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What Changes You See Happening, In VF5R?

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

  1. KiwE

    KiwE Well-Known Member

    This would be my (biased) wishlist for Brad;

    Buffs:

    PK to Slip/Sway option (make it happen)
    46K = Never clashes; his RN move and/or highkick sabaki.
    Catchthrow from PT similar to lion
    Make LD / PT movement in Okizeme always track
    Ducking P+K sabaki's midpunches / elbows also.
    One more option from Clinch and changed animation on clinch P+G
    K+G = Sideturned position and adv
    8P+K = special high
    1p = not -6 on normalhit (lol)
    2_3p = +1 normalhit
    4p+k = easier to connect and/or highpunchsabaki


    Nerfs:

    Ducking K -5 on guard
    Catch + 2 movements doesn't gt 33pp combo
    6p+k on guard = -9 (you shouldn't be able to fuzzy)
    2_4k turn around kick severly nerfed range (been abuseable for some time now)
    PT K = -5 on guard
     
  2. KoD

    KoD Well-Known Member

    PSN:
    codiak
    Because jeff is fundamentally a basic mid-or-throw character. He's not about making finessed, specific guesses (hrrm, they're using sidekick a lot in this situation, I think i'll use a sidekick-specific sabaki); he's about making basic guesses ( attack people until they're scared into guarding, then throw them ).

    Besides which, sabaki are arguably much less useful in VF5 since they'll generally clash.
     
  3. ShinobiFist

    ShinobiFist Well-Known Member

    I've been playing with Jeff, for a month now(The damage I say) And his guessing game is STRONG enough as it is. Threat Stance, nuff said. Jeff is a "Big Risk, Big Reward" type of character. So KoD is right. Nuff Said, Chiiiyeaaaahhhh!!!!
     
  4. katsudon37

    katsudon37 Well-Known Member

    I like that...maybe the struggle-throw can be Goh choking the life out of his opponent with his bare hands...and they have to struggle out of it while their life drains away. Or if struggle throw is too weird, then make it into a standard multi throw, like Vanessa's takedown.

    It would add to his personality.

    And yeah, I think he should have more hit throws that leads into grabs. But not lead into Tsukami only - another similar one that requires a different type of escape (like struggle, or again, Vanessa's takedown escape). Or maybe just more options from Tsukami, into different types of escapes (right now, it's either direction escape, or Goh releases them and throws, which is standard throw escape). That would be fun...you want people to be scared of being "caught" by Goh, because he has so many options once caught. Right now Tsukami isn't scary enough.
     
  5. Jeneric

    Jeneric Well-Known Member

    I think Goh is fine. People shouldn't read too much into the fighting style a character is branded with, it's only a starting point for the design. I think Goh's current style fits well with his character and he's also IMO one of the most successfully designed characters in VF when it comes to his set of moves.
     
  6. Cuz

    Cuz Well-Known Member

    Wouldn't Wolf fit in a similar catagory?
     
  7. KoD

    KoD Well-Known Member

    PSN:
    codiak
    Wolf is generally a much more technical character than jeff: half circle motions & good hitchecking just to get a usable 14 frame mid as opposed to jeffs short knee; PGS or 270 motions as opposed to /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/df.gif for splash mountain, etc etc. Makes sense that he has stuff like low punch cut and RAW.
     
  8. KrsJin

    KrsJin Well-Known Member

    I kinda felt that Jeff relied more on hit checking, but I haven't played either extensively.
     
  9. KoD

    KoD Well-Known Member

    PSN:
    codiak
    Jeff's /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/k.gif is way easy to hit check - they're either in the air, or they're not /forums/images/%%GRAEMLIN_URL%%/wink.gif His elbow is harder to hitcheck, but it's less necessary cause they can't duck the followup, and its fuzziable, so you get guessing games on block.

    I dont play wolf, but its my understanding that with screwhook you need to be able to distinguish crouching vs normal vs counterhit on the first hit.

    But anyway, little character-specific tweaks arent that big a deal one way or another. Bigger question is whether the new chars will have some exploitable shit, and whether AM2 will do anything about general system 0f/clash/backwalk/hitboxes.
     
  10. erdraug

    erdraug Well-Known Member Content Mgr Vanessa

    XBL:
    erdraug
    ...all i want for <s>christmass</s> Lion is for his Kanpo to go on forever as long as i hold /forums/images/%%GRAEMLIN_URL%%/p.gif /forums/images/%%GRAEMLIN_URL%%/k.gif /forums/images/%%GRAEMLIN_URL%%/g.gif pressed /forums/images/%%GRAEMLIN_URL%%/crazy.gif
     
  11. Jeneric

    Jeneric Well-Known Member

    You know, not EVERY move has to be a key move.
     
  12. Sorias

    Sorias Well-Known Member

    VF5 66P+K still always floats on hit... because the followup P is a guaranteed combo, and floats on normal hit. The advantage of hit checking the MC float on the first hit is that it's a higher float, and can lead to more damaging combos than simply using the followup P. Also... according to the command lists on this site, 66P+K was linear in every version of VF4... are you sure you're remembering the right move?

    And yeah, KoD, I didn't mean literally everyone was insane... you, Jeneric, and Myke seem to have this thread on lockdown. And, I do agree with a few people, that certain character's stances could use some fleshing out... Lion's Kanpo and Lau's tiger stance sometimes feel like they don't have enough options to me, though maybe I just don't know the character's well enough. But yeah, outside of that, pure insanity.
     
  13. Pai_Garu

    Pai_Garu Well-Known Member

    I don't see how ANY character is not a basic mid/throw character.... or how ANY character doesn't depend on guessing...
     
  14. Sorias

    Sorias Well-Known Member

    It's a question of how much of what type of mixups you're doing, Srider. Jeffry only has attacks and throws, so that's all you have to work with. Lei-fei, for example, has the "3rd" option of using a sabaki to go through an opponent's abare attack, rather than needing to purely rely on using a fast mid from advantage.

    Same with guessing... with Aoi, the important guess is whether an opponent will use a high, low, or mid attack, since you can choose a reversal (if you reversal-TEG, then that's pretty much all you need to know). With Jeffry, however, a much more important question than attack heigh is whether your opponent will use a 14-frame attack, or risk a 19-frame one, letting you knee them in response. Obviously, there's no pure limit to guessing games... timing still matters when considering how to use a reversal, same as jeffry still has to consider when to crouch or standing guard, like everyone else. But the focus is different.
     
  15. hikarutilmitt

    hikarutilmitt Well-Known Member

    The command list for VF4c specifically says the escape direction is b.

    You're still missing my point that the VF4c elbow was more useful, in my opinion.

    Hell, going back to my comment about FT, I was very pleased when they gave her the KK back instead of the single K she had in Evo.
     
  16. Attorney4Hire

    Attorney4Hire Well-Known Member

    PSN:
    Roperband
    Seriously, that throw would probably kill most people.
     
  17. tribaL

    tribaL Well-Known Member

    *shrug*

    i dunno, maybe it's because i don't know enough about vf in general but i like how the series has progressed in vf5. there isn't anything i really don't like about the game or i think really needs to be changed. although i will admit pai is a difficult character to play against it's only due to my own ignorance and inabilities.

    if anything i love vf for the fact that shun just may be the best character, in terms of originality, ever created. i know that he is based off of so hi from 'drunken master', and there have been many characters based off of that design, but no character in any fighting game plays anything near like how he plays, period.
     
  18. Shadowdean

    Shadowdean Well-Known Member

    I would love to see a more advance defensive system, with parrying, redirecting, overwhelming defenses...etc.
     
  19. KoD

    KoD Well-Known Member

    PSN:
    codiak
    What are inashi and unblockable charge attacks (or throws, for that matter)?
     
  20. Sebo

    Sebo Well-Known Member Content Manager Taka Content Manager Jeffry

    PSN:
    Sebopants
    Not enough? lolz
     

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