1. Hey Guest, looking for Virtua Fighter 5: Ultimate Showdown content? Rest assured that the game is identical to Virtua Fighter 5: Final Showdown so all current resources on here such as Command Lists with frame data, Combo Lists and the Wiki still apply. However, you can expect some VF5US specific changes to come soon!
    Dismiss Notice

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

Discussion in 'Aoi' started by akai, Dec 13, 2024 at 3:12 AM.

  1. akai

    akai Moderator Staff Member Bronze Supporter

    PSN:
    Akai_JC
    XBL:
    Akai JC
    Placeholder for discussion and listing all the changes for Aoi

    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
    Nirentotsu Ouda (PP6P)

    Changed the recovery on guard from -6 to -5 frames, on normal hit from -5 to -3 frames, and on counter hit from +3 to +7 frames.

    Rentotsu Ryusen (PP2or8P)

    Changed from a high attack to a special high attack, shortened the total recovery frames by 5 frames.

    Rentotsu Ryusen~Ryubu (PP2or8P4)

    Can now perform Ryuka moves.

    Rentotsu Ryusen Soushou (PP2or8PP)

    Changed to hit repeatedly on normal hit, changed the recovery on hit from -1 to +3 frames.

    Chudan Hiji'ate (6P)

    Changed the recovery on hit against crouching opponents from +6 to +7 frames, unifying it with counter hit frames.

    Tsumujisakura (6PP)

    Changed the recovery on normal hit from -1 to +1 frames.

    Ougimai~Tachikaze (4PK)

    Changed to repeatedly hit on normal hit, changed the recovery on normal hit from -1 to +2 frames.

    Kasane'ate (46P)

    Expanded the hitbox, added 1 more frame to the active frames.

    Tenkai (46P, then P+G during second hit)

    Changed the damage from 30 to 35.

    Ryoushi (43P)

    Changed the effect on hit, no longer causes a stagger on counter hit and now gives a +9 frame advantage.

    Hou'oushu (3P)

    Changed the recovery on counter hit from +8 to +10 frames.

    Tsukiashibarai (1P)

    Shortened the total recovery frames by 3 frames. Changed the recovery on normal hit from -2 to +1 frames, on guard from -9 to -6 frames.

    Joudan Keri'ate (K)

    Expanded the hitbox, changed to cause a knockdown on counter hit.

    Joudan Keri'ate~Datotsu~Tachikaze (KPK)

    Changed the effect on hit, will now repeatedly hit from the first hit. Changed the recovery on guard from -9 to -13 frames.

    Raijinha (6K)

    Changed the recovery on hit from -2 to -1 frames.

    Ouda (6P+K)

    Changed the damage from 12 to 17, now causes stagger on counter hit.

    Oushu Hiji'ate (6P+KP)

    Changed the damage from 18 to 20.

    Ouka (66P+KP)

    Now causes a knockback state when hit mid-air.

    Jousei Ryusenshou (214P+K)

    Changed the command from 44P+K to 214P+K. This is to prevent unintended back dash counters.

    Tengu Otoshi (2_3P+K)

    Changed to cause stagger on recovery counter hit.

    Tengu Otoshi~Kaname'uchi (2_3P+KP)

    Changed to repeatedly hit on normal hit, changed the recovery on hit from -1 to +2 frames. Changed the damage from 10 to 15.

    Shinchuzuki (Deflect) (236P+K)

    Changed the recovery on hit from -2 to +1 frames, now causes a crumple on counter hit.

    Ryusen (3or9P+K)

    Changed from a high attack to a special high attack, shortened the total recovery frames by 5 frames.

    Ryusen~Ryubu (3or9P+K4)

    Can now perform Ryuka moves.

    Ryusen Soushou (3or9P+KP)

    Changed to repeatedly hit from a normal hit, changed the recovery on hit from -1 to +3 frames.

    Sodeshinken (33P+K)

    Changed the effect on hit mid-air, allowing it to be more easily implemented into combos.

    Shigure (K+G)

    Changed the recovery on hit from +6 to +9 frames, on counter hit from +9 to +12 frames.

    Shizuriyuki (6K+G)

    Changed the recovery on guard from -8 to +3 frames.

    Ryu'en (From Ryuka P)

    Changed the recovery on guard break from +15 to +16 frames.

    Ukifune (From Sundome (hold G) K)

    Now causes a crumple on counter hit. Added 2 frames to the total recovery frames, changed the recovery on guard from -4 to -8 frames.

    Tobi Hou'ou ((while descending) P)

    Changed the recovery on guard from -5 to -10 frames.

    Mawari Shutou ((opponent behind) 2P)

    Changed to be in crouching state after performing the move.

    Hikichigai (6P+G(change throw direction with 4or2or8))

    Changed the damage on wall hit, now causes a wall stagger.

    Taiboku Kudaki ((during Taiboku Taoshi) 41236K+G)

    Changed the total damage from 65 to 70.

    Konohadome ((wall behind opponent) 46P+G)

    Changed the damage from 70 to 75.
     
  2. kingo

    kingo My bitch G0d3L is a scrub Content Manager Aoi

    PSN:
    kingofvf5
    XBL:
    kingofvf4
    [4][3][P] : no more stagger even on crouching opponent, even on CH

    [K] CH floats on CH now, so [K]CH[P] gives float combos

    [K][P][K] is NC on normal hit now, but last hit is indeed punishable on block

    I can no longer land combos like [6][6][K]> [2_][3][P][+][K] > [P] > [P][+][K] etc on lightweight, [P][+][K] doesn't bound in theses combos anymore.
    Same thing against Eileen and Lion, [2_][3][P][+][K]CH[P]> [P]> [P][+][K] etc----> [P][+][K]doesn't bound
    Against Jacky, I can't do [2_][3][P][+][K]CH[P]>[P]>[2][P]>[K][P][K] anymore but [2_][3][P][+][K]CH>[P]>[2][K][P]>[K][P][K] works now.
    I can do [6][K]CH>[P]>[P][+][K]>combo on jacky now, [6][K]CH floats higher now ? Or because of the 1 frame recovery
     
    Last edited: Dec 13, 2024 at 9:37 PM

Share This Page

  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice