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Achille

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He talks about a VF Game as well.

So we have a suite of titles in development right now that fall into that legacy bucket, which we announced last year at The Game Awards; Crazy Taxi, Jet Set Radio, Streets of Rage, Shinobi, and we have another Virtua Fighter being developed. And so all that’s very exciting. And then in certain instances, we’re also doing animation series, or live-action films to augment that and be part of those roadmaps.

Hopefully, we will get more info soon on these revivals.
 

Knicksman20

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If Sega went this route, it could've possibly saved them in the console business. No 32X & no Saturn & this had a DVD upgrade so that means no GD Rom

This would've been 3DO M2 hardware/tech & it looks a little better graphically then what the Saturn put out



DVD version of the M2 that turned into a interactive media device:

rate-m2-01-sm.jpg


rate-m2-02-sm.jpg


If was also capable of 480p out of the box like the Dreamcast


 
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Achille

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Achille

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VF5US Version 2.0 Update

0-1536x864.png

Update available now for PS4/PS5. R.E.V.O. also has these changes.

English Update notes - Version 2.0 changelist | Virtua Fighter esports 公式サイト
Japanese Update notes - VFesports Version.2.0変更点リスト | Virtua Fighter esports 公式サイト

Will tidy up with time:

General Game Changes
■Normal P changed to move forward

Inputting forward and pressing P produced a jab that moved forward, or “advancing jab.” Now, this forward P will come out even without a forward input.
■Improvements to weight
A character’s weight has an influence on how high they float in air combos, which has a strong impact on balance. We revisited the mechanic as a whole in order to narrow the gap between characters.

Aoi, Eileen, and Blaze have had their weight increased, making them slightly more difficult to combo in the air. Wolf and Jeffry have had their weight class slightly decreased from before, making them easier to combo.

Akira, Jacky, and Jean have had their weight slightly decreased, consolidating them under the midweight class.

• There are 5 weight classes in total: Super heavyweight, heavyweight, midweight, lightweight, and super lightweight.
o Super heavyweight: Taka-Arashi
o Heavyweight: Wolf, Jeffry
o Midweight: Akira, Lau, Jacky, Kage, Lei-Fei, Brad, Goh, Jean
o Lightweight: Sarah, Shun, Pai, Lion, Vanessa
o Super lightweight: Aoi, Eileen, Blaze
• The following characters were changed:
o Became lighter: Wolf, Jeffry, Akira, Jacky, Jean
o Became heavier: Aoi, Eileen, Blaze
■Some recovery windows changed to counter recovery windows
During certain actions, getting attacked would result in a normal hit, which made these into very low-risk options. In order to add more risk, the following actions will be changed so that getting attacked during the recovery will result in a counter hit.

• All sabaki moves
o Akira's Tsūtenhō, (4P+K+G), Jean's Harai'uke (4P+K+G), etc.
• All transitions from strike attacks to stances
o Jacky's Beat Spin Kick into Slide Shuffle (P+KK4), Lei-Fei's Chūtenhō into Kyo Shiki (3PP+K+G), etc.
• All cancels
o All characters' K-cancels, such as Aoi's Sundome, etc.
■Change to Back Dash Counter Hit
The opponent can no longer recover from a Back Dash Counter Hit from a Side Kick during their back dash.
■Change to Taka-Arashi’s hit state
As a super heavyweight, Taka-Arashi’s knockdown state was unique. The following changes were introduced to reduce the advantage against him in this state.

• The quick recovery window was adjusted such that late ukemi is no longer possible. This should make it easier for the opponent to perform ukemizeme compared to before.
• Extended the time until hitting the ground after a stomach crumple, and changed to allow moves that bound to hit.
• Expanded hurtbox while knocked down.
■Fix to hurtbox based on hit count during a bound combo
When hitting the opponent with a combo starter while they are quick recovering, fixed an issue where attacks would no longer land beyond 6 hits.
■Fix to Special High Attack hitboxes
During guard recovery while guarding certain low attacks, such as Lau’s 2K+G, fixed an issue where Special High Attacks would not hit.
Note on number pad notation:
The commands in this document use ‘numpad’ notation where each direction on a controller is mapped to a number based on the layout of a keyboard's numpad.

Character Specific Changes in 2.0
Will post these in the characters' specific dojo sections.
 
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