Well, I got a good playsession of Neowave, last night. Not that I had that many hours to play, but Neowave was pretty much the only game I played. I never got a chance to see the game before this version, so I can't give you good comparisons on that end.
I'm loving the selectable fight systems, though. Probably one of the most diverse and interesting system selects, I've seen for a while.
I played both offline and online, though as with the problems of distribution, there really were hardly any people on playing the game. Considering that the rankings only go up to 50 players is a sure sign that most interested USA combatants are still waiting on their copies to arrive.
Online, I had a little lag, though at times, it's enough to screw with your moves and make Super Cancels really hard to pull off. And even though my opponent had their region set to USA, I found out that perhaps the net code that bad at all once they spoke. My opponent was in Japan, alright. However, they weren't exactly the best at the game and I proceeded to run a perfect streak against him. I may have lost a round, but never a match (though it got close one time).
I basically switched up characters, each time, so I wasn't playing with my best all the time. Needless to say, by the time we were done, I placed around 14 in the world. Not sure if that changed since I last played, though. I'd love to see how online play is, with this game, with someone on this side of the planet. My only complaint is the short time you have to select a system and 3 characters online. They should've made it about 5 seconds longer. If you've pretty much memorized the character roster and can go right to them, you'll select them on time; but if you are still wondering which characters to play while looking at the roster, you'll have a very short time to make your decision.
As far as characters, I've seen everybody except MayLee and Angel; including all the other secret unlockable characters. It's nice to see so many folks get a retweaking, and some true new ways to play them via the selectable fight modes. Even Rugal, who is made like the 2002 rugal, has been majorly altered and rebalanced for the player's hands. He must do about 1/4 the damage he used to do, and takes about 4 times the damage. He can no longer insta fire off his kaiser wave attack (where it fires before he even says the words past the first syllable), and his juggle is no longer that scary, even if it visually looks as bad. His good ol' weak HCB+k into weak Genocide cutter seems more like a lost opportunity to do real damage, if you miss the 2nd part, instead of the bar devourer it was.
Bosses, in this game, seem balanced to be more like the average combatants, just that they still look as mean with their movesets, as when they were bosses. Looks almost the same (besides the obvious projectile nerfing of Rugal), but completely altered in practice. Rugal feels high middle tier while Young Geese kind of feels more like Middle tier-Technical.
The only real disappointment for me was the fact that it has that half a second to 1 second load screen between rounds, in a team fight. Normally, that's nothing, but it does restart the music, each time. If it didn't restart the music, I probably could've ignored it. I guess the fortunate thing is that while the music works, none of the songs I really care much for. It kind of hangs in the background and I don't pay much attention to it.
Otherwise, there's a lot to like about it. The fight system is truly the star of this release, and making full use of them is an excercise in fun and technical savvy. I couldn't help but spend some time with the different modes (particularly Super Cancel and Guard Break) and literally play around with the various characters and learning brand new tricks with them. If anything extended the life of the series, with this title, it's those modes as there seems to be new stuff to learn with every character that returns here. The absense of May Lee and Angel don't bother me as much considering the new modes kind of potentially put a bit of May Lee and Angel into everybody. (playwise)
You can select between Original and Arranged soundtracks (not too much of a difference, with this one), and you have around 6 different character filters to choose from, in terms of displaying graphics. The option to turn on and off the softening effect on characters, is also there. Endless is your typical survival mode, and it seems to be the main mode where you unlock gallery pictures and secret characters not selectable from the beginning. Console-specific characters, I've unlocked were Seth, Kusanagi, and Omega Rugal (rebalanced).
As for Just Defend. It can only be done on the ground, and once you see the computer use Guard Break mode (with Just Defence), you'll see why it isn't enabled in the air. They didn't want the unfair advantage of having a nasty mid air-blocking and countering system that the other modes didn't have. That is, you want to be able to anti-air without being that afraid to. The timing is rock solid, though. Not one WTF moment with it, other than me missing my timing altogether. It still allows an any-move counter-attack and is made to be more like the Capcom parry system in which it only powers up the power-bar instead of increasing life.
Still, the usefulness of Just Defense works really well because of the new ways to use a power-bar in Guard Break mode. The Guard Break move not only is unblockable, it's the only move in the game that wires under any condition (if the move lands). Any other wire special move has to be done as a counter-hit to wire. If you want more chances to do a good wire-juggle, that's the mode to pick. Plus you got desperation and super desperation moves (which would take up all 2 power bars, of this mode). Max 2 mode is decent. I think I have a little more fun with the other 2 modes, at the moment. Max 2 is a simpler mode, so I can see the reason for it. It's no less powerful and characters are generally more damaging. You technically give up most of the advanced systems for a more damaging character that has Max 2 supers that are only available to characters playing this mode alone. One power bar, but if your life is low, you can pull off the MAX2 super when the bar is full. Also, when the life is low, the Power bar automatically fills back up (at a fairly quick pace, but not instantly) once depleted. No rolls, no counter rolls, no super cancels, no just defense, nor unblockable specials, just fighting. MAX2 mode, I like to call Tank mode; because that's what it kind of feels like to me.