Byakko Soushouda ((after guard break) 246P)

    Restored Byakko Soushouda after a guard break. Perform after landing a guard break move (Kaiko, Gekiho Honko, Shinpo Riko, Shichiseiho~Suiso) with 246P.

    Kyoho (43P1or7)

    Restored Kyoho, and changed the command to 1or7. The same applies to the command from Goko Shutsudou (3K+GP) and Chutensho (2K+GP).

    Goko Shutsudou (3K+GP)

    Changed the attack from an elbow to a punch.

    Tetsuzankou (Hontei Goko Hazankou) (3K+GPP+K)

    Narrowed the distance on guard. Hits repeatedly on recovery counter hit.

    Fukko (3K+GP+K)

    Changed so that it will hit repeatedly from the side only on recovery counter hit.

    Haisetsukou (Hantei Goko Tensetsukou) (3K+GP466P+K)

    Widened the distance on guard. Hits repeatedly on recovery counter hit.

    Ha'ou Choumon (Fujin Chuten Hekirekichu) (2K+GP, then P during hit)

    Eased the input window for the third hit.

    Mouko Kouhazan (From Teirou Kanpo P)

    Changed so that the damage is increased on a counter hit.

    Hyousatai (From Teirou Kanpo K)

    Changed the recovery on guard from -12 to -9 frames.

    Tankyaku ((while rising) K)

    Changed the recovery on guard from -7 to -13 frames.

    Tetsuzankou ((opponent behind) P+K)

    Changed the effect on hit. Now causes a wall slump when hitting a wall.

    Kaikyusei (6P+G)

    Changed damage reduction on quick recovery from 10 to 5.

    Shishi Hougetsu (64P+G)

    Restored Shishi Hougetsu. Changed the command from 3P+G to 64P+G

    Shinporiko (44P+G)

    Changed the command to 44P+G. Changed so that Byakko Soushouda can be performed after the guard break.

    Tenhou Senkintsui (46P+G)

    Changed the damage from 60 to 55.

    Youshi Senrin (214P+G)

    Changed the command from 64P+G to 214P+G. Removed Junho Honko.

    Shin'iha (16P+G)

    Changed Shin'iha to its old motion. Can no longer perform Teirou Kanpo after.

    Shishi Hougetsu ((wall behind) 64P+G)

    Restored Shishi Hougetsu. Changed the command from 3P+G to 64P+G
     
  2. Feck

    Feck Well-Known Member

    This his old wall throw?
     
  3. akai

    akai Moderator Staff Member Content Manager Pai Bronze Supporter

    Steam:
    SteamID
    PSN:
    Akai_JC
    Well definitely no 3P+G in VF5FS....so I think it is his old 3P+G wall throw, flip them over his shoulder, then slam into wall. A typo my guess.
     
  4. Feck

    Feck Well-Known Member

    SO glad it's back :D
     
  5. YOMI

    YOMI not a legendary game designer

    Steam:
    SteamID
    The input for Double Palm followup after guard breaks and [4][4][P][+][G] is actually [2][1][4][6][P] instead of [2][4][6][P] what the notes say, or at least I can never get it to come out with that specific input.
     
  6. GGRabbit

    GGRabbit New Member

    Hey so I was coming here specifically to ask about this.

    All three of the post guard-break Double Palm followups (the last three moves on his normal moves page in training), seem to be nearly impossible.

    Even just the regular Double Palm by itself, if you watch the demonstration, the computer even has to do a crouching punch first, before doing the [4][6][P]
    (just like actual human players have to do. There's literally no way to do just [2][4][6][P], and have a double palm come out as a result. you have to do: [2][P] first, or one of several other moves that leave you crouched for a split second, then [4][6][P] ).

    So how are we supposed to pull off any of these Double Palm followups?
    there's no way to get in the ducked position whatsoever in time during / after the guard break

    _______

    UPDATE: since starting to type this, i've pulled off those last three moves, only one time each in the last half hour... (by doing just like you said:[2] [1][4][6][P] instead of [2][4][6][P].)

    But man.. the consistency is just nonexistent with any of these three moves.

    It's literally easier to do Akira's "reversal of doom" combo (Jirou Tanzan Toryu Tenshin Hazankai), than it is to do any of these seemingly simple 3 new commands.

    I can at least do the "reversal of doom" about 2 out of 5 tries.

    but these three new double-palm follow-ups however: about 1 out of every 200 tries

    Does anybody have any more insight into these moves? Something seems terribly wrong.
     
    Last edited: Dec 14, 2024
  7. Feck

    Feck Well-Known Member

    You always had to input it as 2146p in the previous versions.

    For regular dblplm you buffer a crouch dash then hit 46p.
     
  8. kungfusmurf

    kungfusmurf Well-Known Member

    You're not hitting all the 2146 points and you need to relax more if you over try it won't come out, feel more and not worry about the timing.
     
  9. Tha_FeauchA

    Tha_FeauchA Yosha!

    PSN:
    Medina_Rico
    Let's friggin go.

    The euphoria I felt when I did his wall throw. Beautiful, man. I'm glad that particular throw mid screen is back in general, too. I really like that one. Same for his 1,6p+g. I love launching them with that one. Feels nice and powerful when you do it. Glad to have that over the mix up one he had before. It was a bit too strong (in my opinion) too, to get that 50/50 mix up. And even if they blocked the p follow up, the push distance was insane. So it was always extremely safe to do, plus the reward if you hit them was nutty.

    Also glad to see you can't 46p after the 6p+k+g guard break. The combo damage was way too high with the 46p starter after a simple guard break.

    I also really like the input being 7/9 after the 43p move. Even though I personally don't use that move as much as I should, it helps to not accidentally do the side step when you want to 2p.

    I really love these changes. Glad to see his new throws and to see that well needed nerf of the 46p after the guard break. Way better balance for him.

    Also, does "hit repeatedly on recovery counter hit" on his DLC move mean it turns into a natural combo if you hit them on their recovery?
     
    Last edited: Dec 15, 2024
  10. Feck

    Feck Well-Known Member

    I don't have access to the game, so can anyone confirm if [4][6][P] is still guaranteed after successful [6][P]+[K]+[G] on side turned opponent?
     
  11. DRE

    DRE Well-Known Member

    1frame knee, [6][K][P] and [4][6][P] are guaranteed on sideturn after [2][P][+][K][+][G] and [6][P][+][K][+][G]
     
  12. Feck

    Feck Well-Known Member

    In version A, 17f moves were guaranteed but your opponent had time to crouch, which would mess up your juggle for KNEE etc.

    On side turned [4][6][P] and [3][K][+][G] [P][+][K] gave the highest (guaranteed) damage after successful [6][P][+][K][+][G].

    I'm going to presume that opponent can still crouch vs 17f moves after his guard break on side turned and I doubt [3][K][+][G] [P][+][K] floats the opponent properly too because of the reduction in frames from successful guard break.

    I am glad [4][6][P] is still guaranteed though, thanks man.

    I presume that's what it means, you should be able to DLC and [3][K][+][G] [P][+][K] to punish sweeps now.

    Damn I want this game.

    EDIT: His jumping kick isn't safe anymore... they can't make poster boy punishable on block :/
     
    Last edited: Jan 20, 2025
  13. Combolammas

    Combolammas Sheep Content Manager Goh

    6P+K+G to the side is +15
    2P+K+G to the side is +14

    3K+GP+K now requires rCH to be guaranteed on the side. The didn't change how it functions from the front and it still requires CH.

    DLC is indeed guaranteed on rCH now. It's also guaranteed on NH to the side so you could do it after a side GB if you so desired for some reason.
     
    Feck likes this.

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