Anyways I was looking over the leaked list again and the one character I’m not looking forward to is goro. Don’t get me wrong I love the characters look and what he represents to the series but man did he ruin KOF 98 for me. Every high level match had a goro on both teams and his play style was so cheap and lame. I could not imagine having to deal with that again if this game turns out to be like a updated 98.
Nothing wrong with daimon, except his ground pound glitch, other than that he’s just a good well rounded character far from cheap or lame.
You wanna talk about derp then you always got chizuru
Besides daimons shit got sorted after 2k2 anyway, in 98 um he has no gp glitch and thus dropped down the food chain a little, so you’re worrying about nothing
Yeah, main issue was damage and from where he got the damage. Near 40% meterless damage off counter hit df.C is a bit much (I don’t mind it lol and I don’t even main him) but that’s fixed. Like they can give him the unblockable set ups and combos as long as they don’t do as much damage as they used to so it evens out.
To be honest, I want to see CVS3 or a Capcom vs. SNKP just to see Daimon, Krauser, and Sagat be top tier. Battle of the heavy punch button feat. Daimon and Sagat’s st.LK.
You want a Capcom game to adapt the design philosophy of another company when developing their game. That ain’t happening. You’ll better off hoping for a sequel to SvC: Chaos.
Hell yea! I want a game with a joint Cap SNK effort. With lovely KOF XIII graphics but cvs2 gameplay. I would happily play that game the rest of my life. lol
This is a big problem with fans of this game. They don’t want SNK to have any input on how the game’s systems should be and how their characters are treated, they just want the characters.
I personally hope it never happens UNLESS SNK and Capcom can both sit at the same game design table.
As much as CVS series has a nostalgia factor for me I’ll admit that I’ve always felt the game did a bad job combining Capcom/SNK into a cohesive whole. The grooves did a poor job representing their respective games, the SNK characters played nothing like how they’re suppose to and felt extremely nerfed, and the alpha sprites presented a graphical inconsistency that made the presentation felt lazy. Also CVS2 removed those awesome stage intros and the backgrounds in general really fell in terms of quality.
If CVS3 ever gets made it has to be a united effort and not just 1 company calling the shots.
Problem is that ASW only has two fighting games to pull from unless they get licences from other companies to use characters, so the roster might get a bit stale. They could theoretically use Xblaze and other shit, but that would be some real work.
Other than that, they share enough mechanically between their games that I could see it really being cohesive. But once again, at the design table, we would need both sides having equal say.
Dunno, if you actually look at the tier list and current character representation, it’s about even for which characters are good from Capcom and SNK. For the bad SNK characters they did, they also did bad Capcom characters or even mediocre. At least at top level play, SNK had: Geese, Rock, Mai, Yamazaki, Rugal, Kim, Kyo, Iori, Joe, Hibiki, Vice. Even A-Chang is really viable, and we have character specialists like Yane for Terry and GAO for Nakoruru to get some representation. Benimaru would be up there if he had more life and did more damage, but his neutral game was solid. A-Todoh from what I heard was strong back in the day, but not popular for the past decade; I still run A-Todoh though and it’s fun and good with roll cancels.
They did a lot of unique things for the SNK cast, but it works out just fine in my opinion and they’re strong. I’m really partial to N-Kyo/Vice/Iori and use Vice to counter/check A-Blanka/Dictator teams and guard rolling to blow up sleeping A-Sakura players.
As for Capcom, they did a bad job with Kyosuke and nerfed Dhalsim compared to Alpha 3. Ryu just feels like a worse Ken and ends up being pretty mid-tier. Eagle doesn’t end up getting played much competitively, and Zangief takes work. Capcom characters seem really prevalent, but characters such as Sakura, Claw, and Dictator almost get exclusively played in A-Groove and are only super strong in A Groove where as you have a few characters such as Sagat and Cammy who are viable in multiple grooves due to their natural move set but end up not as prevalent in A Groove. Blanka is a legit good character who fits in C, A, N, and K Grooves. Then you have Dan as the throw away Capcom character.
In all, I think the only super bad SNK character is King, who was even nerfed from what she was in CVS1. Raiden takes work, but he can make it happen as evidenced by Desora and Bear. Yuri is alright but doesn’t do that much damage and her hit confirm is a bit difficult. People say that SNK characters play radically different from their usual styles kind of exaggerate things. The only big thing that stands out to me is how Joe uses mash punches in KOF is different than how it’s done in CVS2, especially if the player is used to roll canceling them. Kyo’s combos are different visually, but instead of doing cr.LK into cl.HP combos, I just do cr.LK cr.LK cr.MP link instead of the KOF link just the same. Iori does cr.LK cancels like KOF95 although he doesn’t do it in KOF98. Mai’s qcb+P is more unsafe on block unlike KOF, but her general spacing game is the same. Athena is the same except they made cr.HP not cancelable and made it the god poke instead, and her Far MP and Far MK anti-air at the perfect spacing she needs them to anti-air.
The ironic thing is that Rock was bottom tier in Garou MOTW along with Tizoc and Freeman, but he’s actually high tier and viable in CVS2.
So dunno, people who say SNK characters got shafted in CVS2 tend to not really understand the game well or understand what makes the SNK characters not good within the context of the game. I’d say the SNK characters are good. It’s just that certain characters need more health or have easier/longer hit confirms to be able to convert into damage. On the flip side for certain Capcom characters, they need more health or get buffed up normals to be able to compete in top level play. Yun was pretty mid tier and what held him back in my opnion was damage output. Morrigan could contend and dish out the damage and mix-ups, but she was balanced to have lower health to compensate, similar to Rolento. So health held back those characters from being more proliferated.
As for the Grooves, I generally liked how they represented their series without bringing the dumb shit along with that series. If characters could get free guard cancels or even had TOP and breaks from Garou MOTW, K groove would have been really dumb and slow down the game. If P groove was as strong as 2i or 3s, a similar thing could have happened and kinda did happen in CVS2 EO. Allowing super cancels from specials made Geese do stupid damage on top of already being some what strong in P groove, in conjunction of most of the characters losing viability due to the loss of roll cancels. I think the only thing I didn’t like was how there was added recovery when characters commit to a hop attack and could only cancel the recovery into special attacks. I know Capcom was anxious about characters doing safe jumps through hops or having really strong offense because of it, but it limited which characters that could actually use hops and convert off of it and caused some discrepency. Akuma and Chun could more easily convert since Akuma’s tatsu started up quickly and hit crouchers from deep inside so his high/low game was strong where as other characters couldn’t do it (Chun could cancel the recovery into HK legs and link afterwards.) I’d say having the hops like KOF would have helped hops in CVS2, just balance characters like Sagat or Blanka to have floatier hops like how zoning characters tend to have floatier hops in KOF such as Mai and Joe.
That aside, I can picture Capcom and SNKP both doing their respective games well, the only issue with Capcom is the game feel. SFIV felt wack and SFV feels better although it could feel much better than the betas have felt. Sure, game feel is really subjective, but that’s the main thing that hinders my enjoyment of recent Capcom fighting games more than all the other BS in the games. I’m usually happy as long as there are good walk speeds and great normals on every character. That’s all I want, and Capcom sometimes delivers. SNKP dropped the ball with normals in XIII, but redeemed themselves with XIV (and I guess 98UM/FE and 02um.)
With Arcsys and SNK, it’d pretty much be like a Last Blade 3 with more air mobility. Guilty Gear to me has always been the spiritual successor to the Last Blade series in game mechanics and game design, so the nice overlap would be some more elaborated Last Blade system.
Arcsys/ASW has a lot of ex-snk staff, for example, Ishiwatari Daisuke the father of GG worked on SNK, he was the background designer and one of the programers of The Last Blade series, he also designed Setsuna for TLB 2.
They have 3, Guilty Gear, BlazBlue and BattleFantasia