Damn... I would sugest this if I could.
Don't they tests a port of a game before declare it worth of competition? Sad that the first SNK game in EVO will be a true
inferior port, and it's a shame that people in SRK is not even bothering. And I was thinking in see some great players world-wide to show up...
It's not a "little bug". It's good to practice at home, but unworth of high competition level.
The bug I was talking about severely affects gameplay. Imagine two high level players, Player 1 is Kula, both players have the energy bars about 50~40%. Player 2 is in the corner and try a move, but fails. Player 1 then lands a jumping D, standing C, toward + A, qcf + A (knocking the opponent in the air), and then try to follow with a qcb + B, and so on... (it's a extensive combo).
In the AES/MVS versions, no problem. The combo will be fine and easy. But not in the PS2 version: in that port, after the qcf + A the game will slowdown a little, the function of the buttons will be switched (punches to kicks/kicks to punches), and in the place of a qcb + B (the tatsumaki-like kick), we'll have a qcb + A (the reflector), frustrating the combo attempt.
Then, Player 2 will be back in the action not because a mistake of Player 1, but because a patetic bug. Who knows, maybe Player 2 can still win the match. Not very fair...
Another example is May-Lee. This char needs constantly stance switch (ABC) in the middle of combat, and even more in the middle of combos. But because of the strange timming of the port it can be too hard to do, and even impossible in some cases.
The commands of some moves are oversensitive too, and Kyo and Iori suffer with it a lot. Most of the attempts of Kyo's qcf + A or Iori's qcb + A will be followed by another qcf + A (or qcb + A) with just one command given. This can put the player in various punishable moments.
The DC port don't have the button switch bug, but brings some issues too. The most cheap is the "Super Chris". He is a well-know char to the KOF players. All of us should know that Chris is a excellent char, and a easy choice to many players.
In the DC port, Chris gained the ability to do a totally new, ultra cheap, easy BC combo that consists of qcb + A (2 hits), qcb + B (2 hits), qcb + A (2 hits), qcb + B (2 hits) over and over until the Power Bar runs almost out, finishing with a DM/SDM. In the original AES/MVS versions, this combo is impossible, and Chris is limited to just ONLY ONE qcb + A, and the move must be cancelled in the FIRST HIT.
If a DC port made it to EVO, wait to see a lot of teams with Chris.
Still in this version, Angel's hcb + kick throws the opponent way too far. To a char who needs to be always close to the opponent, it's bothersome irritanting.
And one more thing: what is a XBOX-E? Emulators for XBOX? Darkstalkers and SFA3 will be using this, and if it is emulation, why KOF 2k2 can't use it too?