this guy cannot be serious.
GTFO there’s a forum for tekken, this is the VF thread.
this guy cannot be serious.
GTFO there’s a forum for tekken, this is the VF thread.
Skipper… there’s a very obvious solution to this problem… if you’re all that, register for EVO and lets see how you do in Tekken. If you get out of pools, everyone would shut up and give you the props you think you deserve, now when you get smashed and go two and out for being the kind of guy that makes the rest of us 09ers look bad… then you’ll see that online is not the beginning and end of FG.
Oh and before you bring up MLG, which is great and all, even on the Wakeup SRK podcast for Tekken both of the guys agreed that EVO was the biggest deal, even for Tekken more than the MLG events so get up and go.
Back to relevant discussion, I’m in a similar situation to Warlike, very little (substantive) VF experience, but it seems pretty clear to me that there’s some hype for VF5, so I’ll probably pick it up and scrub around for a while with it.
See this
[media=youtube]PCWVabhdTSE&feature=related[/media]
And this match
[media=youtube]Vmqm07z-WA8#t=3m32s[/media]
Don’t know what you mean by hold the block button and stay in 1 place. You can move freely and then cancel instantly into guard depending on the type of movement and the backdash as it is in VF5 is faster and goes further than T6’s. Movement is slower in VF5 compared to 4 but is being sped up with other added twists in FS. I’d expect it to have a big impact on the spacing in the game but you’ll have to wait till people get used to it and actually start having proper matches with each other (instead of testing things out or playing the AI) to see that change.
Throws being useful is a bad thing? A fighting game being offensive is a bad thing?
skipperxyz please stop posting. You sound smarter when you shut up.
yeah seriously it is called virtua fighter not virtua defender aha
Is VF still played somewhat on Live? Thinking of picking it up today.
I’m so waiting to just get my hands on trying out Jean. I’ve always messed around with Vf, and could never find a character that I really took to. I tried Lion, Jacky, Sarah and Brad, really offensive straight-forward striking oriented type of playstyle and while I enjoyed Lion and Brad the most, Brad’s not the most straight forward with all of his sway’s and ducks, and me and Lion just never had that connection. I’m not sure if it was his design or moveset or annoyingling high pitch yells. But I’ve been watching vids of Jean and the dude looks awesome and from what I can see he doesn’t have too many character specific sub-system’s to master.
pot calling kettle a pot.
stay free
Alright I’m want to get back into playing Vf5, so if anyone is on xbox live and feel like beasting someone whose only one small step above a complete new player then I’ll be on.
Ok, you’ve played Texas, Cali, and NY players online. Are you in either of those cities? If so, why not just get the local comp and hit the offline tournies? It’d be a much better, or worse, experience. And I can assure you that NONE of them, especially Crow, take online Tek seriously. Yea I placed pretty shitty at MLG Columbus, it happens, luck of the brackets. To be honest, you possess a blatant scrub mentality. You don’t really know what you’re talking about and it’s like you’re 15 years old. People use VF5 Online because there is a scarce scene in the US and I hear that VF for 360 online is rather smooth. So this makes VF5 online legit and almost crucial. Tekken though…no. Not nearly as much.
However, you are right about one thing. I’m not on your level. Because you’re likely to get god matched if we played lol so bring it down ok? And before you say it, NO I will not play you ONline. But if you step out of the house to a real tourney then you can put your money on the floor and eventually in my pocket. But until then, stop derailing this thread with your inaccuracies, ignorant comparisons of the two games, and all this top player nonsense that you truly know nothing of. Your online world does not validate this. I hope that once you truly progress in skill, or comprehension, that you will look back on your posts in amusement. Because that’s all they are good for. No offense.
On topic: I hope the low throw command changes don’t lead to some throws being cut completely. That’d suck.
^ Oh shit
Also agreed about the low throw thing, its going to be strange doing it after it being the way it has for such a long time…Reno do know why exactly they changed it like this (If you wrote it earlier, I didn’t see it)?
My xbox gamertag used to be MAD TOO GOOD, I was playing alot of doa4 and umk3 at the time, before my next deployment in the military. It got to the point where some people would leave the lobbies soon as I joined, and I felt it was because of my gamertag so I changed it. ACTION KUNGFU just looks and sounds better. Either way, gamertags and screenames are always corny to me.
Sidestepping/Evading/DM.
A successful one: If you successfully evade an attack the game lets you know with a sliding sound and the character will often yell something or grunt or whatever.
A failed one: Your character just moves to the side wide open for a long enough time for your opponent to launch you, if they were expecting it, or paying very close attention.
You can cancel evades with dashes, but that still does not protect you from fast delayed strikes.
It’s pretty simple man. It’s like this, in VF the directional properties for the strikes in game are:
Linear - which you can sidestep to either direction.
-Linear attacks can still hit evades, if the linear attack is delayed to hit a failed evade.
Half circular - which depending on which direction the move actually comes from, it will hit you. i.e. a half circular move that covers the front side of the opponent, if you evade to their front side you will get hit, if you evade to their backside, you will evade. Vice versa for a half circular that covers the back side.
The catch to half circulars is that, the actual direction in which you must evade the strike, is dependent on your opponent’s footstance. So for example if your opponent’s back is facing the foreground then that’s their backside at that time, if their back is facing the background then that’s their backside at their time.
The key is to just keep your eyes open and don’t sleep. That’s why VF is so mentally engaging because you can’t sleep at the wheel or get comfortable in a tactic or it’s curtains.
-> more often than not, you can see how the opponent throws a strike to see which direction you should evade to avoid it, for next time, if you read that that exact move is coming. But keep in mind that the next time the move is thrown out their footstance could be different.
Full Circular - It just covers both sides, back and front. You cannot evade these moves. Interesting thing is that with the new addition of OM you can get BEHIND your opponent with the proper spacing and timing, before a move actually makes contact with you. So in essence, if your timing and spacing is correct, you can get behind your opponent and avoid the full circular with and OM strike, but it’s sketchy.
OM is more along the lines of a sidestep in Tekken, it just moves you to a new position, to attempt to avoid the actual hitting box of a move. But it doesn’t always work, because every moves has a different hitting box, and the characters themselves have varying sizes to which they can avoid moves.
Where should you go for an evade?
That’s up to you. Evade anytime you want to.
You can’t evade throws and catch throws, or delayed attacks. The best time to evade is when you’re sure what your opponent will swing with is something you can evade. How will you know? You set it up, you condition it, you pay attention to what your opponent does and just act accordingly next time, etc.
And finally, never get predictable with evades. You can be totally predictable with when you’re going to evade, and which side you’re going to evade to. You can play into someone’s hands and not even know why it’s happening. Even a number of top Japanese players only evade to one side when they do happen to evade. It’s just a choice in itself though, some players might evade to a single side when they choose to, on purpose, to dictate what move their opponent will use to stop such things… and if the opponent only has one move that immediately protects that side, they just made it easier to read what move is coming next.
The post would be too large if I went into specifics.
Wolf does = big damage, but that might not be a reason someone would pick him.
You only have like 201 pts of health in VF. And every character in the roster can do a max damage combos for avg of like 60-80pts of damage. You land the move that gives you the opportunity to do damage like that, 3-4 times per round and the round is over.
Keep in mind I don’t play Wolf.
Thing that’s good about Wolf is that he’s REALLY rewarding if you’re a stubborn guesser, imo. It’s also based on all the moves the character has, that will allow you to use the moves you want to. Wolf has throws that can take 100pts off, thing is that they can be escaped(just like all throws except catch throws). Plus it’s a throw, it’s not a combo, if you can’t execute combos Wolf can be for you, because he has mad perks to his throw game. Thing is, if you can’t ever land a throw, cause your gameplan won’t give you the opportunity vs the opponent, or your gameplan is weak straight up, then you will need to be able to do something else in order to be more of a complete Wolf player.
Basically you can just cut the game down into how many correct choices it will take someone to close out a round. Some characters can do it safely, with 2-3 choices, some need 4-5 correct choices to close a round out safely.
–Then the choices could be very dangerous depending on where you are in the ring, what footstance, all sorts of stuff. The game is deep as shit man, but it’s not some unattainable thing. At. All.
That’s the thing about VF, main a character you think you’ll enjoy, and build your gameplan based on the moves you enjoy using. If those moves don’t land, add moves or come up with a gameplan which will allow you chances to use said moves. There are obviously STAPLE moves for any given character, and you will easily understand why, when you see how the rest of their moveset works to complement the staple moves.
The tiers in the game pretty much come down to which characters can make more incorrect choices safely, and how many correct choices it takes to close a round out. In addition to how often a move will land on avg(this depends on the properties).
So going back to Wolf, someone could play Wolf stubborn and go for nothing but Giant Swing throw, whenever the opportunity arises. Against someone that has an understanding of how to play, Giant Swing won’t land, because they’ll always be escaping it, or hitting you so you can’t throw. So you’d then figure out what moves you would need to add to your arsenal with Wolf, that will discourage OR distract your opponent from escaping Giant Swing.
tl:dr
Simply find out which characters have good risk reward in the moves you can execute, and enjoy.
Yo the characters in the game are almost like paint brushes dude.
Just pick a character, find out what moves you want to do, and build your game around that. Some people like to streamline their movelist to like 4 or 5 moves, some people use the entire movelist of their character. This shit is up to you.
The characters are like vessels for your mind to play against your opponents mind. You’re strong at VF, when you are able to use the game’s fundamentals and understand how the game branches out with choices. If you know your character, it’s like an extension of your hand, and when a given situation in match pops up, you will know what move is best suited, and you will also know what move is best suited when your opponent knows what move of yours is best suited. And you won’t hesitate.
Seemed pretty big to me :wgrin:
I enjoyed reading though, interesting how you used “stubborn guesser” as a descriptor for Wolf - never looked at it that way.
Here’s a resource I liked to look at back when I was learning in the VF4 era:
VFDC / VF4 / vf4_chara_chart.html
Nice, fairly simple chart for those that like such things to decide a character on, attribute wise. I haven’t been to the VF5 wiki lately (I have no next gen console and there is no point for me to study a game I can’t practice) so I don’t know if there’s a chart updated for VF5. But worth a look for anyone interested.
Good post, no Great post
[media=youtube]Yw3ZFNGmXP0"[/media]
I can’t say with exact certainty why they changed it, but I assume that they made these changes to make it easier for the new players/intermediate players while attempting to keep the complexity of the throw game intact.
Whenever I’m playing 5R, I can pull off double throw escapes well, but against good players that doesn’t mean much when a lot of characters have 5 directions for their throws. With the new system, multiple throw escapes are out, but the directions have also decreased to 3 for everyone (forward, neutral, back), so you have a 33% chance of escaping a throw whenever you input it in. I think in the end the averages will work out to be the same, but it’ll be easier for lower level players to react to throws.
Hmm, I understand how that would be better [easier] in some ways but… A big part of my learning in the VF4 days was the implement on the multiple throw escape option. I understand how it was very necessary (and now isn’t if the concession is being made to lower the directions in the beginning) but a big part of what made the throw game interesting is how generally the 6 and 3 direction throws were the strongest and had the most range (ex. Jeffry Crucifix piledriver and backbreaker) but the harder to escape throws (such as his box throw 1+P+G and 2+P+G) were weaker, but not as easy to escape due to their not-so-common escapes - made sort of risk/reward system I rather liked. Its part of what made the the VF4 games so exhilarating and risky imo. '“I just got a guaranteed throw situation/have forced a guessing game in my favor [insert what I discussed above] and I’m up against an opponent who knows double escapes/risk reward of this situation” - really liked that.
I’m not sure I appreciate the system being changed in this way, seems closer to Tekken. But I guess I’ll have to see if I get my hands on it.
It’s still much closer to VF than Tekken. In VF5FS’s current throw system you still have to guess which throw to escape and the entire thing is very reading oriented. Tekken’s system is almost entirely execution at the highest levels, where throws are broken on visual recognition and reaction much more often than outright prediction or guessing. Also with the new VF5FS throw system there isn’t throw clash, so anytime your opponent doesn’t have a guaranteed throw and you think that they will throw, go for a launcher or other combo starter.