-
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 Systems FAQ
-
Virtua Fighter 3 Systems FAQ by Matsumo (ma2@highway.or.jp) and SEGA AM2 trans. Jirawat Uttayaya (jirawat@phys.ufl.edu) compiled by and edited for VF3tb by Rich Williams Disclaimer: This information is copyrighted by AM2 and SEGA. May not be used or published without permission. Translation is copyrighted by [Jirawat Uttayaya]. Table of Contents I. Damage System II. Reverse System III. Stun Formulae IV. No Throwing V. Ground Attack VI. Move Cancel Mechanics VII. Move Priority VIII. Character Data IX. Throw Escape Followups X. Dodging Rising Attacks I. DAMAGE SYSTEM Final_Damage = (Counter * Opp_Dam) + (Mov_Dam * State * Air_Combo * Air_Rep) Upper Bound: Final_Damage <= 1.5 * Mov_Dam Counter: Your move hits when your opponent is doing a move. = 1/2 If your move hits during the opponent's execution or detection time = 1/4 If your move hits during the opponent's rigour time = 1 A normal hit Opp_Dam: The damage of your opponent's move Mov_Dam: The damage of your move State: The circumstance of the hit = 1/2 Your move hits the opponent's fingers or toes while the opponent's move is in execution or detection time. = 3/4 a) Air combo with a canned combo, ie. PPP, d+K b) The opponent is falling to the ground and your attack is not a ground attack. c) A pounce which does not hit the thighs, torso, shoulder, or head. = 9/8 Your opponent is crouching and not guarding or doing an attack. Your attack is a mid level or air attack and is not part of a canned combo. = 5/4 a) Your opponent is not guarding and your attack is not part of a canned combo and does not hit the legs, arms, or shoulders. b) Your opponent is in the middle of dodging. Excludes canned combos. = 1 A normal hit. Air_Combo: Your opponent is in the air and you hit him with a canned combo. = 3/4 Four hits or less = 1/2 Five or more hits = 1 A normal move Air_Rep: Repetition of moves in floating canned combos = 3/4 The move is the same as the one before it, ie. PPP = 1 Normal move II. REVERSAL DAMAGE Final_Damage = Rev_Dam + (1/2 * Opp_Dam) Rev_Dam: The original damage of the reverse. Opp_Dam: The damage of the opponent's move reversed. Reverse Damage Bug or Undocumented Feature? If Kage, Pai, or Wolf reverse an opponent's attack at the final frame of detection time and the opponent is less than 1.4 m away, then the damage is increased by, Final_Damage = Rev_Dam + 1/2 * [Rev_Dam + (1/2 * Opp_Dam)] III. STUN FORMULAE When your attack connects your opponent, whether he is guarding or not, there is a certain amount of frames, called stun, in which the CPU will not accept any input from your opponent. Opponent Guards: Guard_Stun = (2/3 * Final_Damage) + 6 Maximum 24 frames Opponent is Hit: Hit_Stun = (4/5 * Final_Damage) + 6 Opponent is Counter Hit: Counter_Stun = (4/5 * Final_Damage) + 6 IV. NO THROWING After you hit an opponent with an attack, there is a period of frames where both players can not throw each other. Guard: Guard_Stun + 8 Maximum 30 frames Hit: Hit_Stun + 9 Maximum 30 Counter: Counter_Stun - 1 Maximum 30 After rising up: 6 frames of No Throw V. GROUND ATTACKS When a pounce or ground attack hits a fallen opponent, the damage is Ground_Damage = Final_Damage - 14 Minimum is 0 However certain attacks, eg. Lion's u/f+K, will hit an opponent on the ground while not being classified as a ground attack. For these moves the damage is Ground_Damage = Final Damage - 22 Minimum is 0 VI. DAMAGE ROUNDING If the coefficient is 3/4, round up the resultant fraction. For any other coefficient, ignore the fraction. Example: 30 * 3/4 = 22.5 --> 23 30 * 5/4 = 37.5 --> 37 VI. Move Cancel Mechanics By pressing G, you can cancel the execution of some attacks. The numbers of this phenomenon is: Cancel(X, Y, Z) X: The threshold when you can not G-cancel a move anymore. Thus from 1 to X-1 frames you can cancel the move. Z: At what frame of animation the move actually cancels. Case A: You pressed G at a frame less than Z. Then the move stops execution at Z+1 Case B: You pressed G at a frame greater than or equal to Z. Then the move stops execution at the next frame after you pressed G. Y: Determines your rigour time. Rigour = (Frame the move stops execution) - Y + 2 NB: The +2 at the end of the rigour time formula only shows up at Rev. C and above. Some G-cancel stats: Kage: PK Cancel(10, 1, 6) d/b+P, K Cancel(10, 1, 9) K Cancel(12, 4, 5) Aoi: f, f+P Cancel(16, 5, 15) f+P+K, P Cancel(20, 1, 19) P, P, f+P Cancel(18, 8, 17) VII. Move Priority When two moves hit at the same time, which move wins? Move Hit Priority 1. Rising Attacks always has first priority 2. The attack with the greater damage wins 3. If same damage, then air attacks wins 4. If the difference between the opponents' life bar is 50 or over, then the player with the smaller life bar has priority. 5. The move with the quicker detection, then execution time hits. 6. If it's still a tie, then both players get knocked down. VIII. VF3 Character Data Weight High Low Back Ground Big Small (kg) Throw Throw Throw Attack Jump Jump Taka 230.0 1.50 1.5 1.4 2.5 44 23 Dural 200.0 1.40 1.5 1.3 3.0 58 32 Jeffry 111.0 1.50 1.5 1.4 2.5 48 32 Wolf 101.0 1.50 1.5 1.4 2.5 48 32 Akira 79.0 1.40 1.5 1.3 3.0 52 32 Jacky 75.0 1.40 1.5 1.3 3.0 52 32 Kage 66.0 1.40 1.5 1.3 5.0 80 32 Lau 65.0 1.40 1.5 1.3 3.0 52 32 Shun 63.0 1.40 1.5 1.3 3.0 52 32 Lion 61.0 1.40 1.5 1.3 3.0 58 32 Sarah 55.0 1.40 1.5 1.3 3.5 55 32 Pai 48.0 1.40 1.5 1.3 3.0 58 32 All throw and ground attack distances are in meters. Throw distances are measured from hip to hip. These throw distances do not apply to catch throws. Obviously if the character does not have a low throw, the data does not apply. It's not known what units the jumps are measured in. IX. Throw Followups What to do after Escaping a Throw. Equal Throw Opportunity: After the throw escape, both players are within the 1.4m throw range and recover from rigour at the same time. No advantage to either player. Defender Advantage Throw Opportunity: After the throw escape, both players are within the 1.4m throw range but the player who escaped the throw recovers from rigour quicker. Defender Advantage Attack Opportunity: After the throw escape, both players are not within the 1.4m throw range. The throw escapee recovers from rigour faster and can initiate an attack first. Aggressor Advantage Attack Opportunity After the throw escape, both players are not within the 1.4m throw range. The throw initiator recovers from rigour faster and can initiate an attack first. Aggressor Advantage Throw Opportunity After the throw escape, both players are within the 1.4m throw range. The throw initiator recovers from rigour first and can initiate a throw. Side Throw: The throw escapee gets a nearly guaranteed side throw. Just wail on the P+G buttons. AKIRA Throw Reversed by Follow-up ------------------------------------------------- db,f+P+G f+P+G Agg. Adv Throw Opp. (strike attacks from opponent can stop throw) df+P+G df+P+G Agg. Adv Throw Opp. (strike attacks from opponent can stop throw) db+P+G db+P+G Defender Adv. Attack Opp. b,f+P+G f+P+G Def. Adv Back Throw PAI Throw Reversed by Follow-up ------------------------------------------------- b,f+P+G f+P+G Agg. Adv Throw Opp. (strike attacks from opponent can stop throw) f+P+G f+P+G Side Throw df+P+G df+P+G Side Throw LAU Throw Reversed by Follow-up ------------------------------------------------- b,d+P+G d+P+G Side Throw f+P+G f+P+G Side Throw df,df+P+G df+P+G Agg. Adv Throw Opp. (Jeff, Wolf and Taka ONLY) WOLF Throw Reversed by Follow-up ------------------------------------------------ P+G P+G Def. Adv Back Throw (forward dash must be buffered in) df,df+P+G df+P+G Def. Adv Back Throw After the Catch (f+P+G) f+P+G f+P+G Agg. Adv Throw Opp. (strike attacks from opponent can stop throw) f+P+G f+P+G Equal Throw Opp b+P+G b+P+G Equal Throw Opp. JEFFRY Throw Reversed by Follow-up ------------------------------------------------ b,f+P+G,f+P+G f+P+G Equal Throw Opp. b+P+G b+P+G Def Adv Attack Adv. db,f+P+G f+P+G Side Throw b,f,f+P+G f+P+G Def. Adv Throw Opp. (strike attacks from Jeffry can stop throw) KAGE Throw Reversed by Follow-up ------------------------------------------------ P+G P+G Def Adv Attack Opp. b,d+P+G d+P+G Side Throw b,f+P+G f+P+G Side Throw SARAH Throw Reversed by Follow-up ------------------------------------------------ P+G P+G Neutral / Side Throw (forward dash must be buffered in) b,f+P+G f+P+G Side Throw JACKY Throw Reversed by Follow-up ------------------------------------------------ df,df+P+G df+P+G Side Throw LION Throw Reversed by Follow-up ------------------------------------------------ P+G P+G Agg. Adv Attack Opp. f,f+P+G f+P+G Def Adv. Throw Opp uf+P+G uf+P+G Side Throw b+P+G b+P+G Def. Adv Back Throw b,f+P+G f+P+G Def. Adv Back Throw (not applicable in case of wall throw version) AOI Throw Reversed by Follow-up ------------------------------------------------ P+G P+G Side Throw db+P+G db+P+G Side Throw X. Dodging Rising Attacks Okiseme Topic: Dodging Rising Kicks by Nobuhito Funakoshi
translated by Jirawat Uttayaya There are many factors involved in rising kicks. User Defined Factors 1. Stationary Rising Kick 2. Rolling to the Side Rising Kick 3. Rolling Forward or Backward Rising Kick Computer Factors Prone character: 1. Face up or Face Down 2. Head towards or Head aways from the opponent This discussion will assume the most common situation: face up and heads away. When your character gets knocked down, he maintains his previous stance. The forward leg will be the kicking leg while the hind leg is the pivot. As your character is rising to kick, the kicking leg swings behind the pivot leg before connecting. (Fig 1) Fig 1 <-- 0 (Kicking Foot) | 0 (Pivot Foot) \/ --> To avoid a rising kick, dodge into the direction of the kicking foot at the same time the opponent initiates his rising kick. After dodging, do an appropiate high or low throw, sometimes a side throw in certain situations. A quick mid attack like an elbow or knee works also. If you use a knee, follow-up with a float combo. Admittedly, this skill is not undifficult to acquire. You must have the tenacity to practice the dodge, willing to take a few rising kicks along the way. The degree of difficulty depends on two main factors: stance and the direction of the rising roll. Case 1: Stationary Rising Kick A. Closed Stance The standard situation. Follow the advice given above. B. Open Stance Much more difficult than dodging from closed stance. You must immediately dodge as your opponent kicks. The window of opportunity is much more narrow Case 2: Rolling to the Side then Kicking A. Rolling to the Side of the Kicking Leg Dodgingwise, this is the same as a stationary rising kick. Follow the appropiate advice depending on stance. B. Rolling to the Side of the Pivot Leg The generic advice to dodging rising kicks do not apply in this case. Oftentimes dodging rising kick in this situation, especially rising sweeps, is practically impossible. The only two situations where dodging may work is if in closed stance the opponent dodges short and in open stance the opponent dodges long. This will be the toughest case you will have to deal with. Tips O. Dodging rising kicks generally works best in closed stance. O. Dodging rising kicks also works well when the opponent rolls to the side of the kicking foot. O. When trying to dodge, keep close to the prone opponent becasue the dodge angle is large. O. The best effect of dodging rising kicks is that it will force the opponent to become more timid getting up. Thus you can more easily press your advantage. Sincerely, Jirawat Uttayaya a.k.a. Peaking Duck
XenCarta PRO
© Jason Axelrod from 8WAYRUN.COM