6 Grooves & 10 New Characters for CvS2?

VinylBoy

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Taken from the Cloudchaser Media Web page:

Last year Capcom shocked the industry when they announced that with their once heated rival, SNK, they would produce numerous crossover titles involving characters from each of the companies’ key titles. In all 4 games were produced, three NGPC games and one Arcade game which was later ported to Dreamcast and will be receiving an upgrade shortly. These titles all hit critical acclaim, and were loved by the fans of each company. Many individuals, including myself, were extremely excited to see that the SNK name was being carried on, even after their ill-fated end. However, the games were not without their complaints. Many fans complained that the Capcom produce "Capcom Vs SNK" was not as well balanced as the SNK developed "SNK Vs Capcom" for the NGPC as it tended to put Capcom fighters at the advantage. On top of that did not offer as many modes or extras. Now comes from Capcom a full-fledged sequel, and everything is about to change.

The biggest change from CvS to CvS2 is in the groove system. The groove system, which controls the fighting style of your character, has been expanded far beyond the two options found in the original CvS. Now, combatants will find six different grooves to choose from, three Capcom and three SNK.

Capcom Groove 1 is just like the Capcom Groove found in CvS, players can use level 1-3 Super Combos, and the ability to air block’ and Counter attack their opponents. Capcom Groove 2 limits you to Level 1 Super Combos but gives you the ability to run, making for better counter attacks. Capcom Groove 3 is the most interesting overall, as it seems to operate under the rules of SFIII. Players may not us Guard Cancels, a Rolling Get Up or Air Blocking, however Short Jump and Parry are available.

On the SNK side of things, its gets a bit more complicated. Groove 1 is the same as the SNK groove from the original. This groove is similar to the SNK groove found in the original. In this groove, when a character’s vitality is lower than 15%, Level 1 super combos are limitless. The Level 3 super combo is available only when the character’s vitality bar is less than 15% and their super combo gauge is full. To even things out Guard Cancel is absent, but both Dodge and Short Jump are at your disposal. Groove 2 allows for a Power Max charge. Once obtained your attack power is increased by 20% and a level 3 super combo may be performed. Best of all Running, Guard Cancel, Safe Fall, and Short Jump techniques are in your arsenal, very cool. Finally the 3rd groove offers a more defensive game. Super Combos can only be performed at Level 3, but once your bar is full your receive a 35% attack increase and a 1/8 reduction on incoming attacks. Only a few techniques are available, namely Just Defense, Safe Fall and Short Jump. This groove may be better suited to skilled players.

The new grooves won’t be the only addition to the series packed into the sequel. Once inside players will find 10 new characters, including Dan from the SFA series, Kyosuke from Capcom’s 3D fighting game Rival Schools, SNK legend Joe Higashi, and Athena from KOF95. Most important of all however will be the presence of Haomaru one of SNK’s biggest names, he was also the subject of much anger when it was found out he would not be place in CvS, despite being present in the NGPC version. The other still unnamed characters will come strait from Capcom’s Street Fighter and Final Fight, SNK’s Art of Fighting and Fatal Fury series. Maybe we’ll finally see the return of Michael Haggar!
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The one thing that stood out as a sore thumb to all of this... PARRYING. Oh WHY do they have to place something like this into the game? That makes game players too cautious and more fearful to actually attack their opponents. <IMG SRC="smilies/ohno.gif" border="0">

SNK Groove 2 sounds like it will be the best out of them all. It's basically the Advanced Mode from KOF '98. <IMG SRC="smilies/biggrin.gif" border="0">

And I'm not sure, but does SNK Groove have "Just Defended" like in Garou???

Besides that, I'm pretty psyched... the 4 additional grooves will take some time to get used to, but it sounds as if we have a monster game on our hands.

[ May 17, 2001: Message edited by: VinylBoy ]
 

Fat Cat Lim

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I think "Just Defense" is the same as Garou's Just Defended option. One thing is, I hope CvS2 doesn't become like a SF3 parry fest...

Fat Cat Lim
 

Batsu_Power

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Vinylboy: The New Characters are:

Dan (SFA)
Joe (Fatal Fury)
Eagle (Street Fighter I)
Ryakuh Todoh (AOF1)
Maki (Final Fight)
Kyosuke (Project Justice)
Takane Hibiki (Last Blade 2)
Yun (SF3)
Rock Howard (Mark of The Wolves)
Chang Koehan (KOF)
Athena Assimya (KOF)
Hoahmaru (Samurai Shodown)

[ May 17, 2001: Message edited by: Batsu_Power ]
 

VinylBoy

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Originally posted by Fat Cat Lim:
<STRONG>I think "Just Defense" is the same as Garou's Just Defended option. One thing is, I hope CvS2 doesn't become like a SF3 parry fest...

Fat Cat Lim</STRONG>

I really don't think that it can, since those who use parrying cannot air block or roll. And besides, a groove similar to the KOF '98 Advanced Mode is in there. That is the best groove by ANY means. Store anywhere from 3-5 supers, MAX out and have access to a Lv3 super at anytime during the match.

They'll probably reduce the super storage to 3, but still it's a better deal going than the SFIII Parry groove.

Hmmm... Does a team of Athena, Terry & Eagle sound effective enough for you? <IMG SRC="smilies/biggrin.gif" border="0">
 

Spike Spiegel

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Hell, I'm the only one that thinks Capcom Groove 3 is cool! CG3 and SNKG2 are going to be my favorites, but they all sound good. God, this game's going to ROCK!

WHOOOOO HOOOOOO!!!!!!!!

Spike
 

Apathy Wind

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I'm more excited about the 6 different grooves then I am about the new characters!! One of the things I loved about SFZ3 was the three -isms. Now we have six different styles to choose from! That alone will greatly increase the replay value. Maybe earning points to unlock things won't be as repetitive this time <IMG SRC="smilies/biggrin.gif" border="0">
 

neojedi

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SNK Advanced groove is AWESOME. The RUN, the SHORT JUMP, the SAFE FALL, the GUARD CRUSH...

So my question is, why are the other 5 grooves in the game?

<IMG SRC="smilies/biggrin.gif" border="0">

---
"The sausage is mine." --Hanzo Hattori, Samurai Spirits 64
 

DCloud

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is this confirmed? man, having 6 grooves would make the game extremely imbalanced. plus the addition of selective ratio thing shit... 6 buttons? <IMG SRC="smilies/ohno.gif" border="0"> but sf-ers loves it.
 

Spike Spiegel

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Hey, if they put in Alex or something, then I'm damn glad the SF3 version of groove is in. Besides, I like that system.

Also, is the Garou MOTW style groove in, or no? I guess I missed it. THAT would be cool (set your special meter in the health bar).

Spike
 

Batsu_Power

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Now that I think of the new grooves... There should be at least one more MOTW fighter and SF3 fighter to grace CvS2... Since they each have a groove that's based on their game. Here are my guesses:

From MoTW it's either Dong Hwan/Jae Hoon, B.Jennet, Freeman or Gato

From SF3 either Alex, Ibuki, Sean (who's most likely), Urien or Q
 

VinylBoy

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Originally posted by D`Cloud:
<STRONG>is this confirmed? man, having 6 grooves would make the game extremely imbalanced. plus the addition of selective ratio thing shit... 6 buttons? <IMG SRC="smilies/ohno.gif" border="0"> but sf-ers loves it.</STRONG>

And how will it make the game "imbalanced"? By putting in more options like 4 additional grooves and flex ratios, it prevents the game from having a rigid "top tier". No longer will you usually see the same 10-12 characters in the top 5 spots in tournament rankings, like in MvC2. Now, with the right configuration that suits you, anyone can be useable. You just have to figure out which characters and which style is the best for you. If you think your character is weak, boost up their ratio or select a different groove. True, some characters are naturally going to be stronger than others, but if flex ratios are involved, then there is no more excuses about imbalance, since you can make your characters stronger. This, of course, does not change anything when it comes to priority. Akuma will still remain his combo force since his moves have high priority... but if he's down to R1, then it doesn't matter since he'll be hitting as hard as Sakura. However, if you use EX Vice at R3, then a standard 3 hit for her would take off a lot more.

This is shaping out to be one of the most balanced games out there without it trying to do so.

[ May 18, 2001: Message edited by: VinylBoy ]
 

Spike Spiegel

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Hey Batsu Power:

They already have a Garou member and a SF3 member. Rock and Yun/Yang!

Spike
 

Gaseous Snake

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Originally posted by VinylBoy:
<STRONG>And how will it make the game "imbalanced"? By putting in more options like 4 additional grooves and flex ratios, it prevents the game from having a rigid "top tier". No longer will you usually see the same 10-12 characters in the top 5 spots in tournament rankings, like in MvC2. Now, with the right configuration that suits you, anyone can be useable. You just have to figure out which characters and which style is the best for you. If you think your character is weak, boost up their ratio or select a different groove. True, some characters are naturally going to be stronger than others, but if flex ratios are involved, then there is no more excuses about imbalance, since you can make your characters stronger. This, of course, does not change anything when it comes to priority. Akuma will still remain his combo force since his moves have high priority... but if he's down to R1, then it doesn't matter since he'll be hitting as hard as Sakura. However, if you use EX Vice at R3, then a standard 3 hit for her would take off a lot more.

This is shaping out to be one of the most balanced games out there without it trying to do so.

[ May 18, 2001: Message edited by: VinylBoy ]</STRONG>

Time and time again it's been shown that balancing a game with different modes is very difficult. At high levels of play, try finding a KOF 98 player who uses extra mode or a sfa3 player who doesn't use V-ism.
Of the 6 modes, i predict one of them will dominate. Probablt the parrying one.
 
S

ShinIoriYagami

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I Really wanted K' in it

Well Todouh makes up for it.
in the right hands he is a god.
 

DCloud

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Originally posted by VinylBoy:
<STRONG>And how will it make the game "imbalanced"? By putting in more options like 4 additional grooves and flex ratios, it prevents the game from having a rigid "top tier". No longer will you usually see the same 10-12 characters in the top 5 spots in tournament rankings, like in MvC2. Now, with the right configuration that suits you, anyone can be useable. You just have to figure out which characters and which style is the best for you. If you think your character is weak, boost up their ratio or select a different groove. True, some characters are naturally going to be stronger than others, but if flex ratios are involved, then there is no more excuses about imbalance, since you can make your characters stronger. This, of course, does not change anything when it comes to priority. Akuma will still remain his combo force since his moves have high priority... but if he's down to R1, then it doesn't matter since he'll be hitting as hard as Sakura. However, if you use EX Vice at R3, then a standard 3 hit for her would take off a lot more.

This is shaping out to be one of the most balanced games out there without it trying to do so.

[ May 18, 2001: Message edited by: VinylBoy ]</STRONG>
maybe i assumed to soon but i cant say it wouldn't be imbalanced. knowing capcom, the game would probably have some insanely fast recovery time...
I guess ill just wait and see if the game is balanced
 

YeldellGW

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Originally posted by Apathy Wind:
I'm more excited about the 6 different grooves then I am about the new characters!! One of the things I loved about SFZ3 was the three -isms. Now we have six different styles to choose from! That alone will greatly increase the replay value. Maybe earning points to unlock things won't be as repetitive this time <IMG SRC="smilies/biggrin.gif" border="0">

Can't say I cared for the different Izms myself. I tried all of them and still preferred the one used in SF Zero 1 & 2. I'm already having my doubts about these different Grooves but I'll hold off until I play the game. I didn't mind them in CvS 1 so these might improve things. Only time will tell.

---------------------------------------------

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Mycah Leonhart

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All I have to say is that I am FUCKING SHOCKED!!!!!!!!!! (to put it lightly) That Rock, Eagle, AND Maki? made it in here over Haggar (don't ya think it's about time CAPCOM?) just ONE of the Ikari Warriors!!!!!!! and why or better yet HOW is Rock in this game? (IMO CAPCOM Sucker Punched us on this one!) I mean...Young Terry...Geese is still alive....Now we all Know that this is a "Dream Match" (if I even hear the words Psycho and Drive in the same sentence to even try and explain this fucked up "story") Well that's my 2 cents...
 
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