I still haven't started learning this game but I know Sithlord from his work in Tekken and it's nice to see him working on multiple games. Check out his Youtube channel HERE.
<3 Wolf's Rick Flair slaps. I liked the choice of music Sithlord and creativity but I'm always a bit skeptical when people present non guaranteed things as 'combos'. Call me old school but for me a combo should be 100% guaranteed after the first hit and a lot of these aren't (possible throwescapes or stagger recovery's). Imo when a 'combo' stops being guaranteed it is a setup and should be declared as such so perhaps something like combos & setups would have been a better title. Good work nonetheless.
Sadly I must state however that Wolf has broken the game now as he has a confirmed infinte, hope it gets patched out ASAP: http://www.youtube.com/watch?v=TjMcX6tVM30
Thanks for the feedback. Virtua Fighter is quite limited in it's overall combos/juggle aspect. When presented with this obstacle, as an artist, you're forced to look into other ways to find damage. Wolf, being a grappler/wrestler, can only do so much without his staggers and throws. When used together (i.e. 3P+K [stagger] 66P+K GS [W] 62K) it becomes an impressive chain of hits/combo. In Tekken, I agree with you (for the most part) and typically shun escapable stuns unless I feel it adds some flavor to the video. Of course, as we all know, there are millions of ways to find damage in Tekken. Not the case in Virtua Fighter though.
These sort of combos are much more pleasing to watch than the massively over extended ones in Tekken nowadays. IMO juggles should never go beyond a certain length unless there highly situational.
Reader Comments (11)
i hope people play this game and stick with it. at least until TTT2 drops.
This is a great game. I'll probably stick with it til TTT2.
Thanks Aris for the post.
<3 Wolf's Rick Flair slaps. I liked the choice of music Sithlord and creativity but I'm always a bit skeptical when people present non guaranteed things as 'combos'. Call me old school but for me a combo should be 100% guaranteed after the first hit and a lot of these aren't (possible throwescapes or stagger recovery's). Imo when a 'combo' stops being guaranteed it is a setup and should be declared as such so perhaps something like combos & setups would have been a better title. Good work nonetheless.
Sadly I must state however that Wolf has broken the game now as he has a confirmed infinte, hope it gets patched out ASAP: http://www.youtube.com/watch?v=TjMcX6tVM30
Thanks for the feedback. Virtua Fighter is quite limited in it's overall combos/juggle aspect. When presented with this obstacle, as an artist, you're forced to look into other ways to find damage. Wolf, being a grappler/wrestler, can only do so much without his staggers and throws. When used together (i.e. 3P+K [stagger] 66P+K GS [W] 62K) it becomes an impressive chain of hits/combo. In Tekken, I agree with you (for the most part) and typically shun escapable stuns unless I feel it adds some flavor to the video. Of course, as we all know, there are millions of ways to find damage in Tekken. Not the case in Virtua Fighter though.
Is this game current-gen? It looks like it is on the Sega Saturn!
So LTTP with this series. It's pretty damned good. Aesthetic issues aside, this is the most fun I'm having outside Tekken.
this game is such shit the movement is so stiff. you would think by now they would make a smoother game , tekken is the best
These sort of combos are much more pleasing to watch than the massively over extended ones in Tekken nowadays. IMO juggles should never go beyond a certain length unless there highly situational.
You thinking of playing Wolf, Aris? He's a really good character with loads of great tools, certainly above average.
Crazy Hit Box :D
The dude looks like rolling thunder, once he starts he doesn't stop.