Ok. Good to know it wasn't me being dumb not knowing where to look. So ok, VF characters no taunts. Got it.
Talking about VF,
I've recently ran across several random threads/YouTube videos where they say DOA 5 got its RPS (rock, paper, scissors mechanics) from VF. And supposedly... VF5 is *deeper* in regards to mechanics, complexities, more options within instances of attacks or being attacked.
Basically the chess of 3D fighting. Since most of it sounded subjective I didn't pay much mind to it. However, I did run across an alarming volume of these claims. So naturally my interest has been piqued.
I never played VF, (any of the games in the series) And so I was hoping some of you guys can answer if these claims are true? (Without arguments if possible) lol. Just objective breakdowns of what DOA5 does better over VF5 and vise versa.
Because if VF5 is as deep as they say I'd like to try it out.
DOA got a lot of its mechanics from VF, and hence both games have a lot of similarities but don't exactly play the same way. In terms of depth, DOA5LR & VF5FS are around the same. Both games are incredibly deep. Arguably two of the deepest modern fighting games. The thing is that DOA5LR's complexities & VF5FS's complexities are different. I.e. They focus around different things.
VF5FS's complexities come from:
- Size of movesets (including the occasional "Just Frame" manoeuvres)
- Heavy reliance on Match-Up Knowledge
- Taking into account side-turned properties (and backturned properties)
- Heavy reliance on fully understanding frame data (punishment, guarantees, frametraps, etc.)
- Knowledge of when to implement sidesteps along with knowing what's half-circular + direction or full-circular
- Optimizing the wall game and okizeme
- Movement and spacing, particularly for positioning and inducing whiffs (includes sidestep techniques)
- Knowing how to perform and utilize fuzzy guards
- Generally deeper metagame than most fighting games
DOA5LR's complexities come from:
- Size of movesets
- Very heavy reliance on Match-Up Knowledge and metagame
- Heavy reliance on fully understanding frame data (punishment, guarantees, frametraps, stun follow-ups against slow escapes, etc.)
- Requires a deep understanding of the stun threshold system
- Fairly heavy reliance on effective stagger escaping
- Requires very sharp reactions in certain situations (such as when performing "Reactive String Holding")
- Neutral game is not as obvious due to considerable variations in every character's High/Mid/Low poke speeds
- Combos need to be adapted for various situations regularly
- Environmental interactions can require a lot of training to fully optimize in live matches
- Optimizing okizeme
- A heavy discouragement from "auto-piloting" combos or "dial-a-combos"
- Movement, spacing and footsies are crucial at higher levels for most characters
- Arguably one of the deeper metagames that you'll find in any fighting game
There's more to both of these games, but that's the gist of it. What VF5FS does better than DOA5LR is providing a more solid all-round fighting experience with more "consistencies" in move properties amongst the roster. What DOA5LR does better than VF5FS is provide a vastly superior presentation in terms of both visuals and audio along with a larger and more varied cast and vastly superior stage designs and interactions. Both games do complement each other and skills learned in both games can carry over to a degree, but I will warn you that you can't play VF like DOA or play DOA like VF. That is a huge mistake that players make when crossing over.