Why do so many people dislike the VF cast?

Lulu

Well-Known Member
Really tho.....complaint about the hit effects in doa5? If they were like Tekkens then yeah but i dont see an issue with them seriously.....or is that just a nit pick goin around?

I actually like Vf5s and Doa5 hit effects. Pretty solid imo.

His issue is with the Hit Effects...... mine is with The Hit Status Messages specifically on counter hit and at Critical Threshold.....
VF already has an elegant solution to my issue and thats the single most important thing I want DoA to borrow from VF.
#YellowFlash. ;)
 

Lando41

New Member
His issue is with the Hit Effects...... mine is with The Hit Status Messages specifically on counter hit and at Critical Threshold.....
VF already has an elegant solution to my issue and thats the single most important thing I want DoA to borrow from VF.
#YellowFlash. ;)
Ohhhh ok now i got ya. Lol.
 

Lulu

Well-Known Member
And while we're on the subject of borrowing stuff from VF........ fully customisable outfits, anyone ?
 

Force_of_Nature

Well-Known Member
Standard Donor
Oh.... well that I can live with.... I can't tell those tiny puffs of air apart from each other anyway..... hell for the longest time Kokoro had this ambiguous attack where both her fist and foot look like they are hitting you and I didn't know which one to counter, the hit effects did nothing to help narrow it down....
I'm currently experiencing a similar problem with two of Leifang's Attacks.... don't know if shes punching or kicking, high or mid.....
Heres a fun fact.... you know that booty bump Lisa perform's from her BT stance...... the move details classify it as both Mid Punch and Kick.... and you can confirm it by holding...... Tina's butt on the other hand is a lot more confu- okay now I'm just rambling.
Hmm... The solution to your problem is that you need know the properties' of the cast's moves. You're not supposed to guess. As for Kokoro's 6P+K "Kick-Punch", you can actually hold it by both low holds and high holds.
 

Lulu

Well-Known Member
Hmm... The solution to your problem is that you need know the properties' of the cast's moves. You're not supposed to guess. As for Kokoro's 6P+K "Kick-Punch", you can actually hold it by both low holds and high holds.

Well I'm not there yet.... I'm still working on basic things. and I may never reach that point anyway if I'm stuck in the Execution Department.

Only by mixing and matching existing pieces of outfits in the game.

Ofcourse.... in this game you wouldn't want to give me too much freedom... I would do dishonourable things with it. ;)
 

Force_of_Nature

Well-Known Member
Standard Donor
Being able to create your own outfits would just lead to people creating retarded outfits and recreations of existing IPs like you find in the other 3D fighters that have costume creation. I'd be fine with having more customization options for existing outfits at most.

If you're struggling with execution in DOA5LR, then you need to take things slow, and break things down, along with repeated practice. If you're having difficulty with execution in DOA, it sure as hell doesn't get any easier than pretty much any fighting game.
 

Lulu

Well-Known Member
Being able to create your own outfits would just lead to people creating retarded outfits and recreations of existing IPs like you find in the other 3D fighters that have costume creation. I'd be fine with having more customization options for existing outfits at most.

If you're struggling with execution in DOA5LR, then you need to take things slow, and break things down, along with repeated practice. If you're having difficulty with execution in DOA, it sure as hell doesn't get any easier than pretty much any fighting game.

I'm struggling with inputs with short leniency...... I can't take things slow.... the game wants me to do it quickly or it won't come out at all.
As for other fighting games.... Street Fighter is dead to me.... Tekken aswel. But in Mortal Kombat and VF I can atleast execute alot of the moves.
I don't get why the leniency in DoA is so short..... or why its not even consistent across characters. Some identical inputs are more forgiving than others depending on who you use.
 

Xernuht

Well-Known Member
Only by mixing and matching existing pieces of outfits in the game.
That's pretty much how VF5's customization goes. Every character has their own stuff for the main costumes, with some kinda wacky accessories that are set to specific locations.

Believe me, no one here wants Mila walking around with a giant custom-made dick strapped to her front.
 

Lulu

Well-Known Member
That's pretty much how VF5's customization goes. Every character has their own stuff for the main costumes, with some kinda wacky accessories that are set to specific locations.

Believe me, no one here wants Mila walking around with a giant custom-made dick strapped to her front.


Well..... I wouldn't say "No One".B) But I hear what you're sayin'.
 

Argentus

Well-Known Member
That's pretty much how VF5's customization goes. Every character has their own stuff for the main costumes, with some kinda wacky accessories that are set to specific locations.

Believe me, no one here wants Mila walking around with a giant custom-made dick strapped to her front.
More that all customization ever means is terrible cosplay so id rather minimize it with just some more toggle options
 

synce

Well-Known Member
Being able to create your own outfits would just lead to people creating retarded outfits and recreations of existing IPs like you find in the other 3D fighters that have costume creation.

The thing that's retarded is a fighting game with 40 costumes per character! TN is so far behind the times it's not even funny. All 3D fighters and even other games targeted specifically at otaku with tons of overpriced DLC all have robust customization options. I love that I can hop on VF5 and recognize someone by their costume alone, or see some unique combination of items. It makes the games more personal and interesting, and if the costumes look silly who cares just have fun
 

Force_of_Nature

Well-Known Member
Standard Donor
The thing that's retarded is a fighting game with 40 costumes per character! TN is so far behind the times it's not even funny. All 3D fighters and even other games targeted specifically at otaku with tons of overpriced DLC all have robust customization options. I love that I can hop on VF5 and recognize someone by their costume alone, or see some unique combination of items. It makes the games more personal and interesting, and if the costumes look silly who cares just have fun

Having 41 costumes for Ayane is kinda epic TBH lol. In terms of overall package, DOA5LR doesn't feel behind the other 3D fighters at all. From a visual and sound standpoint, VF5FS is nowhere near the quality of DOA5LR's visuals. DOA5LR also arguably looks better than TTT2 & SCV easily and also has much better sound design then TTT2 (SCV does sound pretty awesome though). I am aware of how good Tekken 7 looks although I don't care for some of its animations. DOA5LR's training modes & tools are also miles ahead of the other 3D fighters, though VF4 did have an awesome tutorial mode. The interesting thing is that even with DOA5LR's minimal customization, I still have signature looks for my mains. I personally got tired at looking at SCV's, TTT2's and VF5FS's retarded-looking creations. Costume creation is cool in theory, but too many people produce dumb-looking shit or copy existing IPs. Just my $0.02.
 

Lulu

Well-Known Member
Having 41 costumes for Ayane is kinda epic TBH lol. In terms of overall package, DOA5LR doesn't feel behind the other 3D fighters at all. From a visual and sound standpoint, VF5FS is nowhere near the quality of DOA5LR's visuals. DOA5LR also arguably looks better than TTT2 & SCV easily and also has much better sound design then TTT2 (SCV does sound pretty awesome though). I am aware of how good Tekken 7 looks although I don't care for some of its animations. DOA5LR's training modes & tools are also miles ahead of the other 3D fighters, though VF4 did have an awesome tutorial mode. The interesting thing is that even with DOA5LR's minimal customization, I still have signature looks for my mains. I personally got tired at looking at SCV's, TTT2's and VF5FS's retarded-looking creations. Costume creation is cool in theory, but too many people produce dumb-looking shit or copy existing IPs. Just my $0.02.

To be fair... the overall package requires a $80 Costume Pass....
Anyway I thought TTT2 looked Better.... the dirt and wet effects actually seem to line up with how the characters fall on the ground/mud its definitely alot more dynamic than DoA's seemingly fixed and predictable dirt patterns.....
Ofcourse DoA still comes out ahead thanks to its awesomes stage design and physics.... I can't think of another single fighting game that makes me factor in Character Weight and Geometry to help determine which juggle to use.... and thats not even factoring water/ice and critical levels and danger zones..... hell they even got Ceiling Combos.
 

Force_of_Nature

Well-Known Member
Standard Donor
To be fair... the overall package requires a $80 Costume Pass....
Anyway I thought TTT2 looked Better.... the dirt and wet effects actually seem to line up with how the characters fall on the ground/mud its definitely alot more dynamic than DoA's seemingly fixed and predictable dirt patterns.....
Ofcourse DoA still comes out ahead thanks to its awesomes stage design and physics.... I can't think of another single fighting game that makes me factor in Character Weight and Geometry to help determine which juggle to use.... and thats not even factoring water/ice and critical levels and danger zones..... hell they even got Ceiling Combos.

Yeah, it's the visual spectacle that puts DOA5LR ahead of other 3D fighters in terms of visuals. There's a greater sense of "realism" to the action. SCV has a great balance between sound design and general visual design though it doesn't have anything equivalent to DOA5LR's environmental combos. The CEs do have nice visual flair, though I prefer how the powerblows complement the environment of the stages. The ceiling combos also look amazing. Haha, I like how in Unknown's stage, the characters get covered in purple shit throughout the fight. Stuff like that is an interesting touch, though I still think DOA5LR has the edge on TTT2 visually, since there's a bit more of a "blocky" look to the characters, along with stiffer animations, same with VF5FS. As for costumes, DOA5LR on PS4 at least does contain a good quantity of costumes already on disc.
 

Lulu

Well-Known Member
Don't forget INDEPENDANT breast physics..... the game is a technological marvel. Haha.
 

RoboJoe

Well-Known Member
I'm struggling with inputs with short leniency...... I can't take things slow.... the game wants me to do it quickly or it won't come out at all.
As for other fighting games.... Street Fighter is dead to me.... Tekken aswel. But in Mortal Kombat and VF I can atleast execute alot of the moves.
I don't get why the leniency in DoA is so short..... or why its not even consistent across characters. Some identical inputs are more forgiving than others depending on who you use.

VF has a 10f input buffer, that's why it is easier to execute moves in that game. I agree that there are some stupid input timings. For example, Eliot seemingly has different timings for his 46p ender depending on the string. It's weird but they are few and far in between.
 

Lulu

Well-Known Member
VF has a 10f input buffer, that's why it is easier to execute moves in that game. I agree that there are some stupid input timings. For example, Eliot seemingly has different timings for his 46p ender depending on the string. It's weird but they are few and far in between.

Whats a 10 Frame Buffer ?
And I always thought they made the leniency short because.... well now I don't remember.... all I know is it bugs me...

I can deal with sucking because I make wrong choices and used all the wrong moves but its hard when you lose because you know exactly what move to use but you can only perform it from one side. :'(
 
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