Virtua Fighter 6

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

  1. Atrion

    Atrion New Member

    I would really like to be able to bring your character data with you when you go to a tournament or a friends. Who knows, the crazy costumes may make people pause a bit longer when its on stream too.
     
  2. Feck

    Feck Well-Known Member Content Manager Akira

    Feels like this is down to MS and Sony's hidden DRM tactics, it'd be nice if you could do it but as long as your costumes are locked to your profile I don't see a way around it.

    We usually get by with setting costumes up pre-tournament but it's not ideal.
     
  3. IvorB

    IvorB Well-Known Member

    PSN:
    Ivor_Biguns
    I've been wondering about this. How does it work currently at tournaments? Does everyone play wit the default costumes?
     
  4. ToyDingo

    ToyDingo Well-Known Member

    PSN:
    BrodiMAN
    Speaking of throw animations...

    I'd like to see some of the throw animations in the game toned down. Some of them are so long and elaborate that they actually break the flow of the match as both players have to sit there doing nothing for 3/4 seconds while the animation plays out. Aoi, Goh, Blaze are some of the more egregious offenders of this.

    I appreciate AM2 making the game look realistic in that regard as some of the animations are damn beautiful, but the flow of the match should take priority over that.
     
  5. IvorB

    IvorB Well-Known Member

    PSN:
    Ivor_Biguns
    Really?? I've always been a sucker for some elaborate throws. That's why I am trying to learn Aoi.
     
  6. ToyDingo

    ToyDingo Well-Known Member

    PSN:
    BrodiMAN
    Don't get me wrong, they look pretty. But, after awhile they get tiresome. Some of the animations are a tad too long. If there were a way to keep their cool factor and shorten them, that'd be awesome.
     
  7. Atrion

    Atrion New Member

    Most of the time yes. Alot of the time there will be some premade costumes set up for people to use, but people will often just choose the default.
     
  8. Devdan

    Devdan Well-Known Member

    PSN:
    WrysWendellBoah
    XBL:
    WrysWendellBoah
    Screw photo-realistic graphics. If the flames on El Blaze's pants aren't still freakishly vibrant in VF6, I'll be sad. I could do without a lot of the shiny outfits though.
     
  9. IvorB

    IvorB Well-Known Member

    PSN:
    Ivor_Biguns
    You would freak out if you played Tekken. Some of the characters can grapple for days. You should play opponents that mix them up so you don't get bored... :D

    I would be up in arms if they tried to cut down Aoi's throw time.
     
  10. Pai~Chun

    Pai~Chun Well-Known Member

    XBL:
    Lishao Tao GPK
    If Vanessa (a hard-hitting striker with two play-styles) has an easy 70dmg throw, I would like to see Aoi (a counter, grappler character) get one next time around. Perhaps some more chain-throw variations as well, like Nina had on the old Tekkens (dunno if she still has them?)
    Animation-wise, most of it feels appropriate, but perhaps some of Goh's could be abbreviated somewhat.

    Apparently in FS, Jacky can score well over a hundred points from a 15 frame mid on much of the cast, so maybe in 6, AM2 could give Pai her turn at the high tier table (after a ten year absence) with something similar :)
     
  11. IvorB

    IvorB Well-Known Member

    PSN:
    Ivor_Biguns
    Yeah Nina was my main in Tekken and she has many, many multipart throws that chain to each other for up to four consecutive throws with big damage. I would love to see Aoi taken to that level with her grappling. Not even King level because that's just crazy.
     
  12. MarlyJay

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

    PSN:
    MarlyJay
    XBL:
    MarlyJay
    Firstly Vanessa in DS is not a striker. She has a worse striking game than Aoi in DS. In OS it's far better, but then she doesn't have a 70 damage throw.
    Secondly Aoi has a 70 damage throw. because of the input clash with her multipart throws its a 360 command, but it's still there regardless.

    And Pai was pretty strong in Vanilla ;)
     
  13. Pai~Chun

    Pai~Chun Well-Known Member

    XBL:
    Lishao Tao GPK
    40 + 25 = not Vanessa, who, come on, was never really meant to be a throw based char, and would still do fine on 60 (just like Pai has to).

    Hell, why not give Aoi a straight 80 then, if she's like a lady Wolf (who has what, an easy 100?). Some veteran players claim TE is easy anyway, so what does it matter? ;) I'd like dagger crumple into low throw back as well, especially seeing as Goh has something similar in FS right now.
     
  14. MarlyJay

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

    PSN:
    MarlyJay
    XBL:
    MarlyJay
    Sorry, i kinda assumed you knew what you were talking about. After Aoi's [2][6][8][4] throw, which does 60 damage, her down attack which does 10 damage is unavoidable in FS. 60+10 is 70, right?

    In terms of throws Aoi isn't meant to be comparable to Wolf. A better comparison is Goh, and if you check the max (guaranteed) damages for Aoi it's 65/40/70 and for Goh it's 70/40/65. Pretty similar, right?

    I don't know why you would say DS Vanessa isn't meant to be a throw based character (you have sme sort of insider knowledge or something)? Whatever you define her as, to imply she has something Aoi doesn't throw wise is pretty ridiculous.

    I don't even know what a dagger crumple is. Aoi has plenty of Low throw setups though.
     
  15. Pai~Chun

    Pai~Chun Well-Known Member

    XBL:
    Lishao Tao GPK
    I thought you meant the other two part 360 throw. Ground attack is like... a ground attack. Vane has that great half-circle throw, which frankly I would like to poach for Aoi in 6, seeing as she was like, y'know, the original VF throw-chick. In the heat of battle, 63214 is easier and more reliable to pull off than full spin, so it's not implying anything to say Aoi lacks what Vane has in this respect, it's just merely the facts.

    In Vanilla, she crumpled into low throw for good damage, which made people think a bit more carefully in how they approached her. We can't all play how the current Euro champ uses her, so having things like this back, could help even up what currently feels a bit one-sided versus some of the other harder hitting stuff in the game.

    No doubt you have a check-list of reasonable demands for your lady next time around ;)
     
  16. Alstein

    Alstein Well-Known Member

    Personally I'd make Aoi's 360's her multigrabs, and her multigrabs the half-circles.
    Also would make Aoi's followups to her multigrab as easy as the other multigrabs in the game.
    Maybe include options for neutral break 360 starter as well to buff it.

    I do think Vanessa's OS damage game is a bit stronger than it should be, it's as good as Jeff's (who needs more grapple damage, among other things) Vanessa's DS needs the grapple damage, as her striking is versatile but much lower damage than Aoi, who has much better comboing.
     
  17. IvorB

    IvorB Well-Known Member

    PSN:
    Ivor_Biguns
    360 rotation for a throw is a tough one on a d-pad, man. A man can damage his thumbs executing that stuff...
     
  18. MarlyJay

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

    PSN:
    MarlyJay
    XBL:
    MarlyJay
    Spend some time in Dojo until you get it. And it's not 360, it's 270. You can press up then do the half circle motion and it still works.
     
  19. IvorB

    IvorB Well-Known Member

    PSN:
    Ivor_Biguns
    Thanks, I'll try that :) . I've always had a soft-spot for grapplers but not the wrestler kind. I like the Aikido style of things where they break your bones with precision :D. So I'm really trying to put in the time with Aoi.
     
  20. What a big thread. I read almost all of it, hehehe, and it was an interesting read.
    I had a much larger post, but I decide to keep it shorter anyway. By the way, I'm just new here to the forum, so for those who haven't encountered me yet, hi.


    More Realism (representation of reality for as far as possible and good to a game)
    In regard to VF6, I would like some more tendency to realism, while the game maintains good playability, fun and the necessity to acquire skill.

    The inclusion of matters such as blood and sweat would be nice (if in a proper manner, not exaggerated). A character could even quickly spit out a tooth if he has been struck hard in the face. Inclusion of ripped clothing where appropriate and applicable may be there too. General battle scars like bruises also included.

    Fighters should look and be more tired over time, especially if a battle takes long, and move accordingly, but it should not be exaggerated to the extent that the gameplay would suffer. Of course, battles are usually not that long. So, then...

    Battle Length and Dynamics
    ...in fact, I wouldn't mind it if battles took somewhat longer and are more intense in general.
    I recall having read in this thread something about so-called dynamics and a redesign of the fighting game genre. A dynamic nature may make the fights more intense and fluid. I also think there should be many more animations to make fights appear more fluid and dynamic and interesting, especially in regard to blocking. This in turn would make the game appear more interesting to non-VF players, especially ones who pay attention to visuals. Simultaneously, gameplay is more essential than visuals, of course, while both are important.

    What you call "juggling" or something like that
    I think I read something about, what you call, "juggling" or "floaters" or whatever you may call it. I call it "that situation where a character is tossed around and beaten in the air while it looks stupid and ridiculous" or something like that. I think it must be removed, simply because it is ridiculous and makes no sense. I really don't like it at all and even if I can use it, I wouldn't even want to use it on an opponent.


    Aikido character
    Lately (the last couple of weeks or so) I've been thinking of Aikido, and I see this thing was already mentioned. I would really like to have an Aikido character in VF6.
    Maybe Aoi looks more or less like that kind of character, but I am not satisfied. This character I propose should be more different in handling than Aoi and have refreshing options.

    A male or female who physically isn't as strong as certain others and therefore really has to use his or her knowledge and skill in regard to force, position, speed, evasive manoever and redirection and so on to fight and gain advantage. This character would not have strikes as he mainly defends and throws his opponent around and puts pressure on the body which causes the opponent's energy meter to drop.

    I think that maybe this could be used somehow with those reversal-like moves and throw moves. The opponent strikes and you reverse and perform some grapple move. Then there may be perhaps a variety of options to execute, some more difficult to perform than others, and some more damaging than others. He could keep the opponent in a grapple, put pressure to cause damage, and the opponent should get out of it. Perhaps even throw in some sort of choice for submission (though that may go too far and is much less VF-like). I don't know if some good construction could be thought of here. Anyway, good then to have many reversal and grapple moves and throws.

    I would like to see the possibility to do reversal and then, if closeby enough, throw the opponent out of the ring. Hah, even somehow try to get the opponent in a hold from which he must escape, force him to come along with you to the side, and then you throw him out, while the opponent still has oppurtunity to break free to which you must pay attention and act accordingly, or it could be too easy.

    Of course, this character has then a very different fighting style and is very much different in handling/using. If anybody would choose this character in VF6 and doesn't know about it, he should be very surprised if he's used to performing strikes and the like, and he should lose very quickly, unless he handles the character of course.
    Also, the opponent must make sure he effectively engages this character. Causes of damage would come mostly from many throws. This is very interesting and new for the VF series.

    Generally, in personality, it is a peaceful character who does not initiate attack. Perhaps he could have many options to feign moves if the player would so desire. It is a battle after all and he knows he is going to be attacked anyway. Of course, the opponent must attack in order to have a chance to win anyway.
    All battles with this character would be interesting and fun.


    Krav Maga
    I think that, perhaps indeed, a Krav Maga character should be installed, although simultaneously I find it a rather disturbing art, so I would then think "No, don't install such a character". The grabbing of balls for instance and doing serious damage there, ugh. And the damaging of eyes, beh. Those are no-go areas if you ask me. Then again, it is but a game. I don't know about this one, I don't know.

    On second thought, as I add this text, I think that there should be no Krav Maga in the VF series, if realism should be established and maintained for as far as is possible and good for a game.


    And, just for fun, if playing against the CPU I want the possibility of unexpectedly using a small smuggled gun to shoot your opponent after you've lost the match. Block that :p
     

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