Damage problems in VF5R

Discussion in 'Arcade' started by Fulan, Aug 25, 2008.

  1. Dennis0201

    Dennis0201 Well-Known Member

    That video about Jeffry (202) is just like a "show" to present, and I don't think it's an usual situation to be feed. However, the other Pai (115) one is ridiculous.... easy set up without any specific.

    How could AM2 reduce the fastest giant swift to 80 but increase these wall combo so unpredictable? /forums/images/%%GRAEMLIN_URL%%/mad.gif I like new stuff to be added but AM2 should consider these wall damage clearly... maybe something like no matter how many hits u get, the damage should be controlled under 100~~ I mean AM2 should adjust in the further version.
     
  2. ice-9

    ice-9 Well-Known Member

    VF5, Jeffry combo on Pai without wall:

    /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif (MC) > /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif > /forums/images/%%GRAEMLIN_URL%%/p.gif > /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif > /forums/images/%%GRAEMLIN_URL%%/uf.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif

    Result: 110 points.

    That's only 3 points off the 113 point combo you are complaining about (which incidentally has the same combo starter). Did you have a problem with Jeffry in VF5?

    I DO think that some wall combos for certain characters (ahem Jean) need to be toned down, but I don't think that Jeffry combo you're talking about is the problem.
     
  3. Cuz

    Cuz Well-Known Member

    Artificial limits would frustrate me more than the actual problem it's trying to fix. The easiest thing would just be to make it relatively easy to struggle out of those wall rebounds.
     
  4. Reno

    Reno Well-Known Member

    Quit complaining.
     
  5. ACTIONBASTARD

    ACTIONBASTARD Well-Known Member

    yah I really think they need to tone down those 100 point wall combos. I mean, it's fine for Brad to have one cause he's my main but it's unfair for everyone else to have them amirite?

    P.S.: need moar Brad vids
     
  6. _Denkai_

    _Denkai_ Well-Known Member

    Quit complaining Quit playing..sounds fair to me
     
  7. Johoseph

    Johoseph Well-Known Member

    XBL:
    Lau of America
  8. KrsJin

    KrsJin Well-Known Member

    ^ I swear Spitfire has gotten better, like noticeably better, in just the last week or so of uploads lol. Man, Lau looks like 7 dollars cooler in R.
     
  9. gl0ry

    gl0ry Well-Known Member

    The damage in VF is getting out of hand. The wall combos aren't scaled enough and as far as people saying these combos are situational, I disagree. I've seen a ton of 100+ damage combos wall or no wall on normal fights.

    Another problem with wall damage being as high as it is now, is that the damage is exclusive to certain characters.

    To keep the game balanced and competitive I'd assume those small walled stages would have to be banned from tournament play.
     
  10. gl0ry

    gl0ry Well-Known Member

    No one said that kind of damage in vf5 wasn't a problem either.

    It's the fact that stuff like that should have got toned down with R but instead they went in a completely opposite direction and increased the damage potential instead.

    Why is it necessary to try to justify the damage we've been seeing. A lot of the combos aren't even as situational as people are trying to play them out to be.

    http://www.youtube.com/watch?v=lmtZZMM1C4A&fmt=18

    Look at that damage, thats without walls and off a very common setup. It doesn't take a rocket scientist to tell theres definitely a damage increase/problem in R.

    In my honest opinion I feel that it's intentional. The fighting game genre in general has moved towards this high damage algorithm for a while now and it seems like VF is starting to move towards that direction as well.
     
  11. _Denkai_

    _Denkai_ Well-Known Member

    To be honest I want to say Spitfire has gotten better I been watching his vids since his first..but honestly to me it just looks like he finally found out how to play R..massive 100+ wall combos
     
  12. Reno

    Reno Well-Known Member

    This is a terrible idea. Also, you're an idiot.
     
  13. _Denkai_

    _Denkai_ Well-Known Member

    how is that a terrible idea when the EVO stages (with the water on the floor) was banned from tournaments for being too small?? Unless you are saying that was also a terrible idea..in which case you would be the idiot
     
  14. gl0ry

    gl0ry Well-Known Member

    Yes I am an idiot. I think VF5R has a problem.
     
  15. Johoseph

    Johoseph Well-Known Member

    XBL:
    Lau of America
    I thought he was crazy too until I re-read it and realized he said small wall stages (thought he just said wall stages). I think theres only 2, Lei and Lion's new stages. The reaaaally long rectangular ones. I wouldn't have a problem with certain stages not being used. Remember it's not the huge 150-200 damage wall combos everyone is scared about. It's the fact that some character's average wall combo sits around 100 damage.
     
  16. ShinobiFist

    ShinobiFist Well-Known Member

    Glory, I think that setup Jeffery does is similar to Wolf's 3P and Pai's P+K, were it puts the player in a ducking situation. If the player doesn't react, they get low throw. I'm assuming you could low jab out of it.*Hopefully*
    At first, I was worry about this game, due to all the videos showcasing 6hit combos and up. And I mean everyone. But now, I could see fights becoming very interesting at tourny's with huge comebacks and all. Jean's Wall combos are a little to much IMO. Once he finishes a string. He could keep pick you of the floor with a standing Jab. Not cool. I'm may not be explaining it correctly, but if ya seen the video, you know what I mean.
     
  17. Rodnutz

    Rodnutz Well-Known Member

    PSN:
    XxRodnutzxX
    XBL:
    XxRodnutzxX
    I think it's time to lock this thread... it's waaaaaaaaaaaaaay off track for a movie thread. As much as I hate these wall combos too, I think every one should keep their opinions about them short and sweet until we actually get R to keep from derailing this thread.

    with that said, can we get back to the broken damage videos already please? Someone hurry up and post a 220+ damage... I'm waiting!
     
  18. Llanfair

    Llanfair Well-Known Member

    Banning any ring from a tournament is not going to happen. While the Evo water stage may have been "banned", it was a console ring anyway. Any tournament worth their weight were really held in the arcade and not on our continent. So that stage is moot.

    Furthermore, I'm actually really surprised to see people post that they would not play VF5R because of the damage they're seeing. Did I read that right, above? Wow. I've eaten a MC Knee from Jeff countless times, and I've shook my head and said "jesus, that shit is overpowered" as many times as I watch my Pai bounce half her bar away. But I'm still playing VF. To stop playing because of the reasons in this thread is mind boggling.

    I think this thread could actually have some constructive discussion, so I hope it's not locked. Coming in and posting some whining comment won't help any of us - so let's discuss WHY we think the damage is too much instead of just saying "omg, it's out of hand".

    To everyone: Why is the damage in VF5R out of hand? What are you afraid the damage in VF5R will do to VF and our ability to play and have fun?

    Afterall, isn't that the core of why we all play? Because the game is fun, really.
     
  19. Manjimaru

    Manjimaru Grumpy old man

    PSN:
    manjimaruFI
    XBL:
    freedfrmtheReal
    I believe that happened (we banned water ring here in finnish tournaments at that time) because osme characters ahd advantage in wall damage over others (and ofc Kage could throw you over the fence). If all characters can do good wall combos then banning some stage may not be necessary. It was a question of balance, not a question of damage. Although I admit some R stages seem to have weird design, such as if one move straight off the starting point is enough to start a wallcombo, then I think wall is too close.
     
  20. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    Llanfair, thanks for an attempt to restore some sanity.

    In some ways I can understand why Reno is so pissed at all the whining from people who are not even playing the game yet. I've mentioned this before but I think it warrants repeating -- what we see uploaded to youtube, etc represents a very skewed view of reality over in Japan. People tend to save matches when unusual or extraordinary events occur, and not your usual run-of-the-mill match.

    In VF5, a lot of characters can get high damage (80-100 pts) from a wall stagger. Since we don't have the R shaped stages, we obviously don't see them occurring as often. In R if the average wall combo nets around 110-120 (30 pts more than VF5) then I'd be OK with that. And disregarding a few exceptions, that's been in line with what I've seen so far.

    Since this is the initial version of R, you can almost guarantee that AM2 will update it soon with some tweaks. Does anyone recall the first version of VF5 in the arcade? How many vids were there of Jeffry doing /forums/images/%%GRAEMLIN_URL%%/db.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif into wall, followed by OM /forums/images/%%GRAEMLIN_URL%%/k.gif for a back crumple, then low throw. The very next revision AM2 did something to make that much more difficult, if not impossible? So it could be likely that when they update R, we'll see either damage correction or limitations on wall splats.

    Other concerns for me are Pai's /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/p.gif. It's not only a mid, mid string, but is a natural combo on CH (not sure about NH but I doubt it) and the second hit causes a wall stagger allowing for some big wall combo. Mid, mid strings are quite strong IMO, so I'd prefer if they reduced the damage on the second hit so it only produced a wall hit instead of stagger.

    Another one is Jeffry's threat stance /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif hit throw, which now works on guard or hit! On hit, the damage adds up and you can see the big combos he can do on Taka. Just as an aside, I think Jeffry's threat stance got a major boost in utility and damage potential -- one that he probably didn't really need? /forums/images/%%GRAEMLIN_URL%%/smile.gif

    Lastly, I found it funny to recall VF3 with its Sumo stage and Subway stage. Both stages could represent a very easy RO from the start of the round. The rectangular stage in R reminds me of those, but I think I'd prefer a wall over a ring out.

    It's been noted before, but there's the new ability to create a wall splat multiple times in the one combo. I think if this was reduced to a limit of one, then we can probably still get high damage wall combos without attaining some of the 120+ figures so easily.

    The mechanic I propose would be:

    wall stagger -> wall splat -> ground slam/bounce

    but right now in R we see multiple wall splats.

    Just as a comparison, in VF5 you couldn't produce a wall splat after a wall stagger (Lei is the only exception to this rule that I know) whereas in R this seems to be the norm.
     

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