I will always be an advocate of VSP. It’s balanced better than the others and I love the gameplay mechanics (limited combos, hops, roll, blade catch, ect). On top of that, the brushed artwork is too damn cool, and it has the blood and fatalities. Alright, so those last couple of reasons truly don’t have any merit behind them, but in terms of competitiveness, VSP is the best simply on balance alone. Sadly, as it has been mentioned several times already, it will be the one game that the NeoGeo will keep in its grave forever.
Here’s to hoping for an eventual and proper port. Truth is, no one really knows whether or not that it’s being included in SSA. There’s a grain of possibility that it will be, since the release dates are so jacked and the fact that it was delay could mean that they are taking some time to include it. The possibility of it being a perfect port on the other hand is even smaller as evidenced by the emulated mess that was Orochi Saga, unfortunately. Hopefully Ignition takes this one up as well.
The risk/reward is too skewed. The damage is simply not worth risking. In 5sp it is the total opposite. Throws do like 20-25%, and to punish a throw whiff, you have to actually purposely wait and use the special dodges because if you just use movements that avoid throws (like plain vertical jump, for example), they will get the hop and wind up completely safe below and behind you. It was balanced in SS4 imo, aside from infinites. Throw lead to a lot of damage depending on several factors (25-50% usually), but you would whiff a hard slash otherwise and get killed.
As for the pacing, none of the ss games ever were that extreme. In Tenka you would literally score a knockdown doing about 3% damage with a slide or something, then wait 5 seconds for someone to get up. That shit is not nearly as bad in any other SS.
SS2
howcome I never see any of you niggas on GGPO playing 2? :sad:
Okay, fair enough. I haven’t played 5 Special yet, unfortunately, so I can see where that viewpoint is coming from.
That said, I still think throw+pounce is usually good enough damage. As said, a lot of characters can do far worse things to people who roll though, so players will oftentimes just take the pounce.
Throws are also valuable for disarmed characters, and for creating space to reset the match, create space for characters who need it like Mina, or even just to wait for the sword gauge to charge up. Like I said, the fact that throws do the same damage even when the sword gauge is empty makes up for the fact that they’re not strong to begin with. I don’t see why you would WANT every throw in Tenka to lead to 40%, especially since they’re so fast, ranged and damage reduction in general in Tenka is toned way down across the board. I mean, most supers don’t even do like 25%.
i’ve played them all and my favorite is still ss2. i really like ss1 as well. here’s some japanese tourney footage [media=youtube]DUZ8p3uAfyA[/media]
SSIV and SSTenk are my favorites thus far.
I play SSIV quite a bit as well but not as of late. Can those who don’t enjoy it as much elaborate on what you find detrimental to it? I actually think the CD combos are pretty dumb. They were rather easy to connect and follow up through all 14 hits, and it was straight to full POW. Everyone’s 14 hit was the same other than the hits at which you could cancel into specials. I just thought that if they were to implement a combo system of any sort, it’d be small chains that contribute to meter incrementally. I know that combos in general aren’t very SamSho, but small, meter-feeding chains probably would have been better than getting joke damage from the (epic sounding, at least) 14-hit slash that gives you instant POW.
Other than that though, I find it enjoyable. Tourney worthy? I guess you could say, but not moreso than II and VSP. The only way I can play SST is driving down to Santa Cruz and playing the cab there, and I’ve played it once and only once. Last time I went down, there was a small gathering and I saw some matches, but it seemed like it was also their first experience with Tenka as well. Can anyone comment on the PS2 port (JPN)?
Took the words right outta my mouth.
Which one do ppl play most online these days?
You will NOT find SamSho5 Special outside of an MVS/AES EVER
That was the Neo Geo’s FINAL game, SNK told all 10 NeoGeo owners (j/k) that they promised it would ONLY be on Neo Geo to keep game values high, they saw leaving that game a Neo Geo “exclusive” as a gift for being down with the AES all these years.
The reason there was a 5 Special was because they screwed up the US ports of 5.
You can find the full story on Neo-Geo.com
didn’t they try that with KOF 98 at FR and it turned out to be not great because of the lag?
Anyone try Mame on Linux (or whatever) on PS3?
MAME has input lag on pretty much every driver. The best emulator choice is nFBA. Not sure about console emu ports.
Grab is activated by pressing C+D, but this change came in SS5, and was also in SS5SP. The miss animation will only play if are actually close enough to do a grab when you press it. If you do it in a situation where it would not hit at all, you will just do a forward or backward hop instead. In Tenka, they changed it to always playing the miss animation, making it far more risky.
Also, MezzoForte, my reason for disliking SS4 is the high amount of combo exploits and the CD system. The CD system is kind of pointless, since you can always just perform the best combo with it. Why not have a big button that said “max damage” instead and just press after the initial CD press? Would not make much of a difference. Also, many characters have been made more interesting in SS5SP. Kyoshiro and Amakusa have both gotten low normals with low range for instance, amakusa also has a natural overhead in his standing B. Hanzo is far more interesting in that he can actually toy around with teleports instead of just doing the fireball spam combo stuff all day long.
re: SSIV
Besides the stupid CD system, the top tier characters in SSIV are really stupid. Holy Christ at Slash Sogetsu. >:|
If you don’t abuse top tier and you don’t abuse CD combos, SSIV is not bad.
That’s completely untrue. One close medium slash does more damage than the first 12 hits of the CD combo.
5 Special. Still has a few really good players as well.
2’s playerbase is all split up due to the XBL release.
I think what he meant was that everyone basically did the one variant of their CD slashes that maximized damage assuming the player does not complete the 14 hits. No one would bother cancelling early because of less potential damage, so everyone essentially had one variant that did the most damage rendering, not counting other setups that could follow up.
That’s the part about the CD system I dislike. There’s no point in using early cancel points within the 14 hits, and there’s no reason not to finish the sequence if you don’t have full POW.
Also, I agree completely about slash Sogetsu. The guy is over top tier.
Slash Sogetsu is considered just under the god tier (Bust Haoh, Slash Hanzo, Slash Galford, Slash Nakoruru). Though I think really him and Bust Amakusa and Bust Charlotte can be considered at the top as well. He is no more unbeatable than those characters. Also some characters did have a reason to cancel if they don’t have POW, because they have no really useful powered moves while also having really good guaranteed damage (Bust Haoh, Bust Ukyo for example).
Not to derail the thread, but I’m going to have to ask: Why are Bust Haoh, Slash Galford and Slash Hanzo (I agree with Slash Nako) considered god tier over the likes of Slash Sogetsu, Bust Amakusa and Bust Tam Tam? Not that I think those characters are bad, but what about them makes them better than the STUPID that is Slash Soggy, B.Amakusa and B.Tam Tam?
Soggy . I’d like to hear about that as well. I use a Bust Haoh too, so I’m all for anything useful to know.