1. Hey Guest, looking for Virtua Fighter 5: Ultimate Showdown content? Rest assured that the game is identical to Virtua Fighter 5: Final Showdown so all current resources on here such as Command Lists with frame data, Combo Lists and the Wiki still apply. However, you can expect some VF5US specific changes to come soon!
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Katagiri's Blog #69

Discussion in 'News' started by Reno, Jul 7, 2010.

By Reno on Jul 7, 2010 at 10:45 PM
  1. Reno

    Reno Well-Known Member

    [​IMG]Katagiri's Blog #69

    Hey everyone, this is D.K.

    Since the Final Showdown location test started, we've been receiving many demands from people that they want to see more videos, so to answer our fans, we've put together this special video, please take a look!

    <object width="560" height="340"> <param name="movie" value="http://www.youtube.com/v/RYAzeyW7WxM"></param> <param name="wmode" value="transparent"></param> <embed src="http://www.youtube.com/v/RYAzeyW7WxM" type="application/x-shockwave-flash" wmode="transparent" width="560" height="340"> </embed></object>

    VF5 Final Showdown Trailer #2

    Around the 30 second mark of the video, you'll see that Jacky's Middle Spin Kick (b, f+K+G) is blocked by Sarah, but Jacky's kick is actually stopped by the block. For those who have played Virtua Fighter for a long time, there's no doubt they'll notice that and think "That's just like Virtua Fighter 3!", but we're calling it "Guard Snap".

    In VF3, attacks that were fully circular or swung downwards, we had implemented a similar system, but for VF5 Final Showdown this effect is added to moves that are fully circular or that leave the attacker at a huge disadvantage when blocked. We really want people to understand better visually if their attack was blocked or if they blocked an attack successfully.

    Pay attention to the kind of damage you're doing in your combos too! In VF5R, no matter how many attacks you were able to add into a combo, the damage scaling would mean that the damage difference would be minimal, but this time if you're able to vary it up in the latter part of your combos, you'll be able to see the damage difference.

    The damage scaling calculation and the knockdown system have all been revised, so from this iteration, we're hoping to make it as simple as we possibly can. I guess I can go into detail about that at another time.

    That's it for now, please come back again!

    (Translation by: Reno)
     

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Discussion in 'News' started by Reno, Jul 7, 2010.

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