2001 and 2003
I read this post a long time ago and thought a long time about it. I totally got with what you meant by "deep," but it's hard to talk about things like that without arguing semantics, you know? I personally love 2003, but I think kc put it most eloquently:
kc said:
I would have to say KOF01. I hate the game but its deep as hell.
Yeah...that's how I felt.
That said, I think the new Tag system will outdo the Striker system once it gets a bit more refined. Mushiki called it "rough;" I say he's spot on. 2001 learned from the previous games and modified its Striker system as such, so you'd expect it to be pretty deep. 2003's Tag system, it's pretty good now, and if progress is made on it, it's going to be really fun for KoF.
From the way this thread was started, Big Shady already thought of the new possibilities a Tag system had to offer to depth. You're talking about getting the right man for the right job at the right time, switching in a character that can exploit the weaknesses of your opponent's character while he tries to keep you from tagging in. That's a lot of
strategificationizing right there.
However, 2003 goes on to add special nuances like how certain characters takes advantage of a tag-in (Yamazaki can do a simple juggle and link into a DM if the opponent is in mid-air, Griffin can get an extra standing C in before his Justice Hurricane, etc.) Then, certain characters are better at their Tag attack than others, which is important if you don't want your tag interupted. On top of that, you got to consider how your Tag attacks are dependent on your DM gauge, too, so you've got to manage that more carefully now.
The Tag system is still a bit of a Work-In-Progress. The way it was implemented in 2003 is already quite good and I wish it was put in much earlier. It still has a lot of unfulfilled promise, so maybe you should resurrect this topic if 2004 continues to use the Tag system.