Capcom fighters have too many fancy extras!

I meant it’s a waste of time to talk in generalizations rather than specifics. (My wording was pretty bad)

I don’t believe that more features is ALWAYS either good or bad. But I do believe that in recent games there are a lot of specific features that are bad. All the recent Capcom games suffer from this to some extent, some more than others.

Is it just me or am I the only one that believes playing to win must be practiced? I find it hard to believe that playing Team Shoto and the like all during casual play will prepare you for the mental battle that a tourney will bring. I think that would hurt a player in the long run. The only way I can think of to circumvent this having frequent tournies which unfortunately we don’t have where I live so maybe that’s why I feel this way.

Also, fun is subjective. What’s fun for me may not be fun for you. What if somebody’s fun is making you want to tear your hair out because he’s cheesing you with Team Scrub? Should he only play in tournies?

You are an idiot.

Show me where I said any change is plain bad. Just like every other moron on this board that wants to hop on a bandwagon you throw out a blanket statement, then denounce it. Feel good? You defeated an argument I never made. Welcome to the circle jerk.

Use your brain, just for a moment, and stop being a sheep. I played intensely for six years through five different versions of street fighter 2 (and 10 years if you want to include SF1). During that time, there were a lot of changes, some of which I agreed with and some I didn’t, but overall I felt the game improved on the whole. Until Alpha, capcom had not (IMO, mind you) introduced changes that were so bad that the game was no longer worth playing.

6 grooves isn’t (IMO) a change that makes for a more satisfying game experience. Do you disagree with that? Fine. But please don’t be so lame again to come back with"you can’t stand change, that’s why you don’t like 6 grooves". No, I don’t like 6 grooves because that was a change that contributed to CvS2 being a complicated mess that is no fun to play.

New features may add to the enjoyment of the game, but IMO, particularly in the case of CvS2, they went too far and created a game that is more work than fun.

Before you read another post and feel the need to vomit a response, I highly recommend the following:

http://cgi.ebay.com/ws/eBayISAPI.dll?ViewItem&category=3137&item=4164759454&rd=1

You’re crying like a fat girl with a skinned knee…

just shut the fuck up

I’m curious to see what people think about this, 7 years later, with no more grooves and ism’s involved.

Hyper Fighting on Xbox Live has what you need. :slight_smile:

Wait . . . 2004?

Christ this is old. O_o

It’s amazing that people whine that there aren’t enough modes and extras nowadays.

Gamers are never satisfied.

Exactly why I posted this.

At least from what I’ve seen in Unity, the more casual fans actually want more stuff. I’ve had to wade through countless request threads asking for this or that option to be added in. Old school arcade simplicity is considered out of date, if a game doesn’t have alot of options, then it isn’t considered “deep.”

I’m not the biggest CvS2 fan, but the one thing I really liked about the game was the groove system. I don’t see something like that ever happening again, though. When Ono hinted that he was interested in the idea of character customization, everyone went apeshit.

Everyone went apeshit? How so?

I’m glad grooves and isms are gone.

i think this forum was a hell of a lot better in 2004

on topic, i think we should worry about a fundamentally good game before we worry about extra system gimmicks. right now even that appears to be beyond capcom.

Grooves fit CvS2 really well in my opinion. Isms are the reason I hated Alpha 3.

Well, Capcom still has Neo_G, who’s approach to designing combat systems is to make them as broken as possible.

Who?

Also, to be completely honest, why do I like Grooves and not ISMs, though they’re the same thing?
It has nothing to do with the device as a whole, it has to do with the game. I don’t think each was versatile enough to create balance, so in essence, you get V groove being very dominant. As I said, I don’t know much about Alpha as I really hated it, so feel free to correct me, but IIRC, Ryu and Akuma in V dominated the game.
The Groove system balanced the game out as best as possible. Grooves benefit each character differently. If nothing else, it took top tier from (If only C existed), Blanka, Sagat, Cammy, Boxer and Chun, and replaced Boxer and Chun with Claw, Sakura, and Dictator in A groove, and put those two in high mid tier. This is back in the day when nobody called S, A+, A, tier etc…

In other words, it took characters that would have been mediocre at best and gave them viable options.

At the end of the day, with such a large roster and considering Capcom’s horrible balance in the 90s into the 2000s, ALMOST half the cast was worth something. A better showing than MvC2’s 1/5th of the cast being tournament worthy (10-14, depending on who you ask)

Hidetoshi Ishizawa, the man responsible for (or at least had a guiding hand in) the systems of SFA3, CvS2, MvC2, 3SI, MvC3 and surprisingly VSav.

AHHHH, I see.

Never heard of the guy. Then again, I never heard of a lot of developers other than Bas (and I don’t even know if he was a developer, a tester, or a janitor… no clue)… I just played the games.

The name should be familiar if you’ve played alot of Capcom FGs in the late 90s.