-
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
VF3TB Changes
-
=========================================== SEGA VIRTUA FIGHTER 3tb GUIDE TO KNOWN VF3ob - VF3tb CHANGES by Rich Williams
version 1.0 [last updated 7/11/01] =========================================== DISCLAIMER ========== This guide is for private and personal use only. It can only be reproduced electronically / placed on a web page or site as long as it is unaltered, with this disclaimer and the copyright notice appearing in full. Any information used from this document, quoted or no, should have this author's name somewhere clearly as acknowledgement. Feel free to distribute between others, but this FAQ is not to be used for profitable/promotional purposes; this includes being used by publishers of magazines, guides, books, etc. or being incorporated into magazines, etc. in ANY way. FOREWORD ======== This is an attempt to list as many of the known changes from VF3ob (Rev C) to VF3tb. Most of the changes noted are purely factual and will not list what can now, or can no longer be done by specific characters (ie "recovery extended" - I do not list who can now mC who with what, and so on). I am also not certain if some of the general changes affect certain character specific situations or if they were specifically altered; ie were Kage's P+G and b,d+P+G throws extended in recovery or can opponents now avoid his df+K because they rise faster in general? And so on. GENERAL ======= Rising system altered: -characters rise faster -more uramawari setups possible -recovery extended for all low rising attacks, are now 11 frame elbow and low throw counterable if blocked -forward and backward rolls far less vulnerable to certain mid level attacks (elbows and sidekicks) Float mechanics altered: -characters float higher and farther away -many more OTB combos possible and/or more reliable (ex Taka and Lion's low kicks) Stages altered: -Jacky and Sarah's stages expanded in size. -Background sprite backdrops, color tables, and lighting and fog effects altered and switched around for stages. Pai's Dural and Lau's Dural stage are completely different Move/throw mechanics altered: -Taka now follows the same hitstun and knockdown formula as all the other characters -"ticking" formula altered -all wall throws except Aoi's db+P+G made escapeable -high attacks have less likelyhood of interrupting certain low sweeping attacks Other: -new attract mode -versus records diagram altered; "Debu" changed to Taka -sound priority option included. BGM set as default -"tournament mode" options increased AKIRA ===== New throw: -f,b+P+G d+P+G altered: -reduced from 20 points in damage to 5 points -"stagger" situations changed f+P+G altered: -reduced from 20 points to 5 points -"stagger" situations changed f,f+P altered: -recovery time extended -different sound effects f,f,f+P altered: -different sound effects b,f,f+P+K bodycheck altered: -it will no longer stagger crouching defenders -will always knock down -he can no longer be thrown out of it during execution time (he can still be thrown out of the bodcheck in his DLC combo) -different sound effects FC,f+P altered: -recovery time extended -will no longer stagger crouching defenders -will knock down at close range -will not knock down at further distance -different sound effects FC,f+P+K altered: -several frames of recovery time added -different sound effects DLC bodycheck altered: -damage changed from 20-70 range variable damage to 30 points set -different sound effects PP altered: -recovery time extended df+P+G throw escape situation changed: -Akira can be attacked out of guaranteed throw db,f+P+G throw escape situation changed: -Akira can be attacked out of guaranteed throw db+P+G altered: -opponent rigour time reduced b,df+P+G altered: -opponent rigour time reduced b,f+P+K+E altered: -is now classified as HP reversable -SPoD altered: -opponent can escape RBC segment with df+P+G Low rising attacks altered: -all now track opponent db,f+P+G throw on Taka altered: -reduced from 65 points to 55 points in damage b,f+P+G throw on Taka altered: -reduced from 60 points to 55 points AOI === f+P+KP altered: -recovery time extended f+PP altered: -recovery time extended PPPK altered: -recovery time extended b+P inashi altered: -opponent rigour time extended Ground throws altered: -incorrect ground throw situations (ex after FC,f+P+G and 3 dan throw) corrected JACKY ===== f+P elbow altered: -recovery time extended PPf+P elbow altered: -execution time extended -recovery time extended db+K low kick altered: -recovery time extended -damage reduced from 15 to 12 db+KK double low kicks altered: -recovery time extended -damage reduced from 19 to 15 b+P backfist altered: -recovery time extended u+P and d,U+P pounces altered: -slightly shorter range ub+K kickflip altered: -damage increased from 50 to 60 points db+P+K altered: -recovery time extended df+PPP(P) altered: -fourth P continuation removed -third and final P will knock down if it connects df+K soccer ball kick altered: -damage reduced from 15 to 13 P+G back throw altered: -damage reduced from 60 to 50 JEFFRY ====== New moves/move animations altered: -b,f,f+P+K -b,df+P+K,b+P+G hit throw -b,df+P+K,d+P+G animation changed, made escapeable P+G back throw altered: -reduced from 80 points to 75 points in damage f+P+K altered: -several frames of recovery time added b,df+PP altered: -several frames of recovery time added df+PPP triple upper altered: -different sound effects df,df+P altered: -damage reduced from 32 to 30 points -recovery time reduced -different sound effects f+K knee altered: -several frames of recovery time added -reduced from 32 points to 28 points -different sound effects db+P+G throw altered: -opponent now has less rigour time df,df+P+G, d+P+G sequence altered: -made more reliable b+P+G, d+P+G sequence altered: -made far more reliable Side throw b,f|f,b+P+G,d+P+G sequence altered: -made much less reliable Side throw P+G,d+P+G sequence altered: -made much less reliable b,f,f+P+G throw escape situation altered: -Jeff can stop opponent from throwing by strike attacking P+G back throw altered: -reduced from 80 points to 75 points -on Taka, reduced from 100 points to 80 points P+K+G low back throw on Taka altered: -reduced from 100 points to 80 points P+G throw on Taka altered: -reduced from 70 points to 60 points df,df+P+G throw on Taka altered: -reduced from 90 points to 85 points b+P+G throw on Taka altered: -reduced from 75 points to 65 points b,f,f+P+G throw on Taka altered: -reduced from 80 points to 75 points Missed pounce recovery altered: -The computer will now only accept input to reduce rigour time after a missed u+P pounce much farther into the animation KAGE ==== New throw/throw animation altered: -b+P+G,u+P+G; OB b+P+G,u+P+G Taka izuna drop animation changed to b+P+G,d+P+G d+K+G altered: -added two frames of recovery time Running slide altered: -you now have to run for a slightly longer time for the run+K running slide to execute b+P+G throw escape situation altered: -Taka can now side throw Kage P+K+G low back throw altered: -damage increased from 50 points to 60 points P+G throw on Taka altered: -reduced from 60 points to 45 points P+G back throw on Taka altered: -reduced from 60 points to 45 points df+P+G throw on Taka altered: -reduced from 45 points to 40 points -Taka can now throw Kage after escaping df+P+G LAU === P+G throw escape situation changed: -Lau can be thrown by Taka df,df+P+G throw escape situation changed: -Lau can be thrown by everyone f,d+K altered: -given stop animation and extended recovery time PPP (and all variants thereof) altered: -recovery time extended DF+PPPP altered: -will now connect in full if DF+P connects df+P,df+P+K altered: -df+P+K will only connect along with df+P if df+P MC's P+G throw on Taka altered: -reduced from 50 points to 45 points b,f+P+G throw on Taka altered: -reduced from 70 points to 50 points df,df+P+G throw on Taka altered: -reduced from 75 points to the standard 65 points b+P+G throw on Taka altered: -reduced from 50 points to 45 points f+P+G throw on Taka altered -increased from 50 points to 60 points LION ==== New canned move: -P,P,f+P+E FC,f+P altered: -recovery time extended f+P altered: -recovery time extended d+P+E altered: -collision detection greatly expanded f,f+KK altered: -second K can now be delayed P+G throw altered: -increased from 40 points to 50 points P+G side throw altered: -reduced from 50 points to 40 points b,f+P+G wall throw altered: -increased from 50 points to 70 points uf+P+G wall throw altered: -increased from 50 points to 60 points PAI === f+P+K inashi altered: -recovery can no longer be cancelled with another inashi -Pai can be thrown out of inashi b,f+P+G throw escape situation altered: -Pai can be attacked out of guaranteed throw f,f+P+G throw escape situation altered: -opponent can no longer side throw Pai f+P+G throw on Taka altered: -reduced from 50 points to 45 points SARAH ===== f+PK elbow knee altered: -recovery time extended d+K punt kick altered: -recovery time extended u|uf+K altered: -recovery time extended K+G crescent altered: -recovery time extended db+K low kick altered: -recovery time extended db+KK double low kicks altered: -recovery time extended df+KKK illusion kicks altered: -recovery time extended; pushes opponent farther back, less likely to connect in full u+P and d,U+P pounces altered: -much shorter range b+P+G throw altered: -opponents rise faster, u+P pounce much less reliable TT d+K altered: -stop animation will _always_ occur if blocked P+G throw altered: -escape situation altered, opponent can no longer side throw Sarah -on Taka, reduced from 60 points to 45 points P+G back throw altered: -reduced from 70 points to 50 points -on Taka, reduced from 70 points to 45 uf+P+G catch throw altered: -reduced from 70 points to 60 points SHUN ==== DP system altered: -sober points taken off now go by scale system; the more he has, the more get taken off -how many DP's Shun starts with in TB mode now depends on how many match points there are db+KG and other sacrifice (falldown) moves altered: -now much easier for opponent to throw or strike Shun out of falldown animations b+P+G throw on Taka altered: -reduced from 60 points to 55 points TAKA ==== New moves: -d,U+P horrific sumo ass bomb pounce -can now hop -ub|u|uf+P hopping smash -(d)ub|u|uf,P hopping punch -ub|u|uf+K hopping kick FC|d+P altered: -low punch reduced from 14 points in damage to 10 points df,df+P slap altered: -reduced from 32 points to 30 points -recovery time reduced -different sound effects FC,df+P+K altered: -recovery time extended b,f+P altered: -reduced from 20~80 points to 20~70 points FC b,f+P altered: -reduced from 20~80 points to 20~70 points FC,f+P altered: -recovery time extended -will always knock down -different sound effects PPf+P altered: -will always knock down -different sound effects f+P+KPP altered: -recovery time extended run+P+K altered: -recovery time extended b+K ground hit altered: -ground damage reduced from 32 points to 18 points df+K ground kick altered: -reduced from 20 points to 15 points f+P,f,b+P+G hit throw altered: -increased from 60 points in damage to 80 points in damage for all characters except Taka -damage on Taka increased from 60 points in damage to 70 points in damage b,f+P+G catch throw altered: -no longer has any priority over strike attacks df+P+G throw altered: -df+P+G throw increased from 45 points to 60 points -df+P+G throw on Taka increased from 45 points to 55 points db+P+G throw altered: -reduced from 65 points to 60 points -on Taka, reduced from 65 points to 55 points df+P+G throw altered: -increased from 45 points to 60 points -on Taka, increased from 45 points to 55 points HCF+P+G throw altered: -on Taka, reduced from 90 points to 80 points -recovery time extended FC,b+P+G altered: -on Jeff, Wolf, and Dural, damage increased from 50 points to 70 points -on Taka, damage reduced from 70 points to 65 points P+G side throw altered: -reduced from 60 points to 50 points P+G back throw altered -increased from 65 points to 70 points -on Taka, reduced from 90 points to 70 points f+P+G,P+G throw on Taka altered: -reduced from 65 points to 60 points b,f+P+G,P+G throw altered: -reduced from 65 points to 60 points b,f+P+G,d+P+G throw altered: -reduced from 75 points to 70 points b,f+P+G,db+P+G throw altered: -reduced from 75 points to 60 points WOLF ==== d+K low kick altered: -different animation (longer recovery) d+K+G low kick animation altered: -d+K+G now gives OB d+K in appearance and range; frame stats identical to TB d+K f+K knee altered: -recovery time extended b,f+P+K altered: -recovery time extended b+P and PPf+Pb+P elbow drops altered: -now results in "butt flop" animation if it hits standing defender HCF+PP altered: -can be delayed db+P+K+G,d+P+G sequence altered: -made far more reliable d+P+K+G,d+P+G sequence altered: -made more reliable f,f+P+G catch throw altered: -reduced to 60 points to 50 points in damage f+P+G,f+P+G,P+G multithrow altered: -reduced from 70 points to 60 points f+P+G,f+P+G escape situation altered: -Wolf can be attacked out of his still guaranteed throw P+G throw escape situation altered: -opponent no longer can buffer in a back throw automatically. The back throw can still be gotten, opponent must now buffer in a forward dash HCF+P+G giant swing altered: -recovery time extended; all pounces now avoidable -d+P+G pickup now easily avoidable, except on Shun's stage uf+P+G catch throw altered: -Wolf can now be thrown during its execution time f+P+G, f+P+G followups altered: -throws can now be escaped P+G throw on Taka altered: -reduced from 70 points to 65 points df+P+G throw on Taka altered: -reduced from 65 points to 55 points df,df+P+G throw on Taka reduced altered: -from 95 points to 90 points
XenCarta PRO
© Jason Axelrod from 8WAYRUN.COM