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

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

  1. akai

    akai Moderator Staff Member Bronze Supporter

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

    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
    Renkan Tenshinkyaku ([P][P][P][K])

    Changed the recovery on guard from -17 to -9 frames.​

    Renkentai ([P][K])
    Changed the recovery on hit from -1 to +2 frames.​

    Bajou Kaikyuu ([2][3][6][P])
    Changed the command from [6][6][P] to [2][3][6][P]

    Heiho Chutenshou ([6][4][P])
    Changed the effect on hit, allowing it to more easily be implemented in mid-air combos.
    Shi'en Kousen ([6][K][P][K])
    Changed the recovery on guard from -17 to -9 frames.​

    Ensei Toukikyaku ([4][6][K][K])
    Changed the recovery on guard from -9 to -8 frames.​

    Senchutai ([3][K])
    Changed the effect on hit so it is less likely to create distance from the opponent on counter hit.​

    Senkyaku Chushou ([3][K][P])
    Expanded the hitbox.​

    Hi'en Tankyaku ([9][K])
    Expanded the hitbox.​

    Hi'en Rekkyaku ([9][K][K])
    Expanded the hitbox.​

    Hi'en Tenshinshou ((while rising from a crouch) [P][+][K])
    Changed to cause a stagger on hit against crouching opponents and on counter hit.​

    Tenshin Oushoushou ([4][6][P][+][K])
    Changed dodge activation against high attacks from frame 10 to frame 5. Changed the effect on hit, allowing for easier follow ups on hit.​

    Hi'en Tenshi ([2][P][+][K])
    Can now dodge high attacks from frame 6 to frame 18.​

    Tenshi Katsumentai Haishin ([2][P][+][K][K])
    Changed the hitbox from a high attack to a special high attack, changed the recovery on hit from +3 to +6 frames. Puts the opponent in a side turned position on hit.​

    Shi'en Settai ([2][K][+][G])
    Changed the recovery on hit from +2 to +3 frames.​

    Enbikyaku ([3][K][+][G])
    Changed the damage from 22 to 25.​

    Honshin Soukyaku ([1][K][+][G])
    Changed the damage from 21 to 20.​

    Enshi Soushou ([6][6][P])
    Restored Enshi Soushou.​

    Hien Dantai ([6][6][P][K])
    Restored Hien Dantai.​

    Bokutai~Hi'en Toushinshou (From Bokutai [P])
    Changed the effect on hit. Now causes a stagger on normal hit.​

    Bokutai~Hi'en Choutenkyaku (From Bokutai [P][K])
    Changed the recovery on guard from -13 to -10 frames.​

    Meishougei Enshi Renshou (From Meishouho [K][+][G][P])
    Changed the recovery on guard from -6 to +1 frames, changed the recovery on hit from -4 to +3 frames.​

    Hakkeshou (Stance after [P][P][P][3]or[9], etc.)
    Changed the transition command from [3]or[9][P][+][K][+][G] to [3]or[9].​

    Hakuja Tenshin (From Hakkeshou [P][+][G])
    Changed the recovery after the throw from +9 to +14 frames. Changed the damage from 35 to 25.​

    Koushutai ((opponent behind) [K])
    Changed the recovery on guard from -13 to -10 frames.​

    Zenshu Koutenkyaku ((opponent behind) [7][K])
    A hit mid-air will now cause a large bound.​

    Haishin Kakyaku ((opponent behind) [2][P][+][K], then [P][+][G] during hit)
    Changed the damage distribution. Now a wall hit will cause a wall slump.​

    Toushin Housoukyaku ([P][+][G])
    Adjusted the recovery after the throw, allowing for follow ups if the opponent does not quick recover.​

    Senpu Enka ([6][3][2][1][4][P][+][G])
    Changed the damage from 60 to 65.​

    Shun'en Ryouku ([4][P][+][G])
    Changed the damage from 40 to 50. Now a wall hit will cause a wall slump.​

    Sei'en Katou ([2_][4][P][+][G])
    Now allows follow ups of up to 16 frames. Changed the damage from 20 to 5.​

    Raishin Nyurin ((wall behind) [6][P][+][G])
    Changed the damage from 60 to 70.​

    Hi'en Tenshin Shoukyaku ((opponent crouching) [2][P][+][G])
    Changed the damage from 45 to 55.​

    Hi'en Dako ((opponent crouching) [1][P][+][G])
    Changed the damage from 40 to 50.
    Unshu Soushouha ([4]or[1][P][+][K] (vs. high/mid punch)
    Expanded the hurtbox of the one getting thrown, making it less likely for follow ups to miss.
    Sousui Sanmon ([4]or[1][P][+][K] (vs. left high/mid elbow)
    Expanded the hurtbox of the one getting thrown, making it less likely for follow ups to miss.​
     
    Last edited: Dec 15, 2024
  2. kingo

    kingo My bitch G0d3L is a scrub Content Manager Aoi

    PSN:
    kingofvf5
    XBL:
    kingofvf4
    So, basically, SEGA forgot to gives her some nerfs....LOL
     
    DrVoltage and akai like this.
  3. akai

    akai Moderator Staff Member Bronze Supporter

    PSN:
    Akai_JC
    XBL:
    Akai JC
    Pai on steroids is what I am calling it.
     
  4. Berzerk

    Berzerk Well-Known Member

    PSN:
    BERZERK_DC
    XBL:
    Gunstar Red
    Looking at the restored Enshi Soushou 66P, it seems to mostly serve the same purpose as 9KK (same damage, similar combo situations), but its more hit confirmable and it moves her forward.

    I haven't found any unique new combos for it yet. Really hoping to hear from Pai players who have found new stuff.

    Another item in the notes was while backturn 7K does a bound, this looks exclusively like it is a wall situation. Having tried every launcher and way to get her BT in open space, it cannot connect, so hitting 4P in string against the wall then 7K seems to be its use case.

    Finally am curious about new combos using 64P, it seems to have a little height regain on it, but not significant.
     
  5. akai

    akai Moderator Staff Member Bronze Supporter

    PSN:
    Akai_JC
    XBL:
    Akai JC
    I am not much of a combo person, but currently I am looking at [6][6][P] to serve 2 alternative purposes:
    - A fast double fist alternative to [3][P][+][K]
    - An alternative mid delay attack string to [6][P][+][K][P] or [4][6][K][K] (edit: originally wrote mid-mid)

    [4][6][P][+][K] on hit is easy to combo with [6][K][P][4][K] ([6_][P][P]..string does not work anymore).

    First post edited for easier reading.
     
    Last edited: Dec 15, 2024
    Berzerk likes this.
  6. Combolammas

    Combolammas Sheep

    Isn't the second hit of 66PK a high? I've seen low punch from opponent after 66P and both the followup kick and the low punch whiff each other.

    EDIT: as for 46P+K, you can high bound mid weights from it with slightly delayed 2P, 46K+G and go from there. Whether that's better or not, I dunno.

    I did 46K+G, 66PK W!, 466P+K earlier. It can pick people off the floor into a wall hit that I'm pretty sure 9KK doesn't tend to do.
     
    Berzerk likes this.
  7. akai

    akai Moderator Staff Member Bronze Supporter

    PSN:
    Akai_JC
    XBL:
    Akai JC
    Yup, its high, my bad! delayable attack string then ^_^';;
     
  8. Sonic The Fighters

    Sonic The Fighters Well-Known Member

    It seems like Pai has the strength to win a tournament now.
     
    Last edited: Dec 16, 2024
  9. akai

    akai Moderator Staff Member Bronze Supporter

    PSN:
    Akai_JC
    XBL:
    Akai JC
    But Pai players already did have the strength to win tournaments.
     
  10. kingo

    kingo My bitch G0d3L is a scrub Content Manager Aoi

    PSN:
    kingofvf5
    XBL:
    kingofvf4
    The only combo with 64PP I am aware of, is 66KP->64PP->P->WS P+PP on sarah close stance (and Lion I think) and Vanessa open stance, but it already worked in US/FS
     
    Last edited: Dec 16, 2024
  11. kingo

    kingo My bitch G0d3L is a scrub Content Manager Aoi

    PSN:
    kingofvf5
    XBL:
    kingofvf4

    It's 14 frames so you can punish -15 moves with, especially when the wall is behind your opponent, and at the right distance you can go for 46K+G B!->466P+K->6K+G etc wall combo.

    And when Pai is back to the wall at right distance, switch her position with her 334P+G, go for guaranteed 66PK and follow with the same wall combo...

    Not to mention it has ring out potential with half fiences stages...
     
    Berzerk likes this.
  12. akai

    akai Moderator Staff Member Bronze Supporter

    PSN:
    Akai_JC
    XBL:
    Akai JC


    VF5US 2.0/REVO wall combo with many of the moves that were changed.

    [3][K] Back Dash Counter Hit [6][6][5][4][P][+][K][+][G][K][+][G][P][5](while standing)[K][5](while standing)[P][+][K][5](Back Turned) Buffered [7][K][5](Back Turned)[P][5][4][6][K][+][G][5][4][6][6][P][+][K][5][6][K][+][G][5][6][6][P][K]

    Too long of a combo for me to remember :D
     
    Last edited: Dec 16, 2024
  13. kingo

    kingo My bitch G0d3L is a scrub Content Manager Aoi

    PSN:
    kingofvf5
    XBL:
    kingofvf4

    Oh, so that's how you use BT 7K Bound in combo...nice
     
  14. akai

    akai Moderator Staff Member Bronze Supporter

    PSN:
    Akai_JC
    XBL:
    Akai JC
    I need to correct the 9 to 7
     
  15. Berzerk

    Berzerk Well-Known Member

    PSN:
    BERZERK_DC
    XBL:
    Gunstar Red
    yeah its pretty much for walls only. There's a few other ways to do it.
     
  16. Berzerk

    Berzerk Well-Known Member

    PSN:
    BERZERK_DC
    XBL:
    Gunstar Red
    This is cool... I saw Shiwapo practicing that throw with the opponent close to edge of ring too. It's kind of hilarious, the throw escape pushback is huge. So they may want to forward throw escape, so you get the throw, or if they escape, they push themselves to ring out.
     
  17. Berzerk

    Berzerk Well-Known Member

    PSN:
    BERZERK_DC
    XBL:
    Gunstar Red
    Doing some sets with a friend, we noted its actually just 64P (not the second p in string) that is said to be new combo potential in the patch notes

    It has a very light relaunch property, so there's some room for a tiny bit of extra damage.
    CH 33P+K launch, Jab, 64P, bound and such might be worth trying.
     
  18. Berzerk

    Berzerk Well-Known Member

    PSN:
    BERZERK_DC
    XBL:
    Gunstar Red
    Shiwapo did a mega long stream going through character changes and trying combos, setups

    This link goes to the Pai section. The BT 7K is used as a wall hit, then repeated for a bound, its a fun looking combo (double cartwheel!)
    There's also some good usage of 46P+K combo starter, I think its a new thing to be able to hit 2P, then 46K+G bound.

    https://www.youtube.com/live/s7NyX83DUgU?si=OeYXda2VI0vWcIdf&t=11996
     
    CFW likes this.
  19. Tha_FeauchA

    Tha_FeauchA Yosha!

    PSN:
    Medina_Rico

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