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My guess is that the rumor spread since only SNK's artist's (Shinkirou's) work on Capcom character portraits have been released -and vice versa with only Capcom's Kinu Nishimura's artwork on SNK characters. But actually, Shinkirou and Kinu both have drawn portraits for all the characters in the game... that is, Shinkirou did 20+ drawings, and so did Kinu- they're just not released to the general yet. In the game, when a player chooses SNK-Groove, the character portraits on his side looks like Shinkirou's. And if the player choses Capcom-Groove instead, the characters portraits on his side looks like Kinu's.
Ok, next up.. my impression on the graphics. The character select graphics are extraordinary. this is soley due to the artworks of Kinu Nishimura and Shinkirou, who did a superbe job in drawing the characters. Kinu'sKing looks very feminine and nice, Shinkirou's Guile looks very man-ly. I saw both artist's Yamazaki's. While Shinkurou's Yamazaki is the good old buffed up dood, Kinu's Yamazaki looks.. scaringly psychopathic and cool. Now on to the games graphic. But even with those two major flaws, it does not take too long to get used them... after 10-15 minutes of playing, it will seem natural. The 1 frame jiggly guard animation won't even be noticeable!
CvsS also generally has the same kind of frame animation as SFA3 on the PS- rather choppy. This I suppose, is to cut off on development time to create 28+ characters. One of the worst actions is when a character guards. The guarding motion is only about one frame (compared to the 3-5 frame of putting the arm up in other games), and in place to give the guarding effect, the character jiggles back and fouth for an instant moment, like there's an earthquake happening right below him/her or something. Interestingly, some animation sequences such as Iori's Aoi Bana's (fireflower) shooting motion is excellently animated. Capcom also didn't go cheap and cut off on pre-fight sequences- in fact, most of the characters have totally new sequences, and there are also character-to-character sequences such as Ryu & Ryo, Kyo & Benimaru. Capcom also took time and didn't make Max Supers look cheesy. In example, Iori executing a Lv3 super won't finish off the opponent with re-used animations of multiple explosions like in KOF99 or KOF2000- he actually has extra new frames, where he'll fling the opponent to the ground with both hands, and waste them on the ground with blasts- not identical to KOF97's chaotic Max super, but in a somewhat resembling manner.
Ok, now on to the game system. The fighting system is pretty simple.. you got the usual power meter and the usual life meter, the usual timer and.. you beat up each other. Weak punch+kick to roll forward, forward x 2 to dash, back x 2 to backstep (no invincible time, I think). Down up to high jump, direction + a fierce attack to throw... all the usual stuff, no fancys. The Capcom and SNK "Groove" only has meaning to the way that the power meter is handled, and doens't give characters any extra moves like "A + B to dodge" and stuff like in KOF's Advanced and extra modes. Capcom groove is SFA style and also resembles KOF99/2000's power system- you can stock up to 3 meters, and execute supers when you please, in whatever level you please. SNK groove on the other hand, is basically the way KOF's Extra mode was- fierce Punch + Kick to power up the meter, and when the life bar goes low and blinks, you can do infinite supers. Most players were chosing Capcom Groove, as even an SNK fan would usually pick advanced mode over Extra. Some rare number of users actually picked SNK Groove.. true SNK fans to the heart... or just people who didn't read the instructions too carefully and went by name. The game's engine was definitely Capcom's, and SNK centered users seemed to have some problem adjusting to the timing of combos, especially when using cancels. There was one more reason why SNK centered users may have had the lower hand against Capcom players, which is that not all combos and tactics from SNK games worked in CvsS. In example, Mai's jump attack > feirce punch > dragon tail combo, does not exactly work in CvsS, since the dragon tail has a shorter hit detection than in SNK games. Kim can't hit the opponent with his Phoenix combo super if a character airs and uppercut by mistake about over half screen away- his dash doesn't go dashing full screen like in KOF- he slowly dashes about 1/3 the screen (this may sound bad, but wait until you read the section on Ryo). Some of these points may be fixed in the future. But for now, Capcom characters may have the upper hand since players know what to expect when using them. Also, the game in general
moves in the Speed of SFA3.. that is, very very slow.
The Ratio system may seem
confusing to some people, so let me describe it a bit more here. Characters known to be the center of attention in games- the Main characters, are all Ratio 2. This is like.. Ryu, Ken, Terry, Iori.. etc etc. They have average attack power and average defence. Characters known to be "on the side" such as Vice and Blanka, are Ratio 1. They eat up more damage than Ratio 2 characters, and do less damage when attacking as well. Characters know to be the Bad doods waiting at the end in all of those fighting games we've played in the past, are Ratio 3. These are characters like Sagat and Geese... they do the most damage upon hit, and also eats less damage than the other two Ratios.
What makes this system very interesting is that... some teamups are completely impossible, such as Terry + Geese. With the system explained, here are examples of how people picked their characters. On average, most players either picked two Ratio 2 characters, or one Ratio 2 character and two Ratio 1 characters. It was rare to see someone picking four Ratio 1 characters (and for good reason- see below), but even more rare to see people picking a Ratio 3 character. Some players thought that
4 is better than 2, and tried to gang up on players picking four Ratio
1 characters. Such players quickly realized... Greed can lead to pain.
The round begins, and a few feirce punches can determine the round. A
real pity, sicne the most interesting and unique characters are usually
Ratio 1. About only one person per
hour during the beta testing picked a Ratio 3/ boss character. While it would be a success to Capcom had the beta testing made me talking "picking ratio 3 characters are worth it!", there's something stopping me from doing so; some of the characters in Ratio 2.
As mentioned Before, CvsS is veeery slow compared to other fighting game titles- and especially to SNK titles. Thus so, it is very easy to use anti-air moves. for Ryu and Iori -both with projectiles having short recovery time, this comes as great news. Ryu and Iori can shoot projectiles and wait for the opponent to jump, and then hit them with their anti-air moves, perfectly with no miss- since the game is slooow. The only way around would be to roll under the fireball, but likewise to KOF, it must be done with excellent timing and lots of risk- in most cases, opponents doing so became bait to throws, or even worse- Maiden Mashers. In all honesty, I've never seen Ryu or Iori this strong in any other game. With just their projectiles & anti-air pattern, they overpower all other characters in the game. Especially Iori, since his anti-air has more reach to the sides, and also due to his ability to catch opponents in the air with the Maiden masher (Ryu's specials don't nessesarily make full hits to opponents in the air). Basically, watching the beta testing of Capcom vs SVK was more like watching "Capcom&SNK vs Iori&Ryu". The message in this game was clear. "you want to play well, use Ryu & Iori. Cheese with patterns." I dearly hope that they solve the cheese pattern problem, and more so... make the game move faster. This is one of the few games where you can see weak attacks in full motion.. this game moves slooow.
Stages in CvsS are stagnant, but well detailed. They do not change in between rounds, but they do have some different kind of spice, such as the pre-fight stage opening. In one stage, the game screen begins from an 8-bit Outrun type videogame, and then turns into a highway with flaming cars shattered all over the place. In another stage- the Sakazaki
Dojo of Tokyo branch, Takuma from AOF is rooting for the players, and
there is a SonSon convenience store (remmeber SFA1?) on the left side.
The stage/Dojo is in middle of being built, and when the player falls
on the ground, parts of the wooden structure fall down. And in the middle
of that stage is.. Edge, from Justice Academy, wearing construction gear
and resting from his job in building the Dojo.
The background music used in the game seem to be all new- that is, no arranged music from other games, or character themes seem to be in the game. Also, there are new voices made specially for the game- not all voices are new however: it is a mixture.
Ryu Ryu has special pre-fight sequences with Ryo and Ken.
Guile Dhalsim
E.Honda
Balrog (Vega) Sagat
Kyo
Iori has both his supers from KOF97. His Maiden Masher was often seen, and from observance- Lv1- The normal finishing
pose, with two hands in the front, grabbing the opponent and exploding
them Capcom seemed to have put in a lot of effort to Iori, and it can be seen in minor instances as well- in example, he now does the spitting victory pose facing backwards instead of forward. Iori in General, is well designed in CvsS . .. if it were not for him being the most cheesiest character in the game.
Ryo has his Aerial Projectile, and his Zanretsu-ken as well. His Hien-shippu-kyaku looks more natural and life-like than ever before (-actually to note, many of SNK character's moves in CvsS looks more natural than in KOF, such as King's Trap shot). Likewise to Ryu's Lv1 Shinkuu-hadouken, Ryo's Lv.1 Hou-shoukouken can be erased with a normal projectile. While Ryo was one of the most popular character during beta testing, he had one move which was a humiliation to all of Art Of Fighting history- His Dragon Dance Super. In KOF and AOF, Ryo's symbol- the dragon Dance, had him stop in motion for a brief second, then dash across the screen in an astonishing speed. However in CvsS, Ryo now *HOPS* for a distance that can only be explained as "2 characters long". That is.. about 1/4 the screen or so.
Kim Raiden
Although Benimaru may be a potential good character, I saw his raikouken(Super) being stopped with a weak kick before it even came out, which I find is a bad sign since even Ryu shoots out his Shinkuu-hadouken if he gets hit in the middle of it.
Yuri is a definite potential
character. Her Raikouken- upon a guard, leaves her moving even before
the opponent has time to get out of the guard.
Yamazaki's Projectile counter must be done with the projectile at very point-blank range, but again- thanks to the slowness of the game, a returned projectile is practically useless. While players who chose Yamazaki had a real hard time trying to hit opponents with even a fierce punch (the range on moves and comboing timing is a bit different from SNK games), Yamazaki still has his Judgement dagger, his Drill super, and... a very recover-time free Guillotine. and the best part, Yamazaki still sticks his buttocks in the air in his lose pose.
1)Are the Capcom characters
in CPS2 style? they look like they are but kinda hard to tell.. 2)The backgrounds, they're
2D (as in sprites), right?
4)Any pics, or can you
describe what the character select screen looks like?
2- Some stages have nice effects, such as a Ghetto stage, where the back lights drop the shadow of the player characters on the brick walls of the stage. 3- There seems to be no Guard Cancel system in this game. I have no diea what the player is supposed to do when they're cornered. 4-
At the current time, there seems to be no deep strategy in the game- just
pick Ryu or Iori, corner the opponent, and keep doing projectile-uppercut
to get a winning streak. |
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