Virtua Fighter 5 Final Showdown

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

  1. vf4akira

    vf4akira Well-Known Member

    LOL. Ok, finally finished it up and posted it somewhere in this forum. [​IMG]
     
  2. Jeff_Ryan

    Jeff_Ryan Member

    no new characters...damn [​IMG]
     
  3. EmpNovA

    EmpNovA Well-Known Member

    Quality, not quantity. Welcome to Virtua Fighter.
     
  4. supergolden

    supergolden Well-Known Member Content Mgr El Blaze

    After dropping my girl off at the station I stopped by the local arcade here in Matsudo. FS is 50 yen to play (VF has been 50 yen for a few months at this arcade and I'm glad they didn't increase the price when FS came out).

    There were two pairs of cabinets with about six people watching / playing. This is a pretty good crowd for the middle of the afternoon - I'm sure the place is going to be packed tonight.

    I played two games as El Blaze.

    They added some flair to the top of the game screen by the life bars.

    Some of the animations, especially jumping and full circular attacks, look more smooth.

    I didn't figure out any of El Blaze's new moves, and most of his old ones / combos seemed to work.

    Not much else to report. I have to get my hands on a move list or something before I head out again. I've been playing a lot of SC2 and League of Legends - I haven't played VF in forever so I'm quite rusty.

    -Super
     
  5. MarlyJay

    MarlyJay Moderator - 9K'ing for justice. Staff Member Gold Supporter

    PSN:
    MarlyJay
    XBL:
    MarlyJay
    They're wearing the now banned swimming outfits that make you go a lot faster in the water. If there is ever a Virtua Swimming game, i know who i'm picking.
     
  6. MAtteoJHDY

    MAtteoJHDY Well-Known Member

    Virtua fighter xtreme swimming? thats what AM2 has been <span style="text-decoration: line-through">wanking</span> working on all this time.
     
  7. Reno

    Reno Well-Known Member

    After playing pretty hardcore for the weekend, I don't know if I like this game or not. Obviously it's a VF game and it's good, but the changes that they've made really make me scratch my head. It's not that the decisions are stupid, but they just don't make a whole lot of sense to me.

    -- They upped the combo damage across the board, but they extended the life bars?

    -- They simplified the throw system, presumably to make it easier for newer players to break throws, but they gave crazy ass mixups to pretty much every character in the game, so it's still just as hard for new players.

    -- The evade system is supposed to be "high risk high return" but you can still cancel evades with backward/forward dash, so what exactly is the point?

    -- They claim it's easier to obtain orbs, etc. to purchase items, but they raised the price 4x for the new items...

    When it comes to my main, Taka, he really got fucked over in this version, and I'm hoping he gets fixed but I don't know what will happen.

    -- Two of his new moves, [4][P]+[K][P] and [6][K][K] are both -15 on block... his other new move has terrible range and is completely linear. While every character has been given a move to help them take advantage of the new system (i.e. Goh's new [6][6][P], a high half circular), Taka got absolutely nothing. In fact, they took away his old [4][P]+[K][P], which was a half circular.

    -- He crouches slower than other characters by a frame or two, from what I've seen and heard from other Taka players. This wasn't the case in any version of 5R [​IMG]
     
  8. Dennis0201

    Dennis0201 Well-Known Member

    What the hell is that?
     
  9. Reno

    Reno Well-Known Member

    It's Sega's way of "balancing" Taka. To be more specific, apparently at -5, Taka cannot evade throws by ducking/fuzzy. This is according to Kasshin, one of the top Taka players in the country.
     
  10. Dennis0201

    Dennis0201 Well-Known Member

    It looks like Taka has 2 frames slower ducking.
    How come this change involed with bakance....

    Btw, how about ducking the second attack such as "mid_high"?
    For example Lau's 6pp?
     
  11. Mlai

    Mlai Well-Known Member

    Wow, the throws system is a huge change.

    So you guys are telling me that I can stop practicing those multiple throw escapes? Sweet!
     
  12. Reno

    Reno Well-Known Member

    From what I know, the evade system has changed so that you can actually evade those kind of strings easier. They mention this in the latest issue of Arcadia.
     
  13. Mister

    Mister Well-Known Member Content Manager Wolf Content Manager Sarah

    No keep practicing, this game isn't coming to console :p in vf5 Vanilla you still have to do that MTE
     
  14. BlackDragon37

    BlackDragon37 Well-Known Member

    Is there any way you could bring this up to Sega at all?
     
  15. akai

    akai Moderator Staff Member Bronze Supporter

    PSN:
    Akai_JC
    XBL:
    Akai JC
    D.K. 73 - Damage Modifiers - comparison between VF5:R and VF5:FS. There is a lot more information that I could not translate, but some of the more obvious changes (or what I could understand) are listed below. Overall, the damage scaling is higher in FS and used a "simpler" scale -

    VF5:FS Counter Hits:

    Instead of the small, medium, large, and recovery counter hits in VF5 and VF5:R, small and medium counter hits is just under one category in FS. Overall, damage modifiers on counter hits in FS is higher than the previous versions.

    Counter Hit: regular damage x 1.5
    Large Counter Hit: regular damage x 1.75
    Recovery Counter Hit: regular damage x 1.25

    VF5:FS Combo Damage Scaling:

    VF5:FS Combo Damage scale (air combos) -
    Combo Hit #2 to 4 - regular damage x 0.7
    Combo Hit #5 - regular damage x 0.6
    Combo Hit #6 - regular damage x 0.5
    Combo Hit #7 - regular damage x 0.4
    Combo Hit #8 - regular damage x 0.3
    Combo Hit #9 - regular damage x 0.2
    Combo Hit #10 or more - regular damage x 0.1

    VF5:FS Combo Damage scale (wall!?) - regular damage x 0.8


    ---

    As most of us have not played VF5:R - here are the damage
    modifiers for the original VF5:

    VF5 Counter Hit Damage Modifiers

    VF5 Combo Damage Scaling

    I believed counter hit damage scales is identical between original VF5 and VF5:R. The combo scaling might be different, but appears very similar to each other...?
     
  16. Seidon

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

    Interesting info.

    The very last link is incorrect though.
     
  17. akai

    akai Moderator Staff Member Bronze Supporter

    PSN:
    Akai_JC
    XBL:
    Akai JC
    My bad, link is fixed.
     
  18. ice-9

    ice-9 Well-Known Member

    Obviously I haven't played the game, but based on watching clips, here's what I think AM2 is thinking...

    This places more emphasis on landing combos, as throws and single hits still inflict the same amount of damage. Think this is supposed to make the game more exciting -- instead of poking and running away, more emphasis is placed on landing the big launcher.

    <div class="ubbcode-block"><div class="ubbcode-header">Quote:</div><div class="ubbcode-body">-- They simplified the throw system, presumably to make it easier for newer players to break throws, but they gave crazy ass mixups to pretty much every character in the game, so it's still just as hard for new players.</div></div>

    New players understand mix-ups -- they get that they are not blocking correctly and can see it visually. MTEs, on the other hand, require knowledge to understand, practice to implement, and can't be seen on screen. Mix-ups are easier to get than MTEs.

    I for one love this change, though it does make VF much more like Tekken.

    <div class="ubbcode-block"><div class="ubbcode-header">Quote:</div><div class="ubbcode-body">-- The evade system is supposed to be "high risk high return" but you can still cancel evades with backward/forward dash, so what exactly is the point?</div></div>

    I assume this refers to MC hit from circular and half-circular attacks.

    <div class="ubbcode-block"><div class="ubbcode-header">Quote:</div><div class="ubbcode-body">When it comes to my main, Taka, he really got fucked over in this version, and I'm hoping he gets fixed but I don't know what will happen.</div></div>

    Maybe he was improved in other areas and is just meant to be played a different way? Don't know I have never played Taka before.
     
  19. Shang

    Shang Well-Known Member

    Give me a fucking break! See it's comments like this that: A, make you a fanboy, and B why people think fanboy are fucking stupid. If Sega made a game called " Virtua Fighter: Mastrubate to Male Edition" would you still call it good? Yes no? Open your fucking eyes for a change already, Sega been riding the VF cash cow while it's sinks for years , and brother the bottom is near. I'm gonna cover the vf history for you in less than a 100 words:

    VF1, 3D experiment.
    VF2, Groundbreaking for its time, Sega made its money here.
    VF3, Technically groundbreaking, Sega went all hoping to return the vf2 glory... didn't happen..
    VF4, First time vf had shitty graphics compared to its competition, running on shitty hardware, simplified everything compared to vf3 (starting to ride the cash cow)
    VF5, Fucking joke. updated graphics, addition shitty characters, even more simplified game play to attract noob/mash friendly gameplay. More cash cow riding. It's a joke the physics in the latest VF5 in 2010 is still inferior to that of vf3, a game that was made like 10 years ago.

    Keep on raving on this shit. Let me tell you what VF5:FS stands for fanboys:

    <span style="font-size: 23pt">VIRTUA FIGHTER 5: FUCKING SUCKS[/size]</span>

    the circle is now complete!

    P.S. WTF Dennis0201, ducking vs. attacks are instant as long as you have control of your character. Here's an example of someone's who's like good in vf5, but lack basic understandings. Or does it even matter in vf5?

    LOL @ 221 Life Bars.
     
  20. Shoju

    Shoju Well-Known Member

    <div class="ubbcode-block"><div class="ubbcode-header">Quote:</div><div class="ubbcode-body">-- They simplified the throw system, presumably to make it easier for newer players to break throws, but they gave crazy ass mixups to pretty much every character in the game, so it's still just as hard for new players.</div></div>

    New players understand mix-ups -- they get that they are not blocking correctly and can see it visually. MTEs, on the other hand, require knowledge to understand, practice to implement, and can't be seen on screen. Mix-ups are easier to get than MTEs.

    I for one love this change, though it does make VF much more like Tekken. [/quote]

    It does make it more like Tekken but I'm not sure I like the sound of that change. I prefer VF's throw and defense system over the type of mixup game you get in other 3d fighters. I need to actually play the game extensively to know for sure how everything works out though.

    I see the infamous legend is back again. I actually wondered the other day what would Shang make of VF5 Kage?
     

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