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. ToyDingo
      ToyDingo
      Without getting into frame data, this change will allow Sarah to ignore most nitaku situations and keep attacking even when she is at a serious disadvantage.

      For example: Her Flamingo 3K on block leaves her in a situation where she must defend either a throw or an attack. However, with this change, she can beat both options and continue attacking.

      P+K is only beat by low attacks and full-circular attacks. Both of those are risky options against Sarah, because if I know you're going to low attack, I can 8K+G from disadvantage and get good okizeme. If I know you're going to do a full circular, I can just block and get my turn back, usually with a guaranteed punish.

      Sarah can guess wrong and get another guess to push her offense.

      I love it
    2. Combolammas
      Combolammas
      It does also lose to knees and double handed / legged attacks
      Last edited: Dec 28, 2024
      ToyDingo likes this.
    3. Combolammas
      Combolammas
      Basically Sarah used to have to do P+K from advantage to be able to sabaki moves but in those situations you could use any mid to interrupt the opponent. Basically P+K was at most something you used in neutral to get in and get into flamingo.
      Now that the sabaki frames happen from frame 3 onwards it means you can press this from disadvantaged situation to beat most types of reprisals.

      The move went from nearly irrelevant to really annoying to deal with. A little early to call things but I'd be willing to say it might even be a match-up defining change as it probably forces some characters who don't naturally deal with it to abandon regular nitaku and add a 3rd option in there just to deal with P+K.
    4. Razinoff
      Razinoff
      Regarding back dash stun, if they wanna get rid of the stagger completely and allow you to do your biggest combo then fine, but i think 62-63 frames of advantage is way too generous.
      I think they should reduce it to something like +35~38. That way:

      - you can still do your biggest launcher, including after dashing in or entering a stance.
      - you can do none of that OM into knee bullshit.

      Allowing the opponent to “choose the angle of attack” from 3 out of 4 directions is specifically the thing leading to all sorts of 200+ combos and easy ringouts we keep seeing.
      In my opinion that’s way too exaggerated for a backdash callout. Only Kage’s goofy 66p+k+g deserves such punishment, if not worse.
      Last edited: Dec 29, 2024

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