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Isn't this VF missing like one character from the series and that's it?
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# ? Jun 3, 2021 00:12 |
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# ? Jun 7, 2024 09:05 |
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TulliusCicero posted:Isn't this VF missing like one character from the series and that's it?
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# ? Jun 3, 2021 00:23 |
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TulliusCicero posted:Isn't this VF missing like one character from the series and that's it? https://virtuafighter.fandom.com/wiki/Siba
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# ? Jun 3, 2021 00:45 |
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Storm One posted:Is it safe to assume VF5 is in the former group since they ported it wholesale to another graphics engine in about a year, and that someone like Code Mystics could do a decent job of adding rollback if asked to do so? No, stateness is much more difficult to capture in 3D games because a number of physics and shader calculations are time irreversible. Older 2D games brute force state capture by using emulator save states but that's technically infeasible in 3D games.
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# ? Jun 3, 2021 01:21 |
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I'M NOT A NETWORK PERSON would the absorption servers be a good idea to use in tandem with rollback instead of delay to get better connection?
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# ? Jun 3, 2021 01:43 |
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Pai is still real fun also it forced my hand and I ordered a JLF lever for my F300
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# ? Jun 3, 2021 01:58 |
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If Siba was the only dlc character for Ultimate Showdown I would be incredibly happy, I've wanted to play as him since I saw him on an old VF cabinet as a child.
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# ? Jun 3, 2021 02:00 |
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i just want kiryu in vf
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# ? Jun 3, 2021 03:08 |
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MechaX posted:Uh Sega announced an arcade service a while back called "fog gaming" where arcade cabinets would turn into cloud servers when in standby, and so I think the netcode was designed specifically with this setup in mind and the whole google server thing is them trying to brute-force that same approach worldwide, even though it was specifically designed to be localised to metropolitan Japan.
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# ? Jun 3, 2021 03:15 |
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PaletteSwappedNinja posted:Sega announced an arcade service a while back called "fog gaming" where arcade cabinets would turn into cloud servers when in standby, and so I think the netcode was designed specifically with this setup in mind and the whole google server thing is them trying to brute-force that same approach worldwide, even though it was specifically designed to be localised to metropolitan Japan. So you're saying we got a bad arcade port
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# ? Jun 3, 2021 03:24 |
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Well I don't even know if they're still doing the fog thing at all, seeing as they announced it before they sold all their arcades and haven't mentioned it again since.
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# ? Jun 3, 2021 03:35 |
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This is my first real fighting game and i really enjoy the big fat guy
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# ? Jun 3, 2021 03:40 |
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Smoking Crow posted:I'M NOT A NETWORK PERSON SFV does this and the relay connections are always horrible
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# ? Jun 3, 2021 03:42 |
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Playing a bunch of vf5 today. Dont think its my kind of game but sarah is pretty cool. I like her flamingo tricks a lot. Everything feels so stiff coming from bamco 3d games and it feels way harder to judge whats safe to punish but maybe im just too green to eyeball it
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# ? Jun 3, 2021 03:56 |
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The FWOOSH when you dodge a blow (or get dodged) feels so good
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# ? Jun 3, 2021 03:58 |
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Real hurthling! posted:Playing a bunch of vf5 today. Yeah it feels super deliberate. I don't know if I would say stiff but I know what you mean. Turns feel really distinct. And I'm having the same issue knowing what I can safely punish. Rule of thumb is low kicks tend to leave you negative though right?
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# ? Jun 3, 2021 04:19 |
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I always try to tell people to think as VF as more of like a card game in that there's turn taking. Theres also turn stealing as well. But every single action you do is deliberate and has a potential consequence if your opponent calls you out on it. Tekken is kinda the opposite since you can just cancel your movement into blocking or movement into movement. In VF there's no such thing. but you CAN make yourself a bit safer though fuzzy gaurding and evade dash canceling: both of which are covered in the tutorial.
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# ? Jun 3, 2021 06:04 |
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I wonder if you tell Sony that the Blitz Netcode they're using for VF is also developed by the dirty gaijin just like GGPO will they just remove online play from the game entirely?
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# ? Jun 3, 2021 06:08 |
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yeah
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# ? Jun 3, 2021 06:11 |
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Harada has challenged sega to make a new vf so that he can feel the spirit of competition again
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# ? Jun 3, 2021 06:17 |
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Jack Trades posted:I wonder if you tell Sony that the Blitz Netcode they're using for VF is also developed by the dirty gaijin just like GGPO will they just remove online play from the game entirely? oh yeah dude for sure
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# ? Jun 3, 2021 06:17 |
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cheeseboy58 posted:This is my first real fighting game and i really enjoy the big fat guy Welcome cheeseboy58
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# ? Jun 3, 2021 06:17 |
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Jack Trades posted:I wonder if you tell Sony that the Blitz Netcode they're using for VF is also developed by the dirty gaijin just like GGPO will they just remove online play from the game entirely?
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# ? Jun 3, 2021 06:18 |
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Real hurthling! posted:Playing a bunch of vf5 today. Use command training. Give Vanessa and Lei Fei a try.
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# ? Jun 3, 2021 06:30 |
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I understand now how gootecks became a conspiracy theorist.
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# ? Jun 3, 2021 07:16 |
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Do I just need to let go of G as fast as possible for Akira's K+G knee or is there some sort of trick to do that consistently
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# ? Jun 3, 2021 07:27 |
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A Bystander posted:Do I just need to let go of G as fast as possible for Akira's K+G knee or is there some sort of trick to do that consistently You press G for one frame. Good luck!
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# ? Jun 3, 2021 07:47 |
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Are you playing on pad or stick? It’s a difficult input to do consistently. On stick I push K+G while barely grazing G and it comes out somewhat consistently
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# ? Jun 3, 2021 07:49 |
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the trick is that akira is one of the hardest characters in any fighting game
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# ? Jun 3, 2021 08:03 |
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Is that move more difficult than Taunt Jet Upper? I thought that one was also one frame.
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# ? Jun 3, 2021 08:07 |
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https://twitter.com/KaroshiMyriad/status/1400190598259253250/photo/1 Possible news about Unist or Melty on the nintendo direct, since they are both on Switch.
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# ? Jun 3, 2021 08:23 |
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Lynx Winters posted:You press G for one frame. Good luck! Hm, I see. Endorph posted:the trick is that akira is one of the hardest characters in any fighting game This is hosed up, but I believe it. Anyway, I will practice. Thank you.
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# ? Jun 3, 2021 08:25 |
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A Bystander posted:Anyway, I will practice.
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# ? Jun 3, 2021 08:29 |
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A Bystander posted:Do I just need to let go of G as fast as possible for Akira's K+G knee or is there some sort of trick to do that consistently In command training mode, pulling up the move list and pressing triangle will play a demo of the execution, with input timings on a side window. Note that this option is not available in free training.
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# ? Jun 3, 2021 09:20 |
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dragon enthusiast posted:No, stateness is much more difficult to capture in 3D games because a number of physics and shader calculations are time irreversible. Older 2D games brute force state capture by using emulator save states but that's technically infeasible in 3D games. No, that's not really the problem. All those physics and shader calculations, as long as they're for visuals only, don't matter, but separating what matters from what doesn't, the gameplay element from the visual, is what's hard because unreal and unity aren't designed that way. But again, it's not a 3D thing. Once the gameplay and visual states are separated you find a lot of those complex visual things aren't really trouble because rollbacks are really rollback-and-forth. They always end on on the same frame they started! So if you have a fancy hadoken with a billion particles, after the rollback it's either going to be still there or despawned because it hit something or never got thrown. So you never need that to be reversible, instead you need to be able to fast-forward one (because you need the particle system for the impact splash or whatever) which is much easier. The more problematic stuff is going to come from much more mundane tasks like memory allocation, which is usually slow because engines usually aren't designed with recreating a full scene in a fraction of a frame in mind. Smoking Crow posted:would the absorption servers be a good idea to use in tandem with rollback instead of delay to get better connection? Sure, as mentioned earlier every thing you can think of to reduce lag to benefit delay netcode with also work for rollback. Like, delay/rollback are both about hiding lag while that server thing is about reducing lag so it'll help any method by having less lag to hide. That's gonna be Riot's approach for their fighting game for example, since they already do it for their other games like Valorant. Capcom apparently bungled their own attempt at it but just like rollback that doesn't mean it's a bad idea, just that modern Capcom's SF team is a bad idea.
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# ? Jun 3, 2021 10:55 |
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Chev posted:it's not a 3D thing. Once the gameplay and visual states are separated you find a lot of those complex visual things aren't really trouble So... Storm One posted:Is it safe to assume VF5 is in the former group since they ported it wholesale to another graphics engine in about a year, and that someone like Code Mystics could do a decent job of adding rollback if asked to do so? Or is the engine change completely irrelevant as an indicator of game/graphics separation?
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# ? Jun 3, 2021 12:07 |
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The graphics/renderer side of things doesn't matter to netcode at all as long as it can quickly jump to a different state. Doesn't really change things if it's Renderware, the Dragon Engine's renderer, or even if for some reason they went and used the Hedgehog Engine's graphics side of things.
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# ? Jun 3, 2021 12:13 |
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Basically we just don't know enough about the dragon engine. But if I had to make an educated guess it's probably not cleanly separated because it's a dose of extra care most programmers don't put in if they don't need something like instant replays, good netplay or arbitrary quicksaves, none of which are Yakuza features IIRC. Also because if it were then they might just have considered adding rollback rather than finding excuses.
Chev fucked around with this message at 12:59 on Jun 3, 2021 |
# ? Jun 3, 2021 12:54 |
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A Bystander posted:Do I just need to let go of G as fast as possible for Akira's K+G knee or is there some sort of trick to do that consistently hahahahahahhahahahahahahahahahahahahahahah "consistently"
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# ? Jun 3, 2021 14:17 |
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# ? Jun 7, 2024 09:05 |
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Megaman's Jockstrap posted:Texted this to my friend and got the highest compliment he ever gives, "fuckin' saved" There's nothing funny about my new life philosophy Question about the wake up game in VF, what is generally recommended for dealing with wake up kicks? Is it generally considered a mid/low guess for the standing player if they make a read that the opponent will do a wake up kick or are there option selects/fuzzy guards to deal with both types of kick? I've had varied success with trying to bait and weave out of range, I usually find myself either just barely getting clipped or ending up too far out of range to punish the whiff and causing a reset back to neutral, but that might be more because I haven't figured out what move to use for long range whiff punishing For your entertainment, a round where I experimented with neutral jumping to deal with it and kept getting lucky. Also demonstrated, my frustration that Sega didn't include the purple tanktop option this time around so I can't fully commit to playing as Lee in this game: https://www.youtube.com/watch?v=G7lRjpTmXCE
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# ? Jun 3, 2021 14:42 |