1. Hey Guest, looking for Virtua Fighter 5: Ultimate Showdown content? Rest assured that the game is identical to Virtua Fighter 5: Final Showdown so all current resources on here such as Command Lists with frame data, Combo Lists and the Wiki still apply. However, you can expect some VF5US specific changes to come soon!
    Dismiss Notice

Virtua Fighter 5 Location Test in Japan Information and News

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

  1. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    Thanks for the replies.

    In the first post of this thread, Srider said that the slower throw (13~14 frames) "effectively eliminates the nitaku game between mid and throw", but now he's agreeing with Dandy's comment that you'll always have a nitaku situation, as low as -1, which incidentally was the point I was trying to make.

    Another comment Srider made was "throwing after [P] counter hit is now duckable", and I don't see how this can be. If you take the average frames an MC punch gives you, +8, you could only duck it if the throw was 15 frames exe or slower, assuming crouching takes 7 frames. But it was already mentioned that most believe the throw to be faster than 15 frames (i.e. 13~14 frames).

    The only way I could see one being able to duck a throw after an MC punch is if:

    - ducking is now 5 frames or faster (it's 7 in VF4)
    - advantage on MC P has been reduced significantly

    So I still stand by my claim that throws are now a greater threat outside of non-guaranteed situations purely because they're slower (and overlap hit-detection with fast mids). The fact that there's no perfect defense at -1 nitaku seems to back that up.
     
  2. Pai_Garu

    Pai_Garu Well-Known Member

    Maybe throw duckable after MC P is not correct then. I remember seeing someone commenting about that on the BBS, but I can't remember if he said counter hit P or not. Maybe it's just a normal hit P.
     
  3. tianyuan2k2

    tianyuan2k2 Well-Known Member

    yomi! yeah! thanks, srider and myke. now i see some logic behind nerfing throw and low punch.
     
  4. AlexMD

    AlexMD Well-Known Member

    re...throws and mids both being 14fr = perfect nitaku

    correct me if I'm wrong but don't you auto stand to block attacks?, as in, if I'm crouching and an elbow is a frame away from hitting me, if I release down I can block it right?.

    If I'm in the same situation and the opponent throws, I wont auto stand into the throw but take the usual 7 frames to stand right? so the throw would go over my head

    my point is, assuming throws in VF5 have 3 frames of grip shouldn't there be a 4 frame window where you are still invulnerable to throws and mids?

    ______________ < elbow 14fr
    ________________ < throw 14fr +3 grip
    >>>>>>>>>>_______ < stand 7fr

    If you begin standing any time after the start of the last bar then you'll avoid the nitaku wouldn't you?, the throw would go over your head due to the slow standing, and the attack would be blocked due to the auto standing to block attacks.

    the frame window for fuzzy block would be smaller but you could do it at greater disadvantage

    hopefully this makes sense to someone, I haven't played in a long time so I might be totally off the ball /versus/images/graemlins/laugh.gif
     
  5. thebradSHow

    thebradSHow Well-Known Member

    now let's say throws are 75 frames (which they could be because all people are playing is a partially done beta and not a finished product) and punches are exactly 1 frame, then there becomes a mind game between will your opponent do 75 punches OR 1 throw, point being, DON'T spaz for no reason yall, the game will be here soon, then everyone will be much happier for it as opposed to all the theorising and the "OMFG, WE'RE ALL GONNA DIE IF THEY DON'T MAKE THROWS 8 FRAMES" etc. etc.
    The one thing I will say is this, I hope that the 4p costume for Akira is an outfit from Gackt or something of the sort. /versus/images/graemlins/laugh.gif
     
  6. PhoenixDth

    PhoenixDth Well-Known Member

    after talking with joey, he heard that throw speed may be variable relative to distance as one theory. Since throw animations are more noticeably visible now, the catch frame may start to vary like wolfs giant swing. So at point blank maybe throws are still 8~10 frames, while from distance 13~14 frames. So fuzzy will still be useful in some situations, but you need to watch out for defensive throwing in others.

    just another theory
     
  7. InspectorTrue

    InspectorTrue Active Member

    So reducing the speed of throws can actually make them deadlier?

    Wow, i guess only Sega can do something like that, amazing.

    That's why VF is the best.
     
  8. GodEater

    GodEater Well-Known Member

    [ QUOTE ]
    It looks like VF5 is going to really nerf fuzzy guarding in VF and force those people to make less safe guesses. It all these things come true, VF5 looks like it will be a game that highly stresses yomi and knowledge.

    [/ QUOTE ]

    well thank the lord and pass the "about time" side plate.

    GE
     
  9. Darrius_Cole

    Darrius_Cole Well-Known Member

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

    Thanks for the replies.

    In the first post of this thread, Srider said that the slower throw (13~14 frames) "effectively eliminates the nitaku game between mid and throw", but now he's agreeing with Dandy's comment that you'll always have a nitaku situation, as low as -1, which incidentally was the point I was trying to make.

    Another comment Srider made was "throwing after [P] counter hit is now duckable", and I don't see how this can be. If you take the average frames an MC punch gives you, +8, you could only duck it if the throw was 15 frames exe or slower, assuming crouching takes 7 frames. But it was already mentioned that most believe the throw to be faster than 15 frames (i.e. 13~14 frames).

    The only way I could see one being able to duck a throw after an MC punch is if:

    - ducking is now 5 frames or faster (it's 7 in VF4)
    - advantage on MC P has been reduced significantly

    So I still stand by my claim that throws are now a greater threat outside of non-guaranteed situations purely because they're slower (and overlap hit-detection with fast mids). The fact that there's no perfect defense at -1 nitaku seems to back that up.

    [/ QUOTE ]

    I'm not certain that making the throws slower and even with mid attacks results in throws being a greater threat in a non-guaranteed situation, or at least I don't think its perfectly accurate at high levels anyway.

    Earlier Myke illustrated how fuzzy guarding at small disadvantage is broken down because of the defender standing up into the throw which now would overlap the mid attacks. His math is correct, however it is predicated upon the attacker throwing as soon a possible. In VF4 the attacker, having the advantage, is free to delay his throw by 5-6 frames and make the windows overlap on his own.

    So while it is is true that fuzzy guarding would be broken down if the throw speed were the only things to change, fuzzy guarding is unnecessary, strictly in the mathematical sense.

    In the practical sense, this change may very well make throws more of a threat. I don't know how many people are good enough to consistently delay their throws 5-6 frames using their own timing. Also, the fast nature of the gameplay seems to make it easy for people to get in the habit of doing your next move as quickly as possible, whatever that move may be. Making throws match the speed of mids makes the decision to delay the throws for you.

    When viewed as a stand-alone this change takes away depth from the game. However, with the side dash and theIr new effects the game should be much deeper over-all.
     
  10. nobody

    nobody Well-Known Member

    Distance variation for throws was one of the features they tossed around and dropped for VF4, wasn't it?
    Too bad the test wasn't longer so it could be verified. I don't know how much information AM2 can get out of two days alone.
     
  11. Dandy_J

    Dandy_J Well-Known Member

    Delaying throw plainly doesn't really do anything to make a fuzzy-guarder stand up. Delaying by using kg cancel is much more effective.
     
  12. Shadowdean

    Shadowdean Well-Known Member

    [ QUOTE ]
    GodEater said:

    [ QUOTE ]
    It looks like VF5 is going to really nerf fuzzy guarding in VF and force those people to make less safe guesses. It all these things come true, VF5 looks like it will be a game that highly stresses yomi and knowledge.

    [/ QUOTE ]

    well thank the lord and pass the "about time" side plate.

    GE

    [/ QUOTE ]


    I second that...
     
  13. Setsuna_Goh

    Setsuna_Goh Well-Known Member

    looks like a good change of pace for how virtua fighter is played right now, who knows if VF will be as textbook as it is right now, maybe they´re trying to enforce the more offensive type of play instead of just poking prodding and covering your ass afterwards.

    if anything sega changed the style of play drastically, just like VF2 to VF3 and VF3 to VF4, and i commend them for that

    this info isn´t final anyways so we´ll just have to wait and see
     
  14. tianyuan2k2

    tianyuan2k2 Well-Known Member

    Any news about VF5 loca test yet?
     
  15. Shag

    Shag Well-Known Member

    PSN:
    ShagPSN
    XBL:
    Shagnificent
    [ QUOTE ]
    tianyuan2k2 said:

    Any news about VF5 loca test yet?

    [/ QUOTE ]

    Tian, as your friend it hurts for me to say this but I want to say it before someone else does.

    You are a fucking idiot.

    This whole thread discussion was about the news from the location test from last weekend. Try clicking here to the beginning of the thread. You might also want to read Heruru's VF5 impressions.
     
  16. Sudden_Death

    Sudden_Death Well-Known Member

    i think he forgot to add "more" to his question


    "any -MORE- news.........."

    maybe he did, if you didnt......omg /versus/images/graemlins/lol.gif
     
  17. Rodnutz

    Rodnutz Well-Known Member

    PSN:
    XxRodnutzxX
    XBL:
    XxRodnutzxX
    I love NEW YORKERS! /versus/images/graemlins/cool.gif /versus/images/graemlins/laugh.gif /versus/images/graemlins/shocked.gif /versus/images/graemlins/lol.gif /versus/images/graemlins/tongue.gif /versus/images/graemlins/wink.gif /versus/images/graemlins/blush.gif omg i think i need a new stomach, because i just busted my gut from laughing at the last 3 posts. I love my NYC dogs!
     
  18. Kicks42

    Kicks42 New Member

    I'm kinda new to VF, and ironically liked that they had 8-frame throws. But coming from tekken, throws are still a threat. Also, being new to this series, wonder if some moves will have special properties vs a ducking opponent, like mid kicks.
    At first the 3PKG movements and side stun things seemed kinda situational, but after some thought, sweet setups came to mind.
    Lets say there's some setup where evade and escape is the best option to counter it. Well baiting a failed evade while going for the new 3_9PKG would be sweet. Especially since failed evade has an even bigger frame disadvantage. So then your at their side or back and bust out some new stuns. pwnage.
     
  19. tianyuan2k2

    tianyuan2k2 Well-Known Member

    sorry everyone, but u know how crappy my english is, how stupid my psp could be online, how lazy i didnt bother to review. so sorry, sorry, sorry.


    any MORE news about vf5 loca test yet:p
     
  20. Shag

    Shag Well-Known Member

    PSN:
    ShagPSN
    XBL:
    Shagnificent
    [ QUOTE ]
    tianyuan2k2 said:
    any MORE news about vf5 loca test yet:p

    [/ QUOTE ]

    My statement still stands. /versus/images/graemlins/deadpan.gif

    I hope you realize that the test lasted for 2 days only.

    If there was any more news about the location test from last weekend it would've been posted already don't you think?

    Unless............../versus/images/graemlins/crazy.gif

    Someone is withhelding information. /versus/images/graemlins/ooo.gif
     

Share This Page

  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice