Less common down position.
Version: VF5FS Version A.1
My personal blog for Virtua Fighter
A lot of the old assets are not working anymore in this blog. What I had intended for this blog to be, a very well-organized notebook for the latest version of Virtua Fighter will now be transferred over to a private discord. I might use this blog instead for a variety of VF articles.
November 20, 2012
[General] Semicircular Strike
A strike that can hit a character evading in one direction, but not the other.
Version: VF5FS Version A.1
Version: VF5FS Version A.1
[Shun] Sober
Sober refers to the property of some strikes or throws that will remove drink points from Shun.
Version: VF5FS Version A.1
References:
1. Virtua Fighter 5: Final Showdown Master Guide - Majority of Frame Data (Pre-Version A).
Version: VF5FS Version A.1
References:
1. Virtua Fighter 5: Final Showdown Master Guide - Majority of Frame Data (Pre-Version A).
[General] Slam
Slam is a specific type of hit effect where a character is knocked quickly to the ground. The back of the character touches the ground first, while the character legs are at a 90° angle.
After the slam animation, the character lays on the ground - face up, feet toward.
The Japanese term used for this hit effect is ふきとばし (fukitobashi) (1). The literal translation means "blow away."
Version: VF5FS Version A.1
References:
1. Virtua Fighter 5: Final Showdown Master Guide - Majority of Frame Data (Pre-Version A).
After the slam animation, the character lays on the ground - face up, feet toward.
The Japanese term used for this hit effect is ふきとばし (fukitobashi) (1). The literal translation means "blow away."
Version: VF5FS Version A.1
References:
1. Virtua Fighter 5: Final Showdown Master Guide - Majority of Frame Data (Pre-Version A).
[General] +/- 15 Frame Situation
At -15 frame, a character cannot defend against majority of characters' fast strikes that execute 15 frames or less.
Version: VF5FS Version A.1
Version: VF5FS Version A.1
[General] Feet Position
Certain moves will change the positioning of your feet. Certain combos are dependent on the characters' feet positioning relative to each other.
To do list - Open and Closed Stance
Version: VF5FS Version A.1
To do list - Open and Closed Stance
Version: VF5FS Version A.1
[General] +/- 9 Frame Situation
At -9 frame situation, all characters cannot avoid high throws by forward crouch dash.
Version: VF5FS Version A.1
Version: VF5FS Version A.1
[General] +/- 8 Frame Situation
At -8 frame situation, all characters cannot avoid high throws by forward crouch dash.
Version: VF5FS Version A.1
Version: VF5FS Version A.1
[General] +/- 6 Frame Situation
At -6 frame situation, all characters cannot avoid high throws by forward crouch dash.
Version: VF5FS Version A.1
Version: VF5FS Version A.1
[General] +/- 3 Frame Situation
At -3 Frame Situation, all characters can avoid high throws by crouching.
Version: VF5FS Version A.1
Version: VF5FS Version A.1
[General] +/- 2 Frame Situation
At -2 Frame Situation, all characters can avoid high throws by crouching.
Version: VF5FS Version A.1
Version: VF5FS Version A.1
[General] +/- 1 Frame Situation
At -1 Frame Situation, all characters can avoid high throws by crouching.
Version: VF5FS Version A.1
Version: VF5FS Version A.1
[General] Frame Data
The game runs on 60 frames per second. Frames are used as a measurement of game time and provide a quantitative way to discuss and analyze the game's system (1).
Many of the blog entries have a Frame Data section:
Execution - pertains to strike and throw options. Execution refers to the time it takes from the initiation of the move to when the move can make contact to the opposing character.
Active - the portion of the move that makes contact to the opposing character.
Contact Effects - The contact an attack makes to an opposing character can cause a variety of contact effects. These contact effects are usually categorized as either:
Total Frames - The time it takes from the initiation of the move to complete recovery. Generally, this data represents the total frame of the move when no contact is made against the opposing character.
Version: VF5FS Version A.1
References:
1. VFDC Frames Guide (VF4) - for a detailed description on frame data.
Last Updated: September 28, 2014
Many of the blog entries have a Frame Data section:
Execution - pertains to strike and throw options. Execution refers to the time it takes from the initiation of the move to when the move can make contact to the opposing character.
Active - the portion of the move that makes contact to the opposing character.
Contact Effects - The contact an attack makes to an opposing character can cause a variety of contact effects. These contact effects are usually categorized as either:
- Guard (G) - the contact effect when the opposing character successfully guards against the strike.
- Hit (H) - the contact effect when the opposing character gets hit by the strike.
- Counter Hit (CH) - the contact effect when the opposing character gets counter hit by the strike.
- Throw (T) - the contact effect when the opposing character gets successfully thrown.
- Throw Escape (TE) - the contact effect when the opposing character escapes the throw.
- Reversal (R) - the contact effect when the opposing character' move gets reversed.
Total Frames - The time it takes from the initiation of the move to complete recovery. Generally, this data represents the total frame of the move when no contact is made against the opposing character.
Version: VF5FS Version A.1
References:
1. VFDC Frames Guide (VF4) - for a detailed description on frame data.
Last Updated: September 28, 2014
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