bump
( taken from mmcafe )
*
The game apparently runs on a new NeoGeo hardware. This report comes from arcade operator site Alpha Station. (I have no idea if that means a new system aside from the MVS, or an upgrade to the cartridge. It does explain however, the reports coming in that the game is doing graphical effects that have never been seen in past MVS titles. -H.Moriarty)
- The game's primary attacks are 4 button NeoGeo style, and not 6-button capcom style (A&C for the weak and feirce punches, B&D for the weak and feirce kicks). Some middle attacks for Capcom characters seem to be available with a controller direction + button (ie: downback+ D).
- The pre-fight phrase the comes on the screen before each round are "Play in Real Earnest" for Round 1, and "You can't escape" in Round 2.
- Guard cancel attacks do no damage.
- There is no short hop like in KOF. Only normal jump and high jump.
- Roulette select only picks a random character in the start. It doesn't change the character in every stage like KOF.
- KO'ing the opponent with tick damage will make them fall to their knees like in SF3 and CvS.
- Executing supers during the MAX mode eat a small chunck of the meter, and not a full stock.
- Finsihing the round being MAXed up will make the player return back to 2 stocks in the next round.
- The announcer voices for the rounds seem to be the same from CvS2.
- Missing out on a normal throw drains a small amount of the Power meter. Also, throws can be escaped.
- Right now, the Shoto characters are ruling the game. The big characters, on the other hand, are at the bottom of the game balance. Hugo can't do anything if he ends up end to end across the screen with an opponent who has a projectile. Earthquake can get out of those sticky situations by using his moves. Since the game has no roll, it seems to be hard to get out of corner traps.
- Graphics wise, the game is very unorganized and while the sprites may look good, the beta tester's reactions have not been all positive. The characters are way too different from each other when it comes to size; in example, Genjuro's sprites seem to be a rip directly from Samurai Shodown 4, which ends up making him wider than the rest of the cast in the game. Some of the Capcom characters changes sizes when they do moves, turning bigger or smaller or growing longer arms/legs than they usually look.
- The CPU is old-style SNK: they're strong since they have instant reaction towards the player's moves.
- The guard cancel ground step is abusive as first thought due to being totally invincible and cancelable at any time. The one point which makes it less abusive is that it doesn't advance too much.
- Chunli's spinning bird kick penetrates through the opponent.
- Guile- Button input isn't required immediately after doing Back > Foward for a Sonic boom. He can walk for a very breif moment before executing it.
- Goenitz- His Yonokaze (annoying hurricane attack from 96') does not knock down opponents if they get hit on the ground. It erases super projectiles such as Haoh shoukoukens. He seems to be as strong as his KOF96' self, and most people were losing when they ended up facing him. He has a new move that is similar to Mature's Death Claws. In his Yaotome super, he attacks 4 times, slashes the opponent in a cross, does one Yonokaze to lift the opponent and another to thrust them down. His throw super is avoidable after the screen goes black. He does his bow pose afterwards if it goes in.
- Dan- Has a haou-shoukouken-like move and also a move similar to Ryo's QCFx2+P super punch. His Shoukouken wannabe move does not fly forward. His Ryo super punch wannabe has a guard point while he executes it, but he has a hideous recovery lag after he executes it since he rubs his wrists from the pain. Both moves come out extremely slow. He also has his taunt super which ends up filling the Meter to Max if completed.
- Vega(M.Bison) is kind of small. His hover kick seems to come out slow.
- Riot Iori- He has a throw where he does the finishing move of his Yaotome. Possibly a command move.
- Dark Ken- In his Shippu Jinraikyaku, he does his usual kicks, then three Shoryukens and a Shinryuuken. He also has a combo super, where a skull resembling one from the Orochi members of the KOF series comes out at the end.
- Ryu's DownBack + D does his crouching middle kick. His Super hurricane kick can be used as an anti-air.
- Iori's Scum Gale from a guard cancel ground step is abusive.
- Ken he is easy to use and strong, likewise to Ryu. Both Ryu and Ken can combo from a crouching B into a crouching A, and then a special or a super. Their hurricane kicks can't be countered after a guard.His Shinryuken is a perfect anti-air.
- Guile has a multi-hitting Somoursault super, where he finishes off by hitting the opponent to the ground.
- Ryo has a guard point in his weak Zanretsuken (thousand punches). Iori has one in his Saku Tsumagushi (QCFx2+K move from OF series).
- Bison(Balrog)'s punches seem to have less range than the SF series. He can float the opponent with his Wild Smash move (Hold down, up+ punch), and juggle them into another special.T
- Tabasa- A projectile based character. She has an unknown super where she throws the opponent and puts a cat mark above them. She can juggle the opponent after her throw super (Meteor Fall).
- Demitri is about the same heigth as Sagat. Has a grey aura around himself.
- Geese may or may not be in the game. Only one tester has reported seeing him thus far.
- Mai seems like her voices may have finally been redone.
*
hmmm