A SEGA anunciou novas atualizações para Virtua Fighter 5 REVO (também conhecido como Ultimate Showdown no PlayStation 4 e nos fliperamas). A nova versão, que marca a chegada oficial da franquia ao Steam, apresenta rollback netcode, aprimoramentos gráficos e mudanças significativas no balanceamento de personagens. Alguns destaques para:
O comando de avançar e pressionar P agora realiza automaticamente o jab avançado sem a necessidade do input manual de avanço.
O peso dos lutadores afeta diretamente a altura que alcançam em combos aéreos. Para melhorar o equilíbrio geral, foram feitas as seguintes alterações:
Confira os detalhes em inglês da atualização abaixo. Para visualizar todos os detalhes, acesse o site oficial:
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.
- Super heavyweight: Taka-Arashi
- Heavyweight: Wolf, Jeffry
- Midweight: Akira, Lau, Jacky, Kage, Lei-Fei, Brad, Goh, Jean
- Lightweight: Sarah, Shun, Pai, Lion, Vanessa
- Super lightweight: Aoi, Eileen, Blaze
• The following characters were changed:
- Became lighter: Wolf, Jeffry, Akira, Jacky, Jean
- 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
- Akira's Tsutenho, (4P+K+G), Jean's Harai'uke (4P+K+G), etc.
• All transitions from strike attacks to stances
- Jacky's Beat Spin Kick into Slide Shuffle (P+KK4), Lei-Fei's Chutenho into Kyo Shiki (3PP+K+G), etc.
• All cancels
- 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.
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