I haven't played it yet, but... why's everyone hate SvsC?

The BEAST3

Dodgeball Yakuza
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May 5, 2003
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yeah it's a great game! Saw it in the arcades, but never got a chance to play it! The fucken arcade was packed!:mad: Oh well, maybe one day! Shin mr.Karate is my favorite character, he's got the moves!
 

Diavle18

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First I played this game like KOF without a roll and run but now I play it like KOF without a roll and run but with 2 or 3 times the offensive capabilities.

Man, if you are an offensive player this game is for you. This is a turtler's/firball whore's worst nightmare, and this is before you bring the Furanto Guroundo Stepo into play. Man this ability makes KOF..er..this game so much faster, even Terry becomes more than defeatable.

Use FGS and kill kill kill :D.
 
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Lee Gray said:
When i first got it, i was a bit dissapointed, but after a couple of hours playing it, i thought it was a pretty good game and i have now played it to death


yeah this sums it up for me actually. I got back from a friends at around 1 am saturday, started playing and decided to stop around 5 or 6 cause I had to work at 9 am :p

its definetly got more substance than the initial impression of it would lead you to believe.
 

blackadde

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Diavle18 said:
Man, if you are an offensive player this game is for you. This is a turtler's/firball whore's worst nightmare <snip>

Wait . . . what? GCFS is a turtler's dream. Sit there, wait for a meaty attack, GCFS and combo/super/exceed. It's not like they can threaten to throw you given most throws miniscule range and meter cost. It's like parrying without the timing or risk.
 

Rodi

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Diavle18 said:
First I played this game like KOF without a roll and run but now I play it like KOF without a roll and run but with 2 or 3 times the offensive capabilities.

Man, if you are an offensive player this game is for you. This is a turtler's/firball whore's worst nightmare, and this is before you bring the Furanto Guroundo Stepo into play. Man this ability makes KOF..er..this game so much faster, even Terry becomes more than defeatable.

Use FGS and kill kill kill :D.
If you think the whole game is all about FGSC, that's wrong...

Not everytime you get to FGSC and not everytime it's successful...
 

SonGohan

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Ice_burn said:
There's no special features on the game. The stages are damn boring.

If you're playing the game for the stages and/or music, then just buy a soundtrack and the mook.
 

kernow

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I've only played for about an hour in total, due to being Lazy.

Guile is nice I think, looks pretty bad with his 3-frame standing animation, but he's fun to play.

Why is Ryo there, meh, I could say this for half the cast.

Some AI is broken, Bison/Vega, or just damn bad.

overall 60%
 

Ken Masters

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I sold KOF 2002 for this game and I like it alot ,but dont love it.I dont regret selling my kof2002 because I really didnt like much and I have Kof 98,99 and 2000.Those are my favorite kof.
 

TB@SNK-Capcom

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The reason why everyone hates SVC is because they think the graphics are gay and they are not used to the way the characters are played in KOF. Most people don't give a shit about the SNK characters so they play as the capcom characters and don't really get the feeling on the way they are supposed to be played. It pisses me of when people just play the capcom characters.:very_ang:
 

Takumaji

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A lil' late as usual, let me rant a bit about SvC... last night I played it on homecart (thanks Dampfwalze!!) for about 3 hrs both vs CPU and 2P and overall, I'm disappointed with the game.

I've tried all characters including the hidden ones, and the first impression was "this is KoF". Almost all combos that you can do in various KoFs are in SvC as well, with some differences in timing and setup because of the dashing and speed differences, but there's nothing you couldn't do in, say, KoF2k1, and vice versa, including super-cancels, etc.

The character lineup is quite okay, tho I could live without Choi and any weapon fighter, I also dislike them in CvS2. The hidden charas are not too bad, I had quite some fun with the Mars People, IMO they did a good job with incorporating this kind of character into a fighter.

On the Capcom side, there's the usual selection of our fave Cap heroes... the presence of three very similar Shotos (Ryu, Ken, Akuma) is a bit much, but whatever. Perhaps this is why they slowed down Ryu so much, compared to Ken and Ryo, he's a lame duck IMO. Must be the age kicking in?! Anyway, Chun, Sagat, Dhalsim and Ken are alive and kicking as ever, if there weren't all these colission problems - fighting with Sagat against a good Dhalsim player feels like watching an educational movie of a software developer that showcases all sorts of sprite colission detection bugs... very weird, and totally inexcusable IMO. No play tester worth his salt should let stuff like this pass the quality check. Projectiles hit where they shouldn't, Sagat's C Tiger Uppercut has a monstrous hit box that also hits an opponent standing behind (!) him... in one round, I was using Takuma against Dhalsim and it felt like fighting against a wobbly piece of jelly... weird.

The two big guys, Earthquake and Hugo, play surprisingly well, tho it's funny to see them in the ring together, there's almost no space left to actually fight....

The engine is not very tight, comboing is quite easy and straight-forward, nothing new here. Anywhere Cancelling reminds me of the crap that is the KoF2k2 BC mode, but the execution in SvC is slightly better and more intuitive, again, nothing special.

Graphics and sound are meh - I like the idea and intentions behind stages like the desolated train station but the actual drawing style feels blunt and the colors seem washed out. It's very obvious if you switch to an older pre-SNKP game inbetween two SvC rounds, makes me want to adjust the color on my TV... The Capcom sprites look good, tho.

And the in-game f/x - man, hitting the block sounds like a raindrop on an empty cardboard box, no punch, no power, very boring. Coupled with the so-so music, the game sounds like a budget mid-90s production. What's up with that? Are they running out of good samples? I don't get it.

Finally, the overall presentation is decent, at least they spared us the charset mixup of KoF2k2 with its lousy fonts and -combinations. The win screens and quotes are not too bad but some character faces look a bit weird, like Balrog's. The chara menu is nice but the timer is annoying.

So, as a resumee, I'd say SvC is a mediocre execution of a long-awaited game that has its moments and initially decent amount of fun, but I fear that the replayability isn't all too great. After three or four hours of SvC I felt that I had to play something else for a change - a trend which led me to the conclusion that I won't buy SvC on homecart at the moment because it's certainly not that stinkin' piece of bug-riddled crap that some make it out to be, but IMO the price of the homecart is too high compared to what I'd get for it - I'll wait for a next-gen console port, thank you.

I agree with kernow: 60% seems like a fair rating.
 

SonGohan

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Loved reading your post as always, Takumaji. You have a knack for summing up games well.
 

hyde

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svcc is a boring game for me. i like rage of the dragons better, because of the character designs (mmm pupa and annieee :drool_2: :drool: )

it just lacks gameplay comparing to kof.
everyone get wins easily when using powerhouses like chun li, mars people, akuma.....
i don't know how to put it, i just played it twice in the arcade, it is not appealing and fun at all.

i rather spend my time elsewhere than playing this game.
 
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Takumaji,
That was a damn fine review.

I've noticed that Dhalsim has the worst problem with the hit detection. Some of his moves NEVER connect if you aren't a certain distance...which is pretty bad. Other than him though, overall I don't think its a major problem, but I'm going easy because I'm having a blast with this game still, after 2 solid weeks of play. Just because its so much fun to play, I would score it higher than 60%.
 

Takumaji

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Thanks guys.

Some ppl have told me that their biggest gripe with the game are the Capcom charas, specially Guile. I found him quite underpowered compared to his SF-series incarnations, combos like his good old jumping B -> standing A -> charge d,u+B are slightly more difficult due to stricter timing caused by the 4-button system. In a Capcom 6-button fighter, I mostly use the medium kick here which is just right for the combo, but in SvC, all I have are a light-medium and medium-hard kick variant.

In short - I somehow miss the two additional buttons... funny, haven't expected that at all, I thought the Capcommies would play more straight with 4 buttons.
 

Devil_Gans

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Speaking of the capcom fighters, ryu seems to be less effective than he usually is, Ken's hadoken is weak but violent ken is a monster with his damn juggles.Akuma seems to have the best fireball and combos among the shotos.
I like the ability of the shotos to combo from a stand C into a b/d+D but only akuma can combo it into his moves more effectively than the other shotos.

I like Mr karate but despite having an uppercut he does not seem to be as effective as Takuma was in KOF 98/ 2000/2001.His fireball DM comes out slow and can't be comboed but his exceed can be comboed after the b/d,f+K(charge) move as well as his qcf(X2)+K super.
 
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SonGohan

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Takumaji said:
Thanks guys.

Some ppl have told me that their biggest gripe with the game are the Capcom charas, specially Guile. I found him quite underpowered compared to his SF-series incarnations, combos like his good old jumping B -> standing A -> charge d,u+B are slightly more difficult due to stricter timing caused by the 4-button system. In a Capcom 6-button fighter, I mostly use the medium kick here which is just right for the combo, but in SvC, all I have are a light-medium and medium-hard kick variant.

In short - I somehow miss the two additional buttons... funny, haven't expected that at all, I thought the Capcommies would play more straight with 4 buttons.

Yeah, Guile NEEDS his mediums. There's shit you just can't do with him in this game. A simple Guile poke tactic would be crouch mp, crouch mk, l. sonic boom, walk forward throw/repeat. Repeat as needed. Well in this version, you have to press DF + lk to make his normal c.mk to come out, which is fucking horrible because you can't buffer his sonic boom, which you should always be buffering while holding db, which even gives you the added guard safety should you choose to not follow up. This Guile you have to constantly be swinging your joystick around like a monkey if you want to even attempt his old strats, which don't work for shit in this game if you even get them down perfectly.
 

+++SLUG FLYER+++

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Apr 25, 2002
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i cant be bothered to hook up the 6 button set up and go into all that cps re-live battery crap, so this is perfect for me! lol

im excited for this game...this and slug 5....what a damn fine winter it will be!!!:buttrock:


lagwagon rock
 
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