Ver. D and VF5 evo in 2008

Discussion in 'Arcade' started by Dennis0201, Nov 8, 2007.

  1. Onslaught

    Onslaught Well-Known Member

    A character with lots of stances and tits wouldn't hurt. It would be nice if VF had at least one more female.^_^
     
  2. Raptor1017

    Raptor1017 Well-Known Member

    So bring back Taka then...he has bigger tits than all the other VF females (especially Eileen and Aoi). Honestly though, it never seemed right that he was removed, very un-Virtua Fighter to remove a character, but at this point I think there's kinda no point. He hasn't really been missed so far.
     
  3. L_A

    L_A Well-Known Member

    Taka generally equals too much work in the animation department. How he interact with certain character,being thrown by vanessa, goh, etc requires a unique animation for not just taka but the character performing the throw. I'm almost certain this is a factor for why he hasn't returned yet. Look at the animation of wolfs KS throw when performed on jsmall characters. It looks completely broken.
     
  4. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    <span style='font-size: 17pt'>Why is Taka not in VF4/VF5?</span>
    I think the best explanation I heard as to why Taka didn't feature after VF3 came from akiralove. I'm pretty sure it's been posted in the past but I think it warrants repeating.

    Before I go onto that, I just want to say why I don't believe the animation has anything to do with it. I honestly don't believe there's any challenge or difficulty in making the animations 'fit' the different character shapes or sizes. AM2 already proved they could do this successfully with VF3 itself, giving Taka unique animations when being thrown. For VF5, they dropped the ball in this department with some seriously bad clipping occuring with different throws/character shapes. Maybe they'll rectify it in the upcoming Evo release, but I digress.

    The most convincing explanation I heard as to why Taka never made it was due to the introduction of fall recovery (tech rolling) VF4.

    Those that played or knew VF3 would recall that you couldn't float Taka because he was too heavy. The best way to get guaranteed damage during a combo was through OTG hits in a bounce combo.

    I've highlighted two sentences to make this point: the two could not coexist or there would be imbalance (and the universe would implode). If Taka were allowed to perform fall recovery, how would you get guaranteed damage in a combo?

    Consider these possibilities...

    Solution 1 - Make Taka float: this would allow him to take guaranteed damage in an air combo, and perform fall recovery against bounce combos, like all characters. Balance would then be possible.
    Problem with solution 1: As crazy as the physics are in the game, having a super heavy weight float might be too much of a stretch for the designers. Think about being launched by an uppercut, Kage's TFT, etc. In other words, the AM2 designers may have felt that this was too much of a departure from their idea of how Sumo should be represented in a fighting game.

    Solution 2 - Devise a new combo system just for Taka: I will not even attempt to propose anything to do this point justice. Obviously, this would be a huge task to achieve and still maintain balance.
    Problem with Solution 2: There's a risk of inventing something so specific that whenever you fought against Taka, you ceased to play Virtua Fighter and instead were playing a derivative. He was already somewhat of an anomaly in VF3, but to make it work in VF4 might just be too much of a departure from the core gameplay.

    So once again, I don't buy the animation argument for Taka's absence, despite what various media outlets, interviews, etc, have stated. I'm no 3D modelling/animation guru, but I'm sure figuring out specific animation routines is just leg-work compared to the brain-work required to solve the system related problems I presented above.

    Having said all that, I haven't totally ruled out the possibility of Taka's return in the future. AM2 still know how to make the best fighting game, ever.
     
  5. KrsJin

    KrsJin Well-Known Member

    I would be fine with them just giving Taka Jeffry's weight class and go from there. Those are great points though, and after reading em find it hard to believe animation was the key reason he didn't make a return.
     
  6. Jeneric

    Jeneric Well-Known Member

    You forgot solution 3 - Make him a midget like Ganryu /forums/images/%%GRAEMLIN_URL%%/smile.gif

    Dear god no.

    VF has enough of grapplers and stancebased characters.

    Fact is, straightforward power characters is almost becoming the rarity.
     
  7. Adamay

    Adamay Well-Known Member

    Boxing and Karate then?
     
  8. erdraug

    erdraug Well-Known Member Content Mgr Vanessa

    XBL:
    erdraug
    or an enforced from goh's street gang? or a panda?

    Word. I guess Jacky fills that role all to perfectly in sega dev's minds. Oh wait, they gave him a stance-thingy too /forums/images/%%GRAEMLIN_URL%%/eek.gif

    I'm imagining the promotional video for the next installment: right where we left them, Wolf and El Blaze ducking it out in a big arena, and then the cage door opens, and there's this Tank Abott-like guy that grabs a chair and smashes the chief with it and then grabs the midget by the waist and bear hugs him till he gives up.

    Althought, truth be told, that could be just Goh /forums/images/%%GRAEMLIN_URL%%/cool.gif ...
     
  9. Katsuro

    Katsuro Well-Known Member

    <div class="ubbcode-block"><div class="ubbcode-header">Quote:</div><div class="ubbcode-body"> VF5, they dropped the ball in this department with some seriously bad clipping occuring with different throws/character shapes</div></div>

    Yeah there are some horrible examples which are impossible to ignore. Jacky's /forums/images/%%GRAEMLIN_URL%%/df_.gif /forums/images/%%GRAEMLIN_URL%%/df_.gif /forums/images/%%GRAEMLIN_URL%%/p.gif& /forums/images/%%GRAEMLIN_URL%%/g.gif on larger opponants is one such throw; his fist goes right through their chest and out the other side. Kage's regular /forums/images/%%GRAEMLIN_URL%%/p.gif& /forums/images/%%GRAEMLIN_URL%%/g.gif on larger characters is another; he doesn't actually have hold of their arm they just sort of float above him.

    If evo does appear on the 360 I hope they fix things like that as I can't help but find them disappointing in an otherwise awesome game. Although I don't fancy going through quest mode all over again! Mind you, I doubt I'll have 100% it by the time evo appears lol.
     
  10. Cuz

    Cuz Well-Known Member

    Or Jeffry's Iron Claw on Eileen. Fuckin' hand is like a foot off.
     
  11. wasted

    wasted Well-Known Member

    Wolf and Jeffry got a size increase in VF5....

    why can't Taka just get a minor size reduction to accomadate to roster?

    Ganryu and Bob are freakin' fat as they are. Taka may have been oversized in VF3, the solution would to make him shorter and slighlty less hefty without losing too much of his design
     
  12. L_A

    L_A Well-Known Member

    That's actually a really good explanation. /forums/images/%%GRAEMLIN_URL%%/smile.gif
     
  13. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    In the tekken series they have a solution for this. They don't have character specific combos. Everyone floats the same, the difference is some characters have more health than others.
     
  14. Jeneric

    Jeneric Well-Known Member

    A bit incorrect. In T5 and DR everyone has the same amount of health. There ARE character specific combos, but they all have to do with hitboxes. Which, completely opposite to VF, means that big heavy characters receives more damaging combos then small light characters.
     
  15. Poppa

    Poppa Well-Known Member

    Definitely the animations have nothing to do with it. They need custom animations anyways because as was pointed out, the clipping we have now is just nasty.

    <div class="ubbcode-block"><div class="ubbcode-header">Quote:</div><div class="ubbcode-body">The most convincing explanation I heard as to why Taka never made it was due to the introduction of fall recovery (tech rolling) VF4.

    Those that played or knew VF3 would recall that you couldn't float Taka because he was too heavy. The best way to get guaranteed damage during a combo was through OTG hits in a bounce combo.

    I've highlighted two sentences to make this point: the two could not coexist or there would be imbalance (and the universe would implode). If Taka were allowed to perform fall recovery, how would you get guaranteed damage in a combo?

    Consider these possibilities...

    Solution 1 - Make Taka float: this would allow him to take guaranteed damage in an air combo, and perform fall recovery against bounce combos, like all characters. Balance would then be possible.
    Problem with solution 1: As crazy as the physics are in the game, having a super heavy weight float might be too much of a stretch for the designers. Think about being launched by an uppercut, Kage's TFT, etc. In other words, the AM2 designers may have felt that this was too much of a departure from their idea of how Sumo should be represented in a fighting game.

    Solution 2 - Devise a new combo system just for Taka: I will not even attempt to propose anything to do this point justice. Obviously, this would be a huge task to achieve and still maintain balance.
    Problem with Solution 2: There's a risk of inventing something so specific that whenever you fought against Taka, you ceased to play Virtua Fighter and instead were playing a derivative. He was already somewhat of an anomaly in VF3, but to make it work in VF4 might just be too much of a departure from the core gameplay.</div></div>

    Solution 3 - Don't let Taka Tech Roll? Or is this like Solution 2? I don't think it is. In any case, I don't feel it'd be too much of a departure from the basics of the VF4/VF5 system.
     
  16. Griever

    Griever Well-Known Member

    PSN:
    Griever_PL
    I don't think this would be an option. Certain throws (i.e. Wolf's ) get a dmg bonus and/or a chance to use down attacks if they are not tech rolled, which would create stupid situations in case of Taka. Just individual, custom animations would be good like it's been said before.
     
  17. Poppa

    Poppa Well-Known Member

    But animations, as has been said before, aren't the problem here.

    No TRing for throws means Taka is going to eat some extra damage here and there, but he'll probably take less I imagine from combos (even with no TR). It shouldn't be that huge of a problem. =/

    Or, like someone said in IRC, just make him as heavy as Dural. Still floatable, yes. So while that doesn't conform to real Sumo (no floating)...well, too fucking bad. What exactly in VF is "real" in the first place? TFT? Giant Swing? >_>

    You get the point.
     
  18. Chefboy_OB

    Chefboy_OB Well-Known Member

    XBL:
    Truewiseman
    Just put that guy on the slim fast diet...

    Really I can understand how it would be hard to incorporate him into the new VFs given his properties in the past, but thats why it's time for change.

    He can big and fat...just not fat enough to be a small vehicle.
     
  19. Poppa

    Poppa Well-Known Member

    Well, Sumo wrestlers are what? 300 pounds? 350 pounds on average? Jeffry is like 250? Dural's weight seems about appropriate.

    I remember reading somewhere that these days, due to health concerns, Sumo wrestlers incorporate more weight training to get that slimmer, but just as heavy weight.

    That slimmer look, coupled with the fact that many Sumo wrestlers are around the 300-350 range, means they don't exactly need to get that "OMFG! 415 pounds of pure fat Sumo wrestler!" (415 pounds was Taka's weight I believe...according to Wikipedia at least). They can lower the weight, and slim him down and I think this new Taka would work well with the VF4/VF5 system. They can even joke about it in the manual. lol
     
  20. MAXIMUM

    MAXIMUM Well-Known Member



    i disagree...i'm almost certain it IS due to animation problems.

    vf3 included unique animations for taka because it used individual skeletons for each character. therefore, each flinch, knockdown, ect used specific animations with differing joint positions.

    this was a requirement due to vf3's unique IK based hit detection where individual nodes on legs arms ect performed radius based collision against the opponents limbs. hence the engine could resolve whether or not lion's 3k,k made contatct with opponent in an elevated position on vf3's variable terrain and would also correctly positions characters feet and prone bodies on steps, hills and moving terrain (shun's raft).

    in vf4 they switched to a single skeleton animation system. this makes huge memory savings as a large number of generic animations are shared by every single character...crumples, flinches, knockdowns ect. the hit detection also became frame based rather than joint based..so rather than each joint testing for collision every frame the vf4/5 engine just checks if an attack in at excecution then does simple radius check with character's position and attack range. it can do this because it knows every character will be at y = 0 due to flat stages. the only exception being floats which is probably resolved with a simple elevation check.

    because of this, to include taka in the game at his vf3 scale would introduce horrendous clipping issues during throws ect. the amount of work required to fix this with custom animations would be huge. remember that, unlike jeff or wolf, taka was about two characters sizes in width.
     

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