Virtua Fighter 5 community website...?

VF's just not too intuitive if you've spent a ton of time with Namco fighters. Stuff like throws losing to attacks just seems completely contrary. Block stun almost never working in the favor of the attacker tends to be surprising to Namco types too. Add to that the weird juggle properties (as long as you're not on the ground most anything'll juggle, even high punches) creates a very off putting game for folks who hate to learn.

It's trickier online too since a blocked 2p's way stronger online. (You can punish with an elbow offline for example.)

The online part is almost a moot point, since SC4's online play is far, far worse.

As far as throws losing to attacks, it kind of makes sense to me. I wasn't used to it, but I'd hardly call it a fault of the game. Really my only problem is that I don't want to put in THAT much work to break throws. If it were a system where you had two break options and had to guess, or could read the arms like in Tekken, but the throw break method remained the same (minus multiple breaks) then maybe it'd be easier for people to pick up.

But then that's just copying a Namco fighter. So how do you make an original throw break system that doesn't require YEARS of practice to be good at? As it stands now, there's just too much execution to fight through before you get to any kind of mindgames.
 
I don't think VF's throw break system takes years to master, you just need to have the desire and spend a few hours in training mode to get it down, unlike in SC where you can just mash A or B while guarding if you think a throw is coming. One thing it does require besides physical ability is knowledge of your opponent's main throw directions, which could take time learning, but not as much as you would think.

To me, the execution thing only takes a week or two before you can get to the mind games (unless you're using Akira where some of his moves are very difficult to pull off consistently). I really don't think the majority of VF's execution is as hard as some people think.
 
As far as throws losing to attacks, it kind of makes sense to me. I wasn't used to it, but I'd hardly call it a fault of the game. Really my only problem is that I don't want to put in THAT much work to break throws. If it were a system where you had two break options and had to guess, or could read the arms like in Tekken, but the throw break method remained the same (minus multiple breaks) then maybe it'd be easier for people to pick up.
I wouldn't call it a fault either. It is a big difference though.

As I see it, the throw break system's not so execution heavy once you know what's likely to be used in a given situation. Usually it's either damage or RO that's the big threat. Stuff the damage, stuff the RO and you're pretty much safe most of the time. Even in a situation where both would be bad, that's two buffers, maybe one more for the standard throws. (Crap damage.)
 
You and I both know that people flock to what is EASIEST, as well as what is the flashiest. Tekken is much easier to play than Virtua Fighter. Virtua Fighter is not only extremely hard to play, but it has so much emphasis on realism that its not that flashy.
VF is very easy to play.

The extremely hard part is looking past its blandness.
 
I haven't played VF5 in for ever (kinda miss it). Does anyone know if "Virtual Fighter 5: Revolution" will EVER come to console?
 
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