Virtua Fighter 5 Final Showdown console thread

SEGA Announces Virtua Fighter 5 Final Showdown for Xbox LIVE and PlayStation Network
Definitive Version of Blockbuster Fighting Title Arriving on Consoles in Summer 2012
LONDON & SAN FRANCISCO— 23rd August 2011—SEGA® of Europe Ltd. and SEGA® of America, Inc. today announced that Virtua Fighter™ 5, the latest title in its celebrated fighting franchise, will see a grand update and expansion released as a standalone title for both Xbox LIVE® Arcade for the Xbox 360® video game and entertainment system from Microsoft.and PlayStation® Network. The new game, entitled Virtua Fighter 5 Final Showdown, will contain a full overhaul of Virtua Fighter 5’s mechanics, balance and animations, along with new game modes, new dynamic fighting arenas, a massive collection of customisable character items and two all-new characters added to the roster. Virtua Fighter 5 Final Showdown is expected to be available in Summer 2012.

“Virtua Fighter 5 has always been an authentic arcade fighter, even when played from the comfort of a home console. And, like any proper arcade dynasty, we’ve continued to support, expand and tweak the game in the years since its release,” said Haruki Satomi, Vice President of Digital Business at SEGA of America and SEGA Europe. “With Virtua Fighter 5 Final Showdown, we get to bring the ultimate expression of competitive one-on-one gaming to console players in one perfect package.”

Virtua Fighter 5 Final Showdown contains the definitive version of VF5, refined over the years since its original arcade debut. The new release also adds an extensive list of features never before seen on consoles. VF5FS will include:

The Perfect Fighting Experience: Virtua Fighter 5’s signature style of hand-to-hand combat, with revised mechanics, balance, timing and more, along with simplified controls for new players while retaining the depth that veterans demand

Dynamic and Interactive Arenas: Fighting areas in new shapes and sizes, including arenas with fences and walls that are different for every round – take unexpected advantage of fighters’ new wall-based moves, or break through the fences with special attacks

A Mode for Every Fight: Dominate the leaderboards with Virtua Fighter 5 Final Showdown’s extremely responsive one-on-one online battle system, widely praised for having little latency, or take on an army of opponents yourself in a new single-player mode

Customized Combatants: Enter the ring with one of 19 playable characters, including fan favorite Taka-Arashi from Virtua Fighter 3 and an all-new character, Jean Kujo, and customize them with unique costume and character items

If you are wondering, no spectator mode or tournament mode for online. You can’t get everything right, I guess.

What has been changed from the original VF5 to Final Showdown?

  • Taka-arashi from VF3 returns, and a new fighter, Jean Kujo has been added. Both have wildly different playstyles compared to the rest of the cast.

  • Everyone has been nearly completely revamped when it comes to their move list. Characters like Goh are COMPLETELY different compared to VF5 while others like Jeffry have been fleshed out even further.

  • Stages now have super low walls, and also walls that are removed/added before each round. There are now rectangular arenas, octagonal arenas and elongated rectangle arenas to deal with.

  • You can now block while your side is exposed, both low and high. Final Showdown gets rid of Offensive Move (up/down P+K+G~Attack) and uses only OM for positioning. You do not want to be in a situation where you have to side block, because the attacker is given +frames advantage on every move that they do (it varies depending on the type of move). Also, if you try to attack while your side is exposed to the attacker, you may end up eating a counterhit, which will result in a side crumple, giving the attacker a chance for a 30~40% combo.

  • Evading is a lot riskier now, because if you fail to evade and are hit with a full circular attack, it’s counterhit damage. But on the other hand, evading nets you a much bigger damage reward.

  • Evading during attack strings is also much, much easier. The game’s evade system has been tweaked so that if you are blocking a string, you can let go of the guard button and tap up or down to evade the next hit a lot easier.

  • If you get hit with a midkick class attack while in a backdash, it will result in a new type of stun (you basically fall on your ass) that will leave you completely wide open. You can struggle with the joystick and recover but it is extremely hard to do. I’ve personally have never been able to struggle out before someone hit me… :confused:

  • Moves like Akira’s f+P+K+G which used to give a +15, struggable guard break are now +15 guaranteed on hit

  • Throw clashes and 0 frame throws have been removed

  • Throws are now grouped into three directions (back, neutral, forward) instead of the six in VF5. However, you can no longer do multiple throw escape inputs; you can only choose one direction.

  • Easy throw escape input option selects have been added. You can now hold the guard button while inputting a throw escape (Punch + direction) and you will be able to block and throw escape at the same time.

  • Bounds from VF5 have been completely reanimated and there are now big and small type of bounds.

Sites to visit for VF info - Japanese arcade only, but you can search for every item in the game and how to unlock them

YouTube channels to follow (High level Osaka players) (#1 or #2 Taka player in Japan) (my channel, Taka/Goh primarily) (high level Taka) (high level Aoi) (high level Jean) (high level Eileen)

Any word on the pricing?

I guess it’s time I started learning VF.

For the new thread: Trailer and interview at Gamespot.

What’s with the water splash effects in the trailer? Taking a page from Ono’s playbook?

The announcement trailer is actually just the original arcade demo reel when the game went live in 2010. :X This was before SFXTK’s main trailers popped up

Sega added the water splash to clearly show counter hits

Oh shit, you’re right.

Hell fucking yeah, it was about time that we get this game in consoles

OH GOD YES!! I think I’m gonna cry! I been waiting to use Sarah FOREVER.

This has been THE INVINCIBLE SWORDSMAN saying:

And you fuckers better ACTUALLY PLAY THE GAME this time. Yeah… you know who I’m talking about. I’m talking about all the people who go…

“Oh yeah! VF is So deep, I can’t wait!”
“The deepest fighting game ever!”
“Finally a game that’s just for the hardcore like me!”

And then after the first month of consistently getting your asses kicked, you leave the game alone forever. Fuck that! This shit isn’t Tekken. It ain’t SC. It ain’t SF. You’re not gonna be able to just spend a couple of days with a character and wreck people at a decent clip and then switch to another character. You MUST GET YOUR ASS KICKED A LOT to get good. There are no shortcuts in Virtua Fighter. There is no X-Factor. There are no supers. There is no built-in comeback mechanic. There is no stupidly overpowering okizeme game where the first person who gets knocked down, pretty much loses. You’re not gonna be able to just go to a youtube vid and just duplicate shit and own.

Stick with it. You’re gonna have to stick with it to even be mediocre.

Dude, that VF trailer is old as hell. I’m pretty sure it was out before SFxT was even announced.

This has been THE INVINCIBLE SWORDSMAN saying:

That’s the VF5FS trailer from when it first went to the arcade.

Why is it taking them a year to release? Sounds like most of the things are done except for the new characters. I thought netcode would be the issue, but that sounds like it has been completed.

I’m glad they simplified the game a bit. I like that there are only 3 escapes and one input. It’s the same probability, so it makes the game simpler without losing depth. Input “skill” is a ridiculous notion that needs to be done away with by the nature of gaming, and I’m glad they are moving in that direction. Spending time getting better instead of mastering inputs is what fighting games should promote.

Not sure about punishing evades, but I guess it makes sense.

Love the option-select for escapes and blocking.

No hadokens, still? WTF is wrong with them?

What does this mean? I mean, Final Showdown does sound pretty… final, but the answer makes no sense.

Probably because they’re gonna give us the most up-to-date version since there’s been 2 retunes/rebalances to VF5FS already.

What do you mean? Punishing empty evades? Or hitting someone who evades and you hit them with the correct tracking move?


This has been THE INVINCIBLE SWORDSMAN saying:

And I want ALL of those superawesome customs they’ve had from VF5R to FV5FS!! I want to give my Sarah cornrows with braids!

Holy shit, fuck yes.
Now I’ll finally get to see what all the hype about this game is.

Can you make a system guide for people that their last title was VF4E?

Our savoir has finally COME!

we made it

we finally made it

free at last

Could someone post matches of good El Blaze play? Last I saw any was for VF5R I think.

This is joyous news for me. I had such a ball with VF5 when I rented it, even in offline mode, that I actually bought the game. This is a no brainer purchase for me.

I can’t help but feel the same [details=Spoiler][media=youtube]P3ALwKeSEYs[/media][/details]