809: Virtua Fighter 4: Evolution PS2 \\ Jacky Quest: VF1 model through Arcade mode--w/ different AI!

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Oh! The AI you face in later matches of Arcade mode is distinctly different from the AI in Quest mode! = ooo

Playing Jacky Bryant in Quest mode of Virtua Fighter 4: Evolution on PS2, at Standard difficulty level (the higher of the two available)--and then actually mostly in Arcade mode, at the top "Very Hard" difficulty:

0:00 - Quest Shop - VF1 Model
6:32 - Arcade - Lion Route
8:25 - Lion
9:32 - Brad
10:55 - Wolf
13:16 - Lei-Fei
15:35 - Goh
17:59 - Sarah
22:39 - Jacky
28:56 - Shun
30:23 - Aoi
34:03 - Akira
37:22 - Dural
38:45 - credits
39:45 - Replay Data (inc. JP arcade players)
40:52 - AI thoughts
51:19 - comparison vs Quest AI
57:09 - crouch dashing
1:03:29 - wrap-up & what's next!

Those "Mission" things come along in every stage once you hit stage 4, taking up the lower left of the screen with their UI while you're fighting; when I completed one vs Lei-Fei before in that stage (land more hits than the opponent) I won a whopping 50 G : PPP : https://youtu.be/uiRRgJ9yz_s?t=354

In clear contrast to the Quest mode AI, the Arcade mode AI:

- crouch dashes: the Arcade AI does this constantly in later stages; the Quest AI pretty much doesn't use crouch dashes (df,df or db,db) at all, and instead crouches (or later, bobs) in place in front of you all the time; the crouch-dashing can still be counter-attacked by mid attacks, like regular crouching, although like regular crouching in Quest, the AI will fuzzy-guard with unbelievable accuracy much of the time; the crouch-dashes make them a lot tougher for Jacky, at least--lacking a crouch-throw--to throw, since against the bobbing-in-placers he can still try to catch them with a standing throw as they momentarily stand up in front of him

- crouches under mid-block endings to what had been my bread-and-butter Quest mode combos: P+K,K and fPPK--the Quest mode AI pretty much never crouches under those kicks, so they're the two "safe" moves I have with Jacky there, while the Very Hard Arcade AI, past stage 5 or so, almost always crouches under the Kick, then hits me with a counter-attack--so my only reliable Quest mode moves get me KOed in Arcade mode!!

- DOESN'T infallibly counter-attack many of the moves the Quest mode AI ruthlessly punishes, so a lot more of Jacky's moves feel actually viable. For instance, his automatic kick from inputting f after a b backdash following for instance P+K,K, was able to connect regularly (although my entering it was always accidental 'p'), whereas in Quest mode the high-rank AIs always block/evade and then punish it severely; the net effect makes it feel like many more moves are viable in Arcade mode, and the AI actually rewards/encourages more creative play--vs grinding away with the same few "safe" moves in Quest mode

Arcade mode is of course somewhat limited in scope; while there are four pre-defined "routes" of opponents, the individual characters don't have the variety of costumes and AI tweaks found among the hundreds of AIs you can fight in Quest mode. And although I was amazed to find this markedly different behavior in Arcade mode, allowing for a more open feeling to the fights, and a slightly more natural feeling than the generally more robotic responses of the Quest AI, it's quite possible that with a little practice I may find other robotic tendencies in Arcade--or find it's just a little too easy. For instance, after needing some continues against mid-stage opponents Lei-Fei, Sarah, and Jacky--and just squeaking by a tricky Wolf in stage 3 (I might have mistakenly said stage 4 in this or some other episode, I'd always thought this Wolf was stage 4 for some reason), and a to-me unusually difficult Goh in stage 5--in the last three stages, I beat Shun and Aoi on the first try, and Akira on the second.

Super-fast glowy-eyed Dural was ridiculous and smoked me, though. = o ; ) I was originally surprised Dural doesn't show up somewhere at the end of Quest mode--but I suppose since that's supposed to be you fighting "arcade" opponents, a Dural wouldn't make sense there. =p

"Replay Data" in the credits (39:45), among regular Japanese names, includes the following arcade/tournament-style handles:

Bunbun-Maru
Chibita
Kurita
Kyasao
Ohsu Akira
Segirl
Yo~Ro~

who have AIs in Quest:

"BunbunMaru" Champion Wolf
"Chibita" Champion Lion
"Kurita" Champion Vanessa
"Kyasao" Champion Kage
"Ohsu Akira" Daredevil Akira
"Ohsu Akira" Guardian Sarah
"Segirl" Champion Wolf
"Yo—ro—" Champion Kage

(This video was stuck processing for a while on YouTube.)

2/16/22

#vf4e #virtuafighter #virtuafighter4evolution #ps2 #fightinggame #jackybryant




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