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What gameplay changes do you want in VF6?

Discussion in 'General' started by dapheenom, Apr 5, 2009.

  1. dapheenom

    dapheenom Well-Known Member

    We've had a topic about Virtua Fighter 6's story, and one about increasing it's popularity. Since neither of those necessarily have any bearing on gameplay, I thought we should have a topic where we discuss gameplay ONLY. So hows about it? What do you wanna see?
     
  2. Jeneric

    Jeneric Well-Known Member

    Something that drastically alters the gameplay in similar fashion to sidestep or tech roll. I can't really think of anything myself.

    Remove the ring out system.

    Speed up throws a little.

    Speed up general gameplay.

    Tone down wall damage and system from VF5:R.

    Revamp almost all animations (no animations from games older then VF4: FT allowed).

    Cleanse movelist from unnecessary moves.
     
  3. Terra

    Terra Well-Known Member

    Please do this, Sega.
     
  4. Oioron

    Oioron Well-Known Member Gold Supporter

    I think the ring-out system makes movement and spacing an integral part of the game. So I wouldn't change that, but what do I know I use Kage /forums/images/%%GRAEMLIN_URL%%/laugh.gif
     
  5. Leonard_McCoy

    Leonard_McCoy Well-Known Member

    Oh, man ... all these useless threads ...
     
  6. jonasg33k

    jonasg33k Active Member

    No they should do something about jumps, make them more fast and maybe a bit more usefull :D. Except Lau no one use it.
     
  7. BTY

    BTY Member

    I think VF should implement a guard meter of some sort. It would coerce players not to guard alot.
     
  8. Ash_Kaiser

    Ash_Kaiser Marly you no good jabroni I make you humble... Bronze Supporter

    I agree with this statement. Just replace Kage with Wolf.
     
  9. Oioron

    Oioron Well-Known Member Gold Supporter

    I think you should throw more.
     
  10. Griever

    Griever Well-Known Member

    PSN:
    Griever_PL
    Can't agree with that. Like already mentioned it makes spacing and movement all the more important. It sometimes creates those "Fuck fighting, gotta get away from the edge!" moments, so I kinda know where you're coming from with that idea.

    Yeah, why not. 4's 8 frames throws were good.

    Well, the game isn't slow itself. I'd prefer some kind of addition to the system that would allow for a more dynamic movement. (Not Tekken-ish though)

    I don't really have an opinion here. If the dmg stays, that's fine with me. If it doesn't, again, fine with me.

    GOD YES! We need that for sure... ALSO, where are my precious stop-guard animations (or whatever they are called). We had that in VF3, why not anymore? Tekken has that, and I gotta say I love seeing a character loose his/her balance after having a sweep blocked.

    Aye, let the game be about using your moves well, not having to check which are useful and which are useless.

    Also, a complete revamp of the soundtrack would be good. I'm not talking about music only, some of the sounds could be redone. Sometimes it seems as they are using the same sounds since god knows when...
     
  11. dapheenom

    dapheenom Well-Known Member

    An expanded ground game (both striking and grappling), a more diverse throw game, VF3 stages or hit registration could all really change things.

    I'd like the first three, but distributing a character's health over head, torso and leg zones could change how you apply your strategy. It's not just getting the damage, but where you land it. Of course it wouldn't affect movement or damage output, but if it opened up more stuns, staggers, knockdowns and guard breaks for landing hits on more damaged areas (similar to Soul Calibur's old Spirit Charge mechanism - your moves would change properties the more damaged a character is). And if the head was the most vulnerable zone, it remove a lot of the negatives associated with high attacks. If you want to win a round by low damage low attack, you have to have attacked the legs a good bit earlier in the match.

    I don't know about this. I wouldn't want them gone with nothing in their place, but I can't see a non-DOA solution (maybe less exaggerated falls/crashes through windows or something that could net big damage, but doesn't guarantee a round?).

    Are you talking 8 frames or everyone has their own throw speed? Do grapplers get the advantage?

    The standing game is pretty fast, IMO. But the pace of the game kind of slows down when someone hits the ground. Having low attacks pass through a downed opponent is crazy.

    Agreed. I personally think that getting hit into a wall and taking the small wall damage is stupid if there's no damage for getting knocked down onto the ground. And there's no quick recovery system for wall hits, but once again, there's one for the ground?

    Yes, yes, yes. All of the legacy animations need to go. Floating animation needs to be improved. Better hit stun animations. STOP HITS! Animated blocking for all hit classes, sides and heights.

    I suppose this would be ok, but I'd wait to see new systems in place before making this determination. A low kick that is slower and provides less damage might have a better purpose if stop hits are reintroduced, for example.

    I've been really campaigning for an overhaul to the movement system, myself. Dashing is the preferred method of movement and should be defaulted to one tap in any direction. ARM would function as an extention of these taps by holding. Crouching and jumping should be tied to the guard button. And a slow moving, retreating guard could be added (but not advancing, because that would be overpowered).

    EDIT: I forgot to put this but, open and closed stances are lame. Players would rather have this to focus on in combos than terrain? Plus it doesn't resemble anything fighters actually do. Want to have a select character do that, fine. But everyone? Silly.
     
  12. Terra

    Terra Well-Known Member

    I think that Jeneric meant to speed up the throw animations, not the activation frames.
     
  13. Plague

    Plague Well-Known Member

    PSN:
    plague-cwa
    XBL:
    HowBoutSmPLAGUE
    I split this thread. Stick around to discuss VF6. If you want to talk with dapheenom about his boxing/wrestling skills, please go here.
     
  14. tonyfamilia

    tonyfamilia Well-Known Member

    Brad should get a P+G from Clinch. Muay Thai fighters don't just strike from clinch, they also try to throw you to the ground.

    The Position Changes don't count cuz if you're a good struggler then Position Changing is useless. Something simple that throws the opponent to the ground and takes off about 20pts of damage. Nothing fancy/crazy or broken, just another option that can be broken with P+G.
     
  15. dapheenom

    dapheenom Well-Known Member

    I know Brad is listed as a Muay Thai fighter, but he strikes me more as a Dutch Kickboxer. So no throw from clinch makes sense. If they were to redo a lot of his kicking animations (he doesn't really torque his hips or cut with his kicks) and tone down/remove the slipping, I could definitely see that fitting more into his style.
     
  16. Mista_tee

    Mista_tee Well-Known Member

  17. hall_ween

    hall_ween Member

    Add more to customize options (more cloths [bring back Gohs hoodie from VF4E], accessories, etc.) Make it so ur character can look so crazy and evil (or good and angelic lol) that u dont recognize who it is til u see his/her moves. Also get rid of the American voice actors....i hate Jackies voice its been that way since VF1! I think the controls were fine the just need to make a better controller dpad!!! Then again we been asking for that since the 80s hahaha
     
  18. tonyfamilia

    tonyfamilia Well-Known Member

  19. Manjimaru

    Manjimaru Grumpy old man

    PSN:
    manjimaruFI
    XBL:
    freedfrmtheReal
    no its not cause this isnt tekken.

    <div class="ubbcode-block"><div class="ubbcode-header">Quote:</div><div class="ubbcode-body">
    I've been really campaigning for an overhaul to the movement system, myself. Dashing is the preferred method of movement and should be defaulted to one tap in any direction. ARM would function as an extention of these taps by holding. Crouching and jumping should be tied to the guard button. And a slow moving, retreating guard could be added (but not advancing, because that would be overpowered).
    </div></div>
    No. Firstly dashing is not always preferred.(There is a limit to how fast you can block from dash) Second I dont want the inputs changed. And more than anything I DO NOT WANT the annoying movement system of Tekken.

    <div class="ubbcode-block"><div class="ubbcode-header">Quote:</div><div class="ubbcode-body">
    EDIT: I forgot to put this but, open and closed stances are lame. Players would rather have this to focus on in combos than terrain? Plus it doesn't resemble anything fighters actually do. Want to have a select character do that, fine. But everyone? Silly. </div></div>

    Stances have always been there. They are fine as they give extra importance to 3-dimensionality of the game. Uneven terrain would just make things random as it was in VF3. I will never want that to return. Having some extra objects to the stages might be possible as long as the terrain itself stays level.

    If I would want something, then remove the time limits from canceling evades and dashes with each other. However, I dont really want ARE to return in force either. The stepping system would need to be looked into more carefully.
     
  20. dapheenom

    dapheenom Well-Known Member

    I think that this is a silly line of thought. Tekken had quick rolls, throw animations and bunch of other stuff (that someone with a better memory could put) first. The "Not Tekken" argument is weak. There might be other, more valid, reasons as well, but that one is really soft.

    This would not make it like Tekken, but I can respect the rest of this. Good points about the dashing, but I still think tying the duck and jump functions to the guard button and letting the stick default to movement.


    A lot of option select used to be there, doesn't mean it always belonged. I think it cuts down on the three-dimensional aspect because, from what I've seen, people don't try to push their opponents sideways as much as they could. I think in a game with ring outs and walls, this is very important. I think uneven terrain is fine so long as they make the changes slight, and nothing that would disturb hit levels.

    I can agree on this.

    EDIT: Grammar.
     

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