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VF5:R Location Test Report!

Discussion in 'Arcade' started by Makatiel, Apr 18, 2008.

  1. KrsJin

    KrsJin Well-Known Member

    Looks like he's kicking his chest rather than his chin to me. Still brutal though lol.
     
  2. Attorney4Hire

    Attorney4Hire Well-Known Member

    PSN:
    Roperband
    Thanks for the vids guys.

    Something about Taka's tech rolls seem a bit off to me. He moves way too fast for a 350+ pound guy IMO.

    And I'm hoping Goh gets some wall-throws (the low one looks pretty nasty) and I'd like to see Blaze get some air throws

    Oh, and I'd like to play the game too /forums/images/%%GRAEMLIN_URL%%/frown.gif
     
  3. Slide

    Slide Well-Known Member

  4. kbcat

    kbcat Well-Known Member

    IIRC, VF4 (or was it Evo?) had a flashy Lau v. Pai (I think it was Pai) sequence with crazy blocking stuff going on. So, while I agree it would be very interesting to have some of those active blocking techiniques in the game, going by SEGA's track record it's probably just for the attract mode.

    I also a agree that is a bit disappointing to see little innovation with Taka -- but at the same time it's nice to have him back as I remember him.
     
  5. sakito

    sakito Member

    forgotten where i watched a video when el blaze vs taka in a small ring, it's very cool to see blaze doing the wall attack thingy, kinda reminds me of spider man
     
  6. KrsJin

    KrsJin Well-Known Member

    ^ It's ok, Myke had posted a youtube version of it on page 6, they'll know what you're talking about.


    I hope R doesn't go the route of SF4 and let us get a sneak peak early on in the loke test then absolutely nothing for the remainder of the weekend ; - ;


    EDIT: You guys think we'll see a type of black book come out for R? I certainly hope so with all these changes.
     
  7. wasted

    wasted Well-Known Member

    LOL, I wonder if they will hand over the Undertaker's "Old School" rope walk move to Wolf or Jeffry /forums/images/%%GRAEMLIN_URL%%/laugh.gif
     
  8. Subbers

    Subbers Active Member

    One quick note on Aoi reversals: a lot of them have guaranteed ground throw followups, so they do have 50/50 potential for really big damage. On the same note, she has guaranteed high-damage combos after reversing circular attacks. Speaking as an Aoi player, I think her reversal damage is fine for the huge risk involved.
     
  9. Sp00n

    Sp00n Well-Known Member

    <div class="ubbcode-block"><div class="ubbcode-header">Quote:</div><div class="ubbcode-body">I don't want reversals to have a 20 frame window, I like them to be tight and difficult to nail. They should just do more damage so that people would try and use them more often. </div></div> As far as I am aware Doa4 has a 30 frame window.
    <div class="ubbcode-block"><div class="ubbcode-header">Quote:</div><div class="ubbcode-body">Counter hits do damage proportional to the attack interrupted, so inashi and low-damage reversals (pai, aoi's tenchi) don't incur much of a penalty at all for getting counter hit.</div></div> This is news to me but Does explain a lot actually.
    <div class="ubbcode-block"><div class="ubbcode-header">Quote:</div><div class="ubbcode-body">One quick note on Aoi reversals: a lot of them have guaranteed ground throw followups, so they do have 50/50 potential for really big damage</div></div> O rly? That's something I'll go confirm in dojo right away, if it's true i'll never complain about Aoi's reversals again :p

    Sorry for draggin this off topic.
     
  10. ZenTou

    ZenTou Well-Known Member

    Sad to see GOH lose the 'hayabusa- jun'you', but I'm psyched because now he has a headbutt! GORATA!!!!!


    I have mixed feelings about the loss of OM p or k. can anyone confirm this for sure? Are you sure the inputs have not just changed? If it's true , I can understand if its to discourage OM p spammers. At the same time, Im a little dissapointed because thats the direction I saw VF expanding in the future: more special attacks and throws that can only be done while OM or DM -ing. MAK are you saying that you can no longer buffer REGULAR attacks and strings during OM, or is it that OM p/k is gone? The former would make more sense. Please clarify.

    On the same note I would like to see more offensive and defensive (maybe side - conditional reversals and special block animations) options while sideturned. You have back turned attacks and throws, sideturned stance should get the same treatment. A martial artist can still block while being attacked from the side, thats what kata
     
  11. ZenTou

    ZenTou Well-Known Member

    .......katas are for. (damn PS3 field limitations. Any way seeing the new characters, moves and (YES!) stages has got me amped. Now SEGA, remember when 250k PS3 players were asking for an "ONLINE PATCH"? If ever there was an opportunity for an OLIVE branch............



    Edit: so there IS a SIDEBLOCK. Maketials arcadia article made it more clear. But yeah the original poster stated it here as wellI see, albiet understated.

    If you look at the release flyer it looks like side guard is even a bullet point. In explicably sois the OMMISSION of OM P and OM K . How is that ommission a SELLING point? it sucks because someOM p( like Akira's ) had cool animations. BAH. 2ND EDIT: So all those cool animated moves from OM p and such are bac, albiet in 2d moves excetued at the end of combos. HOORAH. The whole ease of execution vs damage thing is probally ind of the reason OM P moves got nixed. they were too easy and spammable.
     
  12. Manjimaru

    Manjimaru Grumpy old man

    PSN:
    manjimaruFI
    XBL:
    freedfrmtheReal
    I somehow agree. Only thing that bugs is that the weird hitbox thingies may shoot Akira in the foot but otherwise I think he is good. Beefing him up even MORE...

    [​IMG]

    Well who am I to complain since I play him..
     
  13. Sp00n

    Sp00n Well-Known Member

    <div class="ubbcode-block"><div class="ubbcode-header">Quote:</div><div class="ubbcode-body">One quick note on Aoi reversals: only a very few of them have guaranteed ground throw followups, so they do have 50/50 potential for really big damage</div></div>
    Fixed.
     
  14. Manjimaru

    Manjimaru Grumpy old man

    PSN:
    manjimaruFI
    XBL:
    freedfrmtheReal
    Shou(sarah) vs Joseph(akira)

    http://www.youtube.com/watch?v=qyOBYKVWpyQ&feature=related

    What is that stomach crumble I see at 0:37?!
    Is it SDE, singlepalm, or some new move??!

    Sarah looks like she has a 4 hit string outta FL K and ending in the old FL KK+G? The kick added between the K and K+G looked kinda like her other just frames..

    She looks like she can enter Flamingo after d+KK in 2:55? Or is that some new kick

    shou(sarah) vs Taka-Arashi
    http://www.youtube.com/watch?v=IMsYGM6Qdug&feature=related

    Taka seems to have mostly his old moves. In fact Im not sure have I seen any new ones.. Except maybethe bearhugthrow. Maybe its just that the player didnt know commands for those. Taka looks very much like his old self, and lol@dragon cannon hitting Taka. They seem to have handled the float issue nicely.

    EDIT: Sorry that I didnt notice this been discussed already.. I went straight to vids when I came
     
  15. Franz

    Franz Well-Known Member

    It is SDE, see also 2:36. I think Akira's elbows are good as they are, they don't need stronger stats but I definitely welcome the crumple on SDE CH rather than the big float, as follow-ups won't be affected by weight.
    If we can connect /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/p.gif after a SDE crumple, that'd be just great.

    Akira isn't overpowered. He can land big damage, but you have to freaking sweat for every damage point you get, with stuff like buffered palms, knee and DLC. Whilst so many other characters (*cough*ilee*cough*) can do similar damage with combos that are MUCH easier to pull off. I don't see why the old rule of "difficulty of execution = damage" should be thrown down the drain.
     
  16. Manjimaru

    Manjimaru Grumpy old man

    PSN:
    manjimaruFI
    XBL:
    freedfrmtheReal
    Goddamit, you are correct. That is as clear SDE MC crumple as possible. If so, his damage potential from it goes up almost automatically... huuuu..... /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/p.gif - /forums/images/%%GRAEMLIN_URL%%/p.gif - DbPm...

    I dont think its that simple..
     
  17. Manjimaru

    Manjimaru Grumpy old man

    PSN:
    manjimaruFI
    XBL:
    freedfrmtheReal
    I dont know about you but I thought we (as in VFDC) have preached for AGES that difficulty of execution should never be used as an excuse to create overpowered characters... There is always someone who gets it down to routine and then what you do. I mean I like doing difficult stuff but I dont demand that what I do should net better damage. I complain if its weaker though.
     
  18. Shidosha

    Shidosha Well-Known Member

    PSN:
    I_Am_Shidosha
    XBL:
    Ur Not Shidosha
    wtf@ jean
    he hits like a monster
     
  19. Tha_FeauchA

    Tha_FeauchA Yosha!

    PSN:
    Medina_Rico
    Crazy thread to stumble upon lol. Ima start off by sayin thanks for catching footage of this game to whoever recorded it and putting them on youtube.

    Them new stages look dope, and that Jean dude looks pretty cool too. From the lil bit i've seen he looks like a mix between Jack,Goh and Akira. Don't know why but that's just the vibe I got from seeing that.

    I'm sure we'll get this game. This my first VF game i've had(VF5)but being on these forums i've seen quite a few people from the states that has played pretty much all the VF's. Wich brings me to believe we've(USA)have gotten all the VF's so far, so why not this one? Unless there was other versions of the old ones we didn't get. I wouldn't know.
     
  20. Franz

    Franz Well-Known Member

    I understand what you say and, especially in a scene like the Japanese one (I guess nothing is really difficult for them, joystick wise) but I think there should still be some criteria. Not something like "a combo which is twice as difficult to do should net twice the damage", but you should still be able to see a trend. I'm not sure it's the case, but whatever I guess my idea is not the valid one. On the other hand I've played a recent VF consistently only since november, so I guess I just have to practice more (or switch to Pai eheheh)
     

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