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quirk with the wall system

Discussion in 'Dojo' started by solfizz, Apr 11, 2007.

  1. solfizz

    solfizz Well-Known Member

    Does anyone else miss the breakable wall feature that was in some stages in VF4? For those of you unfamiliar with breakable walls, the stages with them allowed you to break down and completely remove the section of walls that your opponent collides into when he's hit or thrown with certain moves...basically allowing for additional ring out potential.

    From a gameplay perspective, I think this exclusion takes away a few layers of strategy that made vf4 so fun. I remember it being a great challenge and incentive to try to ring out an opponent into the wall that I just tore down using my opponent's body. Mabye there's just something with the new VF5 system that maybe I'm not understanding. In your opinion, is this a step backword?

    Could it be in fact that the exclusion of breakable walls is a design flaw, a shortcut or perhaps even a shortcoming that VF's new design team has to be responsible for?
     
  2. Jeneric

    Jeneric Well-Known Member

    I don't think it matters that much. It was kinda gimmicky anyway. I'd prefer them (and the semi open stages) over the new retarded half fence stages though.
     
  3. sonicspear64

    sonicspear64 Well-Known Member

    I wish there were breakable walls in VF5 too. The wooden walls in Goh's stage look like they could actually break if you hit someone through it. Instead... it just breaks slightly and the section of the wall changes permanently.
     
  4. WrathX

    WrathX Well-Known Member

    Hm... I'm still on the fence about it (pun intended)... but I definitely think the half walls are crap. Especially when you can jump over them yourself by accident.
     
  5. Chanchai

    Chanchai Well-Known Member

    A part of me definitely misses the breakable walls. There are times when I sit there waiting for the wall to break after awhile. And in some really tiny way, there was a sort of drama with a delayed risk of ring out. Another part of me that misses the breakable walls are some of the silly ways I have seen players ring out on the half-walls. Often times on accident, sometimes accidentally by the winner of the round.

    However, the wall combo whore in me doesn't really miss the breakable wall. The role walls play is very consistent now and you can focus more on wall combos and other elements.

    At the SoCal Gathering, I think fewer people would have booed Ice-9 for the few ringouts he's scored during the tournaments (he only did like 2 or 3 ringouts in each tournament when I watched him). Those half-walls being half-walls really brought out some of the ringout hate some people have had for Kage and Akira.

    I don't know if they would have booed the same way if this was any other VF game!
     
  6. solfizz

    solfizz Well-Known Member

    What's up Chanchai!

    Part of the beauty behind breakable walls was the fact they cut down on the amount wall domination combos on unbreakable walls. Rather than always shooting for the max damage combo, the player had to adjust to breaking the wall and then have display ring control by keeping his opponent there. The fighting in these precarious (for both attacker and defender) situations just felt so much more visceral and heart pumping than having a safety net. I'm not saying breakable walls should be standard but only found in a couple stages at most...just like in vf4.

    Is it just me, or do half walls feel "higher" than before? I haven't played VF4 in a while so I could be mistaken, and maybe even still of the mindset that they should be as easy to be knocked over as walls/railing found in DOA4, my most recently played 3d fighter. Going back to what I was stating earlier, the half walls don't seem to function vastly different than high walls because few moves carry the opponent that high anyway. I think there should be just a teeny bit more flexibility with pushing people over. I mean, outside Kage's TFT (and more specifically Ice9's haha), there seem to be few moves that can deliberately be used as strategy to ring out on these stages. Do you think this would seriously throw the game's balance out of whack?

    What this post comes down to is that stage variety is a little shot in vf5 IN COMPARISON TO its predecessor.
     
  7. Crazy_Galaxy

    Crazy_Galaxy Well-Known Member

    They said the same thing about 4 lol,
    let's face it though low half wall are crap /forums/images/%%GRAEMLIN_URL%%/eek.gif
     
  8. THE_WALL

    THE_WALL Well-Known Member

    I also miss the breakable walls. The idea for the half walls came from Last Bronx. The strange thing about it was that in Last Bronx I don't think that you could ring out. Someone correct me if I'm wrong.
     
  9. solfizz

    solfizz Well-Known Member

    yeah, when the walls break in name, but not in practice (haha), it's a letdown...

    The difference between 4 and 5 and 3 and 4 was that VF3 needed to be changed. Some levels were so unfair, what do you call an incline at the START of the match with a wall on one side but not the other. They were fun, but unfair.

    Anyway, I'm not really bummed at VF5's staging structure. Just that I miss VF4's.
     
  10. Vortigar

    Vortigar Well-Known Member

    Uhm, just a thing I noticed with these low-walls. To make a ringout over them you have to not go for the juggle combo, but rather let the opponent just float away and over the edge after hitting a launcher. As soon as you open with aanything on a floating opponent the animation of the float changes and the 'floatee' slams into the wall. (Has anyone else noticed this? Or is this so logical I'm making a fool of myself?)

    It's true that Akira and Kage have a definite advantage with their respective throws though as they can get someone clear over without having to judge distance.
     
  11. ElectricLeo

    ElectricLeo Well-Known Member

    Yeah, you're right, Akira and Kage are cheap.
     
  12. Jerky

    Jerky Well-Known Member

    <div class="ubbcode-block"><div class="ubbcode-header">Quote:</div><div class="ubbcode-body">The strange thing about it was that in Last Bronx I don't think that you could ring out. Someone correct me if I'm wrong. </div></div>

    You're pretty much correct in there being no ring outs - during regular play anyway.

    You had the ability to self ring out by flipping onto the wall followed by /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif+ start. It was a complete novelty.
     
  13. Dandy_J

    Dandy_J Well-Known Member

  14. Jide

    Jide Joe Musashi Silver Supporter

    PSN:
    Blatant
    That video was so lame...
     

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