Arcadia No. 96 - Virtua Fighter 5R Feature

Discussion in 'Arcade' started by Reno, Apr 10, 2008.

  1. Marauko

    Marauko Well-Known Member

    Yep he looks way better than the previous androginous but they could made him a lil' more different than Ken Masters blonde with red gi.
     
  2. LemmyIsTheGame

    LemmyIsTheGame Well-Known Member

    Thanks ever so much for the translation work Reno. Always love to get new info on the most exciting game ever.

    Taka looks as good as I'd hoped, just as fat and cool as he was in VF3. He would be perfect with different properties (harder to knockdown and different throw animations) and this is almost confirmed in that article (I'm assuming they are still working on that aspect of him). Also, that sumo ring looks awesome.

    Also very excited about the breakable walls - put a ring out spin on walled stages. This is obviously what they meant by the stages changing from open to closed round by round.

    And just to clarify, the thread I made about locking threads discussing VF5R wishes was not because I want to speculate, but don't feel people should be told what they can and can't discuss - I don't see any problem if any users want to discuss what they feel should and shouldn't be in the game.

    Anyway - this looks like a better update than even Evo was. Evo never added any new gameplay changes (other than new moves), while R has sideturned guard and more additions confirmed. Plus with Taka being so hard to implement, it must have had a lot of work put into it and should be a huge upgrade to VF5.

    PS - I almost want to rim the developers for putting Taka back - especially now I've seen him in action. I wouldn't quite go down that route but his inclusion is that good. /forums/images/%%GRAEMLIN_URL%%/grin.gif
     
  3. KrsJin

    KrsJin Well-Known Member

    That Sumo stage, from that small of a pic anyway, does look awesome. I hope the new guy has his own unique stage too.

    Man I hope we see some bootleg footage from this weekend. I had no idea the loketest was gona be so soon.
     
  4. LucidNightmare

    LucidNightmare Well-Known Member

    Wow, VF5R is sounding/looking really great so far, and a location test already? Nice!

    Thanks for the translation and pic Reno!
     
  5. Truesonic2k

    Truesonic2k Well-Known Member

    I am too excited to see the new guy in action. I'm starting to think VF is going the way of SF with the new guy.

    Akria = Ryu
    Kareteka = Ken?

    The return of Taka is a plus and I can't wait to see what he is capable of.
     
  6. tonyfamilia

    tonyfamilia Well-Known Member

    Wow.
    You sound about as hard-up as the Tekken fanboys got over the first few Bob vids on Youtube /forums/images/%%GRAEMLIN_URL%%/eek.gif
    Gotta root for your own, I guess... sorry but the whole "rimjob" thing you wrote kinda grossed me out, specially after looking at Taka pics *shudders* /forums/images/%%GRAEMLIN_URL%%/sick.gif

    Wait a minute, aren't you the same guy that was telling people how they should and shouldn't play VF? /forums/images/%%GRAEMLIN_URL%%/confused.gif

    For the most part, if you want to know if something is "right" or "wrong" just look at the complete opposite:

    Vfdc should not be modded to keep "speculation" threads from taking over and obscuring informational threads such as this one.

    In case you haven't noticed, vfdc is not like most other game sites full of crazy threads like "Raiden from MK is going to be in the next Street Fighter!!!" and then like a 1000 posts flaming back and forth about wether this is real or not.

    Btw, this is not a flame. Just wanted to point out how ironic part of your post was.
    May Bhudda bless you.
     
  7. LemmyIsTheGame

    LemmyIsTheGame Well-Known Member

    Not a flame? Well this is a topic about the new Arcadia article about VF5R yet your post hasn't mentioned anything about it. Instead, it's just fluff about what you think I do wrong.
     
  8. Sonny

    Sonny Member

    I call the new guy
     
  9. tonyfamilia

    tonyfamilia Well-Known Member

    When I first thought about side-guarding it made perfect sense to me and I did not see it as anything more than:
    a way to guard faster from a sideturned situation.

    Meaning that instead of of wasting 3 frames to turn and then guard you could instanstly guard from sideturned as if you were facing forward (granted that you are holding the joystick in the proper direction i.e. left/right) I'm just using logic here but I figure that the mechanics are going to be something like sidethrow-escaping: hold left and /forums/images/%%GRAEMLIN_URL%%/g.gif to guard from attacks on your left and right and /forums/images/%%GRAEMLIN_URL%%/g.gif to guard from attacks on your right.

    From what you wrote, Myke, you're speculating maybe guarding from a sideturned situation might now take longer and this could also make the sideturned guard all that much more valuable.

    Yes, this is all a bit of speculation off a little bit of info but at least it's sensible.
    Hopefully this informative thread doesn't degenerate into a "I wish you could sidestep from sideturned" or "I think you can now attack from sideturned" wishlist.
     
  10. KrsJin

    KrsJin Well-Known Member

    For real? None of us can play him now? Wth man.

    Not gona lie though, in my mind, he seems totally cool right now lol.
     
  11. Reno

    Reno Well-Known Member

    My copy of Arcadia is with me at work and I don't have a camera here, so here's the Japanese text for that particular question...

    Q:側面ガードだと、普段よりもガード硬化の時間が短い長いとか?
    A:まぁ長くなったり(笑)

    For context, the previous question is just him explaining the side guard system and how they implemented it because they felt that there were a lot of opportunities to use such a move.
     
  12. KrsJin

    KrsJin Well-Known Member

    No mention of console release in the interview right?
     
  13. Pai_Garu

    Pai_Garu Well-Known Member

    Q: Compared to normal guarding, the guard stun incurred with side guard will be longer? or shorter?

    A: Well, among other things, it would be longer (laughs).


    Basically, side guarding is a last resort, and using it would still keep you on the defensive even if you have guarded any incoming attacks, as you would not gain as many frames through guarding as you would normally.


    Console release whenever the arcade stops making money.
     
  14. Reno

    Reno Well-Known Member

    Cool, thanks for the clarification, Srider. That makes a lot more sense than what I thought it was.
     
  15. KrsJin

    KrsJin Well-Known Member

    Yeah so true, or at least after the initial wave of hype rolls through.


    I'm glad to see side guarding won't just be an aesthetic addition, but is indeed another system change.
     
  16. INCIDENT

    INCIDENT Well-Known Member

    Hmmm....This has me curious. If Taka-like person can still jump/OM/other stuff most everyone can do (if I'm understanding this right), I wonder if those elements will be altered and to what degree to keep balance in check. I'm definitely in for new throw animations for Taka-like, given his size and all. How the hell will Blaze throw him!?

    On top of side-guard and the new stage/wall stuff, what other possible sub-systems could be possible in-game?

    *thinking pose*

    All in all, I'm excited!
     
  17. ShinobiFist

    ShinobiFist Well-Known Member

    I read that part of the interview "Sub-system" Now I'm very, very excited about this version of VF5. Side Blocking, Dynamic Stages, New fighters and other stuff we don't know about yet.
     
  18. FIGHT1NGV1PER

    FIGHT1NGV1PER Active Member

    Very easily if you think about it. None of El Blaze throws actually pick anyone up (just like lightweight wrestlers still do all their trademark moves to heavy guys).
    The only ones that may need slight animation changes are /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif and /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif - /forums/images/%%GRAEMLIN_URL%%/df.gif would probably throw Taka less distance and his neutral throw would just be quicker.

    Anyway - absolutely awesome news. Thanks a bunch Reno. I share the same opinions as my brother in regards to Taka and think he looks great in VF5. Always loved his character and missed him loads in VF4 - I feel he was one of the most important characters as he changed the feel of the game slightly when playing as or against him. He's a huge addition to the series and I can't wait to use him. I thought he'd never come back with Evo and VF5 ignoring him but better late than never.
     
  19. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    Nothing wrong with speculating, but when discussions get so out of hand and derailed I think the best thing to do is pull the plug on the thread. Without fully understanding the changes in VF5R, people were already jumping to conclusions and making ridiculuous statements like (paraphrasing) "side guard sucks because it makes DM and OM useless".

    One only needs to look at the last few pages of this VF5R thread to see what I mean.

    And to repeat what's be said previously, I can only imagine how aggravating it must be for someone actually looking for useful/factual information in any of the VF5R threads. My hat off to akai for stating up the sticky/locked VF5R thread.

    To be brutally honest with you, it's statements like these that you constantly seem to make with your posts that really piss me off. You speak in absolutes and don't exhibit a shred of humility, uncertainty nor even disclaim the things you say, especially the way you say them. The arrogance you exude is further compounded by the fact that you're just plain wrong.

    FYI:

    Evo introduced many gameplay changes and not just new moves. Many moves were tweaked in order to balance the game. One of the more notable tweaks was on the advantage of a standing punch being reduced from +2 to +1 for Akira and Lau. Pre-Evo, it was difficult to fuzzy against those two since you had to CD to duck the throw.

    Evo introduced new hit types such as the groin or vital area crumple (e.g. Wolf's /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/k.gif CH).

    Evo introduced the mixture of stage types. So now you could have a stage that was both walled but had open sections (such as Jacky's stage).

    Evo introduced the ability to fall recover from air slams. This had a huge impact on combos.

    These aren't even all the gameplay changes either, but do you see how wrong you were?

    Bottom line is, why did you have to go and shit on a past VF? Do you do this in the hope that it will justify your fanboyish level of excitement? Excitement that you base of a loosely translated interview + one thumbnail pic?

    BTW:

    You have seen him in "action", have you? Where?
     
  20. Sorias

    Sorias Well-Known Member

    Hurray for Myke! Boo for Lemmy.

    Now that that's out of the way... I guess reading what's been posted here, it sounds like side guarding will allow you to skip the 3 frames turning time (so it's faster to execute), but you still suffer the 3-frame turn time if you choose to attack. So, being side turned is definitely still going to limit your options, but defense will be stronger, and your opponent will now get a nitaku-style choice (risk you side-guarding, or risk you causing throw clash), rather than just a guaranteed hit because you couldn't guard *or* attack.

    It does sound odd to me that guard stun would be longer if you use the side-guard... doesn't that just extend the same situation. If you successfully use sideblock, it sounds like you'll be at disadvantage still, because of increased guardstun, and you'll still be sideturned, so you'll stil incur that 3-frame penalty if you attack. The whole thing sounds a little weird... like, if it's really easy to cause throw clash, then your opponent's best option will just be to keep attacking to keep you at that increased disadvantage due to side-guard blockstun until eventually they land a counterhit.

    After writing all this, I'm too lazy to go work out some of the math, but it sounds like you'll need incredibly good yomi to not be hit when side-turned, but the possibility will at least exist. I wonder if fuzzy and such will work when side-turned... I'm seeing lots of context sensitive controls here. Several people mentioned holding forward for left side-guard, and back for right side-guard or something similar... but that can't possibly work, or how you can hold down for crouch guard as well? And if your opponent, say, chooses to not attack you, but you just hit guard to perform side-guard, how do you now turn back to normal facing without performing an attack? I suppose my guess is that if you would have been hit during the 3-frame penalty before, you'll now perform a side guard, otherwise you'll turn to face forward during those frames as you do now. It sounds like a very slight modification that will add just add one or two new possible nitaku-style situations for each character. Sounds to me like they might need to add more damaging side-turned combos as well to balance risk properly against the stronger defensive options?
     

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