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Virtua Fighter 5 Final Showdown

Discussion in 'Arcade' started by TaC, Feb 18, 2010.

  1. Griever

    Griever Well-Known Member

    PSN:
    Griever_PL
    Thank You very much for translating, Reno.
     
  2. Feck

    Feck Well-Known Member Content Manager Akira

    Thanks for the translation Reno, good to clear the situation with floats up.
     
  3. quash

    quash Well-Known Member

    PSN:
    SuperVernier
    XBL:
    GUILTY GAIJIN
    you are probably right.

    there are still 0 frame throws in 5r, but they let you hold throw escapes while guarding now.

    and thanks very much for the translation reno.

    this sounds like guilty gear.

    i like.
     
  4. MAtteoJHDY

    MAtteoJHDY Well-Known Member

    thanks reno for the translation
     
  5. Seidon

    Seidon The God of Battle walks alongside me! Content Mgr El Blaze

    <div class="ubbcode-block"><div class="ubbcode-header">Quote:</div><div class="ubbcode-body">However, we're thinking of getting rid of the concept of "no matter what move you use in a combo, the total damage won't change too much".</div></div>

    Can someone explain this one to me? Are they changing damage scaling? Or are they giving moves more juggle properties?

    I'm interested to see how this works at any rate.
     
  6. Manjimaru

    Manjimaru Grumpy old man

    PSN:
    manjimaruFI
    XBL:
    freedfrmtheReal
    This doesnt sound too good. If there are no differences between hard combos and easy combos it will propably create too 'casual' system where combos arent very important.. I dont like it. It also takes away one depth element. As for those who think that combos add no depth to the game, well breadth or depth, its one element to think about.

    If players dont have to pay attention to what they are doing, interest to the game and improving one's own game will wane quickly. Its not good for longevity of the game.
     
  7. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    What part of "getting rid of" did you not understand? [​IMG]
     
  8. Xzyx987X

    Xzyx987X Well-Known Member

    It's a pretty vague comment but I think you misunderstood it somewhere. I think he was talking about differentiating more between the damage of moves used in combos, not less.

    Edit: Too slow. :p

    Anyway, so far I'm liking what I'm hearing about Final Showdown quite a bit. Of course, I'd like it more if they'd hurry up and announce a console version...
     
  9. Ash_Kaiser

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

    I read it as that at first and thought it was a bad thing. Then I actually read it again properly and realised it was the opposite of what I was thinking, which is good.
     
  10. Jide

    Jide Joe Musashi Silver Supporter

    PSN:
    Blatant
    Sorry, Quash can you explain that system to me how it works in guilty gear.
     
  11. TheWorstPlayer

    TheWorstPlayer Well-Known Member

    The translation basically reads, "You people read into that trailer WAY to much."
     
  12. Kiuju

    Kiuju Well-Known Member

    PSN:
    JOHNNYDANGE12
    <div class="ubbcode-block"><div class="ubbcode-header">Quote:</div><div class="ubbcode-body">The translation basically reads, "You people read into that trailer WAY to much."</div></div>

    qft
     
  13. SDS_Overfiend1

    SDS_Overfiend1 Well-Known Member

    Funny how this is a issue because you cannot launch
    Taka.. We are looking to far into the trailer.

    If Wolf has a reject wall that absorbs 1 hit maybe taka can absorb more than wolf but at a rate of more energy lost.

    If you want my 1 cent. R was the protoype to this game. Final showdown will have Tweaked game play and more new hit effects combo's ETC while NOT comprimizing anything. The streamline combo's in the trailer are just that A TRAILER to show the fluidity and the more flashy combo's that R had.
     
  14. TheWorstPlayer

    TheWorstPlayer Well-Known Member

    I think people did the same thing when they saw the R trailer with the blocks and parries etc. Fantasy land just got another visit :p
     
  15. Cozby

    Cozby OMG Custom Title! W00T!

    PSN:
    CozzyHendrixx
    XBL:
    Stn Cozby
    Yah I thought it was kinda messed up with ppl doing double jump kicks with akira in all his combos in R. Glass eyed chicks are less softening.
     
  16. quash

    quash Well-Known Member

    PSN:
    SuperVernier
    XBL:
    GUILTY GAIJIN
    well the damage scaling in that game is pretty complicated, but the main concept to understand here is forced proration.

    most fighting games have a damage scaling system where the move you start your combo with reduces the damage of every hit thereafter; what guilty gear does is take this a step further and make moves during your combo reduce the amount of damage done by the next moves.

    vf actually implements forced proration already, though it's not nearly aggressive enough (nor is it move-specific) to make much of a difference in terms of forcing people to execute difficult combos to do damage. this can be seen by looking at the combo charts on this website; off of the same launcher, it's hard to find a combo that does significantly more damage than other, easier combos unless it has a wall hit, requires a counter hit, or is character specific. that is what aggressive forced proration and other methods of damage scaling aim to get rid of. but what do they add, you might ask?

    one of my favorite things about guilty gear is that people always have to choose between doing damage and scoring knockdown, because more often than not, knockdown combos don't do much damage at all in that game. you can choose between damage and knockdown in vf, though i feel that in this game it's not really a conflicting judgement call since most knockdown combos still do a good amount of damage anyways.

    what do you all think? do you want more demanding execution for higher damage combos and harsh damage penalties for scoring knockdown at the end of your combos? i sure can't think of a downside to it.
     
  17. TheWorstPlayer

    TheWorstPlayer Well-Known Member

    Err since a juggle in VF always results in a knockdown...............isn't that like....uhm not really an option?
     
  18. SDS_Overfiend1

    SDS_Overfiend1 Well-Known Member

    But in GG you get punished(Scaled heavily.) for repeating the Same combos especially if you start of with multiple weak attacks (Multiple light attacks into a chain.) VF5:FS doesnt need to incorperate this at all because the nature of the game is not over the top.
     
  19. EmpNovA

    EmpNovA Well-Known Member

    There definitely needs to be a better balance between combo execution and damage. The harder a move is, or the harder a combo is execution wise, the more damage the combo should yield. Same thing with stance specific combos, those need to result in far more damage, while universal combos (or non stance specific) should result in less damage. I know that VF5R has moved away from stance specific combos, but I much prefer how things were in VF4FT, where paying attention to stance before initiating a combo sequence was usually important.

    I'm not advocating that every max damage combo be stance specific as that might make VF too hard for even the most elite players. Many of the best damage combos in VF4FT were not stance specific. But adding the stance specific combo barrier back into VF5FS on the level that it was in for VF4FT, and maybe even more, is something I would like to see.

    As for execution, a harder combo to execute should give more damage, without question. In VF4 with Akira you could do b,f+p, AS3 instead of b,f+p, p, FC b,f+p. Or do k+g,p or d+p, FC b,f+p to end combos instead of something like the DLC or f,f+k,k. Even stuff in VF5 like making Akira's DLC have an easy motion for the third part of the move is a step in the right direction. It allows the casual players to use the DLC and elite players to fully use the DLC without creating such a massive gap between the two playing levels.

    The best combos should only be able to be used by the absolute best players. But there should be a set of combos that can be easily used by casual players that results in an appropriately lower amount of damage.

    And yeah many combos in VF offer the highest damage, or near highest damage, without sacrificing any okizeme potential. I'm not sure I have a problem with that. I feel that by limiting combo damage output to gain a situational advantage for okizeme, it favors the opponent who is on the defensive too much. It's rewarding the person who was hit with a launcher too much. Many bread and butter combos in VF4:EVO and FT were specifically designed to perfectly set up okizeme situations. So you could crumple or launch someone, then approach them if they used ukemi after the combo finished, and you would have another highly advantageous guessing situation.

    Also anytime you sacrifice damage in a combo just to create a situation where you only have the potential to score more damage just slows the game down in my opinion. VF5/R are already noticeably slower than VF4:EVO/FT.

    The only things I wish that VF5FS would change is the elimination of throw clash (worst addition to VF5 by far in my opinion), quickening of throws (make them 8 frames again and not 12), and make the camera switch sides more often (meaning make the 1P/2P trade positions after OM/evades/throws even more).
     
  20. quash

    quash Well-Known Member

    PSN:
    SuperVernier
    XBL:
    GUILTY GAIJIN
    they could always make the damaging combo enders give you - frames on hit so your opponent can ukemi faster than you can recover (though not by much, so much as to prevent getting punished for landing a combo). *shrug* just an idea.

    though i think most of us are in agreement that the current combo system in vf is too lenient and doesn't give enough incentive to learn real combos.
     

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