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

Discussion in 'Vanessa' 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 Vanessa

    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
    Combo High Kick (From Defensive Style: PPK)

    Shortened the total recovery frames by 6 frames, changed the recovery on guard from -16 to -8 frames.

    Stopping Low (From Defensive Style: 2K)

    Is now considered a half circular move.

    Leopard Strike (Deflect) (From Defensive Style: 46P+K)

    Changed the effect on hit, allowing for follow ups even from a normal hit.

    Grand Spike (From Defensive Style: 2P+K)

    Shortened the total recovery frames by 6 frames, changed the recovery on guard from -4 to +2 frames.

    Stinger Low Blow (From Defensive Style: 1P+K)

    Changed to cause a knockdown on recovery counter hit.

    Spinning Savate (From Defensive Style: 66K+G)

    (D) 66K+G now has the same motion as its (O) counterpart.

    Low Spin Slicer (From Defensive Style: 2K+G)

    Changed the recovery on hit from -5 to -3 frames.

    Sliding Low Kick (From Defensive Style: 1K+G)

    Changed the recovery on hit from +4 to +7 frames.

    Wheel Kick (From Defensive Style: 9K+G)

    Changed from a high attack to a mid attack.

    Intrude Hook (From Defensive Style: (hold G) 2P)

    Extended the dodge property to 10 frames.

    Intercept Body Blow (From Defensive Style: (hold G) 8P)

    Extended the dodge property to 10 frames.

    Switch Shoulder (From Defensive Style: 6P+K+G)

    Changed the frames after the attack from -2 to +1 frames.

    Back Knuckle High~Switch Back Blow (From Defensive Style: 6PKP+K+G)

    Restored Back Knuckle High ~ Switch Back Blow.

    Stopping Low~Switch Back Blow (From Defensive Style: 2KP+K+G)

    Restored Stopping Blow ~ Switch Back Blow.

    Heavy Hook~Switch Knee Lift (From Defensive Style: P+KP+K+G)

    Restored Heavy Hook ~ Switch Knee Lift.

    Combo Body Blow (From Offensive Style: PP6P)

    Changed the recovery on hit against crouching opponents from +6 to +7 frames, unifying it with counter hit frames.

    Fake Lancer (From Offensive Style: PKP+G)

    Changed the command from (O) PK6P+G to (O) PKP+G. Shortened the active time on the catch throw, allowing it to be more easily dodged by crouching.

    Body Blow (From Offensive Style: 6P)

    Changed the recovery on hit against crouching opponents from +6 to +7 frames, unifying it with counter hit frames.

    Bunker Buster (From Offensive Style: 9P)

    Added 1 frame to the total recovery frames, changed the recovery on guard from +2 to +1 frames.

    Crimson Lancer (From Offensive Style: KP4PP+G)

    Changed the command from (O) KP4P6P+G to (O) KP4PP+G. Shortened the active time on the catch throw, allowing it to be more easily dodged by crouching.

    Crimson Lancer (From Offensive Style: 6KKP4PP+G)

    Changed the command from (O) 6KKP4P6P+G to (O) 6KKP4PP+G. Shortened the active time on the catch throw, allowing it to be more easily dodged by crouching.

    Landing Knee Kick (From Offensive Style: 66K)

    No longer staggers on hit against crouching opponents. Changed to only cause a stagger on counter hit.

    Landing Knee Combo (From Offensive Style: 66KP)

    Changed the recovery on guard from -13 to -15 frames.

    Fake Lancer (From Offensive Style: 66KP+G)

    Changed the command from (O) 66K6P+G to (O) 66KP+G. Shortened the active time on the catch throw, allowing it to be more easily dodged by crouching.

    Crimson Lancer (From Offensive Style: 46K, then P+G during counter hit)

    Changed the command from (O) 46K6P+G to (O) 46KP+G. Eased the distance requirement. Shortened the active time on the catch throw, allowing it to be more easily dodged by crouching.

    Crimson Lancer (From Offensive Style: 2KP4PP+G)

    Changed the command from (O) 2KP4P6P+G to (O) 2KP4PP+G. Shortened the active time on the catch throw, allowing it to be more easily dodged by crouching.

    Stopping Toe~Second Impact (From Offensive Style: 3KK)

    Changed the recovery on hit from -5 to -1 frames.

    HAWK Strike (From Offensive Style: 9K)

    No longer considered an air move.

    Backswing Body Hook (From Offensive Style: P+KP)

    Changed so that when the first hit is guarded, the second hit does not force a guard string.

    Clobbering Straight (From Offensive Style: 4P+K)

    Changed the recovery on guard from +2 to +5 frames.

    Leg Slicer (From Offensive Style: 2K+G)

    Changed the damage from 21 to 15.

    Leg Slicer~Takedown (From Offensive Style: 2K+G, then P+G during counter hit)

    Changed the damage from 17 to 10, shortened the distance needed for the hit throw.

    Leg Crush Hold (From Offensive Style: 3K+G, then P+G during hit)

    Eased the input window.

    Switch Shoulder (From Offensive Style: 6P+K+G)

    Changed the recovery on guard from -2 to +1 frames.

    One Two~Switch Back Blow (オFrom Offensive Style: PPP+K+G)

    Restored One Two ~ Switch Back Blow.

    Combo Body Blow~Switch Back Blow (From Offensive Style: PP6PP+K+G)

    Restored Combo Body Blow ~ Switch Back Blow.

    Body Blow~Switch Back Blow (From Offensive Style: 6PP+K+G)

    Restored Body Blow ~ Switch Back Blow.

    High Kick Combo~Switch Knee Lift (From Offensive Style: KPP+K+G)

    Restored High Kick Combo ~ Switch Knee Lift.

    Knee Kick Combo~Switch Knee Lift (From Offensive Style: 6KKPP+K+G)

    Restored Knee Kick Combo ~ Switch Knee Lift.

    Stopping Low Combo~Switch Knee Lift (From Offensive Style: 2KPP+K+G)

    Restored Stopping Low Combo ~ Switch Knee Lift.

    Stopping Toe~Switch Back Blow (From Offensive Style: 3KP+K+G)

    Restored Stopping Toe ~ Switch Back Blow.

    Leap Short Upper (From Defensive Style: (while descending) P)

    Changed the recovery on guard from -7 to -10 frames.

    Spear Tackle (From Intruder Step: P+G)

    Changed the damage from 15 to 10.

    Brush Off (Deflect) (From Intercept Position: P+K)

    Expanded the hurtbox on the opponent on successful sabaki.

    Army Combination (From Defensive Style: 41236P+G)

    Changed the damage from 60 to 65.

    Judgment: Guilty (From Wall Kiss: 6P+G)

    Changed the damage from 40 to 45.

    Stomach Crusher (From Wall Kiss: 4P+G)

    Changed the damage from 40 to 45.

    Styx Hole (From Offensive Style: 63214P+G)

    Changed the damage from 25 to 30.

    Triangle Lancer (From Offensive Style: 46P+G)

    Changed the damage from 52 to 55.

    Lightning Lancer Tackle (From Offensive Style: 66P+G)

    Changed the damage from 15 to 10.

    Rampage Drive (From Offensive Style: (wall behind opponent) 41236P+G)

    Changed the damage from 70 to 75.

    V1 Armlock (From Takedown: P+G)

    Changed the damage from 35 to 32.

    Space-out Nightmare (From Takedown: 6P+G)

    Changed the damage from 50 to 47.

    Inconstant Nightmare (From Takedown: 4P+G)

    Changed the damage from 45 to 42.
     
    Ellis and erdraug like this.
  2. erdraug

    erdraug Well-Known Member Content Mgr Vanessa

    XBL:
    erdraug
    Last edited: Dec 17, 2024
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  3. Mech

    Mech Well-Known Member

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  4. erdraug

    erdraug Well-Known Member Content Mgr Vanessa

    XBL:
    erdraug
    IDK what exactly they changed here, but certainly not OS 9K's hitboxes. I just clipped a Twitch stream where it flies over El Blaze's rising low kick:

    https://clips.twitch.tv/create/NaiveMiniaturePonyDogFace-fQ5oApp6dtYP0NU5

    If the hitboxes of the move can't be fixed, I wish they would just replace OS 9K with another knee. VF5R gave DS vanessa a knee move (it can bee seen in this video clip a couple of times) that's currently not used. They could map it to be OS's knee class move. It used to knock down but I guess it can always cause a vital point collapse, kinda like Goh's groin kick(s).
     
    Last edited: Dec 14, 2024
  5. erdraug

    erdraug Well-Known Member Content Mgr Vanessa

    XBL:
    erdraug
    Here are some observations concerning system changes affecting Vanessa combos after watching the exhibition match of Marlyjay vs Seidon:

    https://youtu.be/4n24yUWqx08?t=4969 OS 6_K CH > 4K6K doesn't seem to bound anymore.
    https://youtu.be/4n24yUWqx08?t=5007 ending a combo with OS 66KP does not appear to allow floor scraping with 3K for extra dmg.

    EDIT: @Combolammas suggests these might be El Blaze specific!

    https://youtu.be/4n24yUWqx08?t=5053 DS 3K counterhitting a backdash puts the opponent into an state where they cannot be thrown. Maybe a low throw works? Or maybe 3P+K connects? Needs testing because, since the opponent is not staggered, I don't think P+KP will launch them anymore.

    EDIT: @MarlyJay has already labbed this - check his post below for what to after a backdash counterhit!
     
    Last edited: Dec 17, 2024
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  6. Combolammas

    Combolammas Sheep Content Manager Goh

    Just chiming in that some of that might be El Blaze specific. That little MF doesn't even get hit by some LW combos anymore so I think he's enjoying some increased gravity or something.

    As for the backdash thing, you can dash up and 3P+K it. You've got all day to do that so make sure you take some time because if you do it too early you'll whiff over the opponent.
    As a matter of fact, you've got enough time to dash in, do an OM and still connect a guaranteed 66K+G to the side for a little extra.
     
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  7. MarlyJay

    MarlyJay Moderator - 9K'ing for justice. Staff Member Gold Supporter

    PSN:
    MarlyJay
    XBL:
    MarlyJay
    In DS backdash stagger I had time to forward dash, OM and then do K+G into back throw for 122 damage.
    In OS then forward dash, OM, 66K+G seems best mid stage
     
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  8. VolcanoShed

    VolcanoShed Well-Known Member

    The new DS 2KP+K+G is a really good string on the side

    If you have +5 or more on the side (or you do it straight after an evade or an OM) then DS 2KP+K+G will hit on the side

    DS 2K is a 17F half-circular low attack and if this hits on the side then 2KP+K+G is guaranteed to hit and this leaves you +7 in OS

    I saw Shark use this quite a bit when I was watching him play ranked on VF5US 2.0 and it looks really good
     
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  9. erdraug

    erdraug Well-Known Member Content Mgr Vanessa

    XBL:
    erdraug
    That's awesome! At +7, a buffered OS 66K+G (18f exe) beats everything except 10f jabs and reversals/sabakis for a sidecrumple!
     
    Ellis and VolcanoShed like this.
  10. Mech

    Mech Well-Known Member

    Blaze's hurtbox is bad for combos and every char suffers against him, it's part of the reason why he didn't explode like Eileen even though they were both featherweights. Being a light now, this makes it so even more combos don't work on him.
     
  11. Dr. Curien

    Dr. Curien Member

    The removed air property has changed 3 things I could notice right away.
    1. when getting hit out of the startup of 9K, it restands Vanessa instead of launching her.
    2. It doesn't beat 2P's anymore.
    3. Crushing wakeup low kicks has become way harder with 9K. It's not impossible, but it's much harder.
     
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  12. erdraug

    erdraug Well-Known Member Content Mgr Vanessa

    XBL:
    erdraug
    @B_Ninja210 went over Vanessa's REVO changes in video format. Good video if reading changelogs is not your thing :)

    He also pointed out a couple of things that were overlooked:

    OS 2K+G damage being reduced from 21 to 15 damage reduces wall stagger possibilities.

    DS 2K+G is now +1 on sidehit (it used to be negative on side NH). +1 might not seem an impressive frame advantage but Vanessa is crouched so WS P should beat every attack except 10/11f jabs.

    He was also excited about the DS 44P+G replace throw since DS 66K+G now side-crumples on any hit. What has been everyone's experience?

    The entire "new" OS PPP+K+G string combos on sidehit (after a CH OS K+G). Since it keeps the opponent sideturned and vanessa at +6, it seems like an attractive alternative to PPK
     
    Last edited: Jan 4, 2025 at 5:49 PM
  13. MarlyJay

    MarlyJay Moderator - 9K'ing for justice. Staff Member Gold Supporter

    PSN:
    MarlyJay
    XBL:
    MarlyJay
    With DS 44P+G, 3K is guanteed. Leaves you at +3 sideturned but quite far away. Outside of throw and 6P range. 66K+G doesn't really make sense to use there imo as they can just block, leaving you at -1 (and still far away) .
    If 44P+G throws them into the wall it will stagger and 66K+G will crumple... But you'd get the exact same crumple from 3K and as it's faster it's harder to escape.
     
  14. MarlyJay

    MarlyJay Moderator - 9K'ing for justice. Staff Member Gold Supporter

    PSN:
    MarlyJay
    XBL:
    MarlyJay
    In other news I put some testing into DS (G) 2/8P. The move is ridiculous and seems to now comfortably beat both elbows and throws at - 9. I'll test to find out the exact evasion frames soon.
     
  15. Combolammas

    Combolammas Sheep Content Manager Goh

    They are listed unless you mean to try if they're accurate.

     
  16. MarlyJay

    MarlyJay Moderator - 9K'ing for justice. Staff Member Gold Supporter

    PSN:
    MarlyJay
    XBL:
    MarlyJay
    All the patch notes told us is that they're increasing the evasion. It certainly isn't frame 1-10 as I'm going through 17f moves at -9. Accuracy is needed as the move is harder to apply without knowing what it could beat. It doesn't have very much range and is unsafe.
     
  17. Combolammas

    Combolammas Sheep Content Manager Goh

    Where did the information in the OP of this topic come from then?

    The thing with Vanessa G2P is that since you can't just buffer it, it often comes out later than the first frame you can act unless you manage to hit a JF timing every time.

    Can I as what happens to your test if you also record the opponent to mix in a throw when you are at -9 and try to G2P through that as I'm going to bet you're going to get thrown some of the time. I sure am.

    The added patch notes about things they missed also mentioned that Aoi 9P+K now has 10 evade frames. With that I can avoid a 15f move with 4 active frames from -8 but not a 16f move with 4 active frames from -8 which would add up to 10 evade frames.
    I used Goh crouch hit K into 3P and K respectively for that test.

    Doing the same test with Vanessa would be very difficult since there's no way for me to know if G2P was executed on the first frame or not.

    EDIT: Replicating the test several times I've managed to get hit by the last frame of Goh K a few times implicating that Vanessa also has 10 evade frames as it only ever hits on it's last active if it does.
     
    Last edited: Jan 4, 2025 at 8:56 PM

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