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VF5 System Tidbits

Discussion in 'Dojo' started by Yupa, Sep 14, 2007.

  1. GoDokunoDan

    GoDokunoDan Well-Known Member

    This is a joke. You should really think things through before posting them. Since you can't do that "nobody" at least do us all a favor and go delete your last 5 posts. Rules are made into exceptions for several moves for an obvious reason: STRATEGY, for both offense and defense. A defensive player will learn the differences so he doesnt fall for an obviously intended misread. An offensive player will use moves that do that extra five points of damage or has shorter recovery times for the face value of that property, or simply because that move is one he prefers,or most importantly ITS THE BEST MOVE HE SHOULD DO AT THE TIME.

    Really, your bitching pissing and moaning has a better place in GAMEFAQS,not here. Dont try topreach to the converted. AS for you postering like you could design a better fighting game than AM2 and are in a place to second guess them, excuse me while I laugh out loud derisively.
     
  2. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    There are many cases in VF, past and present, where we will never know why things are.

    We don't know why Jeffry's VF4 (or was it evo?) threat stance bounce combo only worked against 4 characters.

    We don't know why Shun in VF4, and now both Shun and Blaze in VF5, stomach crumple differently to everyone else. This difference prevents certain combos from connecting on them.

    We don't know why some characters legs will dangle differently to others. This difference determines the success or failure of certain combos.

    So why isn't this latest exception livable?

    Just like all other exceptions and nuances seemingly designed into the game, for reasons we will probably never know, many have found these to be livable.

    Now I'm sure some have found these to be irritating as well, but for others they provide an opportunity to maximise combo damage. I personally find it satisfying to find ways to squeeze out an extra point or two in a combo. Similarly, when I watch players perform a combo which is more difficult than usual, just for a few extra points of damage, they earn a few points of respect in my eyes.

    One of my favourite analogies for this is F1 drivers striving to shave off milliseconds from their lap time. They have to pour in a huge amount of effort to gain what seems like such an insignificant amount of time.

    <div class="ubbcode-block"><div class="ubbcode-header">Quote:</div><div class="ubbcode-body">I'm not eager to pay attention to a 5-point deficit if it has no apparent logic behind it other than the whim of some AM2 designer deciding to add a difference for its own sake. That's not depth. That's just plain inconsistency. </div></div>
    Then don't pay attention to the inconsistency? VF5 doesn't insist that you do, just as the past VFs didn't either. You can still perform your head crumple combos regardless of the character.

    But it sounds like this is one exception that isn't livable for you. I think this is an overreaction, but that's just my opinion.
     
  3. Unicorn

    Unicorn Well-Known Masher Content Manager Wolf

    PSN:
    unicorn_cz
    XBL:
    unicorn cz
    BTW that enhanced damage differs character by character, sometimes juggle by juggle. FE Jeffry usually have 4-5 enhanced; but against Wolf he can reach up to 9 /forums/images/%%GRAEMLIN_URL%%/laugh.gif

    BTW to this whole discussion:
    As I already stated, this exception IS NOT DESIGNET AS SPECIAL EXCEPTION. This expeption is maybe iritating, mabe inviling, but logical. It is side effect of bounce / non-bounce diversion in damage calculation.
     
  4. akai

    akai Moderator Staff Member Bronze Supporter

    PSN:
    Akai_JC
    XBL:
    Akai JC
    I think it may be more accurate to say some combos have "decreased damage potential" for characters rather than "enhanced damage?"

    Using Jeffry's combo against Aoi as an example...

    /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif

    ...correct input for the last two hits, will result in 61 pts of damage. If your timing is slightly off, damage can be reduced to 56 pts or even 51 pts.
     
  5. Yupa

    Yupa Well-Known Member

    <div class="ubbcode-block"><div class="ubbcode-header">Quote:</div><div class="ubbcode-body"> ...correct input for the last two hits, will result in 61 pts of damage. If your timing is slightly off, damage can be reduced to 56 pts or even 51 pts.
    </div></div>

    Yeah, if delayed, you end up getting credit for hitting a grounded opponent with a non-ground attack which results in the attack doing half damage.

    edit: which Myke already outlined above /forums/images/%%GRAEMLIN_URL%%/blush.gif
     
  6. Yupa

    Yupa Well-Known Member

    Something that's been nagging me lately, that I can't find a reference to is: Can you decrease float damage by holding down on the joystick? Does it make you fall quicker?

    For example: If Kage gets me with a TFT, can I hold down to fall quicker so that it's harder for him to do combos?

    How about Akira's Five Foot Toss /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif?

    How about any misc. launcher like Sarah's /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/k.gif?
     
  7. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    Why does this nag you? You could never do such a thing in VF, and you certainly can't do it now!

    Air Control works in Soul Calibur though /forums/images/%%GRAEMLIN_URL%%/wink.gif
     
  8. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    I'm really hoping namco doesn't screw up SCIV
     
  9. Yupa

    Yupa Well-Known Member

    It nagged at me because air control didn't seem right in VF to me either... thanks for confirmation.
     
  10. ElectricLeo

    ElectricLeo Well-Known Member

    They've certainly done a great job of making each successive version of Soul Calibur better.
     
  11. Jide

    Jide Joe Musashi Silver Supporter

    PSN:
    Blatant
    Is that sarcasm? /forums/images/%%GRAEMLIN_URL%%/smile.gif
     
  12. Yupa

    Yupa Well-Known Member

    I've been proofing the System 2 part of the VF5 Wiki and came across something that I wasn't sure of:

    <div class="ubbcode-block"><div class="ubbcode-header">Quote:</div><div class="ubbcode-body">Special high attacks can be ducked, but will eat low attacks.</div></div>
    For some reason I was under the assumption that special highs only beat low punches. Do they beat all low attax? Cooleo if true.
     
  13. Unicorn

    Unicorn Well-Known Masher Content Manager Wolf

    PSN:
    unicorn_cz
    XBL:
    unicorn cz
    AFAIK they does. For sure Jeffs /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif beats Jeffs /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif
     
  14. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    Yes, all low attacks.

    They can even hit mid attacks that recover low during their recovery time (e.g. Kage's /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif).
     
  15. ElectricLeo

    ElectricLeo Well-Known Member

    You mean Kage has a move that isn't invincible against all other moves?
     
  16. KoD

    KoD Well-Known Member

    PSN:
    codiak
    <div class="ubbcode-block"><div class="ubbcode-header">Quote:</div><div class="ubbcode-body">Special high attacks can be ducked, but will eat low attacks.</div></div>

    The way this is worded is kind of misleading. Special high attacks don't "eat" low attacks the way e.g. a low punch sabaki will. They just allow you to hit a low attack if you have the frames or collision detection to do so.

    E.g. jeff's /forums/images/%%GRAEMLIN_URL%%/b.gif /forums/images/%%GRAEMLIN_URL%%/f.gif /forums/images/%%GRAEMLIN_URL%%/p.gif will only beat a low punch if the low puncher is at -9 or worse, or if the low punch whiffs. At -8 or better and close range, the low punch wins.
     
  17. Yupa

    Yupa Well-Known Member

    So we could put:

    "Special high attacks can be ducked, but will beat low attacks if they have frame advantage or reach hit detection at the same time."

    Is that right? I'm looking to clarify the System Wiki.
     
  18. KoD

    KoD Well-Known Member

    PSN:
    codiak
    My guess is that if a special high and a low attack reach active frames at the same time, the higher damage attack wins ( just like any other situation ). Kinda hard to test though. It's probably safe to say

    "Special high attacks can be ducked, but will beat a low attack if the special high attack reaches hit detection first."

    I also think a picture is worth 1000 words - it's probably worth it to do a couple of myke's patented frame diagrams to show examples of the various outcomes involved when 2 attacks execute near the same time. Maybe that'll be my first wiki project /forums/images/%%GRAEMLIN_URL%%/wink.gif
     
  19. Yupa

    Yupa Well-Known Member

    Go for it! I have limited graphix skills, but my wiki table skills are flourishing =)

    I tend to agree with your observation about the strongest attack winning if they both reach hit detection at the same time, but many low attacks are relatively weak, so they lose.

    Making a frames table example of special high vs low attacks requires actually testing this... ew... I'd prefer to keep it vaguely stated as above. As long as it's a correct statement, of course.

    I'm now down to proofing minor counter hits in the wiki:
    A minor counter still gets a damage bonus, right?

    It use to be:
    MC or CH got you a 50% attack bonus.
    mC or RCH got you a 25% attack bonus.

    Is it still the same in VF5? I can't be bothered to fire up the PS3 right now :p
     
  20. KoD

    KoD Well-Known Member

    PSN:
    codiak
    Minor counter damage bonuses seem to be all cattywumpus in VF5. As I recall, Jacky's /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif does 50 on minor counter. The first hit is 16 points, so 25% of that would be 4, plus 46, which would be the sum of normal damage for each of the 3 individual hits, would indeed equal 50. But his /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/k.gif does 35 on mC, just the same as the sum of the hits. Anyone know for sure how it works?
     

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