Personally I consider 3s the last good effort from Capcom, CVS2 was just kind of meh to me personally…not a quality effort like we’ve seen from the company before.
so you want KoF to update yearly again?
Yeah the jumps in SF4 look weird and doing crossups will probably take some getting use to for me.
But I saw nothing wrong with the jumps in TVC…although that could be due to Marvel games in general.
You know why it was so easy to finish sf4 fast? They just took all the old animations for the returning characters and just mapped them to 3d models. I think it’s a process similar to rotoscoping, but since it’s cg, it’s a helluvalot faster and easier. It’s a lot faster to make a cg/3d game than it is to hand-draw every animation frame. Duh.
Capcom at the time owned (or published at least) Angel Studios’ games, and yes that game was Red Dead Revolver, Capcom Japan was also involved somewhat in development, even had Akira Yasuda do the art for Red Dead Revolver, but Capcom restructured, and dropped Angel Studios, which was sold to Rockstar who then turned Angel Studios into Rockstar San Diego, and that’s why Rockstar published Red Dead Revolver.
Angel Studios did the N64 port of RE2.
lol just a casual look at the animation will tell you they clearly did not do this
If they didn’t nerf the SNK characters like the past CvSs I wouldn’t mind otherwise, fuck it :tdown:
They would have had a hard time keeping up with them if they didn’t.
Imagine the crying and bitching because a command throw was comboed with Clark…or just the fact that Clark is a grappler in the first place being so fast.
And yet, no one mentions how the Capcom side got hammered in CvS2 (or worse yet, CvS1) too. I don’t recall being able to keep people trapped in the corner with Ryu, DPing through everything with Ken, keeping people pinned with 12987123891273978 Tiger Shots from Sagat, CCing people 1098127387 times a match with Yun, SPDing people to death with Gief, etc.
Why hasn’t this thread been locked yet?
I was reading an interview with the blazblue creators in which they talked about KOFXII. they pretty much said that snk created all the animations and charcaters as 3d models and then traced over them to get the sprites for the game. They compared it to how blazublue was made, pretty much saying that blaze blue was done the more traditional way with animators makining changes here and there but KOFXII was just rotoscoped polygons ala bakshi.
for SNK side I agree on NGBC+SvC+CvS games cast.
On capcom cast, well SF4 one will do ^^
WTF? Thats what Im saying man!
You don’t seriously believe the Capcom side got nearly as shafted as the SNK in CvS, do you?
You don’t NEED to do a billion Tiger Shots with Sagat because he hits you with like 3 crouching fierces, and then a Level 3 and you’re already dead.
But the BASIC SF functions are still present: All of them can be played at least 80% similar to some incarnation of themselves from various SF games.
SNK’s cast doesn’t have even the basis of what made them different anymore. Most of them are gimped versions of super old incarnations(Ryo) or complete trash no matter how you slice it(Kyo).
Close this thread.
Fixed
I don’t play or care about CvS2, but wasn’t Kyo actually pretty good in that game?
Compared to what he was supposed to be (just 98 alone) /the dramatic jumps in that tier list depending on groove and just overall usefulness, no.
If we were to get a CvS3, I’d want it one of two ways.
Either do something new that captures the spirit of the KOF team play with Capcom-esque mechanics (IE- entirely KOF-style team based game; not single char only).
or
Keep going down the path they started. Fine-tune balance the Groove system and characters significantly. (Works for me, because I love the Groove system)
He’s good only in CvS2 because of parrying. He was awful in CvS1, and played absolutely nothing like his KOF version.
Theres gotta be a way that allows the SNK grooves to be more kof-like without breaking the game. Hyper-hopping may be a little excessive, but wheres air CD or guard CD? Why landing recovery when you short-hop? N-groove should be BC mode from 2k2, and not just a power-up. Theres a lot they could do to buff up the other grooves, I’m just giving a couple examples for the SNK grooves. As for the characters, having SNK and Capcom work side by side should show good results. At least give them a say in their side of the cast