MvC3 SFIV KOFXIII producers mention CvS3! We want CvS2HD Online Edition and Capcom-vs-SNK-3 please!

Well… these people are EVERYBODY.

But they are… Bas thinks K is #2… as does… EVERYBODY else, ever…

Nobody is talking about silly-ass “if you JD everything, you can’t lose” arguments. Your argument is “K didn’t win in America”, which A) isn’t true, and B) isn’t relevant. Sagat didn’t win in SF4 in America. He was clearly top 2.

But, I’ll bite anyway. Fuck it.

US- Combofiend, Keith, Leezy, Bean, Paul Wall, etc.
Europe- Yamazaki93 (easily Europe’s best player)
Japan- Ino (old school), Pinokio (when Bas was winning nearly non-stop… he was the reason for the “nearly”), OTK, Kitsune, Rai, GAO, Yane, Bouchan, AO, Desora, MIzoteru, CAB, Togawa, Knit

That’s top level K-Groove…

As for C…

US- Justin, Choi, Kim… Sanford, I guess…
Europe- ?
Japan- Dan, Nakanishi, Yoshio, Daigo, Cross, Iyo (who played N about 50% of the time, also), FK (now… I don’t remember him from when CvS2 was actually being played)… that’s all I can think of.

C-Groove was definitely good, but just going by results, K won a LOT more. In the US, yeah… Choi and Justin won with C… but Choi and Justin would have won with whatever.

The reality is that A was tops in competitive CvS2, as far as player representation goes. After that, K was definitely the most popular groove. Honestly, towards the end… C-Groove players were almost as scarce as N-Groove players (always underused…). The game was mostly A and K.

C was definitely still VERY viable. I think the top 4 grooves in CvS2 were fairly balanced. A being a clear #1… but lost to N (which most consider #4). K lost to A (though I always argued that wasn’t REALLY the case), but beat every other groove. C fought A better than K did, but did worse against every other groove (though not too much worse)… I mean… I don’t know.

We could parse results for this 10 year old game… but the reality is that you’d see a LOT of A winning, a lot of K winning, and a lot of C winning. No theory fighter though… K is top tier.

so what? Roll cancel helped a lot of characters be better contenders, oh well if it wasn’t intended on it sheesh. and umm…benimaru still wasn’t good with RC? How about Kyosuke, you think he was any better with roll cancel? I can tell you haven’t played much of this game and if you have was it even at a high level?

Where are you getting any of your facts? These opinions that don’t hold any weight.

How would you know what they didn’t realize? Do you have concrete proof of that? Weren’t you just the one claiming stupidity? You sound mad ignorant in your rants, I doubt you’ll even answer this question.

Thank god that was all corrected by SNK Chaos rolls eyes. Thank the lord you don’t have to ever purchase a capcom game, isn’t it great that there are so many kof games to choose from where they got it right?

Looking at what happened with MvC3, no, I don’t want CvS2 to be ruined like that.
I would LOVE a GGPO enabled CvS2 though, and unlike 3S, even with a console version like the PS2 version, we’d be fine. That version, though slightly fast, is perfect in all other aspects.

This thread :sad:

K and A are far and away most played grooves right now, and most likely have been for awhile. C still does crop up though.

this thread is :shake:. I’d love this game to get the same treatment as 3soe, without anything changed. I just want to connect and play with those I haven’t played with in years since the game died out. I am happy I got to experience this game in it’s glory days while living in Norcal. If this game got a port from the original no doubt in my mind it would spark up a scene again.

Amen to this.
I’m going to call it now though, noobs calling shosho and PTF cheap as fucking hell.
Love this game.

CvS2 matches take forever, SFIV matches take forever so combining the two and having CvS3 would be the worst thing ever. I wouldn’t mind a CvS2 port on XBLA for shits and giggles.

They’d ragequit long before you finish the paint job. Scrubs; you can never sho them anything.

Indeed… Get those profane messages to go along with.

  1. What the fuck are you talking about? Playing them WITHOUT RC’ing meant you most certainly wasn’t going to win. IF I have to use a glitch just to regain properties that a move had in previous games i.e. invincibility or to give something a property it NEVER had i.e. invincibility, then what does that say about the game? It’s a mess. You can tell shit about me right now other than me ripping this game a new asshole. You’ll have to settle for that.

  2. Did you play the updated versions of this game where RC’ing and other silly ass shit was taken out? No, you didn’t. That’s where I got my info. Plain as day.
    Seems like when Capcom tries to fix glitchy shit, fanboys cry their fucking eyes out and don’t buy the damn games. You’ve forced this poor company into a corner too many times to count. 3rd Strike when they removed unblockables, Alpha 2 Gold, Alpha 3 Upper(Which I actually agree that it fucked over non-V characters worse but I still gave it a goddamn chance). I’ve been playing seriously for 15 years, and I constantly see the same shit out of you freaks.

  3. Who cares about Chaos? That game was awful and it was the end of that awful “partnership”. Eolith made that game, and it shows that they truly didn’t give a fuck about the SF IP as they had already created games like KOF 2k2. But if you didn’t know, which you don’t obviously, Eolith isn’t making shit anymore. That’s why most of the game that came out after that were great, the only exception would be KOF 12, which fell to it’s doom.

  4. Capcom knows how to make a good FG, they just don’t most of the time. Your savior Ono is pretty much the Anti Christ of FG’s, something we need to avoid at all cost, but you worship him as a god so he has become yours. Nitsuma is probably the only person there who has the guts to change the bullshit around but people like you are backing him into a corner to make games into the same old shit.

Like I said, I the NGPC game didn’t come out, I wouldn’t even believe that this collaboration could honestly work.

I guess I can’t bail just yet…

When I was on Alphaism Radio, I asked FlashMetroid why people didn’t play CVS2EO. He said the game became more imbalanced as more characters became less viable due to the loss of RC and that certain characters got 100% combos thanks to P Groove buffs such as Geese. RC is still beatable, the special move has the properties of a roll so you can throw it.

Essentially, EO was a worse game than arcade CVS2. On a different tangent, it would have made sense if Capcom and SNK collaborated to make CVS2 a “Capcom vs. SNK” game if it weren’t for the fact that it wasn’t in their contract. All they did was have some contractual rights to each other’s IP and competed against each other to make a better game, there was no share in the profits. That’s partially why SNK tanked in 2000 since they couldn’t get revenue from Capcom’s project. If anything, that’s what Capcom is doing exactly now with Namco for SFxT. SFxT is still an SF game with their interpretations of Tekken characters and some of Tekken’s subsystems like TTT’s health bar system and certain character properties such as Kazuya’s dash going under projectiles. It’s no different in CVS2 as Capcom interpreted sidesteps, rolls, hops, running, and other character specific attacks and properties such as Benimaru’s Far D becoming Far HK and getting Guile-like sobat properties or Terry being made into a footsie/poke character than rushing in with hops and a cr.B, cr.A xx df.C xx Special hitconfirm.

If anything, the SNK characters play like themselves within the context of a SF game. One may say “Vice isn’t Vice if she can’t combo into a command throw,” but she has many other aspects that makes her the “Vice” in KOF games. She has cr.LK, cr.LK, cr.LP xx qcb+P just like in KOF, great st.MP like she has Far C, and have a really strong ground game and ability to anti-air well just like in KOF. Then she gets neato buffs for being in an SF/CVS2-unique system as she’s able to tick throw, zoning with a larger variety of normals, granted a better jump and hop arc, get that new follow up for qcb+P so there is more purpose in using it in the corner or not and have more diversity in options, and among other things. So it’s still mainly a SF game, but there is still much semblance to SNK-esque features that got a bit of tweaks just as SFxT is doing with Tekken characters and features.

On the flip side, Capcom did add in those SNK subsystems into their game to an extent to make it still a SF game that has some SNK influence. If anything, what stuff such as the N Groove and K Groove introduced to the SF series was KOF style air footsies involving hops. Although hops lost their ability to do the same sort of high and low pressure as in CVS2, being able to zone like a turtle Iori in 98 or as Benimaru general does exists in CVS2. There is a new form to approach and retreat while covering the “hop space” (near most character’s heads and within the “Standing Jab/Far Strong” sort of range and space) all while remaining in the SF context of grounded, walking footsies. The answer to hops, much like in KOF, is to hit it with a Standing Jab/Far Strong/Far Fierce/or whatever covers that space. Another feature is that Capcom obviously took note that certain Heavy normal attacks in KOF have about 2-4 frames of start up and took that concept and went fucking nuts in CVS2. Attacks such as Cammy’s Far HK, Sagat’s st.HP & cr.HP, Blanka’s cr.HP became KOF style fast (although it’s usually Close Heavy normals in KOF that were this fast, so Capcom went overboard in an interesting fashion) heavy normals, while returning SNK/KOF character also retain such speed such as Iori’s cl.HP/cl.C. So this game just isn’t a plain SFAlpha game with SNK characters, it’s a new type of SF game that brings in SNK systems to expand SF’s own grounded footsie game.

Then when looking further upon the game, because of the newly expanded footsie game and longer hitconfirms that characters generally have, quite a few characters almost feel like they’re designed in a SNK/KOF fashion.

One example I like is K Groove Ken. He hitconfirms like a KOF character with his cr.LK x2/3, st.LK xx hcf+LK string and cr.LK hitconfirms into super, has a hop and good standing normals for KOF-esque footsies, cancelable sweep like quite a number of KOF characters have (I know he had this in SF before even KOF was made but having it does influence of how he “feels” as a KOF character), and gaining new moves like that rdp+K that feels more like Kyo’s R.E.D. Kick than Sean’s from 2i/3s.

So there was some re-imagining of some Capcom/SF characters while others took a brand new face such as Kyosuke, Maki, and Eagle for they haven’t been in a traditional 2D fighting game beforehand. Sometimes, I even see Daidouraku do running cr.LP pressure in N-Groove as if it was KOF or something. The game is what it is, a SF game expanded with SNK footsies with reinterpretations of not only SNK characters and systems but of Capcom’s as well, all while retaining that main SF style and feel. Capcom didn’t have a true partnership with SNK in the contract, they were competing and making separate products. Maybe if they did a true collaboration, they could have made the so-called true “Capcom vs. SNK” game but that didn’t happen.

I’m not saying that a “Capcom vs. SNK” game shouldn’t happen. I’d like to see 6 button Capcom Grooves against 4 Button SNK Grooves. SNK Grooves could retain mobility and gain new angles of spacing and control thanks to hops/hyper hops/running/rolling/sidesteps while the Capcom grooves have better grounded control with a 6 Button movelist (anti-hop/hyper hop), larger throw range (anti-roll/sidestep), faster walk speeds than SNK Grooves, and etc.

I’d like to see the ability to combo into command throws with SNK Grooves, but any groove to “play against” an SNK Groove would gain the ability to alternate guard, but not the SNK Groove itself. Let’s say there’s a revamped C and N groove. N Groove would be able to combo into command throws and what not, but since it’s playing against C Groove it can’t Alternate Guard and C Groove SF Style tick throws would body N Groove. On the other hand, C Groove would have the ability to alternate guard to save itself from N Groove/KOF-like okizeme. If C Groove were to play against A Groove in this “new game”, neither of the grooves in this match would have alternate guard and it’ll play out mostly like a SF match with tick throws and footsie-style throw punish against whiffed normals. If S Groove were to play against N Groove, both grooves would have the ability to alternate guard against each other and play like a SNK/KOF game with setting up tick throw with command grabs, beating tick throws with alternate guarding, and beating out alternate guarding with staggered low attacks and overheads.

Back to the 4 Button system, I’d like to see a true SNK-style Normal attack movelist for Capcom characters and gaining new attack strings such as being able to do st.C > Command Normal or cr.B, cr.A > Command Normal, and be truly designed for KOF. On the flipside, I’d like to see optimized movelists and new normals for a 6 Button system to SNK characters that didn’t have beyond 4 Button movelists and play like great SF characters with strong ground games and have a new interpretation of ground control.

Personally I’d say this game could work out and that’s what I’d like to see with CVS3 or the sorts. If Capcom collaborates with SNK again does the deal they had in the past where they’re just competing against each other again, I doubt my ideal game would be made since they’d most probably try to create something either very familiar or totally new since both their products would probably be the same if they both tried to make the kind of game I wanted and that wouldn’t do too well for business. If they truly came together to make a single game, I’d really want to see CVS3 kinda like the way I imagined it. Two different schools of ground based footsies, but still have the abilities and strengths to balance each other out in a match.

I want to play SF against KOF. Other times I want to play KOF against SF. I want to play SF/Capcom characters in a KOF style but against an SF style system. I want to play KOF characters in an SF/Capcom style system against a KOF style system. Maybe I want to play KOF characters against KOF characters while we both have SF sytle systems. Vice Versa, all SF/Capcom characters in KOF systems playing against each other. It’ll be a fun mix and match while it all still works out.

If CvS3 were to turn out like this then yes, I would want CvS3, as long as it didn’t look like dog shit (recent Capcom fighters sans MvC3).

Yeah, I’d like to see my ideal of CVS3 done by the same modelers that did MVC3. That or done in sprites. I think it’s more realistic to expect MVC3 modelers though.

Nobody’s saying K-Groove wasn’t popular, I’m just saying K-Groove didn’t win that many tournaments DURING THE TIME IN WHICH CVS2 WAS REALLY PLAYED.
The game hasn’t been really PLAYED in 4 years.

And yes, C-Groove was WINNING top places in tournaments toward the end of that run. If you want to ignore Justin Wong and John Choi as evidence of C-Groove being better than K because “they would have won anyway”, then there’s no point in arguing because you’ve already made up your mind in that you’re not going to listen to anybody. I’m not talking about how many “top” players are using K-Groove, because with all due respect to all of those guys, even with consistent high placements none of them actually WON tournaments.
K-Groove never won EVO. C-Groove did, period. Then the game died. Popularity be damned.
It never won SBO, either. In fact, I haven’t heard of any K-Groove tournament WINNERS at all, besides Desora (one of my favorite players ever), but I haven’t kept up with the Japanese scene in the last couple of years so I admit ignorance and that I could be wrong on that.
I’m not saying the US as a whole is superior to Japan in CvS2, but towards the end there were quite a few US players who definitely could compete and win at the highest level.
Even if K-Groove has been bumped to #2 in the last few years by the people still playing, nobody knows for sure how good it is until people start REALLY playing the game again.

And I seem to remember Sagat winning quite a bit of tournaments in vanilla SF4, though…the only reason he wasn’t used more by top players is because he was seen as boring and unpopular. I guess, just like C-Groove.
Even if he didn’t, it’s a terrible analogy because vanilla SF4 was only played at maximum for a single year. CvS2 was played seriously for around 6 years, and even with all that time no K-Groove user ever placed that high at the very highest levels (EVO/SBO).

Ugh, yeah, I hate roll canceling. The attitude of games not being worth playing if abusable glitches are taken out is lame. Of course the other half of this is that Capcom (in CvS2 and SFA3) took out the abusable glitches, but didn’t do much of any other balance fixes.

I kind of like how they gave the characters abilities specific to the games they came from in Capcom Fighting Evolution. I know it wasn’t a great game, but was that such a terrible way to balance it? Let Vice keep her King of Fighters combos (normal into command throw). Give Haohmaru his rage explosion. Give Morrigan her pursuit. Whee!

Really, a couple of buffs to the more unfortunate characters/grooves would make the game literally perfect.

That’s really all it would take.

The “every single glitch ever is an abusable piece of shit” mindset annoys me. RCs undeniably brought this game to a whole new level as it provided more depth and more balance.

Ino won Evo with K. During CvS2’s early years.

As for all the players I listed, yes… they actually won. Are you saying Combofiend didn’t win tournaments? OTK… Deshi… AO… Pinokio… Mizoteru… they didn’t win tournaments? Really?

I’m not taking away from Justin or Choi… not at all. They definitely show C at its best. But to claim that C wins, and K doesn’t, is just false.

Just speaking on CvS2 in general… CvS2 took a long time to develop… even looking at results… it can be misleading. I honestly feel like CvS2 evolved a LOT in it’s last 2 years of play. 2007-2008 saw a lot of growth. At that time, N-Groove was rising, C-Groove was falling, and K-Groove was solidified itself as a Top 2 groove. You can’t really talk about SBO results, since CvS2 was only at SBO for 2 years, during CvS2’s infancy.

Still, Ino got 3rd in 2003 (A won)
In 2004, K-Groove was on the 2nd and 3rd place teams, though not on the 1at place (A,C,A).

As for Evo, Japan never sent over their best K-Groove players. Ino came over, and always placed Top 3. Outside of that, the top K’s never came.

IDK… as somebody that played the fuck out of the game, and spent a load of time observing the Japanese scene… it’s not even an argument. 1) A, 2) K… and that’s it.

PS- Out of all the players I listed, Desora probably won LESS than all of them.

EDIT- I mean, honestly Shiki… this is stupid. I mean… you know me. You know, just objectively speaking, I know more about competitive CvS2 than you do. I know more about CvS2 than 99.99% of people that still post on SRK.

This discussion would be like me trying to tell you something about some SNK game that you’ve clearly played a shit ton more than I have.

Yes. It was.

That’s what I’m talking about, in the EARLY years K-Groove was damn strong. When the game REALLY started to develop, it got replaced by A and C groove.
I never said K-Groove didn’t win, just that it didn’t win that much in the prime years of the CvS2 scene.

No one is denying you know more about CvS2 than anyone here, and I’m not denying I’m trash at the game and haven’t kept up with the Japanese scene in the last couple of years, but anyone can still be biased towards an opinion.

I just don’t see how top players can see K as #2 when it loses to #1 SO HARD. I think that’s why C-Groove started to become so popular instead as a counter to A, since Level 2 cancels easily matched CCs in power (which is N-Groove’s main flaw…no power Level 2 Cancel/Level3/CC that you can sit on and confirm into at any time).

It’s impossible to resolve though, I guess, because Japan’s top K players never fought the US’s top C players when the game and players were in their prime. Even getting them to play right now would probably be impossible, so I guess we won’t know who would win, then?

Nah… you’ve got it backwards.

C-Groove was hot early, and waned in effectiveness as time went on. K-Groove was always pretty good, but rose to the top later on.

K-Groove doesn’t lose to A that badly. Yeah, CC does a number on K, but 1) K has options to fight A, 2) K DEFINITELY beats A, while A doesn’t have meter (which is pretty often). Then there’s the whole dynamic between the two bars. In the time it takes A to build one, K can build two… and often times, K can land one… then if A gets off on K… K has another bar waiting. 35% damage boost… Level 3’s that HURT… it’s really not a bad fight for K.

Yeah, A beats K… but it’s not lopsided like that.

Here’s a match from 2007 (right around the height of CvS2, in terms of skill), that features one of Japan’s strongest K-Grooves against Ricky (our best A, who happens to play THE A-Groove team that rapes K the worst)

[media=youtube]-JwQB33hg84[/media]

Choi was at that tournament, and lost to KOK’s A-Groove. In all fairness though, Ricky and Choi both played CvS2 on American sticks, and they were stuck on Japanese parts for this tournament (back before Ricky switched).

Incidentally, N-Groove is the BEST at fighting A, but most people only put it at #4 (again… I say it’s #3… above C-Groove).

Whatever… at this point, I’m just yapping (since I do love talking CvS2)