The Fighting Game Console Port Differences thread

CVS2 (PS2): has a glitch with yun that freezes the game.

thats no glitch

thats yun being broken (lol3syunscrub)

DC Soul Calibur beat the shit out of the arcade version. Tekken 5 was pretty much on point…I think. Tekken 2 had lower resolution or something.

VF3:TB for the DC took a hit on the graphics. I do not know if there are any gameplay differences.

If there are any differences between the arcade and PSX Tekken 2, I doubt they’re noticeable. The PSX and Namco’s System 11 arcade board are pretty much the same exact hardware. Tekken 3, on the other hand, runs on System 12, which is more power than the PSX has to offer, so the home version is downgraded graphically.

=kof '98 - Playstation=
Slowdown, crap sound (tho the remix music is hot), missing frames; most noticable on Iori’s stand D and a few of Billys animations. Not fit for tourney play.

=Alpha 3 - Dreamcast=

Hitboxes are a little different on some attacks, dhalsim limbs slowed way down, x-roses super can be tech rolled before the throw part catches you (does this work in arcade as well?), v-ism invincibility lessened. Seems like it’s a conversion of A3 Upper.

=SF3: NG/2i - Dreamcast=
Fine for tourney play (if you were to have a tourney on those games). Ibuki infinite does not work.

Windmill stage causes lag. Every other stage is ok unless theres a ton of crazy stuff happening at once. (flaming unblockable cancels by both characters over and over, and stuff like that)

And of course the obvious differences are:
Necrid, Spawn, Link, Heihachi, Sophitia, Seung Mina, Berserker, Assassin, and Lizardman.

And some characters got a few balance changes and new moves. Cassie got a useless 66B+K, Talim got 4B** and BBA2_8, X’s 22B doesnt launch from tip anymore etc. So theyre pretty different, console and arcade.

SC1 was way different. DC version is far superior.

T5 and DR are essentially the same thing as the arcade. There may be SLIGHT changes that occured just because its a console port, but for the most part, i think theyre both pretty good.

Melty Blood AC ver B and the PC port are pretty much on par. If there’s any differences, they’re slight and are only there because the arcade board and a PC are 2 different machines, im pretty sure.

Wait, the title says ALL games, so this one counts! The idolm@ster has some minigame changes, add’s a new girl, 6 more songs, buncha items etc for the 360 version that the Arcade does not have. Graphics are much better and you get 52 weeks regardless for a session, not “you go until you can’t meat the deadline for having a certain amount of people”. I could keep going, but i think its ok now. :wink:

Garou cosole differences:

DC version - missing frames, sound issues, Terry’s stage lags for some stupid reason, timings different on certain things (probably because of the missing frame issue). It’s decent enough to learn about the game on this port with its training mode.

PS2 version - new training mode (which has a lot of bug problems), arcade mode/VS mode are pretty close to arcade, guard cancel letters dont show on the screen when you guard cancel, timings on certain things still a bit off but overall a good port.

Neogeo AES - Arcade perfect

Oddly enough, I believe every port of Tekken, outside of graphical limitations, has been as good(T3, T4) or better(ALL the others) than their Arcade counterpart. IIRC you couldn’t pick subbosses in T1 without codes(someone confirm)? Nothing beats Lee with Kazuya’s voice. :tup:

I’m fixing the title, fucker. :mad: Nice try sneaking that shit in here. =p

:wow: BREAKING NEWS!!! :tdown:

Alpha 3- Saturn/Arcade
-Game slowdown on a lot of V-ISM combos, more noticiable in Charlie and especially Balrog’s stages. Balrog’s stage in general has slowdown problems.
-Bonus stuff from the PSX version, of course; World Tour Mode, new characters etc.
-Almost all of Balrog’s normal moves are different, and he can do the anti-air headbutt move at will (V-ISM only?), whereas arcade Balrog can only do it as a reversal move in A/V after blocking something or being hit, or while waking up from being knocked down. However, you can select arcade Balrog with the old (better) moveset in every console version, as far as I know.
-Whiffed throws don’t always build meter- not as extreme as in arcade SFZ3 Upper, but if you were to whiff 4 throws in a row, the fourth won’t build any meter. Only seems to happen when you whiff moves rapidly, and attacks that connect still seem to build the same amount of meter. I honestly don’t know if this applies to the arcade version too.
-Very minor difference- in arcade SFA3, when you lose to CPU M.Bison (the game’s universal last boss), you can’t continue, and have to start over.

That’s all that comes to mind at the moment.

It works with A-Rose too, and also her level 2 super of the same type. That also applies to the PSX version of the game, and no, not the arcade one.

DC version is not a conversion of Upper, it’s the other way around. Upper came out later, and was basically the DC version with more modifications and big changes.

Since I’m talking about A3, SFA Anthology for the PS2 seems to have some input lag, which I don’t hear mentioned often. Not Kaillera-tier, but defnitely noticible.

Just what I’ve got in mind right now:

  • SS1 (3DO) IIRC it’s about as arcade perfect as possible
  • SS4sp (PS1), quite decent port of SS4 from neocd… but neocd port instead of arcade port so fails horribly and is one step from utterly unplayable.
  • KOF '99 (DC), I’m talking about 99 here, not the 98 port. Unplayable (speed is about 4/5 of arcade)
  • SS2 (PC), overall decent port but some timings/recovery are off. Better than nothing for training though.
  • GGX (PC), iirc it’s at least training worthy, perhaps even more if you still play this game
  • #R (PC/XBOX) near arcade perfect afaik

Could someone sum up the situation for the Vampire ports?

KoF2k1(PS2): Game has been “balanced”, removing various bugs from the arcade as well as not being able to spam assists as easily as in the arcade version since you can’t have more than 1 out at a time(Needs more confirmation on this). Some infinites still work though.

KoF2k1(Dreamcast): This one seems to be more like the arcade IIRC.

Cube version and Xbox versions of SC2 are about the same as PS2 just no slowdowns in intense fights when a high amount of graphics are being displayed and I think they have a lower load time as well (I am not sure of this)

Tekken tag on the PS2 took a huge leap over the arcade version. JPN version looks sharper than the US version, but the US version looks smoother and is jaggy free.

SF alpha anthology seems spot on. Maybe a few things are different, but can be fixed using the dip switches. Haven’t played around with that yet.

KOF orochi collection has arcade perfect gameplay but muffled sound effects. KOF Nest collection’s DC mode has muffled sound especially for KOF 99 evolution, but the neo geo mode(99,2000 and 2001) are arcade perfect, including the sounds.

=Tekken Tag - PS2=

A revision of the arcade version. Most noticable change is Baek’s d/f+44 is an NC. The rest of the changes I can’t remember to well so need more info.

:rofl:

Just to note: Last I checked, SFA3 Saturn is the “closest” to the arcade version among the home ports.

Also, arcade Balrog (with fewer variation in normals) is still there. You have to hold L when picking Rog.

Vampire Saviour(Saturn): Super arcade perfect, last I checked: It’s just like the arcade, except it has Donovan/Huitzil/Pyron in it. Furthermore, the Saturn version can be converted to English mode in secret options.

Marvel Superheroes vs. SF (Saturn): Arcade perfect, last I checked. Might have slightly longer load times than the arcade, but that’s about it AFAIK.

Samurai Shodown 4 (Saturn): Unfortunately, I only played this with Capcom’s 4 Meg cart and not the SNK 1 meg cart. As a result, 2P is completely glitched (playable, but glitched). Glitches aside, the game has long load times, of course, plus I think the CD combos were messed up somehow. Can’t remember. It’s not really suitable for tournament play.

Guilty Gear Slash (PS2-Japanese version) - basically perfect afaik

Guilty Gear Accent Core (PS2-Japanese version) - not perfect, good enough for tourneys, but has multiple glitches (including Sol double clean hit, Ino freeze glitch, Johnny free Jackhound, …)

Guilty Gear Accent Core (PS2-American version) - arcade perfect (so far), I think a training mode glitch or two have been found, but that’s only in training mode.

Street Fighter II, MS-DOS: Watch the video and have fun.
[media=youtube]BaZKMxMkeBQ[/media]

That’s actually a port of Vampire Savior 2, AFAIK.

i thought cvs2 ps2 and dc were arcade perfect?

marvel has muffled sound and trons lunch rush in corner doesnt do as many hits (right?)

subscribes

Another one for mvc2 ps2: Characters that exit the field via alpha counter can still be damaged/killed =(