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VF5:FS Location Test Discussion Thread

Discussion in 'Arcade' started by Reno, Jun 29, 2010.

  1. Aidan

    Aidan Well-Known Member

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    Re: VF5:FS Location Test Impressions

    Damn, not sure what think about all this.
    I like it that they made so much and essential changes, but I also have to bitch about the new 1 TE system. 4 Throw escapes were to much, and I´m glad that this is gone, but only 1 Throw escape is imo just to less.
    However, what me really bothers is the new music...
    Surely, this is a matter of taste, but I REALLY don´t like it, especially compared to R´s soundtrack, which was awesome.

    But enough complains, the game looks just sweet and I hope for a Console release and more Video footage.
     
  2. Fulan

    Fulan Well-Known Member

    Re: VF5:FS Location Test Impressions

    thing is, VF5 (the only VF I played and not for very long) had a bunch of defensive options for different occasions. Now TEG maxes out your options, you block and escape as many throws the system lets you (1). I dunno seems strange and limited to me still.

    Also, why is everyone suddenly loving the concept of making things easier. You make things easier and the ceiling becomes lower. Doesn't sound like a good idea.
     
  3. shadowmaster

    shadowmaster Well-Known Member

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    Re: VF5:FS Location Test Impressions

    Lowering the bar some may not seem like a good idea at first but it will even itself out at the end once we get used to it. The fact that it emphasizes thinking more should offset the fact that only 1 TE is allowable. Either way it shouldn't be too bad given enough time.
     
  4. KrsJin

    KrsJin Well-Known Member

    Re: VF5:FS Location Test Impressions

    We've seen that in the case where companies do a bad job at making select things easier/more accessible. Or go extreme with that philosophy. Capcom, I'm looking at you, and even you too a little, Namco... lol. As long as they perserve the nature of the beast, the thinking game, I'm cool with them lowering the execution requirements a little. I still want really tough stuff to pull off, like select moves and combos, but for universal system stuff, I'm cool with them adjusting. Like GT mentioned I think it was in a previous post. Trim the hedges a bit, and allow the players get right to the "meat" of the thinking game.

    I don't think this particular change will affect the overall ability to spot a skilled player versus a new or bad player. At most, you might see the unskilled player get a few more TEs, but honestly, if you weren't TEing in 5 to begin with, I don't think a ton will change with this system either.
     
  5. Dennis0201

    Dennis0201 Well-Known Member

    Re: VF5:FS Location Test Impressions

    I'm just wondering has it confired yet?
    Especially the video was recorded in these 2 days, and it's hard for me to believe that Jacky player can switch into 1 direction ONLY when he has more than 4 years multiple throw escape experience.


    I only agree 50% about this. The presupposition is you know your opponents are going to throw, so punish them. I totally agree with that and I'm glad now throw clash is gone. But under unknow situation, how to make yourself safe is one thing to distinguish who is the better player. If, I mean if you are only allowed to do 1 direction throw escape in FS, I think AM2 should balance the damage for each direction throw. Otherwise, the chance is not 33% anymore.

    So far the videos are cool to me, and hopefully we can have some confired info soon~~
     
  6. tonyfamilia

    tonyfamilia Well-Known Member

    Re: VF5:FS Location Test Impressions

    This is the ferocity and brutal aggression that I've wanted to see in VF. Pure, raw and uncut anger from Goh. Beautiful violence [​IMG] [​IMG]

    About the jumping: what if VF started to incorporate jumping attacks that would lead into combos a la SF? [​IMG] Lol, naaaah!
     
  7. _Denkai_

    _Denkai_ Well-Known Member

    Re: VF5:FS Location Test Impressions

    The way I see it, just because theirs 3 throw options doesn't mean its always the best option to TEG (the chances of you getting thrown is still greater than not being thrown). Its still a great incentive to ETEG simply because dodging an attack is apparently more rewarding due to the fact that an successful dodge will led you to the side so that would be a better option then simply guarding. I don't see how it limits the choices at all since theirs still incentives to make the same amount of current choices
     
  8. Fulan

    Fulan Well-Known Member

    Re: VF5:FS Location Test Impressions

    How does this promote more thinking though.

    And yea ETEG allows you to get to the side true, but when you becomes concerned with staying safe it seems wise you maximize your defense taking the least risk.

    another thing, it was said that being hit out of a backdash leave syou at a major disadvantage but in that wolf vs jacky video jacky gets hit out of a backdash and staggers a bit but the data didnt show any real disadvantage.
     
  9. AnimalStaccato

    AnimalStaccato Well-Known Member

    Re: VF5:FS Location Test Impressions

    Yes, this is exactly what I was looking for ! [​IMG]

    On a side note, the new jumping looks stupid,like SF jumping-_-
     
  10. SDS_Overfiend1

    SDS_Overfiend1 Well-Known Member

    Re: VF5:FS Location Test Impressions

    You can never lower the ceiling if there is only 1 TE which is not even conformed.TE is just one of many skills that make a person great.Evade gives a Bigger High risk/High reward so even if you inputted on TE you should be able to recover mentally to punish your opponent. So as you wish Do a Failed ETEG and You WILL Pay for it handsomely.I hope you can ony input one neautral and one direction. So Fulaan do you think this change will actually put us on par with top players? Hell No it just might make things even more crazy with less things to remember.


    BTW folks the jumping system velocites are from Fighting Vipers. Just watched a Vipers Vid and the speeds are pretty even.
     
  11. Fulan

    Fulan Well-Known Member

    Re: VF5:FS Location Test Impressions

    When I said lowering the ceiling I'm talking about the general trend to make things easier. Not this specific change. You make a game easier by changing the basics it will always affect high level play because it is built on those basics.

    Anyways I don't want to be too negative. Just my thoughts atm.
     
  12. Rodnutz

    Rodnutz Well-Known Member

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  13. Dandy_J

    Dandy_J Well-Known Member

    Re: VF5:FS Location Test Impressions

    Personally I think the changes sound great. It sounds like a return to the VF4 philosophy of 'pure', but going even more old-school with no MTE. But really all I needed to hear is 'throw clash removed' and I was on board. ;7)

    Then again, it's beta so anything can change. Anyone remember 30% off MC DE in FT beta or the different 2P's for standing/crouching in VF5 beta?

    They already did that from VF4 to VF5, you can fuzzy after like half the moves in the game compared to VF4 and it made the game way too fuzzy-centric.
     
  14. Shoju

    Shoju Well-Known Member

    Re: VF5:FS Location Test Impressions

    I would never have expected them to make such a big change as removing multi TE's in an update of VF5. What compensation will throw based characters who had lots of directions get?

    I wonder if there'll be any similarities to VF3's throw system? You couldn't escape more than 1 throw there, they were also really fast but had very little range. From memory I don't think you could buffer throw escapes into the recovery of a move or an evade so you either tried to escape a throw or did something else. So I don't think you could escape nikatu with teg or eteg. Somebody with good knowledge of VF3 could hopefully explain.

    I do really like the look of the movement and as was pointed the extra speed and evasiveness of bd could potentially add another element to small disadvantaged situations. At the same time bd is supposed to have it's own drawback in that you can be ch during it so it can be countered by long range attacks. Better stepping is something I'm glad about.
     
  15. SDS_Overfiend1

    SDS_Overfiend1 Well-Known Member

    Re: VF5:FS Location Test Impressions

    Nah i feel you. But they did'nt make easier my a longshot. If you have the basics knowledge of VF this won't hurt a bit. I for one only do 2 directions but they may vary. Sometimes knowing who you facing plays a big part in TE becauses of habits. Don't believe the Japanese for a bit. They do multiple inputs. They are to advance not to. Why do just one when you can input another just for Safety's concern?
     
  16. Cuz

    Cuz Well-Known Member

    Re: VF5:FS Location Test Impressions

    If you play a character with 6 throw directions and your opponents in VF5 could double TE, you're still going to land your throws the same percentage of time. If your opponent could tripple TE consistently, you're % would be better in the new version.
     
  17. Fulan

    Fulan Well-Known Member

    Re: VF5:FS Location Test Impressions

    Yea SDS, I guess I'll just have to wait and see.

    Not the point Cuz, grapplers have more dicrections than non grapplers in vanilla 5 so they have an advantage in that aspect. If everyone just has 3 regular throws now they'll lose that.
     
  18. L_A

    L_A Well-Known Member

    Re: VF5:FS Location Test Impressions

    How does getting rid of multiple TE inputs lower the bar? Lower the bar on manual dexterity? To a point, yes. Lower the bar on yomi? Quite the opposite.
    If anything, it would prevent forcing people to use their brain more. The core of VF has always been about reading the opponent and multiple TE is yet another thing that takes away from that.

    Personally I give way more props to the player that can outsmart the opponent over the guy whos pro at jerking off the controller with fancy stepping, etc. I know im the minority on here.
     
  19. Fulan

    Fulan Well-Known Member

    Re: VF5:FS Location Test Impressions

    How does it promote more yomi and how do multiple TEs detract from it.

    Sincere request for an explanation, not trying to argue.
     
  20. EmpNovA

    EmpNovA Well-Known Member

    Re: VF5:FS Location Test Impressions

    Rock, paper, scissors. Attack, guard, throw. A return to form with a touch of VF4 thrown in the mix. Throw clash was removed because the Japanese hated it. Let's hope that the Japanese arcade players have enough influence to get the music changed in this version.

    Scrap the music, kill the announcer and bring back the VF3-4 one, zoom the camera back in like 5R versions B and C, tone down 'dramatic camera', pay for new sound effects and not used recycled ones from Windows95 games, and actually make a decent console port.
    First off you answer your own question. It lowers the execution barrier which is a major aspect that VF never backed away from. Do you want the bar lowered for Akira's move set as well? There has to be a balance between difficult execution and practicality while not alienating beginner players completely. VF4's TE system did a fine job of that in my opinion. Forcing the players with the best execution to have an advantage taken away from them is contrary to what I associate VF with (high execution and reading).

    Escaping two TEs is not that hard. How many character can threaten with six throws? Two TEs versus six throws is a 1/3 chance of escape. 1 TE against 3 throws is also 1/3. All this does is punish players who had the execution to mash out more than 2 TEs at a time.

    I just don't see it requiring any more yomi. It simply requires less execution.
     

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