The Fighting Game Console Port Differences thread

loll

any new discoveries on this topic?

No one has posted in a long time, but give me a while to go through all five pages and I’ll update the original post soon.

It should be noted that the US version of Neo Geo Battle Coliseum has slowdown issues on the dragon stage. Lesser slowdown issues on waterfall stage, metal slug stage. Any tourneys for the game using that version would have to restart the matches if those stages come up.

I always wondered why it was so much harder to do low Bx3 into pheonix in the arcade. Well, that makes more sense.

To make it simple, all of ports done by Takara are not arcade perfect.

Fatal Fury 2 for Genesis also changed the command for sway/dodge counter attacks (I never knew the official name for these). In the original version, you hold back to guard, then press forward and LP just before they make contact with you.

In the Genesis, I think you just keep holding back and press LP right when they’re about to hit you. You don’t have to press forward at the point of impact.

Obviously, this makes the move MUCH easier/less risky.

Still…even though it wasn’t arcade perfect, the Genesis FF2 was still quality. It was like it’s own game really. Turn on juggle mode with the “Geyser!” code, and let those infinites rip!

the megadrive version of FF2 was horrible, moves that were only ment to hit once hit like 3 times like terrys burn knuckle

ss5 on the ps2, from what i can remember it was pretty spot on gameplay wise, but the sound was dreadful i mean really poor

Ss3 on the saturn was a good port of a terrible game, even lets you change the damage and turn the time off, which was nice and has almost NO load times

ss4 on the saturn is a bad port, suffers with god awful slowdown especially with large characters on screen IE tam tam gaira, the psx version had no slowdown and an extra character

kof 95 on the saturn was pretty spot on to

kof97 on the saturn gameplay wise was ok, terrys infinent was there so was yamazakis, blue marys BS was in the game, the sound was BAD, everybody sounded like they’d sucked on helium

RBS on the saturn is not arcade perfect, it’s close but sokaku has an infinent that does not work on the arcade but works on the saturn version, which was basically if you hit them in a juggle with his DP+B i think you could do it over and over until they’re dead IE Down B,B DF+C, DP+B DP+B repeat till dead

3s/PS2 - Tournament worthy. Still faster than arcade and certain Akuma tactics don’t work. More details needed

What Akuma tactics don’t work???

f+MP in unthrowable throughout its entire animation in the arcade, not so in any console port. Makes a big difference against certain characters.

KOfiend was saying something about Yang being worse on console, haven’t experienced any differences myself aside from the lack of slowdown during EX mantis. Though IIRC CPS3 has some weird kind of variable amount of RAM that can prevent that even in the arcade though all the ones I’ve played had the slowdown.

only game that I can contribute is SFEX2+ console: Lots of loading for everything, and Hayate was included in the case (was absent in the arc release). Outside of that I don’t know the game well enough to say what else is different.

What’s wrong with the PS2 version of MVC2 specifically?

There’s numerous differences, but the slowdown is the worst of it.

So essentially, my recently-bought NEW copies of “Street Fighter Anniversary Collection” and “Street Fighter Alpha Anthology” aren’t good enough to practice for “tournament” play on the respective games in both compilations? Meh, something tells me I should’ve stuck to Kawaks and Nebula. Emulation has spoiled me…

no…you must not have read anything in this thread…the 3rd strike on the anniversary collection is tournament worthy…and all of the games on street fighter alpha anthology are arcade perfect, for the simple fact that they are pretty much arcade rips…you can even fuck with the dip-switches

edited a little…cuz she is one of my fave character designs.

a couple of things i would like to confirm from what iv heard on the boards:

3s DC: chun li can not late cancel c.mk into sa2, dudley juggles impossible dude to increasing lag after hits?
3s PS2: guardbreak unblockables slightly altered due to the break happening after 2 hits not 1?

also, anyone have any info on tekken playstation ports of 1-ttt? i know tag doesnt have the Aking handcuff glitch and some of the hitbox windows seem a bit different?

Im fairly certain Dudley can do all his juggles on the DC version.

OK, here’s something for Fatal Fury Battle Archives 2:

In both Real Bout Special and Real Bout 2, this port removes all of the slowdown from the Neo versions. RBS would slow down during wall combos, while RB2 would slow down on Andy/Mai/Sokaku’s stages.

One of the rare cases of a console port being distinctly superior to the arcade, along with Soul Calibur 1&2.

However, I have heard that the timing is off on Real Bout 1 or something, but I don’t know for sure and that game isn’t a huge deal anyway.

-Josh

The PSX port of the original “Tekken” lacks the CG-animated “Player Select” portraits on said screen, whenever a character is chosen. Aside from that, I think it was the first-ever “better-than-arcade-perfect” fighting game port on a home console, in that it made the coin-op completely and utterly redundant. Too bad that when it finally came out in the U.S everyone had since caught T2 fever, but boy did that sucker sell like hotcakes (first PSX million-seller). The still-excellent Saturn port of VF2 was still the better game that '95 holiday season however.

Another cosmetic difference in the PS1 port of Tekken 1. Concerning the baseball stadium stage, in the original arcade, the first thing you see in the background is a billboard for some generic advertisment. In the PS1 version, the billboard is replaced with a giant projection screen that shows the fight you engage in as it happens, kind of like the final stage in Tekken 2.