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VF5 VS Final Showdown

Discussion in 'General' started by John S, May 28, 2013.

  1. John S

    John S New Member

    I really prefer VF5 to Final Showdown.
    The gampley seems much more smooth and fast.
    Does anyone else feel this way?

    Why are there never any online players on VF5 for Xbox??
    Thanks
    The Raven
     
  2. aoi ameindei

    aoi ameindei Well-Known Member

    PSN:
    INSTA_BOLT
    vf5 has better graphics and more throws but otherwise fs is better in every way
     
  3. It was among the first 4 games my dad bought for the ps3 but I never played it much, I only got into fighting games until ttt2 came out (which I rarely play now, VF is so much better).
    But i do remember it having some sweet graphics, it was a real sight coming straight from the ps2 stuff :)
    Well my dad was pretty pissed that it didn't come with online, and was released on xbox with online later.
    Back then we had NEVER played online (besides halo on the old xbox a looooong time ago) on anything and we were all pretty hyped for new online aspect of console gaming. Good times...

    Just an anecdote for you good sirs
    [​IMG]
     
  4. nou

    nou Well-Known Member

    With 3D games people move on to the latest one, so there aren't as many playing the older ones like their 2D counter parts. It's a shame, since I feel the older VF games are just as fun, but what can you do.

    VF5 had my favorite stages in a VF, in particular Sarah's and Jacky's stage/music. I miss the way the snow in Wolf's stage would show where most of the match was played out, by the lack of snow that eventually goes aways due to stepping and characters getting slammed. Same with the broken tiles. FS they look boring, with a few stand outs, so it's give or take, but overall I prefer the lighting in and said enviromental damage in VF5.

    However the animations in FS are in another league compared to the original, and Sega did a really good job this time around, especially with the re-animated bounds. I'm hoping for a Out-of-the-Park Home Run style on animations in the next installment.

    Gameplay wise, I do miss MTE but having Throw Clash gone is a bigger plus. I wish I would've saved the Shoutbox convo on it a few weeks ago about the pecularities that TC brought to VF5, really could make you go "Yeah, really?!", for that alone FS does a better job with making the system a lot more consise. The trimming of movesets is whatever, since my main (El Blaze) is a lot more fun to play in FS than he was in 5. I could see why some people were upset, but at the same time some characters actually gained more.

    Still hope for MTE of some sort to make it in the next installment though.

    EDIT: Fun Fact: When FS dropped there was a lot critcism towards it, much like how 5 was recieved when it first dropped after people had been playing 4 for so long. So in that case the VF5 series had TWO instances where the latest version was met with "This is for scrubs!1!1!" "The old one is SOOOOOO MUCH BETTER!!1!" type responses, and that alone is awesome to me, lol.

    People talk about having 5R released here, but aside from the stages, I'm more than happy having FS released instead. However for the next installment I would like Sega to cut down on the number of revisions, while being more up to date on releases outside of Japan.
     
  5. Junsuina Chikara

    Junsuina Chikara Well-Known Member

    PSN:
    Jun_Chikara
    XBL:
    LeprekaunTM
    VF5 is a more hardcore VF than FS. FS, in terms of the combo system, feels really easy. I actually dabble in vanilla from time to time in Quest mode (no one is ever online :(). All this said, I am a Akira player (since vanilla) so FS will definitely feel easier to me than vanilla because of the dumbed down inputs of some of the moves. I think in FS, characters also float more so bigger combos are possible than vanilla. An Akira combo that only worked on Eileen and El Blaze (Youhou, 6KP, DLC) now works on middleweights in FS. I'm sure the same probably applies to other character's combos (e.g.: lightweight combos in vanilla now work on middleweights).

    I think Sega should do what Capcom did with SSFIV. Release VF6 and when there is a new revision, release it as DLC (similarly to the Arcade Edition DLC with SSFIV) and if they choose to make a new revision, release another DLC pack and then ranked/player/room matches can have an option to select which version of the game you'll play (for those who may not have purchased the revisions, an opportunity to still play vanilla VF6). It's the best way to keep VF alive in the west with the lack of arcades. I was one of the people that hated Sega for not releasing VF5R on consoles and if I had the money, I'd actually try and setup a Sega Lindbergh Supergun with VF5R on it but even if I had the money, I couldn't do that because VF5R and VF5FS are rental copies so no single arcade in Japan can even own a copy of VF5R/VF5FS if they wanted to since Sega gave them the games on a lease.

    Like I said before, Sega need to delve deeper into the DLC concept. Ofcourse I'd prefer a free update to a newer revision but considering Sega's financial situation, I don't really mind paying $12 for a new revision. Free updates could come in the form of versions, as in Version A, Version B, Version C, etc. of the same revision (e.g.: vanilla).
     
  6. YOMI

    YOMI not a legendary game designer

    PSN:
    buttoi-man
    Really, really miss some vanilla Jeff and Wolf moves such as Jeff 64P, 1K+G, 2K+G, old 3K knd which gives a juggle on CH, 66P+K!P+G, Threat catch throw (WHY DID THEY TAKE IT OUT?) and with Wolf Grizzly Lariat, Snap Mayer, Turbo Drop, chargeable and cancelable shoulder tackle, also kinda miss old SW animation because it looked so goofy. Goddamn Sega bring this shit back!
     
  7. Kanura

    Kanura Active Member

    Is it just me or do the textures look a little "washed-out" in VF5FS?
     
  8. SDS_Overfiend1

    SDS_Overfiend1 Well-Known Member

    Graphically FS is superior... Sega tells you this themselves. Other than floor tile breakings.. Nothing changed much graphically the character detail and Lighting is improved.
     
  9. steelbaz

    steelbaz Well-Known Member

    PSN:
    Raze--
    XBL:
    spliffy baz
    Started at 4, then Evo, then Vanilla 5, I liked all of them better than FS.
     
  10. MadeManG74

    MadeManG74 Moderator Staff Member Tournament Manager Silver Supporter

    What's SW?
    And yeah I also miss Grizzly Lariat, that was a great move. I don't really like his new 3PK move that replaced it. Turbo Drop was a good throw, but don't remember Snap Mayer, was it a hit throw off of 9P?
     
  11. leftylizard

    leftylizard Well-Known Member

    XBL:
    blue mouthwash

    You must be playing on an older model television or you need glasses. Look at how good the characters clothing looks in FS compared to Vanilla. The sand on Eileen's stage looks more detailed also.
     
    SDS_Overfiend1 likes this.
  12. FaethonsNemesis

    FaethonsNemesis Well-Known Member

    I actually re-compared both games and i have to say that graphics n stages are way better in the original.Just look at the awesome original waterfall stage and its lame FS version.Also i really hate the butchering of some characters moves (Jeffrys throw variety etc).
    In short if you gave me the extra chars,music,customization n improved fighting system of FS in 5,i would play 5 lol.:confused:
     
  13. ToyDingo

    ToyDingo Well-Known Member

    PSN:
    BrodiMAN
    Let's make sure we aren't getting "graphics" and "design" mixed up.

    Taking your waterfall level example, that design in Vanilla was far superior, but the graphics in FS are better...

    That's my opinion atleast...
     
  14. oneida

    oneida Long Arm of the Lau Silver Supporter

    PSN:
    oneida_vf
    XBL:
    oneida1
    Remember that the console conversion was limited by Microsoft's 2GB data restriction.
     
  15. Cozby

    Cozby OMG Custom Title! W00T!

    PSN:
    CozzyHendrixx
    XBL:
    Stn Cozby
    Consider that all the characters lost some throw animations, but that's due to the new throw system, right?

    Without going into huge detail, Wolf is buff. They adopted him into the system pretty well. I'm sure Wolf players miss low lariat, but if Wolf wants to stop someone from standing he should be going for his rewarding throws.
     
    SDS_Overfiend1 likes this.
  16. aoi ameindei

    aoi ameindei Well-Known Member

    PSN:
    INSTA_BOLT
    just look at the water in shuns stage and call the grapics better
     
  17. SDS_Overfiend1

    SDS_Overfiend1 Well-Known Member

    Some of you are just fucking idiots.... Worried about the backgrounds rather than learning how to play the game...
     
    Jay David and Sozos like this.
  18. steelbaz

    steelbaz Well-Known Member

    PSN:
    Raze--
    XBL:
    spliffy baz
  19. Chanchai

    Chanchai Well-Known Member

    Personally, I like FS a lot, definitely more than Vanilla, but I did enjoy Vanilla.

    While I was playing Vanilla, I was happy with clash, but I was also playing as Lion who had a good anti-clash (44K) while other players had to go out of their way to avoid clashes. However, once I played FS and remembered how it felt without clash, I'm so glad that the clash is out because it was an extremely convoluted system that lacked elegance despite its intentions. When the game already has layered ways of cutting off throws from the game, why even bother putting clash in there?!

    R and FS shot the power level of the game up, but I like the wealth of options one has in the minor disadvantage situation that maintains the "option-select heaven" aspect of "modern VF" (VF3 and above, or some would say VF4 and above).

    For however much the power level has increased, it's still not a rare sight to see a time out.

    The linear game has been tweaked around so spacing can be a really big factor (especially offline or on really good connections), but both risk and reward were enhanced. It is still generally safer to move forward, than backward--however a well-timed backdash can be wonderful while a well-read backdash can be suicidal.

    The wall-system is now almost a ring-out with a skill barrier (not saying it's a super high skill barrier, but you still need the skill to set it up and the skill to execute it, mileage varies by character).

    Evade cancels are incredibly strong in this game, but it also increases the value of throws (and the value of how the throw escape system was tweaked).

    The throw escape system is much more accessible, but throw yomi is still there and is not bounced off a cliff at beginner and intermediate level by a skill barrier (hey, I loved mulitple throw escapes also, but I hated being probably the only one in my area to do them for a long time). And bottom-line, the throw yomi and throw escape yomi in the game feels as relevant as it ever was, sometimes I'd argue moreso.

    I really like the side-turned situation. For those that would call it a gimmick, well, I love this gimmick. I like how some situations are transformed, it's something you have to pay attention to, it makes successful evades and OM more interesting for me and it makes force side-turned situations also more interesting and fun (well, I am a Lion player so I get the benefit on this).

    VF combos were never the hardest to execute among all fighting game series, imo (well, okay, VF2 had insane combos that tested the limits of human hand dexterity). If you want to max all your combos, then stance is still relevant and the few points of damage still have significant meaning.

    If there is an element I have some reservation on... It's probably how good meaty attacks are on okizeme. They're important, you have to learn them, you have to learn not to die by them (I'm working on it). They are fun to do and it also feels good to work around a meaty attack upon you, however, so it's not something I hate. But I do feel they really put a crazy pressure on the person waking up and cuts off lots of options so I feel the wakeup situation is altered from a situation I felt was a little more dynamic before into basically a new form of Nitaku. It's still a mindgame, and I admit it's a more focused mindgame now--but I would probably be very happy with tweaks to the okizeme game to make the wakeup a bit more dynamic than it is now.

    Again, okizeme and wakeup are still exciting in this game for me, but I think it's just less dynamic. Not a horrible thing at all, I'm still enjoying it. More dynamic would be better though.

    As far as I am concerned, VF5FS is still a well-executed fighting game that has found a balance for more accessibility while still leveraging a lot of skill sets from the player. It may not be the upper playground of layer upon layers of skill barriers to the extent of the latter VF4 series, but I see it as a highly satisfying exercise of mindgames, yomi, its own unique form of skill-testing, unique execution, and a thrilling pace set by the constant exchange of the initiative. It is still, for sure, a high-level fighter!

    Anyways, those are my thoughts. Those are the reasons I am really enjoying FS right now.
     
    NewcomerIncoming likes this.
  20. Chanchai

    Chanchai Well-Known Member

    Regarding the Side-Turn game, maybe I'm appreciating (or even suffering from) the nuance of it because I play a character like Lion. I'll use an example of Jeffry vs. Lion, and it's a common example:

    If I were to normally block Jeffry's knee (6K), I would be 15 frames of advantage and have guaranteed damage to do. For Lion, his best punishment options here are high attacks (if you have a mid attack normal or mC hit launcher that is 15 frames or less, you should really appreciate it). 44K combo if I'm paying good attention. 3P+K, PK is an option I can do if I'm not sharp enough to do 44K in this situation (gotta pre-buffer it very soon). I could even do my Go To PKx or KK though they do less damage. But all of these are high attacks.

    If Jeffry knees me while I am side-turned (like after he evaded an attack of mine) and I block it, he's not at -15, he's -9, the situation is nitaku and for Lion this changes things in that I will probably get killed if I try to use the guaranteed damage (at -15) options I listed above. I best switch to a mid or a throw and do it right away.

    It's a basic example, most people here should already know it, but it's worth pointing out. The Side Turn game is really fun for me in this game though, it affects the poking decisions and rewards those who are sharp enough to make use of it as well as those sharp enough to defend it properly. It's a form of skill-barrier that enhances the value of a successful evade (while the strength of evade cancels greatly improve the defensive value of failed evades) or forcing a side-turn and it even gives OM much greater purpose.
    I personally hope the sideturn game stays or evolves if there are future versions of VF!
     

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