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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
    Unicorn, Jotamide, Ellis and 8 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

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