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Post by invictus on Feb 22, 2007 9:23:50 GMT 6
kilik same here esp with his donatello-esque staff That 'heaven dance' move is just awesome... daunts your opponent more than the damage it does
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Post by Altaïr47 on Feb 22, 2007 9:31:20 GMT 6
soulcalibur - kilik tekken - king (mastered his 10-hit combos too ) @kc- you're gonna have a hard time if you use that kick-kick strategy against paul, king or nina
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Post by invictus on Feb 22, 2007 9:39:40 GMT 6
soulcalibur - kilik tekken - king (mastered his 10-hit combos too ) @kc- you're gonna have a hard time if you use that kick-kick strategy against paul, king or nina yep paul another player with impressively timed moves. doesnt give much space to breathe... king IMO is just flashy and moves are hard to strike and easy to counter...
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Post by Altaïr47 on Feb 22, 2007 9:45:23 GMT 6
^^^well, not so when i'm playing with him. i also use his extensive amount of grappling moves a lot. it's like get your opponent locked in a grapple and it's k.o.
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Post by Altaïr47 on Feb 22, 2007 10:26:56 GMT 6
ps3.ign.com/articles/766/766622p1.htmlTekken vs Virtua Fighter??the following is an extract from IGN's interview of Haruki Suzaki(the project director for tekken) IGN: On a totally unrelated note, SEGA's Katsuhiro Harada and yourself acknowledged several years ago that a "Tekken vs. Virtua Fighter" game was something you'd like to do one day. What are the chances of us ever seeing that?
Suzaki: I had the opportunity to speak with the director of Virtual Fighter on many occasions in the past and actually talk of collaboration came up again recently. Being from the same industry, this is something we definitely would like to try at least once. Looking at it from another perspective, we began to realize that it would actually more difficult to actually make this happen than we first thought. More than anything, we believe this decision greatly lies in our fans. So, we would actually like to ask for our fans' opinion on this.
[EDITOR'S NOTE: What a great idea! Send your requests for a Tekken vs. Virtua Fighter game to this address. We'll pass them to on to Namco and SEGA immediately.]
IGN: Thank you Mr. Suzaki.
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Post by KC on Mar 1, 2007 13:10:26 GMT 6
Ars Technica's Opposable Thumbs goes into a lengthy musing into why Sega's Virtua Fighter 5 doesn't have an online multiplayer. In fact their musing goes on to almost defend the stance that Virtua Fighter 5 shouldn't have an online multiplayer mode. Why you ask? Well it all boils down to the struggle between lag and playability in light of the nature of the Virtua Fighter combat system. Frank Caron explains: Virtua Fighter 5, on the other hand, is popular because it is a highly technical fighter that requires precision and reflex far beyond the typical fighting game: frame-specific blocks, miniscule dead-zones, and meticulous balance are all contributing factors to why the series is so highly regarded by die-hard fighting game fans. Most of these pluses, though, require pinpoint accuracy in the hit calculations and timing. Any small degree of lag would upset the careful and meticulous balance that makes the game so appealing to hardcore fighting fans in the first place; a 10ms lag could be the difference between a round-ending KO and a tide-turning counter. The aforementioned window in DOA4 is non-existent in games like Tekken and VF, where counters and blocks are calculated on a frame-by-frame basis rather than simply if hit within a given window of time. But there are more problems. Say that the programmers decide to go ahead and push the knowingly subpar mode into their game. Having experience as a network programmer, I can tell you that a team never works on the assumption of the "best case." Thus, knowing that the connection would be less-than-ideal in the average and worst cases, I would be programming for the worst case while accommodating and not hindering the best case. This would require some kind of compensation for the inherent lag in an online game. We've seen this type of compensation before. Counter-Strike, for example, was previously programmed to anticipate where a player was moving and translate the hit-boxes of that player forward by a degree of the latency for each user. This meant that hitting the player would actually mean aiming slightly in front of him. In technical fighting games, though, no such simple solution exists. It seems that to true VF fans – those who prefer to live and die depending on their reaction times and combat wit – any latency issue is just plain unacceptable. Ah, technical precision, the bread and butter of the Virtua Fighter series. As Frank Caron noted, "To take that away would be taking away the very thing that makes the game worth playing to begin with, and the only people who would really want to do that are the people who don't understand or don't appreciate what the VF series is all about. " To read the rest of Caron's musings into the nature of Virtua Fighter and online multiplayer in fighting games, feel free to click on our "read" link below. arstechnica.com/journals/thumbs.ars/2007/2/28/7200
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Post by invictus on Mar 1, 2007 13:17:06 GMT 6
very very sad. but true.. lag would kill the game... in a place where its hard to find a worthy partner to play with...online multiplay option would have been a great addition. Well when the game comes out...cant we have a lan fest for some of such games 4-5 consoles on lan and monitors..is it possible..? would VF support system link?
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Post by K' on Jun 28, 2007 12:24:08 GMT 6
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Post by sanjoy on Jul 2, 2007 16:58:01 GMT 6
if this game relases in October.. it will get lost in the crowd
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Post by K' on Jul 2, 2007 17:06:32 GMT 6
ya..well hopefully it gets released here...i will buy it...
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Post by sanjoy on Jul 2, 2007 17:09:03 GMT 6
90% its should make its wat here
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Post by invictus on Jul 7, 2007 10:10:31 GMT 6
www.gamespot.com/news/6173679.html?tag=latestnews;title;1Today the publisher sends word that Virtua Fighter 5 on the Xbox 360 will feature online-enabled fisticuffs over Xbox Live. Drawing from a global pool of players, the online versus mode will let players choose from 17 characters or a custom character created in the game's quest mode. Players will also be able to compete for prizes and earn virtual money for use in an in-game shop.
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Post by sanjoy on Jul 26, 2007 10:40:11 GMT 6
game ships OCt 30th for the 360
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