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Pollyanna 123th Post

 
Regular Customer
  
| "Dinky Little SNK vs Capcom report" , posted Sun 3 Aug 01:01
Wheee...so I had the "fortune" of playing SNK vs Capcom today, so I thought I'd share a few things to you people who are needlessly hungry for info.
Uhm...first of all, DO NOT LET THE VIDEOS FOOL YOU, THE GAME IS VERY SLOW. That was the first thing I noticed, and I really can't get over it, because I expected it to be KOF speed or whatever, but it's quite slow...more like Capcom Vs SNK, but not quite as slow as SF3.
Because of the slowness, some of the characters tend to look as if they're somewhat poorly animated. When you look at a game like 3rd Strike that moves slowly, but has tons of frames of animation, it looks OK, but when you take something that should be going at KOF speed and slow it down a bit, it looks a bit choppy. That isn't to say the animation is bad, though. It looks as good as the newer KOF sprites.
But...what everyone has been saying about time being a problem is indeed quite true. About half the battles I watched ended in time out. These weren't cases where the players were turtling...nor do I feel that the time encouraged that too much. In most cases, it seemed as if the players were trying to get as much damage as they could in as quickly as possible, since they knew time was ticking.
The two lifebars in each round make doing so an impossibility sometimes. In most fighting games you can make a comeback even in the last few seconds, but I would begin to despair as the time her 15 or so, because it's quite possible to have a disadvantage that you can't possibly come back from at that point.
If the game moved a bit faster, perhaps this wouldn't be such a problem.
It would seem that the incredibly fast speed that super bars go up would make high damage a good possibility, especially combined with the huge advantages that you get from MAX, but that sort of backfired sometimes, too.
The dash from blocking is really quite effective, though it was rarely used when people weren't in MAX (since it can be used as you like in MAX). In addition to being able to get in an attack (almost) for sure after that technique, lengthy cancelling combos that you can do in MAX mode make it quite fearsome. As a matter of fact, since the guard dash cancel or whatever you want to call it, is so fearsome, people would tend to either cower when their opponent hit MAX, or get their asses kicked. In the event of cowering, the issue of time became an even greater deal.
Another issue that people have mentioned that I noticed is the extreme ease of doing crossups. People would find unexpected ways to cross people up, then begin surprising people with that. Very odd...and I fell victim to bizarre crossups a number of times.
Despite complains, I don't think the fact that there is a command for throwing and that you lose part of your gauge for missing is that big of a deal, since I saw people throwing quite a lot and there were very few misses, most of which were quite idiotic. I wonder if command throws work that way? I forgot to take note... It sounds strange, but the game somehow felt a bit like Street Fighter II to me. Hahaha...well, not really really, but...well, the way the jumps are and the power of anti-airs and sort of simplistic play patterns combined with sort of slow speed made it seem sort of "old", I suppose. I'm sure a lot of these things will be remedied when players learn "new" tricks.
Oh, and the backgrounds...were all...sort of too faded or yellow or whatever. They were very detailed and well drawn, but extremely drab in color....perhaps to make the characters stick out more. The music was also unimpressive, especially after playing ROTD and Matrimelee.
I seem to be complaining a lot about the game, but I think all of you, or most of you know that SNK is quite capable of making excellent fighting games. The things that people don't complain about are the good things. Excluding the drab backgrounds and somewhat choppy animation at times, it looks quite excellent...better than most other (if not all) NeoGeo games. It plays very well, despite some strange systems and slowness "problems". (that some people may prefer anyway) The pre-fight dialogues are also really great, especially considering how many of them there are.
Ah, but one last thing...I think the game is being sold as it's own system everywhere. Has anyone seen it in a MVS cabinet? I think it's running on modified hardware or something, and I heard that you can't play it with the normal Neo-Geo button layout...weiiird...but maybe it's just a rumor.
I didn't wanna babble about character-specific stuff because it would go on for too long, but lemme say that Dhalsim...looks...cool and I never thought that could happen.
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KTallguy 255th Post

 
Copper Customer

   
| "I got to play it too!" , posted Sun 3 Aug 09:54
It was a fun game. The crossups are nuts... you really have to be careful. Terry does fucking crazy damage. Jump in, two hit fierce, burning knuckle, almost half of one bar. No one was good enough with Iori but I can see how he could be damaging. I was having fun with Akuma and his diving kick and air fireballs. He's good but takes a lot of damage. I actually got a win streak with Guile, but that's because people just loved to jump in on me. I flash kicked them forever. Guile's standing animation looks funny but his move animation is nice, very stylish.
The game looks very dated, and the Capcom characters look strange, like SNKized or something =) It kind of threw me off when I first started playing, but after a while, the new designs for the Capcom characters grew on me. The backgrounds do suffer from like, one color. I wonder why they didn't make them as colorful as the KOFs but I guess it goes along with the theme. They're detailed enough though.
The dash counter is pretty good, and I suprised a bunch of people with it. It's not UBER powerful as you have to be quite skilled to get a good combo off of it. It's really hard to double tap it unless it's a fireball or a super, something predictable. I just hit BC most of the time and went through stuff. It's a good way to suddenly be on the offensive.
I was turtling a LOT with Guile and because of that, there were a lot of time overs. However when people could do the combos, like Terry's combos and other people's combos, the lifebars were just enough. I think once people understand the combos and do them on a whim, the time outs won't be a problem because all it takes is one nice combo to do a lot of damage.
Overall, it's a good game. I believe that once people realize how that dash counter really works, it'll be a whole new game. I was doing crazy stuff with dash counters. It was enjoyable to play. Some players were kind of turned off from it after a few games, but I played it for a long while. I couldn't play any of the secret characters(save for Dan, who SUCKS) the codes are hard to do. I don't understand the timing =(
Oh and I know someone was asking about safefalls! They are in the game, it's AB when you hit the ground.
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Pollyanna 125th Post

 
Regular Customer
  
| "Speed..." , posted Sun 3 Aug 12:00
Hmmm...I'm pretty sure there's no speed setting, but I'm totally sure the game isn't too fast. Well, that's an opinion. Let me just say that it's slower than KOF...decidedly so...and that took me by surprise. KTallguy brought up a point that I forgot, which a lot of people are mentioning...anti-air priority has become pretty high and projectiles have become more useful since it's a little harder to get across the screen. This isn't really so bad, it just makes you rethink your strategy a little...and since things are a bit slower, you can punish people quite easily for missing an anti-air, or see a projectile coming in time to counter it once you get used to things.
The projectile speed really varies a lot from character to character, I noticed. Tabasa can't seem to hold up in a projective fight with Sagat at all...she's too slow.
Oh! One other thing...teleports are really comically slow...I forgot about that...maybe Shiki's is a little useful (not really), but Gouki's is like...SFII speed, which is funny to watch.
But...yeah...maybe as people learn more interesting combos and get dashing down it'll be more interesting. The dashing actually speeds the game up a lot in some ways, but it takes a lot of getting used to as well.
Hmmm...if it's not an MVS cart, I wonder if the home version will differ...
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Ktallguy 259th Post

 
Copper Customer

   
| "It's fast but slow ... at the SAME TIME!" , posted Sun 3 Aug 12:48
I like your avatar. Damn it, everyone's avatar is cuter than mine.
The speed is a little slower than KOF, as you said, but at the same time, I was able to dash in really fast, once I got into it. It CAN go slow when someone is turtling, but what you CAN do is bait them to do a pushaway move, and just block, dashcounter, punish.
Projectiles seem USELESS up close. Everytime someone tries to use a fireball upclose, a regular move will stuff the fireball. Even if the fireball is already out, it will go THROUGH the enemy if they interrupt you just as you throw it. I saw this a bunch of times, and I kind of like it. Fireballs should be used for keep away, not up close(IMO). It really changes the game a lot, because lots of people's fireballs were getting stuffed where in CvS2 they would trade hits, or the fireball would win.
Tabasa is a mystery to me, she is slow but her dash is good. One guy would just dash throw me to hell, and then play keep away. It's hard to use her though, her super ice thingie is ONLY useful from long range, it appears way out in front of her. I can see nice traps with that super though.
Gouki's teleport is slow, but it looks like his hcb fireball at first, so it's sort of a mind game. It is slow but when he comes out of it he seems to be completely safe, while Shiki teleports fast but is vulnerable at the end. I like Earthquake's teleport =)
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Mosquiton 855th Post

 
Red Carpet Regular Member++
    
    
   
| "Re(1):It's fast but slow ... at the SAME TIME" , posted Sun 3 Aug 18:30:
quote:
The speed is a little slower than KOF, as you said, but at the same time, I was able to dash in really fast, once I got into it. It CAN go slow when someone is turtling, but what you CAN do is bait them to do a pushaway move, and just block, dashcounter, punish.
Great impressions KTall... I was kind of worried reading Pollyanna's post (which were good, useful impressions as well, just mildly terrifying), I really can't wait to check it out myself.
Oh yeah, can anyone give me a good example of a MAX mode combo? And an idea of how much damage they can do? I haven't played KOF02 yet, so I'm not totally clear on it.
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[this message was edited by Mosquiton on Sun 3 Aug 19:10] |
OYashiroForever 400th Post

 
Gold Customer
   
   
| "Re(2):It's fast but slow ... at the SAME TIME" , posted Sun 3 Aug 23:46
quote: Oh yeah, can anyone give me a good example of a MAX mode combo? And an idea of how much damage they can do? I haven't played KOF02 yet, so I'm not totally clear on it.
I can't help you out with SvC MAX combos (don't have access to it, unfortunately), but I've got a ton for KoF2k2. For the most part, they have a few more restrictions and they're slightly more difficult to do than CvS2 A-Groove combos. For instance:
Yamazaki - (2 stocks/3 for SDM) Activate MAX, standing C, DP+B (his two hit overhead sand kick), cancel the first hit in to DP+C (4-hit knife stab thingy), cancel the third hit in to DP+B, cancel the first hit in to DP+A (2-hit stab), super-cancel first hit in to either DM/SDM. Does about 70/80%.
Kyo - (2 stocks) Activate MAX, standing C, (QCF+A, QCF+C) x 2, HCF+D, HCB+B, super-cancel into Orochinagi DM. (~60-65%)
Kim - (1 stock) Activate MAX, 2-hit standing C, QCB+A x 3, cancel in to HCB+D, cancel 2nd hit in to D,U+D (~35%)
I could go on for a while, but suffice it to say that for the most part, MAX combos in 2k2 were interesting but largely irrelevant in high-level play. (Stocks are mostly saved for CD counters)
As for SvC, I've heard that Kasumi can cancel her multi-hit moves in to each other and finish with a Chou Kasane Ate for pretty substantial damage. <shrug>
"Only two things are infinite the universe and human stupidity and I'm not sure about the former."
"Your denial is beneath you and thanks to the use of hallucinogenic drugs I see through you."
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talbaineric 5338th Post

 
Platinum Carpet V.I.P- Board Master
     
     
     
     
    
| "Re(5):It's fast but slow ... at the SAME TIME" , posted Mon 4 Aug 08:23
quote: Just came back from Vegas. And I went to 3 different arcades and I didn't find SvC. >_< Agh. What a dissapointment. Some of the arcades sucked there.
That sucks, I thought Vegas was good for arcades...
Anyway, I'm gonna go back probably tomorrow and play some more. When I went it was really dead, but now that more people know, I bet it's a lot more crowded.
You live in Vegas dude?
I had lots of fun. But yeah,couldn't find SvC.
And don't go to the Luxor's arcade,OMG,it sucks. I thought the Segaworld in London was better than that one,at least it had more games and lots of flashy lights and tons of other things to do,the Luxor's one sucked.(also known as Games of the Gods arcade there)
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