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Virtua Fighter 5 Location Test in Japan Information and News

Discussion in 'Arcade' started by Pai_Garu, Nov 25, 2005.

  1. ice-9

    ice-9 Well-Known Member

    The low punch was a fast, safe, standard move that sets/resets guessing games. It's simplicity I think was designed to benefit primarily beginners. It's interesting AM2 has decided to make that aspect more complex...
     
  2. alucard

    alucard Well-Known Member

    Low punches have always worked that way in VF3 (which was awesome btw), and it does make the game much more interesting. In VF3, entering low punch from a standing postion requires an additional 6f, this means that one cannot low punch out of a disadvantage in nearly all situations cos its so slow. Even in -1 situations, some launchers will still beat you if you try to low punch to regain advantage.

    When VF4 was first released, I was surprised (and pissed) that am2 had decided to use VF2's low punch stats (which is garbage). I feel that too much of VF4 revolves around beating low punches, the initial versions had little to offer in that aspect, they only added more anti-low punch elements to the game in later versions (more special highs, low punch reversals/crushing moves, etc...).

    Now that the game is freed of this burden, the possibilties should be endless.
     
  3. Ganju

    Ganju New Member

    [ QUOTE ]
    InspectorTrue said:

    And did sega announce the price for the new wide screen cabinets?

    [/ QUOTE ]

    According to "Riverservice.co.jp" and as listed in their
    "New Release List" :

    Sega LINDBERGH Power Smash Tennis3
    PCB Kit = 598.000 YEN
    SINGLE CABINET = 1.046.000 YEN
    VS CABINET^^ = 1.604.000 YEN

    These are Factory price and IC card Reader is included.

    if i am right...it cost about 14000 USD for a
    "VS CABINET" and this do not include shipping
    charge & possible additional charge...

    Concerning the software,I expect "VF5" to cost more
    than "PowerSmash3".
    Since "VF5" is not yet listed...Only time will tell...
     
  4. Unicorn

    Unicorn Well-Known Masher Content Manager Wolf

    PSN:
    unicorn_cz
    XBL:
    unicorn cz
  5. Darrius_Cole

    Darrius_Cole Well-Known Member

    PSN:
    Darrius-Cole
    XBL:
    Darrius Cole HD
    [ QUOTE ]
    Shag said:

    [ QUOTE ]
    Darrius_Cole said: What do you mean by "abare" character?

    [/ QUOTE ]

    Hey man, your not new to the site anymore. /versus/images/graemlins/smirk.gif

    You should know by now if you have a VF related question, try using the Search function on this very own website. /versus/images/graemlins/wink.gif

    [/ QUOTE ]

    To be honest I thought it was a typo and that he was trying to say in English that Pai was "a bare" character. I wanted to know what that meant.

    Since they have taken away attack options from her I hope they had her gain some weight so that she doesn't float so damn high.
     
  6. majinai

    majinai Member

    [ QUOTE ]
    Darrius_Cole said:
    Since they have taken away attack options from her I hope they had her gain some weight so that she doesn't float so damn high.

    [/ QUOTE ]

    You know I've been thinking about the movement speed of the characters which depends on the size of the character. As you all know, Sarah and Vanessa are really tall and most probably still in the lightweight class (they're female afterall). Does that mean the movement speed depends on the weight of the characters?
     
  7. Setsuna_Goh

    Setsuna_Goh Well-Known Member

  8. RagingSilver

    RagingSilver Well-Known Member

    perhaps the low punches are done with how you press the punch button while being squatted. If you tap, u get the light version, if you hold, you get the proper usual punch as before but that would be my guess.
     
  9. Unicorn

    Unicorn Well-Known Masher Content Manager Wolf

    PSN:
    unicorn_cz
    XBL:
    unicorn cz
    [ QUOTE ]
    Setsuna_Goh said:

    Stránka http://www.doupe.cz/vaulty/virtuafighter/media/VF5/02.vmw nebyla nenalezena! ??????????

    btw, anybody got any info on how many frames the new diagonal dashes are, and if they´re dependent on weight?

    [/ QUOTE ]
    Oh I am so sorry! Wrong typo in the link. Now it works properly... And once again sorry...
     
  10. Crazy_Galaxy

    Crazy_Galaxy Well-Known Member

    Where's Taka? Fat physics still too demanding on hardware.. /versus/images/graemlins/laugh.gif
     
  11. Luddie

    Luddie Well-Known Member

    [ QUOTE ]
    Srider said:

    Pai

    Alot of the motions have changed for Pai, and she doesn't seem like such an abare character now.


    [/ QUOTE ]

    He actually writes that Pai looks like nothing more than an abare-character(a rampaging/violent character) or "her image is nothing more than that of an abare-character"
     
  12. Kratos

    Kratos Well-Known Member

    Yes please bring back Taka Sega...
     
  13. Trojan X

    Trojan X Well-Known Member

    You know, a bit more thought from some of you guys would have gone a long way with the "Counter the Counter" idea. Besides, I've been playing VF as long as most people which was ever since the first VF was released in the arcades

    I've been practising martial arts since I was 9 years old, never have I been in a fight where there weren't any form of counter the counter involved unless I quickly took my opponent out. In the gaming world, of course it would be completely stupid to counter a move with the same exact move, but how about giving counter options with the priority granted to the person that initiacted the counter given ? Example of a counter trade which I just thought of my head (please follow through carefully for you might get lost):

    <FLOW 1>
    Player A: Attacks
    Player B: Counter attack [standard counter]
    Player A: Reverse the counter attack [new animation]
    Player B: Reverse the reversal and follow through with a counter attack (3 command options available instead of standard 1 option from first counter manuoeve) [new animation for reversal and counter attack]
    Player A: Reverse the counter attack [newer animation for extended reversal]
    Player B: Reverse the reversal and follow through with another counter attack (4 way options) [newer animation for reversals and attack] <MOVE TO FLOW 2 or FLOW 3>

    <FLOW 2>
    Player A: Counter the counter attack with his/her own attack.

    <FLOW 3>
    Player A: Counter the counter attack with his/her own attack.
    Player B: Counter the counter attack with his/her own attack. [different animation]
    Player A: Reverse the counter attack to grid lock [both fighters backs off].


    This is just a idea but it can be a starting block for something big if applied correctly, and its the only thing I can think of that would bring the VF world closer to a real action kung fu flick and gives the developers more excuse to play around with the camera angles. Maybe i should have drawn a flow chart diagram to help.
     
  14. Setsuna_Goh

    Setsuna_Goh Well-Known Member

    thanks a lot unicorn, i really appreciate it.

    btw, judging by those prices it doesn't look like any third world country will have any of those cabinets...
    here's hoping for a non plasma display cabinet ^_^ lol
     
  15. virtuaPAI

    virtuaPAI Well-Known Member

    Are throws getting more priority to make up for the change in speed? I find it quite odd that the execution frames are going to double and other changes not going to be made to the throws. From what im reading, Attacks will be the best choice the majority of the time. Why go for a throw when you can go for a Launcher?

    Lets skip the begging levels and lets jump to the higher levels of play, players are going to use there most safest moves, and refrain from using attacks that will leave them at a large disadvantage. This doesnt promote throws at all. Are the grapplers going to have faster throws..ie 8 frames? If not, they will probably get screwed..unless they are given faster attacks, more attacks that lead into throw set ups..anything that will help keep the grappler characters on the same page as the attack based characters. sigh, that is the only complaint that I have.

    Im liking the Idea of Diagnal dashes. Crouch dash ~ diagnal dash ~side hit crumple~ launcher~ Juggle..That would be cool. Im starting to think that this mechanic will make up for the change in throws. I see the great potential in this.

    Weight Class effecting movement is a good implimentation, however, I cant stop thinking about the grappling characters ie Wolf and Jeffery. They not only attack (generally) slower than the rest of the cast, but throws(their main damage distributer) is losing alot of the potential it had in Vf4. I hope the grapplers get revamped to take advantage of this new system.
     
  16. tianyuan2k2

    tianyuan2k2 Well-Known Member

    about the reversal issue, reversal the revesal doesnt make sense in vf for now because the reversal damage is small comparing with other games, especially doa. there are 3 possibilities i could think of:
    1) increase the revesal damage, and everyone has RTR. VF will become RF because many ppl abuse reversal and RTR.

    2) no damage increase for revesal and everyone/most character has RTR, no one will use reversal any more.

    3) only one or two characters has RTR. too much trouble for limited use.
     
  17. Dandy_J

    Dandy_J Well-Known Member

    VirtuaPai you act like this 40% done version of VF5, with a missing character and missing stages reflects the exact system mechanics that will be used in the final version 5 months from now. How can they have the foresight to create a final set-in-stone game system when there is still content to produce?
     
  18. Pai_Garu

    Pai_Garu Well-Known Member

    I don't really see how slower throws make the grapplers and heavies any weaker. True, throwing will not be as simple as before, but people block high P's all the time. I don't see why throws can't be applied the same way. If anything, slower throws only make the heavies stronger, since most of their attacks will now become unthrowable.

    Throws will be more of a threat from grapplers, because it seems that overall, the combo potentials of all the characters have been lowered, at least when launched from the front (guaranteed situations). This is evident in Lion, Lau, Lei Fei, Sarah, Akira, etc. All losing some of their stable combos. Assuming that the grappler's throws are as powerful in VF5, this makes the guessing game worse for players facing heavies, since either choice they make will result in big damage.

    Another thing that is beneficial to the grapplers are the new diagonal dashes. It is said that using diagonal dashes to start combos will be one of the key aspects of VF5. At the location test, it's also said that the throws have a bit of suction effect that hits people who do the diagonal dashes. This means that at disadvantages, if the grapplers whiff a throw escape, and the opponent opts for diagonal dash for a bigger combo, then the throw will probably beat that option in alot of cases, forcing the opponent to rely on smaller guaranteed dmg.

    All in all, I think the grapplers will be a much bigger threat this time around, making match ups against light weight much more difficult for the light weights.
     
  19. virtuaPAI

    virtuaPAI Well-Known Member

    [ QUOTE ]
    Srider said:

    I don't really see how slower throws make the grapplers and heavies any weaker. True, throwing will not be as simple as before, but people block high P's all the time. I don't see why throws can't be applied the same way. If anything, slower throws only make the heavies stronger, since most of their attacks will now become unthrowable.

    [/ QUOTE ]

    -People do block [P] all the time, however attacks such as [P] have more effective uses than throws. Its not like you can use a throw to interrupt an attack. Having more safe attacks is a double edged sword, what helps out the grapplers, also help or the rest of the cast. The Rest of the cast dont need as much focus on throws as say wolf or Jeffery... Hindering their overall potential.

    [ QUOTE ]
    Throws will be more of a threat from grapplers, because it seems that overall, the combo potentials of all the characters have been lowered, at least when launched from the front (guaranteed situations). This is evident in Lion, Lau, Lei Fei, Sarah, Akira, etc. All losing some of their stable combos. Assuming that the grappler's throws are as powerful in VF5, this makes the guessing game worse for players facing heavies, since either choice they make will result in big damage.

    [/ QUOTE ]

    I see, so its not just throws that are being toned down, Floaters and its followups have been redone as well...But there is still one lingering issue. Even though there will(maybe) be less Juggling going on, the non grapplers will still have attacks that will out prioritze the grapplers, and have attacks that lead into more attacking situacion..unless Sega revamped how that is played out.

    [ QUOTE ]
    Another thing that is beneficial to the grapplers are the new diagonal dashes. It is said that using diagonal dashes to start combos will be one of the key aspects of VF5. At the location test, it's also said that the throws have a bit of suction effect that hits people who do the diagonal dashes. This means that at disadvantages, if the grapplers whiff a throw escape, and the opponent opts for diagonal dash for a bigger combo, then the throw will probably beat that option in alot of cases, forcing the opponent to rely on smaller guaranteed dmg.

    [/ QUOTE ]

    -Cool, so sega is revamping its traditional RPS system, with the diagnal dashing, Throw, attack scenario. Im liking what you wrote. Hopefully it will work out as planned.

    [ QUOTE ]
    All in all, I think the grapplers will be a much bigger threat this time around, making match ups against light weight much more difficult for the light weights.

    [/ QUOTE ]

    Hopefully. We will all get a clearer picture once more players get the chance to test the game out. Thanks for some of the clearification.

    [ QUOTE ]
    Dandy_J said:

    VirtuaPai you act like this 40% done version of VF5, with a missing character and missing stages reflects the exact system mechanics that will be used in the final version 5 months from now. How can they have the foresight to create a final set-in-stone game system when there is still content to produce?

    [/ QUOTE ]

    Im acting Like a gamer who wants to know what exactly is going on, and what exactly are they doing to make sure the game is going to be as balanced as they can. This is the perfect time to ask questions and express your views.
     
  20. sanjuroAKIRA

    sanjuroAKIRA Well-Known Member

    Am I the only one who feels like lighter characters "feel" lighter to move in evo already? Not to say something like this (if it does in fact exist and isn't just my imagination) hasn't been enhanced in the current test version of VF5...just saying...isn't this already in the game to some degree?
     

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