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!
    Dismiss Notice

VF5US Player Performance Data vs VF4 Player Performance Data?

Discussion in 'General' started by masterpo, Jan 8, 2023.

  1. masterpo

    masterpo VF Martial Artist Bronze Supporter

    PSN:
    lastmonk
    Player Performance Data Stats in VF5US seem to be more for Sega && RGG's user analysis than for the Player.:whistle:

    In VF4 Player Data included Performance Data for VS mode and Kumite Mode that we could use to really improve our game play. Player Performance Data included Stats and Advice on:

    • Striking Attacks
    • Accuracy
    • Defense
    • Throwing
    • Mobility
    • Finishing Patters.
    Each category was broken down into a treasure trove of our own stats and the stats of the opponents we played against. For example under Striking Attack there are stats for:

    • High Attacks
    • Mid Attacks
    • Low Attacks
    • Down Attacks
    • Evade Attacks
    • Gamble Attacks
    • Average Combo Count
    • Safe Attacks
    • Attacks faster than 10 frames
    • Attacks between 11-15 frames
    • Attacks between 16-20 frames
    • Attacks between 21-25 frames
    • Attacks between 26-30 frames,
    • Attacks over 40 frames
    ....
    ....
    • Attacks between 11-20 damage pts
    • Attacks between 21-30 damage pts
    • Attacks between 31-40 damage pts.

    and more.

    Under Defense Stats such as
    • Evaded mid attacks
    • Evaded low attacks
    • Countered high attacks
    • Countered low attacks
    • Striking attack hit rate
    • Counter hit Rate
    • Missed Attack Rate
    • Block Attack Rate

    Under Throwing Stats such as

    • Standing throw Success rate
    • Broken Standing Throw rate
    • Low Throw Success Rate
    • Broken Low Throw Rate

    and more

    Keep in mind VF4 Player Performance Data was stored on small PS2 Memory cards(8mb?) (There were no massive cloud servers for VF4) And yet VF4 manages to store almost any Stat you would want to see to help you improve your game. How can VF4 store more player performance data than VF5US? HOW:rolleyes:


    Under VF5US for Stats we get

    • Total Playtime (This helps Sega/RGG know how long the game is loaded)
    • Total Rank Matches (This helps Sega/RGG know how many players are playing ranked)
    • Total Room Matches (This helps Sega/RGG know how many players are using the rooms feature)
    • Tournament Events (This helps Sega/RGG know how many players are using the tournament feature)

    The Player Data that is being saved in the cloud for VF5US is largely for Sega's and RGG's sales and marketing benefit. :mad: On the other hand, Sega never saw the VF4 Player Data that was saved to our personal memory cards on the PS2. And that player data saved in VF4 memory cards served a purposed that was all about immersing the player in the game.(y) The player performance data was for us the gamers not for Sega/RGG and the marketing team.

    Hell under the Mobility Stats for VF4 we even have Stats for

    • Forward Dashes
    • Back Dashes
    • Crouching forward dashes
    • Crouching back dashes

    How is it possible that the PS2 memory cards for VF4 stored far more extensive and (useful to the player) player performance statistics than our massive cloud storage servers for VF5US:cautious:

    With all of its online features., VF5US is not even half the game that VF4 is. VF4's customizable wall paper, trainable AI system, ADVICE system, and in game replay system puts almost everything about VF5US to shame.

    The next Virtua Fighter game needs to get back to the basics. It needs to drop all of this Hit Spark, Tekken Skin Bull$hit and give us a superset of the features that were in VF3TB, VF4, VF4EVO, VF5FS. Instead of Seiji Aoki looking to Tekken and Street Fighter for inspiration he and RGG need to look to VF4, and VF4EVO for inspiration:cool:

    We need (at the bare minimum)
    • A comprehensive in-game replay system
    • Local User Profiles that can be used in Offline VS modes, and Single Player
    • Offline Tournament Modes for VS and Single Player (player vs player, players vs cpu, cpu vs cpu)
    • Customizable Arcade Routes
    • Trainable AI
    • Screen Names, Win/Loss Percentages, PR Statements for offline VS modes
    • A comprehensive DOJO/Training mode (At least as good as what Soul Calibur has)
    • Quest Mode
    • Option to Turn off all Hit Effects
    • VF5FS Customization (In Full)
    • Performance Data Stats at the same level as is in Virtua Fighter 4

    Virtua Fighter 5 Ultimate Showdown (Even as a 60th Anniversary) Promotion is simply unacceptable and falls embarrassingly short of the Virtua Fighter tradition:notworthy:


    Seiji Aoki, please do not take a page out of Street Fighter 6 and Tekken 8's play book:holla: Make the next Virtua Fighter game an innovation to arcade fighting games the same way that Virtua Fighter 4 and Virtua fighter 4 EVO did
    Please bring dignity back to the VF community.:oops:
     
    beanboy and GustavoHeisenberg like this.
  2. GustavoHeisenberg

    GustavoHeisenberg Well-Known Member

    It's sad to realise, you are merely asking for the bare minimum yet it feels like you are asking for too much
     

Share This Page

  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice