VF5US Version 2.0 Update

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

By akai on Dec 13, 2024 at 1:46 AM
  1. akai

    akai Moderator Staff Member Bronze Supporter

    PSN:
    Akai_JC
    XBL:
    Akai JC
    VF5US2.jpg Update available now for PS4/PS5. R.E.V.O. also has these changes.

    English Update notes - https://www.virtuafighter.jp/vfes/ps4/ver2/en/
    Japanese Update notes - https://www.virtuafighter.jp/vfes/ps4/ver2/

    Will tidy up with time:

    General Game Changes
    ■Normal P changed to move forward
    Inputting forward and pressing P produced a jab that moved forward, or “advancing jab.” Now, this forward P will come out even without a forward input.
    ■Improvements to weight
    A character’s weight has an influence on how high they float in air combos, which has a strong impact on balance. We revisited the mechanic as a whole in order to narrow the gap between characters.

    Aoi, Eileen, and Blaze have had their weight increased, making them slightly more difficult to combo in the air. Wolf and Jeffry have had their weight class slightly decreased from before, making them easier to combo.

    Akira, Jacky, and Jean have had their weight slightly decreased, consolidating them under the midweight class.

    • There are 5 weight classes in total: Super heavyweight, heavyweight, midweight, lightweight, and super lightweight.
    o Super heavyweight: Taka-Arashi
    o Heavyweight: Wolf, Jeffry
    o Midweight: Akira, Lau, Jacky, Kage, Lei-Fei, Brad, Goh, Jean
    o Lightweight: Sarah, Shun, Pai, Lion, Vanessa
    o Super lightweight: Aoi, Eileen, Blaze​
    • The following characters were changed:
    o Became lighter: Wolf, Jeffry, Akira, Jacky, Jean
    o Became heavier: Aoi, Eileen, Blaze
    ■Some recovery windows changed to counter recovery windows
    During certain actions, getting attacked would result in a normal hit, which made these into very low-risk options. In order to add more risk, the following actions will be changed so that getting attacked during the recovery will result in a counter hit.

    • All sabaki moves
    o Akira's Tsūtenhō, (4P+K+G), Jean's Harai'uke (4P+K+G), etc.
    All transitions from strike attacks to stances
    o Jacky's Beat Spin Kick into Slide Shuffle (P+KK4), Lei-Fei's Chūtenhō into Kyo Shiki (3PP+K+G), etc.
    • All cancels
    o All characters' K-cancels, such as Aoi's Sundome, etc.
    ■Change to Back Dash Counter Hit
    The opponent can no longer recover from a Back Dash Counter Hit from a Side Kick during their back dash.
    ■Change to Taka-Arashi’s hit state
    As a super heavyweight, Taka-Arashi’s knockdown state was unique. The following changes were introduced to reduce the advantage against him in this state.​

    • The quick recovery window was adjusted such that late ukemi is no longer possible. This should make it easier for the opponent to perform ukemizeme compared to before.
    • Extended the time until hitting the ground after a stomach crumple, and changed to allow moves that bound to hit.
    • Expanded hurtbox while knocked down.
    ■Fix to hurtbox based on hit count during a bound combo
    When hitting the opponent with a combo starter while they are quick recovering, fixed an issue where attacks would no longer land beyond 6 hits.
    ■Fix to Special High Attack hitboxes
    During guard recovery while guarding certain low attacks, such as Lau’s 2K+G, fixed an issue where Special High Attacks would not hit.
    Note on number pad notation:
    The commands in this document use ‘numpad’ notation where each direction on a controller is mapped to a number based on the layout of a keyboard's numpad.

    Character Specific Changes in 2.0
    Will post these in the characters' specific dojo sections.
     
    Last edited: Dec 15, 2024
    SSShinji, Chanchai, Unicorn and 10 others like this.

Comments

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

    1. Happy_Friend
      Happy_Friend
      I guess they finally realized how overpowered backdash is. There are some strong players who base their whole game around 44. At least this might help a bit.
    2. YOMI
      YOMI
      If the hits counter in practice mode is to be believed, I can land Jeff's HCF[P] - which is a 65f move - after [4][P][+][K] backdash counter and it'll combo.

      So you have quite a bit of time to do whatever you want.
      Happy_Friend and akai like this.
    3. Combolammas
      Combolammas
      Not sure if anyone said this yet as I didn't read all comments but getting hit during these moves at any point results in an rCH, not a major counter.
    4. kingo
      kingo
      Well, it's a improvement for Aoi because she used to get Major Counter while getting attacked during her cancel animation, which I thought was unfair compared to characters with Kick cancel
    5. J6Commander
      J6Commander
      IMO Jean's f,f+p+k (66p+k) seems buffed over the top. It is a 15f move that side crumple on normal hit and side guarded is -9f only.
    6. RobHimself
      RobHimself
      I couldn't find any credits of those involved in the 2.0 update. Is there one available? Just curious who was involved in the balancing.
    7. akai
      akai
      Looks like they were part of 2.0 / REVO update:



      Put YT subtitle for English.
      40i4 likes this.
    8. LuketheDuke11589
      LuketheDuke11589
      According to limited run games, VF5US has rollback net code. I'm guessing it's a mistake or something to come...? I saw the limited run page on Twitter/X that was reposted by seiji Aoki.
      40i4 likes this.
    9. akai
      akai
      Can you provide link? I did not see it on the product page.
      40i4 likes this.
    10. LuketheDuke11589
      LuketheDuke11589
      I'm having trouble finding it, I apologize.
      akai likes this.
    11. akai
      akai
      No worries
      LuketheDuke11589 likes this.
    12. faster 10 lightning
      faster 10 lightning
      question, Is it possible to revert back from 2.0 to previous version, like in VF2 on saturn?
    13. akai
      akai
      I have not seen or heard that option is available for the game.
    14. ToyDingo
      ToyDingo
      Can someone check something for me. I want to make sure I'm not screwing up my inputs, but I'm noticing that Sarah can't get an OM after using her 3K for backdash counter.

      I put the opponent on his/her ass, do the input for OM, but can't get a "side" hit afterwards. Is it not possible for her? Or am I just bad at the game?

      (Also, it's almost 4am for me right now, so perhaps I'm just sleepy)

      EDIT: Nevermind, I'm dumb. She has to dash in first, then OM to get a sideturned crumple. Interestingly, she has enough time to get in a backslide P+K for massive damage as well.
      Last edited: Dec 25, 2024
    15. Combolammas
      Combolammas
      There is such a thing as a "failed OM" which happens if you are too far. As you already noticed you have to dash first but you should also notice the sound effect and the distance the OM moves are different when you are doing one far away.
      ToyDingo likes this.
    16. akai
      akai
      ToyDingo likes this.
    17. akai
      akai
      VF_SEGA account listed errors in the 2.0 Change List. Will update character threads later:

      ■Akira
      ・Mouko Kouhazan (From Teirou Kanpo P) Changed so that the damage is increased on a counter hit.
       ↓ Changed so that the damage is increased on a counter hit. Added a special camera effect on hit.

      ■Sarah
      ・Hide Side Kick (P+K) Sabaki hitbox activation was moved from frame 12 to frame 10.
       ↓ Sabaki hitbox activation timing is now 10 frames earlier, moved from frame 13 to frame 3.

      ■Lau
      ・Gako Choushitsu (6K) Was labeled in the movelist as having a recovery on counter hit of +1 frames, but is supposed to be +18 frames.

      ■Pai
      ・Hakkeshou (Stance after PPP3or9, etc.) Changed the transition command from 3or9P+K+G to 3or9.
       ↓ Changed the transition command from 3or9P+K+G to 3or9. Can now deflect a low punch.

      ■Kage
      ・Hagakure-ryu You Kusabi'uchi (From Hagakure-ryu You Jumonji Kamae 6P) Changed the damage from 15 to 17. Changed the effect on hit, now allows follow ups of up to 16 frames on counter hit.
       ↓ Changed the damage from 15 to 17. Changed the effect on hit, now allows follow ups of up to 16 frames on counter hit. Changed the recovery on guard from -4 to -6 frames

      ■Lion
      ・Ousen Soufu (From Tourou Soufu 6P) Changed the effect on hit, puts the opponent in side turned position on hit. Changed the total damage from 18 to 24, changed the recovery on hit from +4 to +7 frames
       ↓ Changed the effect on hit, puts the opponent in side turned position on hit. Changed the total damage from 18 to 24, changed the recovery on hit from +4 to +7 frames (+9 frames on side hit).
      ・Sentai Shumen (4KP) Was labeled in the movelist as a "special high attack," but is supposed to be a "high attack."
      ・Ryusei Koushugeki (Deflect) (214P) Changed to cause a crumple on recovery counter hit. Changed the recovery on guard from -8 to -10 frames.
       ↓ Changed to cause a crumple on recovery normal hit. Changed the recovery on guard from -8 to -10 frames.

      ■Shun
      ・Tenshi Kouryoutai ((8 or more drinks) 214KK) Reduced the drink points required for Tenshi Kouryoutai from 10 to 8.
       ↓ Reduced the drink points required for Tenshi Kouryoutai from 10 to 8. Reduced the drink points reduction from 3 to 2.

      ■Aoi
      ・Ryusen (3or9P+K) Changed from a high attack to a special high attack, shortened the total recovery frames by 5 frames.
       ↓ Changed from a high attack to a special high attack, shortened the total recovery frames by 5 frames. Added the dodge property until 10 frames.

      ■Goh
      ・Muchi'uchigeri (4K+G) Shortened the total recovery frames, reducing the chances of being countered when missing the attack.
       ↓ Shortened the total recovery frames, reducing the chances of being countered when missing the attack. Causes a stagger on guard.

      ■Eileen
      ・Sayu Gekishou (6P+KP) Cancel and Interrupt move activation timing is now 1 frame earlier. Eased the input window.
       ↓ Follow up timing is now 1 frame earlier. Extended the input window.
      ・Jinrai Santen (6P+KPP) Cancel and Interrupt move activation timing is now 1 frame earlier. Eased the input window.
       ↓ Follow up timing is now 1 frame earlier. Extended the input window. We apologize for the inconvenience caused and appreciate your understanding.Thank you for your continued support of Virtua Fighter 5 Ultimate Showdown.
    18. Combolammas
      Combolammas
      That's a big one!

      What they are trying to say is that it crumples on NH

      For Goh they still missed mentioning that 66K is now -7 on block
      akai likes this.
    19. ToyDingo
      ToyDingo
      Holy shit WHAT!?!?!?!? That's ridiculous! I LOVE IT!!!!
    20. LuketheDuke11589
      LuketheDuke11589
      Could you explain what exactly that means? I don't fully understand the meaning.
      Edit: I'm referring the change for Sarah.

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