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Virtua Fighter "Modern Controls"

Discussion in 'General' started by GustavoHeisenberg, May 29, 2023.

  1. GustavoHeisenberg

    GustavoHeisenberg Well-Known Member

    What would VF6 look like with it's own version of modern controls? Hate it or Love it, SF6 will be setting trends this generation.

    I reckon a simplification of inputs is coming to VF6. I know some people were unhappy about final showdown's simplification, so to hear that things could be worse must be a nightmare.

    Nevertheless how important is input difficulty????
    Pros and Cons
     
  2. Ares-olimpico

    Ares-olimpico Well-Known Member Content Manager Lion

    PSN:
    ares-olimpico
    Hi
    Really start to play in final shodown era.
    We only think our time practicing our inputs now have no reward. But if we are playing in our home and nobody can see us. Cheaters can record all difficult parts and win. if preferable a pay to win controller version?
     
    GustavoHeisenberg likes this.
  3. GustavoHeisenberg

    GustavoHeisenberg Well-Known Member

    I agree, btw Homestay Akira mentioned that he preferred the complex input - but the downside is that it makes the learning curve longer for the majority of folks who have to balance a job and life in general.
     
  4. GustavoHeisenberg

    GustavoHeisenberg Well-Known Member

    Pay to win controller version could be silly because the casuals may not buy dlc before having fun first.

    But who knows I could be wrong, maybe that devious plan may work - easy controls dlc could be interesting
     
    Last edited: May 30, 2023
  5. masterpo

    masterpo VF Martial Artist Bronze Supporter

    PSN:
    lastmonk
    I dunno, I don't think you can get much simpler than the 3 button scheme

    [G][P][K]

    If they were to add one-button-ten-hit 100 pt damage combos to VF today in a patch that wouldn't change the number of new players coming and staying with VF one bit:whistle:

    Casuals, noobs, newbies, beginners, need and want single player content that will attract them and retain them

    An engaging story mode with rich character lore, single player features that encourage immersion into the game, high quality tutorial and beginner friendly dojos and training mode, in conjunction with long term commitment from the game publisher for support for fighting styles and lore for each character in the game. This is what brings new players and grows a fighting game community. The problem is Virtua Fighter has never done this. They obviously don't believe in it for the context of Virtua Fighter. However, they've done a pretty good job of it in the Judgment series which is essentially a fighting game built around a one massive story mode. If RGG was to add online mode and ranks to Judgment the competitive scene would eat the game up.:ROTFL:

    Nah dude, its not about

    or

    or

    or


    We already have one of the easiest control schemes that you can have in a serious
    fighting game

    [G][P][K][1][2][2][4]

    :cool:
     
    beanboy and Tha_FeauchA like this.
  6. GustavoHeisenberg

    GustavoHeisenberg Well-Known Member

    Come on MasterPo you know the point I'm trying to make
     
    Tha_FeauchA and masterpo like this.
  7. beanboy

    beanboy Well-Known Member

    Modern controls are not exactly a new concept. It has been around since the 90's. It would sometimes go under the name auto combos.
     
    Last edited: May 31, 2023
    GustavoHeisenberg likes this.
  8. beanboy

    beanboy Well-Known Member

    For which move inputs?
     
    GustavoHeisenberg likes this.
  9. masterpo

    masterpo VF Martial Artist Bronze Supporter

    PSN:
    lastmonk
    Yes I realize the point you're trying to make but I'm not sure that the point you're making represents the problem that you really want solved:cool:
     
    GustavoHeisenberg likes this.
  10. GustavoHeisenberg

    GustavoHeisenberg Well-Known Member

    Street Fighter calls auto combos "dynamic controls" and they only work offline. Nevertheless further input simplification should be interesting isn't it
     
  11. GustavoHeisenberg

    GustavoHeisenberg Well-Known Member

    I think it sort of does, because being able to do all the moves easily opens up the strategic space for fighting games. Execution barrier is real, but there are genuine pros and cons
     
    masterpo likes this.
  12. GustavoHeisenberg

    GustavoHeisenberg Well-Known Member

    The awesome combos with Akira (many others) are locked behind difficult executions - 1 frame links and complex circular inputs in a short period of time.
     
  13. masterpo

    masterpo VF Martial Artist Bronze Supporter

    PSN:
    lastmonk
    Fighting games in general are a skills based enterprise. They typically require more skills than most video games. Let's say for the sake of argument that Virtua Fighter is a skills based virtual martial art. Seven basic skills are required to effectively play VF:

    Skill 1. Thorough knowledge of your character's move set.
    Skill 2. Knowledge of character match ups
    Skill 3. Knowledge of the fighting engine e.g. blocking, evading, escaping, spacing, etc.
    Skill 4. Knowledge of stages and fighting arena characteristics
    Skill 5. Knowing when, where, how, and why to use fighting engine techniques
    Skill 6. The ability to pull off all of the moves in your character's move set
    Skill 7. The ability to learn from your losses.

    All martial arts (even virtual ones) require character, hard work, dedication, commitment, practice, and ultimately skill. Skill mastery in VF is what makes Virtua Fighter players some of the best fighting game players in the world.

    Making it easier to pull of moves from the move sets, or reducing the number of moves in the move set, or watering down any of the other required skills is tantamount to lowering the rims on a basketball court, or reducing the size of a baseball diamond, or giving all the pieces in chess the same moveset as the Queen, :LOL:

    Anybody can play Resident Evil, or the Last of Us, or Star Wars, or Final Fantasy , etc. And any body with very little effort can be good at those kinds of video games. But fighting games are different. Not only do they require quick strategic thinking, situation awareness. They require extreme hand-eye-coordination, physical dexterity, as well as physical/mental stamina and in some instances nerves of steel:cool:

    Some game publishers are trying to sell more fighting games by simplifying controls, but this will not work in the long run. :confused: Because fighting games, more than any other kind of video game is more about skill than anything else. If you take the skill out of a fighting game, its no longer a fighting game. If you reduce the skill required to play a fighting game, you diminish that fighting game and the respect it garners.:whistle: And in addition to being fun, fighting games are about earning respect from oneself as well as earning respect from others;)

    In general even the casual VF players are bad asses and demand respect world wide because everybody knows VF requires true skill. Everybody knows VF is the standard and deep down they all know VF masters are the best FG players on the planet (in part because they can pull off the move sets) :D
     
  14. beanboy

    beanboy Well-Known Member

    I had a feeling you were going to say Akira, but yeah, I see your point. Some of those 1 frame link excecutions, moreso with Akira, are a bit ridiculous.

    But what moves have complex circular inputs?
     
  15. GustavoHeisenberg

    GustavoHeisenberg Well-Known Member

    Akira's guard break of doom 3 P+K+G 4 3 P+K 2 3 6 P 4 6 P+ K

    "Jirō Tanzan"
     
  16. gido

    gido Well-Known Member

    Simpler controls then [P][K][G]?

    That's...just not possible lol. The best I can see happen are 1 button autocombos...and oh how much I hate that we're coming to that..:(
     
  17. dapheenom

    dapheenom Well-Known Member

    I get your point. There are a lot of inputs that are more complicated than is required by the standard 4 directions and 3 buttons. I think they could do something like make the input simpler in many cases but give a damage boost for doing the original, harder method. That way people can jump right in and do any of a character's moves, but there is still a reward for hard work.
     

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