VF5:FS Location Test Discussion Thread

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

  1. Feck

    Feck Well-Known Member Content Manager Akira

    Re: VF5:FS Location Test Impressions

    I noticed that bounce animation yesterday, it looks more like a crumple which is strange.

    Good to see some Akira vids, can't see much difference from what i've seen so far though.
     
  2. Ash_Kaiser

    Ash_Kaiser Marly you no good jabroni I make you humble... Bronze Supporter

    Re: VF5:FS Location Test Impressions

    If you're referring to the standing bounce, that was in the second vid. It appeared when Goh did his combo.

    More Wolf observations:

    Normal Giant Swing damage is down to 65 now? I wonder if you can still techroll out of the last hit of damage. Also, I've noticed a fair few of Wolf's throws doing 65 - Jackhammer, NGS and Hellevator all do that amount.

    [3] [K] no longer knocks down on normal hit.

    Vertical Tiger Driver (low throw) has new animation and nasty crunch sound effect and does 80 points of damage.

    DDT is now done from the hold position. My speculation is that Wolf now has at least two different throw sets: the normal ones, ones from the headlock position and if it's still there, the Catch position.
     
  3. dapheenom

    dapheenom Well-Known Member

  4. SDS_Overfiend1

    SDS_Overfiend1 Well-Known Member

    Re: VF5:FS Location Test Impressions

    Sounds like he's More technical. They found a way to eliminate command direction since the directions are limited this time around. I guess the Dragon screw must be from the leg hold now?

    About the bounce thing. I love the new one.The victim hits their face so hard they stand back dazed and confused lol
     
  5. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    Re: VF5:FS Location Test Impressions

    It's been reported, and we've seen, that when a full circular is guarded, the attacking limb no longer passes through the opponent and stops at the point of impact, much like it did in VF3.

    So far I've seen this with Jacky's [4][6][K][+][G] and Lion's [6][K][+][G]. However, I find it odd that both low and mid rising kicks that are full circular don't have a similar stopping animation when guarded. Has anyone seen cases to disprove this observation?
     
  6. Manjimaru

    Manjimaru Grumpy old man

    PSN:
    manjimaruFI
    XBL:
    freedfrmtheReal
    Re: VF5:FS Location Test Impressions

    Maybe because those arent counterable and the stop animation is meant to signify that you should punish?

    Has anyone seen what happens when Sarah does K+G and its blocked? (-3 in Vf5, shouldnt be counterable in FS either)
     
  7. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    Re: VF5:FS Location Test Impressions

    Jacky's [4][6][K][+][G] when side guarded is uncounterable, yet still produces a stop animation. And certain full circular rising kicks have been counterable but failed to result in a stop animation on guard. So I don't think it has anything to do with the counterability.
     
  8. Dennis0201

    Dennis0201 Well-Known Member

    Re: VF5:FS Location Test Impressions

    Yes, AM2 should change those stop animations too.
    However, the property is still the same, Jacky's 46K+G is -15 block, no infulence for game itself.
     
  9. Rodnutz

    Rodnutz Well-Known Member

    PSN:
    XxRodnutzxX
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    XxRodnutzxX
  10. tex

    tex Well-Known Member

    Re: VF5:FS Location Test Impressions

    I need this game NOW!!
     
  11. Feck

    Feck Well-Known Member Content Manager Akira

    Re: VF5:FS Location Test Impressions

    Maybe they haven't finished updating the animations.
     
  12. ShinobiFist

    ShinobiFist Well-Known Member

    Re: VF5:FS Location Test Impressions

    So that Pai back stance is a subaki, nice. But only to high punches, like her options after the back turned as well.
     
  13. llMICll

    llMICll Well-Known Member

    PSN:
    llMICll
    Re: VF5:FS Location Test Impressions

    Is Shun's throw from the opening sequence where he threw Lion off of the low wall an actual in-game move? That'll be the shit if it was.
     
  14. nobody

    nobody Well-Known Member

    Re: VF5:FS Location Test Impressions

    It's his wall throw from R.
     
  15. llMICll

    llMICll Well-Known Member

    PSN:
    llMICll
    Re: VF5:FS Location Test Impressions

    Oh okay, thanks.
     
  16. Slide

    Slide Well-Known Member

    Re: VF5:FS Location Test Impressions

    I'm lovin the Jacky and Sarah changes.

    To be honest, they could remove Sarah's flamingo and I wouldn't even care(it's still there), the new stuff looks cooler and more welcome.

    Might end up changing main for FS, but the new Sarah changes bring me back, and she finally got some shuffle steps! Finally some more JKD swag from the both of them.
     
  17. BLACKSTAR

    BLACKSTAR You'll find him on the grind Staff Member Media Manager

    PSN:
    oBLACKSTARo
    XBL:
    BLACKSTAR84i
    Re: VF5:FS Location Test Impressions

    stated from here: http://iplaywinner.com/news/2010/7/2/virtua-fighter-5-final-showdown-location-test-videos.html

    "I am, for one, really happy for changes like this. It means people who don't know VF will have less excuses to not learn VF, while it potentially keeps most of VF's depth.

    Also, from what I've seen in the developer's blog translations, one of the main goals of Final Showdown was to make VF more accessible by not forcing people to learn all kinds of hardcore data to be competitive. This new throw system definitely helps, while it seems like they added a few frames to big moves (if what i've seen in the vids go with my intuition). This should make it easier for BOTH players to tell apart the big moves from the rest, making it less ambiguous for the defender on how to defend themselves (attack, eteg, te, etc...) I might be wrong about this last point tho."




    Also, I LOVE how they have the trailer music in Sarah's stage in that Wolf vs. Pai vid. EASILY the best song in the whole VF5 series of games
     
  18. Dennis0201

    Dennis0201 Well-Known Member

    Re: VF5:FS Location Test Impressions

    So far the changes for Jacky are sweet!!
    I can't wait to see how Jeffry works~~
     
  19. akiralove

    akiralove Well-Known Member

    XBL:
    JTGC
    Re: VF5:FS Location Test Impressions

    maybe someone mentioned this, but in the akira/vanessa vid, looks like backdash -> evade -> Crouch Dash all cancel into each other pretty smoothly

    I'm not an expert on stepping in 5, but looked new to me

    maybe the reason rising attack animations haven't been altered is because they don't want players getting up to feel discouraged from using them? moves like jacky's 46K+G & Lion's 6K+G are usually used in a pretty offensive situation (ukemizeme, killing evade), whereas rising attacks usually just allow us to get up with a little mental pressure on the oppt ?
     
  20. JackyB

    JackyB Well-Known Member

    Re: VF5:FS Location Test Impressions

    Yea, looking forward to playing some Sarah in FS
     

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