Virtua Fighter 6

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

  1. BLACKSTAR

    BLACKSTAR You'll find him on the grind Staff Member Media Manager

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    There was no built in max inputs for MTEs. The only limiter was human ability. FWIK, the VF gods could input 4 TEs *consistently*, which is like a 2 frame window per TE, on top of being in an awkward reverse nitaku situation. I would guess that essentially giving Pros a 2/3 chance to break throws is a bit much tho (even if they earned that ability), approaching Tekken-levels of throw uselessness.

    And as far as the problem with LTEs, its both the combination of indefinite holding of TEs and the lack of directions thats the problem. The combination of both is too strong and does not promote mindgames at all, outside of straight-up guessing. Its too powerful and too simple and a big reason why high lvl JP matches are risk-less, boring poke-a-thons, imo. Its also completely opposite of older TE models of past VF games, which were brutal at times. While it may have been brutal to attempt throw escapes in the past (or like in VF2, not even have access to TEs on command input throws), you have to remember that you actually are SUPPOSED to be beating throws according to the VF Triangle (abare/mashing), or by fuzzy guard, and TEs are actually a last resort courtesy, rather than a go-to (low reward for breaking throws, in comparison).
     
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  2. MadeManG74

    MadeManG74 Moderator Staff Member Tournament Manager Silver Supporter

    That's a really good point that I didn't think of actually, that throws should ideally be beaten by an attack rather than a throw escape (Unless it's a guaranteed attempt I guess).

    I wouldn't mind seeing something like that return. I personally like the limitation of three directions, but wouldn't mind seeing the break window reduced significantly to combat just holding the button down.
     
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  3. BLACKSTAR

    BLACKSTAR You'll find him on the grind Staff Member Media Manager

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    Thats because the vast majority of western players treat VF like it follows the Street Fighter copy template (to which 95% of fighting games do to some degree). In those games, Throws actually BEAT/swallow up attacks, and you are expected to either jump, tech, or maybe DP. VF is the exact opposite of that, but you wouldnt believe how many people complain about throw breaking not being strong enough, not just in VF, but all other FGs too. Even Guilty Gear gets flack, similar to VF, since it has NO throw teching at all. Well guess what, dont get thrown!

    Its partially people being ignorant of how VF is supposed to actually work, and mostly how people see every fighting game through Rose-tinted (HA, GET IT?) Street Fighter sunglasses...
     
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  4. Kamais_Ookin

    Kamais_Ookin Well-Known Troll

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    ROFL in class just now teacher said no electronics allowed so the guy packed up his laptop and stormed out of the class saying he's done!
     
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  5. blueeyedtasha

    blueeyedtasha Member

    personally gameplay isn't my area as I honestly wouldn't know what they change and what they leave alone but I would like more game modes, maybe a section where the stories of the characters are explained a little (not saying a story mode) and more customisation pieces and slots for all (because come on 100 isn't enough ;) )
     
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  6. Dragonps

    Dragonps Well-Known Member

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    I have around 70 different Jacky's created in FS and I could create 100's more. Again like Tasha said I'm not expert at the system I get it I understand it but I learn every time I play. Sniny made some excellent points but I do fear for a solid fighting game like VF in the modern gaming society we live in.

    Modern gamers don't want to wait to level up discover the secret tomb find the sword of ages use it to defeat the tree beast and find the armour of god etc. They want quick thrills and nice flashy effects annnnd most important of all a get of jail free card or something that gets them back into the fight. IE SF4 style Ultra Combo

    A pure skill based fighter like VF where reflexes and a deep understanding of the game will reap rewards simply isn't enough to entice modern gamers. Personally I think you need more modes more stuff for casuals like unlocks and the awesome world tour mode. Also throw in more insight into the characters maybe with bios or short cut scenes in arcade mode.

    Above all The one thing that will keep VF alive is simply to play it, attend events and tournaments and basically support it.
     
  7. nou

    nou Well-Known Member

    MTE is just multiple guesses. They are fun to do, but you should be looking at how NOT to put yourself in a situation where you have to input multiple guesses (MTE).

    4 inputs was the max in VF4 and 5. In theory, being able to hit 4 would still leave you open to 1-2 throws depending on the character. VF5 Lei-Fei had 4 throw directions, but that doesn't mean it's a good idea for someone who could input 4 directions (ON REACTION, mind you) to put themselves in that situation.

    Losing to randoms /frauds isn't the game's fault.
     
    Last edited: Jan 8, 2015
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  8. BeastEG

    BeastEG Well-Known Member

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    I must be the only person who likes LTE :(

    To me, I view LTE (or just passive blocking if you will) as another defensive option in line with fuzzy guard, [2][P], etc. You can actively choose to just do LTE or other things. If anything, I find that if you are willing to do neutral throws, it's relatively easy to get by LTE. If you limit yourself to just [4] or [6] throws, then LTE becomes a maddening 50/50, but if you are willing to do neutral throws, then it's really not so bad IMO.

    On the other stuff, the only thing I would really like to see is DM windows to be adjusted based on weight class. I still maintain that it is ridiculous that a sumo wrestler can "dodge" attacks as easily as a frickin' ninja
     
  9. EmpNovA

    EmpNovA Well-Known Member

    That's more of an urban legend than reality. Most top VF4:EVO players, I'm talking about the upper elite players, the ones that Sega invited to their HQ to play thousands of matches to base the Quest AI on, were not doing more than two throw escapes during their MTE attempts. In fact lots of top players would rely solely on guesswork and only attempt one or two throw escapes during all of their throw escape situations. Meaning they'd never attempt more than two throw escapes ever as they felt that the added execution was redundant compared to better guesswork.

    Some players also had the strategy of almost always countering the opposing player's highest damage throw. So always escaping TFT against a Kage opponent, or Giant Swing against a Wolf player. But they'd still get thrown by a TFT or a GS if they didn't anticipate their opponent attempting a throw. Top players had a myriad of approaches for how to handle throw escapes in the VF4 system. And even if you could input four throw escapes attempts consistently, which hardly anyone could do, you'd still be required to memorize all potential throw directions anyways and be able to recall them (or cheat sheet them) before each match. How many players can remember every VF4FT character's top damage throw? All of their throw directions?

    It was far more rare for top players to try to constantly hammer in three or four escapes during every single throw escape situation. Just like most Akira players were not constantly buffering in f,f,f during their low jabs looking to score an MC SDE. Most times an Akira player did a low jab in VF4 it was without the f,f,f input just in case their opponent ate the cr.jab. It sounds great on paper to be able to constantly buffer in throw escapes every situation but that's physically and mentally exhausting. Not to mention that VF4 was so fast that MC.jab into throw was practically a combo and you'd be thrown before you even had time to mentally process and react.

    Most top players used their superior match knowledge and experience to escape one or two throws per defensive situation and rely on their guesswork. Rather than relying on relentless execution of throw escapes. I don't remember too many players have the execution for consistent four throw escape attempts.
    It's not quite that simple. Throws in Street Fighter are severely outclassed by attacks due to range. Fireballs, almost any character's low forward or low strong, standing jabs, and lots of other moves will simply outclass throws from all but the closest ranges. And command throws, the longest ranged throws, are often 360 motions, meaning if you try a 360 throw from a neutral position you risk jumping, and eating a huge punish. That's why the crowd loves those standing 360s by SF Zangief, Hawk, and Hugo players.

    In VF you can get within throw range easily (compared to most other fighting games, especially SF). Every character can. There's no block/hitstun that pushes you constantly out of throw range like in SF. You block an opponent's attacks in VF and you can remain close and get an advantage (in frames). You block an opponent's attacks in SF and they've pushed you out of your throw range and still retained frame advantage.

    Some characters in SF spend the entire round eating fireballs and cr.mk trying to get within throw range. Even at the highest levels, the matches see a projectile character putting up a maze of fireballs for the grapplers to weave through. Sure throws can beat attacks in SF games, but only if you are in range, and without kara throws, or a fast walk speed, you're looking at an even weaker throw offense for a SF character that lacks those.

    Throws are very powerful in SF2, old characters can't tech throws, throws that are tech'd still do half damage, if a throw would kill someone it can be tech'd but without damage reduction (so you die anyways but get the tech animation as a consolation prize), and throws are zero frames and happen instantly. But there are a million ways to beat throws or avoid them. Throws are incredibly powerful in SF2....but then again everything else is as well. So it mostly evens out. But whereas VF, on the most basic theory fighter level, has the 'rock paper scissors' dynamic of 'throw attack guard'. Range and footsies, especially with fireball characters, is a an enormous part of the average Street Fighter game. Where most of VF's action takes place with characters being very close.

    Well this generation of gaming caters almost exclusively to low level players and lazy players. They want regenerating health and full body armor. DLC purchases and micro-transactions to give them a shortcut to a competitive edge. Button mashing instead of precision. Auto-aim instead of dexterity. A mini-map instead of a sense of direction. They don't want to learn. Instead of games having tutorials you just give the player easier enemies or a 'skip this level' button instead.

    Sure there are a few holdouts that want hardcore or even sadists to play their games like the Demon's Souls/Dark Souls series. But fighting games are going to likely be even more dumbed down and mainstream during the PS4/XB1 era. Maybe the pendulum will swing the other way during the PS5/XB2 era but only time will tell.
     
  10. nou

    nou Well-Known Member

    lulz. I dig LTE as it's just a TEG in reverse, but friendlier to 'n00bs' on the suface and cool way to introduce them to the VF way of defending.

    Much like anything else in VF, there is not middle ground on it, only extremes from people. MTE detractors think it's too safe and gives too many options to the defender that "they shouldn't have" for being on defense. LTE detractors think it's a get out of jail free card that breaks every throw, while being lazy. Both have their pros and cons, but MTE has been a thing since VF3.

    I just hope if VF6 drops, it leaves an impact like it used to in the 90's.
     
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  11. Project Bokuho

    Project Bokuho Active Member

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    I'm also on the same boat as Tasha. Gameplay isn't my strongest point in VF either, so I'm not sure what to add on that. I would like more modes, if that's fine.
     
    Last edited: Jan 9, 2015
  12. MadeManG74

    MadeManG74 Moderator Staff Member Tournament Manager Silver Supporter

    The first SF game I played against other people at any real level of skill (meaning not just 'Woah, I can do a fireball!') was SF2HD. I still remember playing against Zangief and getting thrown while crouching and jabbing and being like 'What the fuck is this bullshit!? How did he throw me while I was crouching AND attacking?'


    This is a great post, thanks for the info! I always had it in my head that in VF4 Evo, you had to be able to break 2/3 throws consistently as a basic level of play. Interesting to hear the other side that it wasn't actually that predominant.

    As I said, I'm pretty open to either way, so long as it doesn't break anything I guess. I'm most familiar with LTE so I like that right now, but I wouldn't be opposed to trying to learn reaction breaks or depending on abare more.

    As for VF6 making an impact like the 90's. That'll be tough, but I'd love it to do that.

    I think they could maybe do it if they did something drastically different, like making it completely Free to play or Free like the new Unreal Tournament.
     
  13. Jide

    Jide Joe Musashi Silver Supporter

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    Some good posts.. I will add that LTE was introduced in VF5R. This was to help with 0f throws. As 3, 2 and 1 throw directions were still in. I have no idea why they continued to keep this in FS. It actually goes to show that changing your system to make it easier doesn't necessarily increase your user base.
     
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  14. MarlyJay

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

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    I keep saying, LTE made sense with zero frame throws (which themselves were pretty ridiculous), but with no zero frame throws, what is the point of allowing someone to hold LTE indefinitely.

    MTE also balanced defence in a way. You could MTE with 4 throw escapes or you could dash cancel your evade so you didn't eat a delayed launcher, but you couldn't feasibly do both.

    LTE isn't just lazy TE but lazy total defense. It's stupidly applicable.

    That and how delayable some attacks are are my two big beefs with FS.
     
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  15. cruzlink2

    cruzlink2 Well-Known Member

    Funny cause I remember reading a Yu Suzuki interview that modelo translated and he says on there how he wanted to make the game easier than SF with less buttons I.E. "not for the maniacs". Not only did the game turn out to be for maniacs but it is when the game was harder that it was at it's most popular. Ironic as jide says that making it easier won't make it more popular, especially when your main audience loved the game for it's challenge.
     
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  16. ShinyBrentford

    ShinyBrentford Well-Known Member

    Honestly I think VF is easier than SF execution wise IMO. 1 frame links are bullshit. I think VF is just a different game that players are used to. My friend @Micheal_Bolton just started VF and was really surprised about how easy it is to get into considering the dark master cloud that VF has over it. All these new guys are coming in and playing VF like it's DOA or tekken, but here is the thing it's not DOA or tekken it's VF. Learning VF is like anything you do in your life. You just have to put a little time into it. When all is said and done VF is one of those games that is easy to learn, but hard to master IMO.
     
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  17. MadeManG74

    MadeManG74 Moderator Staff Member Tournament Manager Silver Supporter

    I dunno, I think it's still true in that VF is still beginner friendly in that it still seems to have the least arbitrary barriers to playing the game.

    Inputs and combos in VF are easier than any other fighting game I can think of. Compare a 50% wall combo in VF to a HD Combo in KoF, or (god help up) Street Fighter's one frame link combos.

    The difficulty comes in when you realise how many options you have at any given time IMO, which is the GOOD kind of difficulty. It's about being able to utilise your tools correctly rather than having to practice in training mode to do that setup that just shuts down all your opponent's options instead.

    EDIT: Beaten to the punch by Shiny.
    I agree with the 'dark cloud' that VF has over it. I wonder where half the shit comes from. I remember some comment on SRK or EH saying that Akira's 'Bread and butter' combo was 'A series of one frame links, and he's the beginner character!' or some nonsense to that degree.
     
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  18. ShinyBrentford

    ShinyBrentford Well-Known Member

    I can tell you exactly where that comes from. Everybody picking Akira thinking he's Ryu, go though command training, and give up on SPoD saying that Akira is broken.
     
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  19. VFhayato

    VFhayato Well-Known Member

    I got VF6 today!!!!!!!!!!!!!!!!!!!! sega gave me the game!
     
  20. MarieRose

    MarieRose Member

    VF6 isn't out yet?
    What a troll post.
     

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