That’s your problem. I know what pisses me off and it’s the fact that SF players are trying to tell other fighting gamers how their characters should work. Imagine going to Iran and getting info on how America should work. That’s how this sounds.
You just proved how much better he was in 98…that isn’t helping your argument. And I HATED Iori in OG 98.
I play waaay to many SNK/Non SNK games seriously…just wish you guys would show up for some of these tournaments. If it weren’t for XTG, and some of the random Houston crew, it would be SF 4 all fucking day down here. A travesty I assure you. And I wouldn’t use beating US players in OG 98 as a accolade. That game was all kinds of fucked up. 98um was a breath of fresh air. Krauser tainted, but breathable. Any time I do a write up on how good Heavy D! is in the game on DC and Orochinagi should show people how good the damn game is.
Not shitting on you because I know you are quite serious in your KOF play as am I. But you have to question your grip on reality when reasoning with them.
You said overhead “special”. Fwd+B is a command normal… not a special.
And Iori has that in CvS2… so to say he has some overhead special, that he doesn’t have in CvS2, can’t possibly be in reference to Fwd+B, since it isn’t a special, and it IS in CvS2.
As for me not playing the game I supposedly play… well… whatever… do some research, if you’d like. The fact of the matter is if we’re talking Iori and CvS2… in the US, there’s only one person that’s more of an authority on that, than I am.
I’m not gonna respond to anything else you said. You’re clearly just typing giberish.
To the other guy… I didn’t mean to imply that CvS2 Iori and '98 Iori are used the same, or anything… just that CvS2 Iori’s moveset, clearly comes from that incarnation of Iori. Obviously, they play completely differently, both in that the properties of the moves are different… and they are in the context of completely different games.
Dunno. CVS2 is still a Capcom game and mostly a Street Fighter type of game. It was their intention and job of making a Street Fighter game and do their interpretations of certain characters and subsystems. Ultimately, their end result was a game where ground-based, walking type of footsies would still be the defining feature of the game along with other SF mechanics. If characters could combo into command throws like in KOF, it would really muck up how okizeme works within the SF context since there aren’t other alien subsystems such as Alternate Guard and what not. There’s a reason why Running isn’t as fast, Rolls have variable distances and speeds, hop-in attacks could only net an equivalent of a 2-in-1 than a full combo, and altered move properties or missing moves for SNK characters.
Let’s say they actually put in KOF00 version of K’ or 02 Kula. Those character archetypes are just simply way too good to put into a SF-like game unless they have drastic overhauls (which makes those characters not themselves) or significantly nerf them (not a fun thing to play.) Or let’s say we put in Zangief and he gains access to KOF’s ability to combo into command throw. He could either tick into SPD, or hit confirm two cr.jabs or something into SPD and it’ll be dumb. To counter balance it they’d have to put in alternate guard, but that would weaken normal tick throws to a certain extent. Note that this is an SF game, not a KOF game. Since it’s already leaning towards the KOF end of the spectrum, just leave things as they are and just have command throws not combo to retain the Capcom style and interpretation of things.
The thing is that SNK (or should I say that dastardly, shitty Eolith) pumped out SVC Chaos and it was pretty much their interpretation of Street Fighter, rather than an SNK interpreation of SF characters within a KOF system. So most of the SF characters didn’t really get access to stuff like cr.B, cr.A xx Command Normal xx Special or anything neat like that. It was just a watered down SF game that was terribly designed.
So I don’t blame Capcom for taking liberties on the subsystems and characters, it was interesting. If anything, I wanna blame Eolith for making a terrible game and didn’t experience Capcom characters in a true SNK interpretation; and I highly await a new collaboration to see a new game.
If you’re talking to me HAV, I’m just trying to explain it to the other guys and not you.
Shishioh, CVS2 Iori has some other neat stuff. As I recall he also has an instant overhead j.MP which is the same animation as his j.C in KOF, cancelable cr.LK which is already better than cr.B, cr.A xx f.A or just plain cr.B, cr.A like in 02 (meaning he has a low hitting attack that chains into itself and can be staggered at any moment that’ll hit low and still cancel into rekkas | also extends the maximum range of his high and low game), stuff like st.MK, command throw not needing a run-up to get a full cl.HP xx Rekkas combo, C Groove Combos, cr.HP being his KOF cr.C is much better as an anti-air than its KOF iteration, cl.HP is still buff as fuck like cl.C, Far HK is like Far D, and must I mention? RC Rekka and RC Projectile.
CVS2 Iori has a lot going for him especially within the SF context. Put in CVS2 Iori with the same properties on his normals and put him into KOF, top character easily just because of cancelable cr.B/LK and Instant Overhead j.C. Toss in RC Rekkas and you’ve sealed the deal.
Smart SNK playing person. It’s like seeing a unicorn…
That’s the main thing I say to the mouth-breathing, silk shirt wearing, SNK groupies that bash the CvS series because their characters don’t play like they “should”. That was never the goal of CvS. The goal was to put familiar SNK characters, into a SF context.
You all should really be mad at SNK for making SvC so ass, since THAT was the chance to show how SNK subsystems, in their true form, would work with SF characters thrown in.
Capcom gave their fans a game they would like, with SNK systems thrown in, under a Capcom interpretation… ie. exactly what they should have done.
SNK chose to make some bullshit, and we all were robbed because of it.
Shout out to SvC on NGPC though. That game was crack.
But yea, SNK dropped the ball with SVC Chaos. No hop, dash or roll? Throws being two buttons and taking meter on whiff? The latter never happened in SF.
He does a little jump twist and kinda scoops. At the end he dunks on 'em with an overhead looking attack but it’s not an actual overhead. The motion is dp+K, though.
Hmmm…why not have drastic overhauls for the SF guys? They are LOOOONG overdue. If anything, Nitsuma showed us his creativity with his take on MvC 3 SF characters and I must say, I find myself loving C.Viper in the game. A character I can’t stand from a FG I can’t stand…but this man made me adore this character. How did he do it? Obama-style: CHANGE. He had to change her to make her fit an insane FG system. Ryu is looking to get overhauled too. Let’s not forget…Capcom was adamant about having a game with Ark Sys characters as well. That would have been suicide if they weren’t looking into changing the SF crowd drastically. The only one of them that was even believable in that system was Chun.
In so many words, you just let them down easy. I don’t agree with ANY character being degenerated just to fight another. Makes your character and your creativity look weak.
And why are you trying to make a SF game? If anything, the title says CAPCOM vs SNK, meaning that it should have a myriad of systems and subsystems available to players from both sides. And why does Capcom need to make anything alone? They have a whole cast of FG designers who have already proven that they can make competent, non-broken, and open FGs to help them in transitioning the SNK side in without compromising serious balance issues.
Working together would benefit both parties and would have both communities actually in the same fucking building let alone having both spending big time bucks to buy the damn thing. We’d actually be looked at as a serious force in the gaming world if all that came to pass. But as long as SNK is treated like the Morlocks, then I have absolutely no faith in this shit and hope it never comes to fruition.
SvC Chaos was pretty much CvS2 for SNK players. A lot of them saw that as revenge for CvS2. I didn’t care either way.
After reading Hav’s shit, I forgot that SNK players have to be pacifists to be right around here. Too bad, as the Mahvel nigga in me just slipped out and said whatever the fuck I felt like. SF people get to say whatever they want and not have to worry about anything because somehow, they are better than everyone else.
That shit stops today.
I don’t have to agree with you and I never will most likely. Get over it.
Uh…who says CvS2 is or was necessarily a SF game? It’s called CAPCOM vs SNK, not Street Fighter x KOF. There were non-SF characters on Capcom’s side, too. They did a terrible job incorporating Morrigan and Kyosuke too.
Yeah, and in SF you don’t have special attacks that automatically sidestep projectiles. And yet, in SFxT, Tekken characters are getting just that.
The point is Capcom took the lazy route with watering down characters from other series so that they could fit into some reworked version of Alpha, when it would have been more creative and refreshing if the CvS games were more about keeping the feel of the various individual series.
Again, I want to see some evidence and reasoning for this argument. If the goal was to have ONLY a SF system all along, why were there SNK grooves to begin with?
So what version of CvS2 were you playing where K-groove was “#2 in the game”?
I don’t think it was the same CvS2 were 90% of top placers were using C/A all day everyday. In fact, besides Combofiend and Steve H, I can’t think a single CONSISTENT placing American CvS2 player who didn’t pick a roll groove all the time.
Dude… you’re insane if you don’t think K-Groove was top 2. K and A are clearly the best grooves in the game.
I’m not gonna get into a whole thing about this… just ask any real CvS2 player, and they’ll tell you K is #2 in the game. Some will even say #1… but NOBODY will go lower than #2.
Ever used Iroi with a roll cancel groove? His roll itself was very fast. He was good in the majority of grooves, he worked well with C, A, K, N. Buktooth showed us what Iroi was capable of in cvs2…he wasnt as bad as people whine for him to have been.
Because these people definitely aren’t the players who placed at EVO, SBO, and pretty much every other CvS2 tournament, ever.
Again, I’m talking about actual, quantifiable RESULTS that support the opinion that K-Groove is #2.
Not theory fighter, not personal bias, but actual tournament results.
Because in theory, P and K are fucking tops. Option Select Parry and Just-Defend everything + Throw-break-on-reaction are absolutely unbeatable. Yes, in theory.
And who wasn’t good with RC’ing? Nobody. What’s your point? It only gave characters invincibility on moves that were not intended to have it…sheesh…
Roll cancel. A stupid glitch that if it didn’t exist, would have deemed this shitty game even more shitty…at least by your standards. Capcom tried to sort that out and your kind cried out like a bunch of babies that the game was now unplayable. Shows what type of community you all are. Damn company tries to fix it’s mistakes but you keep dragging them into a pit of stupidity and covering them in your DNA.
Capcom was so stupid that they didn’t even realize that in KOF, you can roll BACKWARDS as well. And when the fuck could you roll in SF? No Capcom groove should have had that unless they had some JoJo characters in there.
As Shiki said, the game says Capcom vs Snk. Not Capcom makes a SF game with stripped down SNK guys in it to pull the wool over SNK players’ eyes.
Man, anyone who has seen the new SFxT reveals still want Ono and his team in charge of CvS3? Over Niitsuma? At least with Niitsuma we are guaranteed of characters that wouldn’t look like chimps.