VinylBoy
Vanessa's Drinking Buddy,
- Joined
- Oct 12, 2000
- Posts
- 1,318
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 ]
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!
------------------------------------
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 ]