the roker said:
In the words of Bono of U2, "Fuck the mainstream."
I think he was drunk off his ass, but I agree with him.
of course, fuck the mainstream. makes perfect sense to "fuck the mainstream" and be "different" like every other schmuck that's fucking different. moron.
the easiest way to understand WHY the "mainstream"(mainstream being the top tourney players who KNOW what they're talking about) hates this title is to read this excerpt regarding the guard cancel dash and other things that give people a superior edge in the game...
"Viscant wrote:
The main problem with SvC is the guard cancel. Let me put it to you this way. Think of M.Bison slide (low rh) in pretty much every game he's been in. It never cancels into anything and in like 98 out of 100 times the move is used and blocked, that's your ass, just no question about it.
In SvC, probably half the moves your character has available just became the Bison slide. And how do you take advantage of it? You don't have to anticipate it coming and parry it. You don't have to do a complicated motion upon blocking. Just tap FF and you can go about your merry way.
SNK implemented this to encourage offensive play. No more fireballs for you! But this turned into "no more standing D or C or sweep or crack shoot or in close power wave or burning knuckle from anywhere or power dunk" for Terry. Or for Goenitz it turned into "don't even think about hitting a button unless you know for damn sure it's gonna hit" (which is why most Goenitz players try and break their personal best for tornadoes because they've figured this out).
In theory and if you just kinda thought about it and mulled it over in your head for a bit, GC would promote offensive play. But once both sides learn what's safe and what isn't...then what. GC is like the primary offense for a character like Tessa. So she should play offensive right? No, that means she finds her range and camps out in it and tries to find something to GC. That means she walks up to your face and blocks. If she starts hitting buttons, she'll probably be GCd. This is what a lot of characters do. Especially Hugo. Instead of trying to jump in and miss or trying to find a button that actually works, it's much better to hammer on jab and hope they try to trip you so you can GC into Gigas then camp the rest of the round.
CD counter is broken in another different way (but it also favors defense). You get your bar back when you CD counter. It costs a super but that's not a problem really. You get every single positional advantage (corner, knockdown), you get 5 seconds, you get your guard bar back. And all it costs is one super. Hell, some characters (like O.Iori) sneeze and get a meter and a half. Every time something just starts not going his way, just burn this and go back to what I'm doing. But that's the GOOD kind of CD counter.
Look at Mr.Karate. He has essentially no use for his supers. One is kind of anti-air. Haohshokoken is ass in like every kind of way. His meter gets ALL pumped into CD. So basically you find a patch of land you like. Block for awhile. Oh they're coming close to you? CD. Qcf+A. Qcf+C. About 7 seconds (in a 60 second game) have gone by. Hop around trying to get a bit more meter back. Then do it again. And the problem is that there's like NO way you can get around it. CD counters are so fast that you can jab me and I counter you off anyways. You can't bait CD counters since they beat essentially everything. A friend and I tried this one day, him doing a button, me CDing, then him cancelling into various stuff. More hits on chain (Shiki)? Negative. DP? Stuffed. Super? No, but thanks for playing.
So for CD counter as if the game needed to discourage attacking any more, it makes it so that you have a foolproof way to get even the little threats off you. So bullshit. And almost all the characters can do it equally. Hugo has the only really bad one. He doesn't really do anything, he just sticks his chest out. You CAN bait his by doing quick retract moves (like Mr.K stand B) and he'll waste his meter and you get free combo. But for other ones like Geese (towards+C, the 96 stand CD), forget about it.
Then we'll talk about hit detection. There's not much I can say here that I haven't said before but just play for a bit. It happens a lot especially with fireballs. Stuff will just whiz through other stuff for no reason. Vega low C is another winner. So much stuff can't hit him but will instead pass through his chest. Mr.K fireball that almost everyone can duck but still have it be clearly overlapping their sprite (Kyo doing d/f+D vs. the fireball. His whole head gets in the way of it, but he just wings right on through). It's just sloppy and ridiculous.
And the counter hit system is completely arbitrary. Vega can do flip kick on someone and they're just standing there and I get counter hit (and can follow up with combo). But when I knock them out of their exceed or a DP, no counter hit? What is that? This will madden you when you have counter hit combos and have no idea at all when a counter hit is going to be given to you.
On balance, time will tell. But picture CvS2 where every time Sagat low fierced you or stand shorted you he could infinite off of that. Or every time Hibiki anti-aired you (after literally FORCING you to jump) she got an infinite. It's like that in a way. Zero's ground game is so strong and his infinite is anti-air. What the hell is that? And Geese's infinite is started by either one of his best two pokes which he throws out very liberally. I mean it's not like you're taking OK characters and giving them big stuff. You're taking the two who probably would have been in top 3 anyways and then giving them instant kills. Insane. In KoF96 when Iori had infinite, Gamest still said that Chin was better by a HUGE margin. I'm just saying...that's not gonna happen in this game. It just won't. In CvS1, even though Nakoruru was the super character, at least you had to pick another character (like Guile or King/EX Yuri). You had to at least give yourself a weakness. Team game balance always seems to look better because it's not always ONE character.
I'm not going to give a final word on balance but...I just feel really bad about where it's going where at least 10 characters are almost total afterthoughts already. That's worse than MvC2 (it took months to write off ANY characters but Zangief and Hayato).
Oh and since you haven't seen Zero, I'll give you a breakdown. Whenever he's bored he throws a fireball. It doesn't look like anything big or anything, but you can't jump over it because his infinite is anti-air and the fireball has literally NO recovery time. It's like half of Cyclops stand fierce in MvC2.
You also don't want to fall down in the corner otherwise he can do mine trap on top of your body. Basically what that is is, he puts a mine RIGHT on top of you. When you get up, the mine is in your face. If you move AT ALL, the mine goes off and you get hit. So you stay there blocking. Zero can essentially do as he pleases at this point. (I should note that he has a move that can heal him. Think about this for a second). So essentially if you fall down in the corner, you are forced to take damage (unless you have teleport) and he can heal himself. Who was on crack when they thought of this. (Also think about CD counters right now when you want to think about how you end up in the corner).
He only gets 3 mines per round, but essentially that's 20 seconds of time. You have 40 seconds to fight him and you have to win by more than 50% (that's about how much he can regenerate while you set off the mine and block or take damage from it).
So essentially, he totally owns the ground, you can't jump or you die, you can't fall down or you're fucked and the infinite can come out of nowhere (oh yeah and the infinite starter chips like a bitch anyways).
God I hate Zero."