Going to stick with Akira. Hoping they’ve given him more tracking moves than just the two in Vanilla.
Moves in VF don’t track – techinically they can’t because of the way evades work* Moves that ‘track’ are circular or half circular, meaning they automatically hit evades. Half circular moves beat evades in a single direction (up or down), circulars in both direction.
With Akira you have to use a lot of delay attacks to bait failed evades – that’s what you sign on for when you pick Akira, since his basic, linear strikes are so rewarding and useful. It’s part of his design. He’s also top tier in FS, fyi. He’s never been a user-friendly character to play because of how many linear attacks he has and the amount of input buffering that players need to learn to play Akira effectively.
Akira also had some pretty decent options for ‘circular’ attacks, in VF5C. 66P+K (half circular, has a canned string, and can go to the step followups) was pretty beastly when combined with 46P+K (half circular and chargeable, hits opposite direction of 66P+K). There are other options for dealing with evades like 64P+G catch throw, regular throws (Akira has some good ones!), 46P+K+G (half circular mid with decent reach) which put opponents in a side turned mixup. 6P,4 would put Akira into a backstep with a few followups to create a natural delay to bait a failed evade, or you could just let it go through and do something tricky. His evade P+K was also half circular in VF5C, but in FS those moves are gone.
*except hits of a canned string can if you hold G after a successful evade of the first hit of the string, kinda different and can be very unsafe still
I’ve mucked around on VF2 PC using my PS3 controller just to test the waters, when this drops I’ll be looking to cop.
Word on the pricing though? Probably not a lot since the first VF5 came out on PS3 like 5 years ago. I heard like $15 - $20 in comments on some VF posts on the SRK main page but it was probably speculation. $15 sounds like a steal.
Is this release luring in anyone new to VF or are the only people buying it going to be its fanbase? Meaning will it be safe for me to go online without getting completely bodied by experienced players, hahaha
Just play. The “scrub factor” in this game is that damage has been increased, as well as health, but moreso damage. So what that means is to learn the game by playing a lot, THEN you’ll be able to know when to take calculated risk. The big thing that makes people beast are the people who are not only good, but those that can beat players better than them through calculated risks.
Go to VFDC. There are always people willling to teach!
What would you mean by scrub factor, Femto? I disagree that the damage increase favors worse players. Better players are generally better at picking apart patterns, positioning (wall combos hurt even more) and getting out of disadv. situations with better defense.
I put scrub factor in quotes because that’s really the only thing in this game you can consider scrubby, and that’s if your really searching for straws. Before I considered the removal of MTE scrubby BUT it was brought to my attention that the best players would use 1 TE and have a 90+% in breaking throws when there were 4-6 throw directions to break.
I really dig this version as the definitive version of the 5 series as, to me, it’s closer to the VF4 line, just more streamlined and added gameplay mechanics that define it as a sequel.
Yeah, I tend to agree about its similarities to VF4.
I think a lot of people were upset that the 4-6 throw direction/multi throw escape system got removed because it made their practice feel like a waste of time. I’m not sure inputting one and getting it right 90% of the time is possible, I think players would more likely input a number based on the character and observations of the opps tendencies. The problem is that being able to buffer 3 is attainable with some practice, so they could adjust the number of inputs accordingly. Percentage-wise it favored those with really good execution in situations like that – inputting 3 TEs vs. 6 throw directions is a 50% chance of success just as a baseline.
With VF5FS, I think 3 directions, 1 input – 33% – is fair enough, although it does homogenize the characters in terms of throw options a bit. I think about how it applies to Wolf, though, and it’s mostly the same, where he has 2 throws that deal similarly high damage and burning hammer, which does 45% alone. There’s also an easy TE input, where it’s just inputting a direction plus the guard button, instead of P+G. I think the thing players from VF5C are going to have to look out for is that throws no longer clash against big moves and they execute in 10 frames in every situation instead of the whole 12f/0f thing that regular VF5 had.
I’m really glad 0f and Throw Clash are out. Having those two put together was the equivalent of a game having 1f links and a 5f reversal window. Throws seems rougher without the MTEs so your spacing and footsies need to be ON POINT, imo, moreso than previous VFs like the VF4 line since I before I could say “Well if I get in a situation I could always MTE” so I would get lazy and not sweat it too much, but now, I’m running away, haha. Do haphazard backdash or evade and it’s gonna really gonna hurt even moreso.
I thought the easy TE was you can hold guard and then press punch and input a throw direction without explicity having to press P+G and a direction, no?
That is the easy TE input, but I’m not sure of all the cases when/where it can be used. It can be used as part of a backdash to deal with those options.
The thing with VF4 is that whiff punishing was sort of secretly very strong because during the recovery of the move the hitboxes stayed out a bit longer than the animation(? something like that), and backdash worked much better than VF5C, and later with minami step etc. So you’d have VF4FT Jacky doing 70dmg off 4K+G or beat knuckle, or Sarah DCing everything from a great distance, or Kage with 2_3P (which could be used as part of a pretty nasty option select as well) or 9K+G hitting whiffs into a decent chunk of life. Almost every character had a pretty solid way to hit whiffs at a distance, so it wasn’t horrible but there were some characterss that had it much easier than others.
Well the removal of MTE is balanced by the fact that you can only input one throw escape now. You could theoretically MTE in 3 directions and have a 50% success rate (i.e. against Akira, who had 6 directions) but now you can only escape in one direction and have a 33% success rate.
I was explaining just that.
Ah, gotcha. I think I remember seeing that shirt but now not so sure or it could’ve been when I stepped out for a min.
Emx, Femto, I think you just blew SRK mind with all that technical jibber jabber. j/k.
How many throw inputs were allowed at most? I thought if you were “l33t” enough you could do six but I remember reading 5 was the max that the game could read, and the max throw directions were 7 (for some that ended in UP(8) )? Or am I just imagining things and there was only 6 directions that characters had and there were 4 directions you could break at most?
After this I’m done talking about MTE seeing as they won’t be making their way back into VF5, sorry about this. I’m over it I swear.
4 was the maximum you could input as far as I know.
no one got more than 4. EVER.
even fuudo himself said he got 4 when he did something that was blocked. I DISTINCTLY remember some jerk trying to tell me Chibita got 8 just cuz he was wiggling (mashing??) the stick in vf4evo. At the time i wasn’t educated enough to argue.
VF4E has practice drills for 4 throw escapes in the trial/tutorial mode. I spent a while getting through it because I hate fun. It’s not something I’d do in a match.
It has been tested that the VF5 game system does allow more than 4 throw escape inputs (link stating 6 throw inputs was possible - http://virtuafighter.com/forums/ubbthreads.php/topics/193087/1 ). As posted above, it is not really practical for actual game play though.
For those interested, Kakutou Shinseiki VI - Japan VF5FS National Tournament - will have the final tournament on 1PM JST - March 17, 2012.
This game ate up quite a few yen while I was in Japan, but I was still an ultra-scrub by the time I had to fly home. The only question now is if it’ll be worth it to buy and continue scrubbing up
It will be.