Lol at all these people getting hype, but whatever scene generated will die in America after the first month, except for occasional online by the OGs.
Well actually, more people are into fgs now and so you have new guys willing to try everything that comes out.
But still, if I see a decent turnout at majors for this game, then I’ll be surprised. Otherwise, you guys can just continually entertain every person that wants to “learn” the game, customize their character, and get it kicked badly. Never to play again.
I just want a small local circle of semi-dedicated heads and to finally be able to use Big Taka. I really don’t expect much more than that. But if it happens, good shit.
Got 2 hours of play time and a solid win streak with El Blaze, I would be content if I didn’t have to wait 'till summer, but now I want this game even more…
You (the VF players) have a whole year to start organizing information and make it easier for newcomers to get into the game.
With the right “education” maybe some of them won’t quit after 1 month.
Uhhh there’s an entire wiki on VFDC, several threads on basic and advanced stuff, and a glut of youtube vids dating back to 03 and earlier. I learned most of VF’s fundamentals from VF4E’s tutorial and talking to players irl, not those resources. In light of this, I’m almost certain that people from SRK feign interest in VF to look smart. People really only have themselves to blame when you don’t follow through on learning the game. Please don’t waste my time with the refrain of “no one plays” either. If every lazy, expecting-to-be-spoonfed dabbler decided to pick up the game in earnest there would be no problem.
You just answered yourself.
Life experience has taught me that personal attention helps more than giving someone a link and sending him off.
Like for example give him a private lesson 1on1 with a setup of your own at an event.
But that also doesn’t replace the online database that should be accessible and up to date.
Yeah, but they’re handled differently. In Tekken you have a larger escape window after the throw starts. Some players can see hands. In VF you generally buffer throw escapes during the recovery of moves/step.
BTW! a 1-on-1 lesson isn’t something everyone can muster coherently. I can play and point things out, but that’s about it. I’ve attempted to do a crash course/101 and it failed. Too much info to absorb. If someone isn’t meeting you halfway on it then there’s really no point in handholding.
As far as learning the game, a good fighting game should get you accustomed to the mechanics. Learning your character should be a natural evolution from understanding the mechanics (like knowing how far your opponent will be pushed back during a Tekken juggle and using your moves to maximize your damage while they’re still in hittable range). If there’s a disconnect between just understanding the game and trying to understand your character, it’s not a well-built fighter.
Nah I’m no “vf player” in that sense. I’m a Tekken player. I learned the game(4Evo and VF5 ver.B) to a somewhat competent level. But with no real local scene or tourneys and majors, I had to drop it. Hell, I hate online play but in VF5’s case, it was almost essential, if you weren’t willing to make trips to the hot spots every week. And ps3 version didn’t even have online. So it was a sunken ship.
I can pick up where I left off because I actually learned the system a bit and can beat scrubs and most casual players. My whole thing was I know how this goes everytime a new VF game is released stateside. Also, it’s not even the veterans job to organize info and lay a yellow brick road for newbies. Pretty sure they’ve done that before to no avail. If I could learn what bit of knowledge I did on my own and teach myself, everyone should. And this shouldn’t be a reason why people don’t play is that “Community isn’t friendly, or doesn’t hold my hand.” Because I know those guys are prob just tired of doing that shit everytime someone has urge to play the game for 2 days.
It’s all good if active players choose to help peeps out, all for sake of expanding the scene. All I’m saying is, no one should NOT go forth in learning the game for any length of time if they don’t get questions answered or online matches from decent calibur players everynight, and especially if they have any interest whatsoever.
I don’t think being able to see arms and break grabs makes them useless. If anything, it’s just another dynamic where you just have to properly place your throws against adept players. Plus, every top player can’t even break grabs in Tekken and even the ones that frequently do are susceptible to them if masked or placed well.
On the flipside, some people hated SC’s system which was a complete guess. VF old system was buffering a series of breaks. New system is a guess.
I can’t say either is wrong, it just depends on what you perceive as true competitive aspect: reaction or chance. But it doesn’t matter at this point. Because now it’s just going to be guesses, chance, and having a bit of knowledge about grabs and playstyle, so you can kinda read what grab a player will go for in certain situation.
I really hope the character-specific tutorials from VF4Evo come back in FS. The Sega rep who was interviewed during the VF5FS stream at PAX seemed to hint that they would. What was great about them was how they prepared you for actual situations that occurred at higher levels of play, in addition to all the combo trials. I think it’s really important that a game do as much as it can to train a player on its own. This game really deserves to succeed, and it would suck if a lot of people dropped it because they didn’t know about something the training mode could have showed them.
And damn, it’s about time Oira started a YouTube channel. He’s my favorite Lei Fei player at the moment.
Well when you are at disadvantage you can input as many throw escapes as you can. So if your at -10, if your fast enough, you can input as many throw escapes as possible.
Example: throw an attack that puts you at -10, you then input :f:P+G, P+G, P+G, :df:P+G. So when the your opponent attempts to throw you with a trow that uses any of those directions, the throw is unsuccessful.
Now in Final Showdown you only have 3 standing throws directions , neutral, :f:, as opposed to 5 in the earlier versions. So as someone mentioned you can now only input one throw command.
However there is the Yutari throw escape bug where in you can do multiple throw escapes. So back to the first example, let’s say you are at -10 to input multiple TE you input P+G, P+G, :f:P+G in that order. You first press P+G, while still holding G, press P (so it reads as P+G), then :f:+P(again while still holding G) so it reads as :f:P+G.
Also to note in FS low throws are now done with P+G as opposed to P+K+G in older versions. So :db:P+G,:d:P+G, :df: P+Gand :df::df:P+G and to break low throws it’s same concept.
VF5FS has no wall, ankle wall, half wall, and fully walled stages. Walled stages are fully or partially caged and can be indestructible or destructible. At least two of the stages are also variable walled (alternating between fully walled and unwalled every round).