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FT: Hands On Report

Discussion in 'Arcade' started by Namflow, Jul 15, 2004.

  1. Siyko

    Siyko Well-Known Member

    Re: FT: Hands On Report part 2

    [ QUOTE ]
    archangel said:

    So what have they actually changed and made WORSE apart from the double palm?

    [/ QUOTE ]

    if everything else in the first impressions are true, then [4][2]+[P]+[G] can be more easily struggled, [4][6]+[P] disadvantage on block instead of +1, and knee is elbow counterable
     
  2. Dandy_J

    Dandy_J Well-Known Member

    Re: FT: Hands On Report part 2

    Also his P+K has normal punch stats.
     
  3. Dandy_J

    Dandy_J Well-Known Member

    Re: FT: Hands On Report part 2

    And SDE only crumples on RC...
     
  4. ice-9

    ice-9 Well-Known Member

    Re: FT: Hands On Report part 2

    Floats on YC for a possible AS3 or double palm?

    Akira might have gotten better!
     
  5. KTallguy

    KTallguy Well-Known Member

    Re: FT: Hands On Report part 2

    i don't know if the float is high enough for a DP
     
  6. KiwE

    KiwE Well-Known Member

    Re: FT: Hands On Report part 2

    It is. It's just like a normalhit in Evo.

    /KiwE
     
  7. KTallguy

    KTallguy Well-Known Member

    Re: FT: Hands On Report part 2

    oh thx
     
  8. Makatiel

    Makatiel Well-Known Member

    Re: FT: Hands On Report part 2

    just some goh info ive got (nothing too specific):

    [6][6][K] is just great. it really allows you to close distances pretty safely. it reminds me of jacky's [6][K], only instead of a float on counter it causes a harakuzure. however, it's kind of a funny harakuzure in that ive never been able to get a low throw off of it. maybe im inputing the low throw too slow? or could you never get a low throw off a harakuzure...

    this may all be old news:

    [4][6][P]+[G] is a new throw. oosotogari. looks kind of like the [4][2][P]+[G]. not great damage and easy to break direction. not really sure why they added it.

    [6][3][2][1][4][P]+[G] is a new animation. i keep thinking it's a link throw, but ive never seen anyone do anything with it. he does kind of like a modified seoinage. not great damage either. the original HCB has been changed to 270 back.

    [6][4][P]+[G] is now a different animation too. it's just like an over the shoulder seioinage too. no follow up either as you recover too slow to get a ground punch. doh. the original was the best looking throw in the game. /versus/images/graemlins/mad.gif

    also the 270 forward doesnt give you a chance at a ground punch anymore. opponent's recovery is very fast.

    [P]+[K] inashi is different animation too. it's kind of like a bruce lee open palmed back fist. it doesnt go as far as the original pk, but it seems to be faster. this seems to be a double edged sword. on the one hand, it seems like it would be harder to react to it, and youll catch a lot more people sleeping with the [P]+[G] tsukame follow up. on the other hand, it seems like you get less margin for error and less distance covered.

    [4][3][P] did not crumble on RC or MC or anything for me. it gave me the same heavy foot push back as evo.

    [4][6][K] no longer crumbles on counter i think. it seems to only crumble if it sabakis - the exact opposite of evo. too bad.

    [6][G]+[P]+[K] combo - i have never seen anyone execute this successfully. the punch is slow and mid. the second punch ive seen but not whatever the third follow up is.

    [3][K] is a different animation. dont know if there are any different properties, but i like the way it looks more in ft than evo.

    [P][K] is kind of annoying actually. now after a float ([4][P]+[K]) you have to [P][P][G][K] instead of just [P][P][K]. boo.

    on the other hand, goh's back turned throw is sweet.

    if i think of anything else, ill post.
     
  9. maddy

    maddy Well-Known Member

    Re: Red counters

    There seems to be two different kinds of RCs in FT. So hit levels in FT are NH(normal hit), YC, RC1, RC2 (tentative names).

    RC2 looks same as RC1 but you can see the screen shaking when it connects. There are combos that only work on RC2 so being able to reconize it during a match is necessary.

    The conditions of when RC2 occurs have not been officially revealed yet, though it seems like it is associate with the damage difference between two colliding moves.
     
  10. ONISTOMPA

    ONISTOMPA Well-Known Member

    Re: FT: Hands On Report part 2

    I don't know what to think of Goh, but he doesn't excite me. And why did they change [6][4][P]+[G]'s animation ? That throw looked tight. Oh well, I here you don't have to do p+k to get into tsukami, if that's true then that's definitly a plus.
     
  11. Pai_Garu

    Pai_Garu Well-Known Member

    Re: Red counters

    I seems that other people have noticed that there may be two different kinds of RC. Some one has already posted this doubt on 1/60's site. I guess we will have to wait until they verify it. The same also applies to the question of ARE, whether it's in FT or not.
     
  12. maddy

    maddy Well-Known Member

    Re: Red counters

    Sega changed the frame on a successful evade in FT. It's been said that it takes 7 frames to recover from a successful evade. That means you can't immidiately attack even after a successful evade. More infor's coming up on this.

    Those technical change intrigues me more than new moves or added moves. I think things like this can change the whole game. Hope it's not too much different from Evo. (It seems like it is already)
     
  13. KTallguy

    KTallguy Well-Known Member

    Re: Red counters

    Is it really a problem if the game is different from EVO? =) I'd hope that it's different just because we need time to learn new things before VF5 right? Something to keep us busy... at least.
     
  14. Siyko

    Siyko Well-Known Member

    Re: Red counters

    The RC and evade differneces seem good, but I doubt it will change the game much more than it will just change the risk/reward around for moves.

    Like doing a SDE instead of low punch at -2 will not only make you susceptable to different (read: more damaging) attack classes, risking what MIGHT be more damage, but will now also risk RC on ANY attack they do (assuming it beats yours in frames). This means more combos, more damage, and overall more risk. I'm sure this isn't news at all, but I just want to get my thoughts on the situation organized.

    What I really am curious about is how deep will new choices be, taking into account what different types of counters (assuming theres RC1 and RC2) you can get based on the opponent's choice of moves.

    All in all, I trust sega not to ruin everything.
     
  15. Plague

    Plague Well-Known Member

    PSN:
    plague-cwa
    XBL:
    HowBoutSmPLAGUE
    Re: Red counters

    [ QUOTE ]
    KTallguy said:

    Is it really a problem if the game is different from EVO?

    [/ QUOTE ]

    Not a problem if you don't mind half your strats and combos going out the window /versus/images/graemlins/smile.gif

    Since I don't really have strats or consistent combos, I have little to worry about.
     
  16. supergolden

    supergolden Well-Known Member Content Mgr El Blaze

    Re: Red counters

    [ QUOTE ]
    maddy said:

    There seems to be two different kinds of RCs in FT. So hit levels in FT are NH(normal hit), YC, RC1, RC2 (tentative names). RC2 looks same as RC1 but you can see the screen shaking when it connects...

    [/ QUOTE ]

    Thanks for the info!

    I suggest we refer to RC2 as an EXTREME counter /versus/images/graemlins/smile.gif

    -Alex
     
  17. Jide

    Jide Joe Musashi Silver Supporter

    PSN:
    Blatant
    Re: Red counters

    OMG Sega finally listened to my SUPER MAJOR COUNTER IDEA
    OMFG
     
  18. Makatiel

    Makatiel Well-Known Member

    Re: FT: Hands On Report part 2

    so where did the yc, rc label come from? i havent seen any colors at all, regardless of the type of move i counter. was it something from sega or from a msg board?
     
  19. Namflow, you mentioned this about Akira.

    - d/b,f+p+g throw has a better camera angle that focuses on the person falling, perhaps to make it easier to tech roll

    Speaking of throws, what about Wolf's Giant Swing. Do you know if the camera angle focuses on the person falling now? It's hard as heck to tech roll it when you can't really see when you're landing.
     
  20. KiwE

    KiwE Well-Known Member

    Re: Red counters

    [ QUOTE ]
    I seems that other people have noticed that there may be two different kinds of RC. Some one has already posted this doubt on 1/60's site. I guess we will have to wait until they verify it. The same also applies to the question of ARE, whether it's in FT or not.

    [/ QUOTE ]

    "Hmmm, did I hit on normal hit or mC or was it YC or maybe RC or maybe it was RC2? What footstance was I in again?" Hitscanning just got ridiculus... and I love it \[^__^]/

    /KiwE ("Without the bitter... the sweet doesn't taste quite that sweet")
     

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