Virtua Fighter 6

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

  1. Genzen

    Genzen Well-Known Member

    Bound combos do look better than full-floating air combos. At least there's a semblance of realism behind them, compared to the moon-gravity situation in which one must find themselves to be truly 'juggleable'. I agree that crumples and stuns (and flops to a lesser degree) are the most believable and give the most integrity to the game.

    That being said, there is a certain amount of 'Oomph' behind a floater that gives everyone the knowledge that something big has landed and there's some serious damage coming. Don't really get quite the same feeling from a crumple, but I think, at least partially, that it might just be because we associate floats with big damage more than we associate the other types of 'free damage' situations.
     
  2. nou

    nou Well-Known Member

    I've never seen an IRL fight where a dude was bounded like VF5/R or FS, physics, and thats ok.
     
  3. Genesis

    Genesis Well-Known Member

    XBL:
    Genesis Malakh
    No, it isn't. I'd pay to see that sort of wacky arcade physics in a real-life fight.
     
  4. Zekiel

    Zekiel Well-Known Member

    PSN:
    Zekiel-_
    1):eek: <-(-_- )
    2) ???????
    3) EXCELLENT!!!!
     
  5. 00000000

    00000000 Well-Known Member

    PSN:
    ZeroLovesDnB
    I'm all for bounds. Especially the Face down "restand" bounds. Those were a small part of what brought me to VF. I saw one in a combo and thought it looked so brutal. I really do enjoy the fact that VF has more "juggle" and combo mechanics than any other game out there. Anything that gets it away from long floaty juggles is great!
     
  6. Alstein

    Alstein Well-Known Member

    You're onto something here- a good way to increase the personality of the characters- would be special stage music when they play each other. It worked wonders for KOF.
     
  7. Devdan

    Devdan Well-Known Member

    PSN:
    WrysWendellBoah
    XBL:
    WrysWendellBoah
    KoF had that? I knew GG and BB did...either way, I prefer stage BGMs, so if I'm playing the same match over and over I don't have to hear the same BGM every single time.
     
  8. SanFran_MAN

    SanFran_MAN Well-Known Member

    PSN:
    Tsumaki_Kid
    XBL:
    Tsumaki Kid
    I'd like to see a little more improvement in the online more if VF6 is in the making.
     
  9. MadeManG74

    MadeManG74 Moderator Staff Member Tournament Manager Silver Supporter

    I believe they had a special track for Kyo vs Iori? Not sure though.

    In terms of soundtrack I would like to see options like FS where you can choose a soundtrack, or have the option of 'random' so if you choose Statues for example, you can get a random Akira theme from any previous game.
     
  10. Zass

    Zass Well-Known Member

    XBL:
    Zass30
    If VF6 doesn't have press to set button config, god help me I may storm in Sega HQ and cause physical damage.
     
    Aion, MadeManG74, RzaRectah and 2 others like this.
  11. YOMI

    YOMI not a legendary game designer

    King of Fighters has never had specific char vs. char music, instead you sometimes get a character's theme in those KoF games that mostly have stage music, like 97, or in some games even if the team has it's own theme normally, like 98.
     
  12. Shinobi

    Shinobi Well-Known Member Bronze Supporter

    PSN:
    Spiros_1978
    Should we have high expectations for February 15th (JAEPO 2013)?
     
  13. Seminasuke

    Seminasuke Well-Known Member

    XBL:
    Seminasuke
    Kyo vs Iori triggered "Esaka Forever" in KoF '98.
     
    Aion, SDS_Overfiend1 and BeastEG like this.
  14. RzaRectah

    RzaRectah Member

    I'd like to see new animations for knockouts

    For example, finishing a round with Brad's 46P+K should be an extremely devestating animation, while finishing with a 2P should result in the opponent kneeling down like they took a hard shot to the stomach rather than flying in the air like what currently happens
     
    BeastEG, 00000000 and ToyDingo like this.
  15. Satsugai

    Satsugai Well-Known Member

    As far as details go sweat, dirt, blood, bruises. As many have said moves in VF can look brutal so I say we see some battle damage. Not an insane and entirely unrealistic MK way of course.
     
  16. BeastEG

    BeastEG Well-Known Member

    PSN:
    BeastyEG
    Things I would like to see

    1) Character specific opening quotes, win poses and "during the fight" statements. Maybe it is me, but most of the characters have been battling each other for so long, it seems like they should be specifically acknowledging each other during fights. I think that would go a long way to giving VF more character, much like how a lot of people enjoy the quote gems in Marvel. For example, when it's Felicia vs. Dormammu at the beginning of the fight, Felicia says, "Hey...Your head's on fire!" or in KOF when it's Kyo vs. Iori, they says different things. My personal favorite is when Hulk calls in Rocket Raccoon and says "Chipmunk!" I think it would make sense for Sarah to say something like "Whose the better Bryant now?" if she beats Jacky or for Brad to have some really hilarious pickup lines when he begins a fight with Aoi, etc. Maybe subtitles as well so we can understand what is being said so the original languages can be kept.

    1.5) Customizable openings and win poses ( hey, here's to wishing :) )

    2) More consistent hit boxes would really (read:REALLY) be nice. I like playing a spacing game and it's really f'ing hard when the hit boxes in the game aren't always consistent. Maybe it is me but I think most people feel the same way. I'm not really sure how they ended up the way they did, but they need to be fixed so they are at least consistent at all times.

    3) Customizable Soundtracks! You should be able to select specific songs for each stage, each character and then set your preference to match stage, character, completely random or choose the song before the fight like how BB does it. Also, you should be able to use your own custom music since this is 2013 already!

    4) Stat-tracking (Tons of it)! While this is geared more toward the hardcore players, I think this would help immensely in helping people really identify their weaknesses. Basic things like average round time, percent of attacks at certain levels, circular directions, throw escapes and so forth should have been in there already. One thing I think would be really cool, would be for the player on a per character basis to put in specific setups he or she uses and have the game track how often he or she uses it per match and it's success rates overall. For example, how often at a specific frame advantage / distance do you do the following (even better if it could track what your opponent does as well!) Also, track stats against specific opponents that the player inputs would help as well. Finally, if you could input specific things that a character or specific opponent does (Low sweeps, or specific setups) and have the game track how often you fall for it, it would help people gear their dojo time to specific training segments.

    5) Clan support! Since it's such a basic thing anyway, it would help people build up their own little communities and so forth. Also, it would be cool for people to establish clan rankings online so it wasn't just only personal ranks. FInally, you could have clan battles where teams got mic'ed up (but you could only hear your teammates) so you can coach /support each other during the fights etc.

    6) More in-depth frame and property data. While command training is pretty good, one thing I can't stand is how very important information about moves is complete hidden and not easy to test in certain situations. For example, it would be nice to say at what specific advantage / disadvantage certain moves special properties kick in. For example you could state Sarah's [8][K] is a tech jump and will beat all lows at -3 or better. I still haven't figure out the exact frames for Sarah's [P]+[K] Sabaki, but it would help if the game told me that as well.

    7) Frame Programming, Dummy Programing and more training options. This one is big to me since I think it will let the scientists get even more into the low level stuff. If you could program specific commands down the frame level (and see the frames), it would let people test thing pretty easily. Dummy programming should be similar to PC versions of FGs where there is a basic scripting language to make the Dummy do certain actions. The classic is the one where a Ryu dummy randomly moves backwards and forwards and throws out either cr.short or cr.forward to practice your ability to react to it. While the record option is pretty good, I think this would allow people to test out those crazy corner cases that you can't test easily via recording or the training options. Also, just throw more training options in there, such as "How many attacks to block before having the CPU react in a specific way," everyone's command list so you can look up everyone's stuff easily while in free training, etc.

    8) Better knockout animations as RzaRectah mentioned would be nice as well.

    9) System-wise, I think certain aspects of game just need to be more consistent and specific things toned down (I think we all know the things at this point that need to be toned down). Tracking evades should have consistent rules that everyone knows maybe specific moves have a tracking property as opposed to being circular, etc.
     
    Genzen likes this.
  17. Feck

    Feck Well-Known Member Content Manager Akira

    Can we not just do away with combos entirely and just have VF2 style singular moves that deal up to 90% damage? Everyones love Jacky's [7][K] and Akira's Tetsuzanko right?

    We do? I mean, do we? I'm pretty sure I don't, infact I haven't even got a clue what you're talking about :(

    They do and have done for ages...

    Oh yeah, everyone ignores them my bad :(
     
    00000000 likes this.
  18. YOMI

    YOMI not a legendary game designer

    Actually you're right now that I looked it up, Cool Jam from 97 can also play randomly during the same matchup. But the chances of both happening are so slim it might as well not happen at all.
     
  19. nou

    nou Well-Known Member

    Man, I feel like I should post up the 4:EVO tutuorial, when people complain about tracking.

    Of course Akai did using VF5 and there were dip shits still trying to argue against him, lol!
     
    R_Panda, Satsugai and Feck like this.
  20. Genzen

    Genzen Well-Known Member

    Tracking works by figuring out which player I am, then making sure all attacks done by my opponent after I've evaded hit me for a counter-hit side-crumple untechrollable knockdown into heavy pounce. When my opponent evades, the game makes me continue my entire string (or makes one up if my move doesn't have a string) in one direction and gives them all triple recovery frames.

    It doesn't exist if I'm not in the match.
     
    Neonomide, BeastEG and 00000000 like this.

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