Virtua Fighter 6

Discussion in 'General' started by EvenPit, Oct 28, 2012.

  1. R_Panda

    R_Panda Well-Known Member

    PSN:
    Likely_A_Panda
    XBL:
    R Panda
    Yes, ToyDingo, you need to evade and not press anything, and assess the situation. See, this ignorance makes these complaints completely invalid, you guys don't even understand how to play the game. Ugh why did I get myself involved in such a stupid thread, I'm done telling you why all your suggestions are dumb.
     
  2. YOMI

    YOMI not a legendary game designer

    Pretty much what I mean. Eileen players probablly benefit the most from this idiocracy as they can just keep hammering away with long delay strings and play on the opponent's hesitation. I'd love to compare it to Tekken where you can pretty much side step/side walk once and evade a whole string and at any moment punish with your leisure, but I guess that would be comparing apples and oranges. Still, maybe something for the "Ideas to steal from Namco" board that Sega likes to use.
     
  3. ToyDingo

    ToyDingo Well-Known Member

    PSN:
    BrodiMAN
    I'm aware that this is how it's always been, but that doesn't make it an ideal function. Against certain characters this makes evading string somewhat useless and limits the defending players options.

    Slow the speed? Sure. Take it back to what it was before VF5.

    I'd still much prefer a different evasion system however.

    Lol you're an insufferable ass. Please remove yourself from this thread unless you have constructive criticism.

    Kthxbye
     
    BeastEG likes this.
  4. nou

    nou Well-Known Member

    @YOMI: Lol, like what? The only thing VF took from Namco were tech roll and 8way movement(?)

    TD: the only slow VFs were 5 and R. I can see that you Wang the evasion system worked on though.
     
  5. 00000000

    00000000 Well-Known Member

    PSN:
    ZeroLovesDnB
    I honestly hope that they don't slow the game down; the slower speed is one of the reasons I didn't take to earlier versions.

    If I'm to chime in on the side step argument. I think it's fine as is. The tracking is a bit odd at first but honestly, it makes sense to me. Especially if you're delaying your combo, why wouldn't a character reorient themselves? I've stated earlier that even if some characters have BS there's almost always a way around it. If you know someone is just mashing away then why are you trying to evade and counter attack so quickly. I'd think that after understanding that that's what your opponent is doing you would give yourself some space or block and wait for initiative. Sure the tracking shuts down a single evade but that's what it's supposed to do, it doesn't nullify multiple evades and it certainly doesn't invalidate any other counter strategy. There's always going to be a paper-scissors - rock dynamic and I feel that that's intended.
     
    R_Panda, Eff Dot Doug and ToyDingo like this.
  6. Combolammas

    Combolammas Sheep Content Manager Goh

    - Bounds?
    - Limiting throws to 3 escapes?
    - Vanilla VF5 juggle mechanics? The current wallcombo mechanics to some degree?
    - Buffed up backdash?

    I'm fairly sure that aside from bounds the other stuff ended up being like it is just out of coincidence though.
     
  7. ToyDingo

    ToyDingo Well-Known Member

    PSN:
    BrodiMAN
    I agree with most of what you're saying, but I believe some of you are mistaking a lack of skill with a flaw in the system.

    I personally believe the evasion mechanic in VF is flawed. I understand that logically if someone is delaying their attack, then a redirection makes sense. So for someone like Lau or Jacky, being able to trick your opponent into failing an evade to escape a string would be a viable strategy. Even if players that mindlessly mash out strings can be "countered" easily with frame knowledge, good timing, good yomi, etc...

    Yet, if you take into account other factors in the game such as wonky hitboxes, CH damage, etc it makes evading against certain characters during certain strings too much of a risk. Even if that person is simply mashing away.

    On the grand scale of things it's a small annoyance, but an annoyance nonetheless...atleast in my opinion...
     
  8. nou

    nou Well-Known Member


    Bounds were in VF5 and later fine tuned in Final Showdown.

    You are talking about only having on TE? If that's the case VF didn't have MTE until VF4. Before that you were only allowed 1TE.

    VF had juggles before Tekken, the current system is just past systems evolving into what it is now.



    Wall combos were in VF3, before Tekken started doing them.

    Back dashing has been good in VF, it was just TOO GOOD in VF5. Final Showdown is the first time BD had a direct counter.

    Edit: some points that didn't come across right due to being in a hurry at the time.
     
    Eff Dot Doug likes this.
  9. Aion

    Aion Well-Known Member

    PSN:
    RoseOfMay
    XBL:
    ReturnToPlanetX
    I would love if they kept the tracking but animated it so that it looked sensible. Like they should make a special animation for a characters move that re-orientates itself; because the only problem with it now is that it only looks silly.

    Also, strings don't have that many uses, so let them have the advantage vs evades; and if it only really benefits certain characters then note that characters have different strengths, so said characters are strong against evades...and what? There's not much of a problem here.

    I just feel that people are way too quick to blame a game mechanic than they are themselves...why else would you complain about certain characters having strong strings (context against evades) and 2p? As if you can't just learn a damn string or punish a 2p with an elbow, EX High or low crush...

    They could fine tune the system surrounding these scenarios abit more, yes; but not remove it.
     
    nou, R_Panda and 00000000 like this.
  10. ToyDingo

    ToyDingo Well-Known Member

    PSN:
    BrodiMAN
    That's my entire point...
     
  11. steelbaz

    steelbaz Well-Known Member

    PSN:
    Raze--
    XBL:
    spliffy baz
    Tracking leads to the weird hitbox issues, like having a character facing the opposite direction, leaving both characters back to back, not facing each other, while someone kicks in the opposite direction, yet it still magically hits you.. Not only does it look idiotic, it is idiotic. Stand back to back with someone and punch the air, see if it connects and gives them a black eye :rolleyes:

    Example being the stuff at 0:28 and 0:35 need to be fixed


    I think you should be able to attack immediately once you clear a linear string and not have to stand there without hitting any buttons. The massive combo system is kinda meh, the S tiers could be nerfed down, throw escape system could be changed back to the way it use to be, less meaties. Walking speed should be increased, game feels slower since the walking speed in FS was toned down. Everyone should get some form of same frame guard break, a mid circular, etc. Wouldn't mind seeing some new voice acting, character designs, better stages, fresh characters/fighting styles would be nice.
     
    Cwp1994, Keoma and Genzen like this.
  12. 00000000

    00000000 Well-Known Member

    PSN:
    ZeroLovesDnB
    Weird/bad hit boxes are dumb, yes. As far as that goes VF just needs more tuning. Playing Namco fighters only make me appreciate VF more. Namco's hit boxes and hit detection are complete bullshit.
     
    Genesis, Keoma and PaiChun like this.
  13. steelbaz

    steelbaz Well-Known Member

    PSN:
    Raze--
    XBL:
    spliffy baz
    They can definitely be tweaked, hopefully they just come up with a new fresh VF. FS is the latest retooling and milking of the ancient VF5. It's time for SEGA to step up and move forward with an actual sequel, instead of VF5 version 17C.
     
    ToyDingo and 00000000 like this.
  14. nou

    nou Well-Known Member

    Agreed, but they always wait for new tech cycles before debuting a new VF, I don't think that's going to change anytime soon.
     
    steelbaz likes this.
  15. ToyDingo

    ToyDingo Well-Known Member

    PSN:
    BrodiMAN
    Aren't reports and rumors going around that they are working on Model 4 right now? Perhaps VF6 isn't too far away. VF has always been a tech demo of sorts...
     
  16. Happy_Friend

    Happy_Friend Well-Known Member

    If you don't allow tracking, it would make dodge -> spam attack too powerful. Ex: Jeff's knee after evade would be deadly. As it is, players are encouraged to see what they evaded and respond appropriately. This is better for the game. I can't believe that anyone would say that counterhits on backdash should be taken out. There is already way too much running away in this game. I would like to see the backdash distance shortened and back hop (very stupid) made less useful.
     
    aoi ameindei likes this.
  17. nou

    nou Well-Known Member


    The new tech cycle is just around the corner, which I still feel is too fast. I wouldn't mind VF6 coming out later than sooner, personally, due to early console problems and high prices.
     
    Genesis likes this.
  18. Dennis0201

    Dennis0201 Well-Known Member

    Instead, don't you feel spamming strings become too powerful? As your example, Jeffry already sacrifices the chance being thrown when he dodges, and why he has to suffer again because of those tracks? In "REGULAR" VF, players have to switch between offense and defense immediately because of dodge system, if I do a successful evade, I'm supposed to earn the credit to become that predator.

    Yes, because of the massive damage system now, AM2 did a good job to discover something new.

    I personally would like to see AM2 can tweak the system with better balance, and surprises us again.
     
    steelbaz likes this.
  19. Genzen

    Genzen Well-Known Member

    You would still want to 'evade-check' before you do your move. If you've only evaded a jab or an elbow or something with small recovery, then your knee will (or should) be blockable, leaving you in a guaranteed punishment situation, so you would ideally want to evade, check what you've evaded, then use a move that's fast enough to connect. If you evade a bigger move, go for your knee; if you evade a smaller move, use a faster attack or try a set-up or something.

    Linear strings tracking is just a horrible thing. Generally, linear strings should be faster and safer and more delayable etc, whilst strings with circular properties should be used to combat evades, but be more counterable and/or less damage etc. That way, you have to choose which string to apply when on the offence, and consider what options your opponent's string has when on the defence, as opposed just to assuming you'll get hit by the next part if you evade part of a string, and knowing that as long as you keep spamming, you're probably safe from a follow-up attack from an opponent's evade.
     
    Zekiel, Keoma and steelbaz like this.
  20. Zekiel

    Zekiel Well-Known Member

    PSN:
    Zekiel-_
    DM attacks were to much of crutch for beginners i'll admit. They can be spammed also. OM attacks are legit though. Theyre not useless. Especially if they gave OM a higher reward in FS like 4 example a stomach/side crumple on CH. It couldve helped. They say theyre useless in 5 but FS was the best time to keep them cuz, you see alot more players using OM as a mix up to attack from the side cuz of side guard. Taking moves away that add more depth to the game is not smart. Instead just make the options better.
     

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