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Virtua Fighter 6 in 2.5D w/ Rollback?

Discussion in 'General' started by Deleted member 17614, Feb 22, 2022.

  1. Just throwing this out there:

    VF6: in 2.5D, w/ Rollback netcode.

    Gameplay would be like VF2 on Sega Genesis and Karate Champ in arcades.
    But, w/ KOF like movement (low jumps, dashes, runs, rolls, counters).
    Moves like Akira's SPD would go into a flashy camera spinning highlight (like SF5 super arts).
    Counter system to implement would enter quick time button sequence: (for Playstation)-- Square counters Triangle, Triangle counters Circle, Circle counters X, X counters Square. The "Clock Counter" action defense fighting submechanic that will implement concepts of Pak Sao, Wushu hand and leg traps, Karate locks and blocks, boxing sways and pivots, etc. Add in punch crosses, spin-turn midkicks, MMA backhands, etc. for all the "Showtime!" effects needed.

    All the old cast returns.
    New characters would be: Tuan- Wing Chun student, Reece- Tae Kwon Do olympian, Bernardo- American Kenpo/Street Fighting, Nitro- South American Savate/Karate Champion.

    Stages to be changed to multi-platform for dramatic aerial attacks and crazy defensive escapes. Keep "Ring Out" pressure by keeping ring outs in stages.
    Add dizzy animation w/ stumbles to characters for wicked hits to head. Add crumple to liver punches and kidney kicks, add barfing/ spitting to characters that make a comeback from 5-hit combos they suffered.

    Remove air juggling combos beyond 2 hits.
    Keep stomp attacks/ground attacks. But add the "Get Up" counter moves (i.e. Lau's air stomp will be countered by ground opponent w/ both of their feet in air to match Lau in midfall). Get Up counter can enter into quick-time button submechanic.

    Keep move command inputs same, but just occuring in 2.5D gameplay.
    2.5D allows for background/ foreground evade plus counter strike/ grapple.
    Main fighting in-game is on 2D side-to-side plane (like Street Fighter). Keep action pace same as all past VF games.
    For certain throws, P+G input, add ability to create the "Flurry" by rapidly pressing punch or kicks to create of flurry of punches or kicks mid-throw.
    Add character taunts. Directional pad+Taunt equals 4 different possible taunts during a fight.
    No super meters, no ultra attacks, no "EX Auto Combo" button inputs.
    Add K.O. detailed close ups for counter-hit KOs only. (Character faces will deflate like in knockout boxing punches, skin will ripple with knockout kick, etc.)
    Keep VF "Hyper Realistic".
     
  2. masterpo

    masterpo VF Martial Artist Bronze Supporter

    PSN:
    lastmonk
    Yo homie, get dat shit outta here:mad:
     
    beanboy likes this.
  3. Lol @masterpo: I thought it'd be kinda' interesting. I was going to type out a version of the post in Japanese but if VFDC doesn't like the concept then I'll hold off on doing that.
    でも気になったら・・・笑
     
  4. MadeManG74

    MadeManG74 Moderator Staff Member Tournament Manager Silver Supporter

    Why even call it Virtua Fighter at this point? It's a totally original game from the sounds of it.
     
  5. Thanks. I'd think it retains the VF name by keeping the characters (cast) from previous VF games in it.
    VF3 had slopes and uneven terrain. If I remember right the arcade had the then new Evade button. I'm using these game ideas as proof VF can experiment with its formula.

    Oh, I forgot to mention rainy weather. As a cosmetic effect only-- wouldn't that be cool? (you can check out KI's stage for Thunder as reference)

    My post can read as a different game- but a VF sequel shouldn't back away from some innovation or changes.
    I really think the "Flurry" addition to P+G throws would be a flashy and not too difficult addition to make VF more diverse, emotionally connectable to players, and eye-catching when played in tournaments.
    Slow-mo effects? For those counter-hit KOs. You know, "stuff" to entertain the crowd-- beyond the VF playerbase and fans.
    Like, regular people can watch Ip Man, Bloodsport, Return of the Dragon, Shaolin Soccer, etc. and instantly relate the movie action into understandable martial art action-- without ever having learned any Karate.
    THAT would make an awesome VF sequel.
     
  6. beanboy

    beanboy Well-Known Member

    Some of the ideas mixed in there, sound a bit interesting, like when you mentioned rolls. Jean Kujo has a roll though. But the rest don't sound like VF at all. Also, I'm not a fan of the 2.5d thing. If I wanted to play a sort of 2.5d styled game, then I'd play Tekken or MK.
     
    Last edited: Feb 23, 2022
  7. Thanks for reading the post. Definitely a quick brainstorm type of post.

    RE.: Tekken & MK- I'm not a fan of MK. Haven't played it since MK3.
    Tekken is flashier than VF- been like that for a while now (like console versions had CG video clips). But it's lost is purer martial arts background.

    So, I get that the "2.5D" is a turnoff for VF fans. VF can always remain 3D. Always looks great for its time.
    Thanks to everyone reading!
     

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