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What Changes You See Happening, In VF5R?

Discussion in 'Arcade' started by ShinobiFist, Feb 17, 2008.

  1. LemmyIsTheGame

    LemmyIsTheGame Well-Known Member

    Yes it was always /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif until VF4. All throws were also random buttons in VF1 and 2 (for example Kage's TFT was only /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/p.gif and his /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif throw was activated by pressing /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif). It was only until VF3 that they made /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif the universal throw command - but even then Akira's stun palm didn't use the throw buttons.
     
  2. Feck

    Feck Well-Known Member Content Manager Akira

    I swear it was p+g in VF2.

    Kages TFT was just 4p?! I don't know what's happening any more /forums/images/%%GRAEMLIN_URL%%/frown.gif

    Edit: Maybe it's my memory acting up with SPoD, VF2 and Fighters Megamix were too long ago.
     
  3. LemmyIsTheGame

    LemmyIsTheGame Well-Known Member

    Yes it was a mess. Giant Swing was HCF/forums/images/%%GRAEMLIN_URL%%/p.gif, frankensteiner was /forums/images/%%GRAEMLIN_URL%%/uf.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif (WTF) and his body slam was only /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif. It was a mess really. Thank god for VF3's throw system.
     
  4. Makatiel

    Makatiel Well-Known Member

    Is there any kind of reasoning for this? Do you think the listed moves are too powerful?

    I think Goh needs two things:

    1) a semi-circular mid that knocks down and can be used for oki on recovery roll. It could be like Akira's /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif, Lau's /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif or any other semi-circular mids used for oki.

    2) a third low throw direction that does 45pts of damage.
     
  5. Llanfair

    Llanfair Well-Known Member

    <div class="ubbcode-block"><div class="ubbcode-header">Quote:</div><div class="ubbcode-body">I swear it was p+g in VF2. </div></div>

    Nopers /forums/images/%%GRAEMLIN_URL%%/smile.gif It was P+K. As far as the input goes, while the official movelists indicated a /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/b.gif|/forums/images/%%GRAEMLIN_URL%%/f.gif+/forums/images/%%GRAEMLIN_URL%%/p.gif, the /forums/images/%%GRAEMLIN_URL%%/df.gif motion from the RBC counted your down and therefore simply hitting /forums/images/%%GRAEMLIN_URL%%/b.gif or /forums/images/%%GRAEMLIN_URL%%/f.gif+P was enough to finish the SPoD.

    The beauty of the command throws not all having the P+G standard was the option select available in VF2. Sarah's (and Wolf's) f+P come to mind as being remarkable tools. Elbow or a Clothesline, ftw.
     
  6. LemmyIsTheGame

    LemmyIsTheGame Well-Known Member

    Nopers /forums/images/%%GRAEMLIN_URL%%/smile.gif It was P+K. As far as the input goes, while the official movelists indicated a /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/b.gif|/forums/images/%%GRAEMLIN_URL%%/f.gif+/forums/images/%%GRAEMLIN_URL%%/p.gif, the /forums/images/%%GRAEMLIN_URL%%/df.gif motion from the RBC counted your down and therefore simply hitting /forums/images/%%GRAEMLIN_URL%%/b.gif or /forums/images/%%GRAEMLIN_URL%%/f.gif+P was enough to finish the SPoD.

    The beauty of the command throws not all having the P+G standard was the option select available in VF2. Sarah's (and Wolf's) f+P come to mind as being remarkable tools. Elbow or a Clothesline, ftw.</div></div> Thanks for clearing that up. I guess we were both right then. I knew that's how the official command was wrote but I didn't realise that basically /forums/images/%%GRAEMLIN_URL%%/b.gif or /forums/images/%%GRAEMLIN_URL%%/f.gif worked without the /forums/images/%%GRAEMLIN_URL%%/d.gif. That'll make it easier to SPoD on VF3 now then. Cheers!

    I still think VF2's throws were messed up though - I think it's far better to have /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif for all throws. Makes far more sense and it will never throw when you wanted to attack (and vice-versa). Plus you seemed like you had to be up their arse for it to register a throw on VF 1 and 2. The grab animations from VF3 onwards are far better. This is the main reason I find VF 10th Anniversary too weird to play.
     
  7. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    The deal is that the command lists are all correct, as in, they will work.

    You'll find the variance in the way publications listed the command, including the game manual. Why the variance? Could be that some publications took some liberty with the command representation, choosing either to represent it with the minimum necessary input, or the friendliest input.

    Ultimately, I don't know. But what I do know is that I've always performed the last command of the SPoD the exact same way:

    /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif/forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif/forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/p.gif
     
  8. Sebo

    Sebo Well-Known Member Content Manager Taka Content Manager Jeffry

    PSN:
    Sebopants
    Well, my hope is they slow down jabs... if the current frames disadvantage stays, slow jabbers don't get shit.

    As for /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/k.gif, a completely safe combo starter that hit mid for big damage on MC, and you can fuzzy with /forums/images/%%GRAEMLIN_URL%%/d_.gif/forums/images/%%GRAEMLIN_URL%%/g.gif? Um... wtf?

    Of course this won't happen, so I don't see the point of analyzing one's hopes for the future releases. Hell, the idea of "What changes you see happening in VFR" is retarded, because what do have to go on? Less than a minute of a trailer... this speculation is just as retarded as "OMG WEAPONS IN THE GAME?! BROKEN!" (and yes I took part in it)

    We've got nothing to go on other than our own biases.
     
  9. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    LOL, completely safe! Man, it's 19f exe! You can't even nitaku until +8 to beat an 11f /forums/images/%%GRAEMLIN_URL%%/p.gif, make that +9 if your input isn't tight. And you can't just throw around a 19f attack all day. Completely safe? Please!

    I find it both funny and sad that people complain about Akira's SDE as well. It's actually harder to get max damage in VF5 than it was in VF4.

    Differentiating between NH (float) and CH (crumble) in 4 is easier, since the difference between a float and crumble is like night and day. Whereas in 5, both NH and CH float but with different heights.

    In 4, you never had to watch stance, but you do in 5 to get max damage.

    In 4, you had no brainer combos that worked on everyone, all the time, but in 5 you need to consider character you're floating (weight, posture, etc).

    This is probably why it's less counterable now in VF5, especially given the fact that his Shoulder no longer floats. You take away one combo starter, so you make another slightly better in some way, hence the -6 decision!? It makes sense to me, anyway.

    <div class="ubbcode-block"><div class="ubbcode-header">Quote:</div><div class="ubbcode-body">We've got nothing to go on other than our own biases. </div></div>
    Exactly. Biases as a result of a lack of skill/knowledge.

    I'm glad that AM2 don't heed the opinion of the masses (especially from VFDC!) when it comes to gameplay changes. This needs toning up, that needs toning down. Please! A lot of you (me included) still don't know how to play the game at it's fullest potential, yet are all so willing to ask, demand, or even argue and insult eachother over gameplay changes that you deem are necessary!
     
  10. THE_WALL

    THE_WALL Well-Known Member

    I listed all my thoughts on what should be done for VF 5 R on the top of page 23 on the original forum. Basically I wanted all options and items from previous VF games. If you don't think that this can happen then look at the amount of options they were able to jam into street fighter alpha 3 for the PSP.

    What I want to know is what kind of options were available in past games like VF had this and VF2 had so on and so forth. Any knowledge on this would be greatly appreciated.
     
  11. Feck

    Feck Well-Known Member Content Manager Akira

    Yeah this is what I was thinking earlier but I couldn't put it into words. I felt that SDE max damage combos were easier in 4 too.
     
  12. TheWorstPlayer

    TheWorstPlayer Well-Known Member

    That being said, Jeffs front back breaker needs
    to do more damage.
     
  13. Sebo

    Sebo Well-Known Member Content Manager Taka Content Manager Jeffry

    PSN:
    Sebopants
    SC that doesn't whiff on MC isn't unreasonable.
     
  14. LemmyIsTheGame

    LemmyIsTheGame Well-Known Member

    Good to hear you have a high opinion of your users. /forums/images/%%GRAEMLIN_URL%%/wink.gif
     
  15. Cuz

    Cuz Well-Known Member

    I'd love me a Jeffry with a low punch cut or elbow sebaki. Don't ask why, I just think it would be grand.
     
  16. Cuz

    Cuz Well-Known Member

    Myke makes right.
     
  17. LemmyIsTheGame

    LemmyIsTheGame Well-Known Member

    A Wolf player would defend the Giant Swing damage. /forums/images/%%GRAEMLIN_URL%%/wink.gif I'll rephrase it "Tone down the Max Input Giant Swing damage". It wastes far too much and means that he can land any other throw 90% of the time as people will try to make sure they throw escape that bastard. I find using the swing very underhand and don't feel I deserve the win whenever I land it on someone (even if I use it to comeback in a fight I'm losing - which is often the case). If Wolf had to have a super high damage throw, why does it also have to throw them for 4 miles over low walls, into high walls to guarantee pounces or for easy ring outs from close to the middle of the ring.

    Giant Swing = Rank Smelling.

    Plus, it's a comedy wrestling move blown out of proportion. It's not even cool looking like his other throws.
     
  18. Jeneric

    Jeneric Well-Known Member

    Giant Swing does 80 damage, I think it goes in line with Wolf being the strongest throw character.

    I don't mind the damage at all really. And there are several characters who have throws that do 70 damage, not that far behind. And you know, it isn't illegal to escape more then one throw direction.
     
  19. LemmyIsTheGame

    LemmyIsTheGame Well-Known Member

    actually it does 100 damage if they are near walls or don't land perfectly. It's the max input one that makes it stink.

    Most players can only input 2 throw escapes consistently. And one of them HAS to be /forums/images/%%GRAEMLIN_URL%%/f.gif, meaning he is virtually guaranteed the mix up of other damaging throws (F5, turbo drop, jackhammer etc).
     
  20. Jeneric

    Jeneric Well-Known Member

    Sure, but it's effectively 80 since you CAN tech roll and you should do it consistently. I don't count walls since then you have to start taking walls into account with every other character as well.
     

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