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.

October 24, 2023

Side by Side Image Comparison between VF5US and VF5FS


Working with VF5US images for use in diagrams & presentations, I thought I would do a side by side comparison between their counterparts in VF5FS.

US character images (from 1080p) was scaled down to match FS characters' size (720p). Ultimate Showdown images were taken from the retro stage, while the Final Showdown images were from the training stage, iirc. That might be a factor on the warm or cool undertone differences. While only 720p, VF5FS graphics has aged well in my opinion.

Some of the more obvious differences:
1. Hair! US characters seem to have went to the barber shop/salon to gt their hair highlighted/stylized before fighting
2. US and FS seem to prioritize differently what to contrast. In FS, there is more emphasis to contrast skin. Especially noticeable at the jaw and neck. In US, the contrast is emphasized on clothings. Look at the "inside" portion of clothes, for example the interior of Akira's gi.





















VF Moves Project transferred to Discord

A short post. 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. So as of right now:

1. Transferring everything from the VF Moves Project to my private discord channel.
2. Use this blog for actual articles/blog entries.

May 10, 2022

[General] Weight

Character weight class gives a general idea of what combos can work on them. 

Super Light Weight: Eileen = Blaze
Light Weight: Aoi < Sarah = Shun = Pai = Lion = Vanessa
Medium Weight: Lau = Kage = Lei = Brad = Goh
Heavy Medium Weight: Akira = Jacky = Jean
Heavy Weight: Dural < Jeffry = Wolf
Super Heavy Weight: Taka

Version: VF5FS Version A.1

References:
1.  Virtua Fighter 5: Final Showdown Master Guide

November 15, 2014

[General] Stage

Last Updated: May 10th, 2022

There are 10 types of stages.  The Octagon and Full Fence stages are the only stages where ring out is not possible.

Ring Size | Fence Type [Stage Name]
  • 10x10m | Octagon  [Arena, Waterfalls]
  • 06x16m | Rectangle (Fence on the 16m sides) [Deep Mountain, Palace]
  • 10x10m | Full Fence [City, Ruins]
  • 12x12m | Breakable Full Fence [Broken House, Grassland]
  • 12x12m | Breakable Half Fence [Aurora, Island]
  • 12x12m | Half Fence [Statues, Terrace]
  • 16x16m | Full & Open [Snow Mountain, Training Room]
  • 16x16m | Single Wall [Great Wall, Genesis] 
  • 16x16m | Low Fence [Shrine, Temple]
  • 16x16m | Open [River, Sumo Ring]

Differences between VF5US and VF5FS 
  • In VF5FS, the Broken House is named Abandoned Dojo. 
  • The Genesis stage in VF5US replaces the Sanctuary stage in VF5FS

Version: VF5US

September 27, 2014

[Updates] September 27, 2014 Change Log

Over half a year since the last blog entry. Hopefully, I will have the motivation to update this on a more regular basis. Some of the more recently made Photobucket slideshows are not working anymore. I think I will abandon the slideshows and try to do something else.

Edited Pages: 
General
Special Low Strike - added Special Low Strikes List
Special Mid Strike - minor edit, added some statistics
Special High Strike - added Special High Strikes List

March 8, 2014

[Commentary] VF as a Speed Guessing Game and Format of Blog Entries

March 8, 2014 - Moving forward with the VF Moves Project, my goal is to compile lists of options in a given situation and their consequences with an emphasis on Virtua Fighter being played as a speed guessing game.  To elaborate, ones' success in Virtua Fighter is based on how quickly one can: recognize opponent's tendencies; process what options are available and their consequences; and execute command inputs correctly.  I think I will write a little bit more on those aspects later.  In analyzing the game's system, I plan on writing those entries with the following formats:

March 4, 2014

[Random] Joudan (上段), Chudan (中段), and Gedan (下段) and Moves' Names

March 4, 2014 - Random musings related to Virtua Fighter...first of all, I am not fluent in Japanese.  I only know enough of the Japanese language to confidently transcribe command lists for VFDC.  Everything else are very rough translations.  From watching streams of Japanese VF play, I have started picking up some of the words and sentences.  These are mostly VF-centric words and sentences.  The first of my "random" blog posts is about  three common words you may hear when watching Japanese VF streams:  

March 1, 2014

[Updates] Command Inputs added to all Characters' Default Stance Pages

March 1, 2014 - A goal of the VF Moves Project is to present every option available in any given situation.  I hope this would be an efficient way to learn aspects of the game without trying to over simplify or over complicate things.  Majority of situations during a match, characters will have all the options available from their respective default stance pages.  These pages will constantly be referred to in future blog entries.

For the end of this week, I have finished adding command inputs to all the characters' default stance pages.  In the future, I will add more notes to each page, similar to the content available on Akira's page. 

February 21, 2014

[Updates] VF Moves Project Early Build completed

February 21, 2014 - Finally, all preliminary images added and all indices updated with links. Construction of the Early Build of the VF Moves Project is completed!  The idea for the blog has been in my head since early 2008 and the actual construction specifically for Final Showdown took ~1 and a half years to complete.  Over 1700 blog entries and 3000 preliminary images forms the backbone of  what I hope will be a useful resource for others as well as for my own VF education.

November 19, 2013

[Shun] Haishin Bokuko

Soukokukyu Back Turned - (Flow Chart Image)
Haishin Bokuko - Recovers Standing
          Oushin

Haishin Bokuko - [K][t][G]
Mid Strike recovers Standing
Frame Data:
Execution: ( Active)
G:
H: ( damage)
CH:
Total Frames (no contact)

Properties and Description:

Miscellaneous Notes:



Oushin (Haishin Bokuko) - [Kg][tg][Gg][P][t][K][t][G]
Maneuver recovers to Oushin
Frame Data:
Execution: ( Active)
G:
H: ( damage)
CH:
Total Frames (no contact)

Properties and Description:

Miscellaneous Notes:



--------------------------------
Shun - Main Page / Index

Version: VF5FS Version A.1

References:
1.  Virtua Fighter 5: Final Showdown Master Guide - Majority of Frame Data (Pre-Version A).

[Shun] Haishin Bentsui

Soukokukyu Back Turned - (Flow Chart Image)
Haishin Bentsui - Recovers to Soukokukyu
          Haishin Renkan Chougeki - Recovers Standing
          Haishin Renkan Chougeki~Cancel - Recovers to Soukokukyu

Haishin Bentsui - [P]
Mid Strike recovers to Soukokukyu
Frame Data:
Execution: ( Active)
G:
H: ( damage)
CH:
Total Frames (no contact)

Properties and Description:

Miscellaneous Notes:



Haishin Renkan Chougeki - [Pg][K]
Mid Strike recovers Standing
Frame Data:
Execution: ( Active)
G:
H: ( damage)
CH:
Total Frames (no contact)

Properties and Description:

Miscellaneous Notes:



Haishin Renkan Chougeki~Cancel - [Pg][K][b]
Maneuver recovers to Soukokukyu
Frame Data:
Execution: ( Active)
G:
H: ( damage)
CH:
Total Frames (no contact)

Properties and Description:

Miscellaneous Notes:



--------------------------------
Shun - Main Page / Index

Version: VF5FS Version A.1

References:
1.  Virtua Fighter 5: Final Showdown Master Guide - Majority of Frame Data (Pre-Version A).

[Shun] Haishin Ryoutai

Soukokukyu Back Turned - (Flow Chart Image)
Haishin Ryoutai - Recovers Standing

Haishin Ryoutai - [K]
Mid Strike recovers Standing
Frame Data:
Execution: ( Active)
G:
H: ( damage)
CH:
Total Frames (no contact)

Properties and Description:

Miscellaneous Notes:



--------------------------------
Shun - Main Page / Index

Version: VF5FS Version A.1

References:
1.  Virtua Fighter 5: Final Showdown Master Guide - Majority of Frame Data (Pre-Version A).

[Shun] Rouko Haibi

Soukokukyu Back Turned - (Flow Chart Image)
Rouko Haibi - Recovers Standing

Rouko Haibi - [d][K]
Low Strike recovers Standing
Frame Data:
Execution: ( Active)
G:
H: ( damage)
CH:
Total Frames (no contact)

Properties and Description:

Miscellaneous Notes:



--------------------------------
Shun - Main Page / Index

Version: VF5FS Version A.1

References:
1.  Virtua Fighter 5: Final Showdown Master Guide - Majority of Frame Data (Pre-Version A).

[Shun] Kokukyu Honda

Soukokukyu Back Turned - (Flow Chart Image)
Kokukyu Honda - Recovers Standing

Kokukyu Honda - [P][t][K]
Mid Strike recovers Standing
Frame Data:
Execution: ( Active)
G:
H: ( damage)
CH:
Total Frames (no contact)

Properties and Description:

Miscellaneous Notes:



--------------------------------
Shun - Main Page / Index

Version: VF5FS Version A.1

References:
1.  Virtua Fighter 5: Final Showdown Master Guide - Majority of Frame Data (Pre-Version A).

[Shun] Soukokukyu~Suiho

Soukokukyu Back Turned - (Flow Chart Image)
Soukokukyu~Suiho (foreground) - Recovers Standing

Soukokukyu~Suiho (background) - Recovers Standing

Soukokukyu~Suiho - [d][d] or [u][u]
Maneuver recovers Standing
Frame Data:
Execution: ( Active)
G:
H: ( damage)
CH:
Total Frames (no contact)

Properties and Description:

Miscellaneous Notes:



--------------------------------
Shun - Main Page / Index

Version: VF5FS Version A.1

References:
1.  Virtua Fighter 5: Final Showdown Master Guide - Majority of Frame Data (Pre-Version A).

[Shun] Soukokukyu Suiho (back)

Soukokukyu Back Turned - (Flow Chart Image)
Soukokukyu Suiho (back) - Recovers Soukokukyu Back Turned

Soukokukyu Suiho (back) - [b][b]
Maneuver recovers to Soukokukyu Back Turned
Frame Data:
Execution: ( Active)
G:
H: ( damage)
CH:
Total Frames (no contact)

Properties and Description:

Miscellaneous Notes:



--------------------------------
Shun - Main Page / Index

Version: VF5FS Version A.1

References:
1.  Virtua Fighter 5: Final Showdown Master Guide - Majority of Frame Data (Pre-Version A).

[Shun] Haishin Taiho Gyou’in

Soukokukyu Back Turned - (Flow Chart Image)
Haishin Taiho Gyou’in - Recovers to Soukokukyu

Haishin Taiho Gyou’in - [b][P][t][K][t][G]
Maneuver recovers to Soukokukyu
Frame Data:
Execution: ( Active)
G:
H: ( damage)
CH:
Total Frames (no contact)

Properties and Description:

Miscellaneous Notes:



--------------------------------
Shun - Main Page / Index

Version: VF5FS Version A.1

References:
1.  Virtua Fighter 5: Final Showdown Master Guide - Majority of Frame Data (Pre-Version A).

[Shun] Haishin Jouho Gyou’in

Soukokukyu Back Turned - (Flow Chart Image)
Haishin Jouho Gyou’in - Recovers to Soukokukyu

Haishin Jouho Gyou’in - [f][P][t][K][t][G]
Maneuver recovers to Soukokukyu
Frame Data:
Execution: ( Active)
G:
H: ( damage)
CH:
Total Frames (no contact)

Properties and Description:

Miscellaneous Notes:



--------------------------------
Shun - Main Page / Index

Version: VF5FS Version A.1

References:
1.  Virtua Fighter 5: Final Showdown Master Guide - Majority of Frame Data (Pre-Version A).

[Shun] Haishin Gyou'in

Soukokukyu Back Turned - (Flow Chart Image)
Haishin Gyou’in - Recovers to Soukokukyu Back Turned

Haishin Gyou’in - [P][t][K][t][G]
Maneuver recovers to Soukokukyu Back Turned
Frame Data:
Execution: ( Active)
G:
H: ( damage)
CH:
Total Frames (no contact)

Properties and Description:

Miscellaneous Notes:



--------------------------------
Shun - Main Page / Index

Version: VF5FS Version A.1

References:
1.  Virtua Fighter 5: Final Showdown Master Guide - Majority of Frame Data (Pre-Version A).