By Buktooth88, with contributions from Laicram and Colin. Special thanks to Madman's Cafe
September 06, 2001 |
Well, the highly anticipated game that is CvS2 is almost upon us, and those of us who are fortunate enough to be living in the California Bay Area (EDIT: This report was started roughly 4 weeks ago, before betas started appearing all over the world. I took two and a half weeks off for a much-needed vacation.) have been lucky enough to be able to play it through its merchandising test. While the version we were playing was not the final version, it's highly doubtful that any major changes are going to occur when the game is officially released since this was NOT a beta test. Anyways, read on for some of our findings. Maybe this report will help you get a headstart on the competition, or at the very least help you decide who you want to be on your teams. Also, please note that a lot of the opinions on this report are just that. Opinions. The game is still at a very early stage of skill development and half of the things that I write might already be proven wrong by now.
Note: In order to have a universal language between the Capcom and SNK public, I will be notating the button strengths with LP, MP, and HP (light punch, medium punch, and hard punch), as opposed to the Capcom jab, strong, and fierce. Also, the prefixes of s., c., and j. stand for standing, crouching, and jumping, respectively.
Pretty self-explanatory. Capcom did a pretty good job of showing the benefits of each Groove at a quick glance. When you highlight a Groove with a cursor, it will show on your side of the screen the character that represents it (don't ask, I don't understand the chosen represetning chars myself), the individual benefits that the Groove offers, such as Rolls and Air Blocking, and a basic synopsis of the Groove at the bottom of the screen. For example, it say "Custom Combo System" for A Groove.
The characters are arranged in an awkward diamond fashion, so instead of going for the normal cursor controls, Capcom wisely decided to let you choose your chars with a mouse-like pointer instead. As in MvC2, you choose your chars in the order in which you would like to be the default order. If you want to opt for a two or one man team instead of three, there's an END button for you to choose once you've picked the desired number of characters. I keep forgetting to see what happens if you choose the END button first. :P Common courtesy, know who you're going to choose BEFORE you play. Even better, study the screen layout while other people are choosing so that you know where to find your characters. Games still take a while to finish, and with the undoubtedly long lines nobody wants to sit there while you kibitz through the selection screen at your leisure. As for the character art, whether the characters' icons, drawings, or both are drawn by the SNK or Capcom artist seems to be completely random. And for you fanboys, NO. There is NOT any correlation to the relationships between the chars due to theit placement on the select screen.
This is also pretty self-explanatory, though many people confuse it with trying to select their team order. If you have a three man team, you choose which one you want to be a ratio 2. If you have a 2 man team, you choose which one you want to be a ratio 3, or if you simply want a 2-2 team. If you have a one man team, you... do nothing, moron.
Basically, Capcom Groove from CvS1 with a few more features. Skeptics say this is the weakest groove overall, but I think there's a lot of reasons to use this groove over the others. For one, the quick-building meter lets you have a level 2 super or Counter Attack ready at almost all times. Level 1 supers are weakened in this game almost to the point being worthless outside of combos, so having a level 2 super for just a few more attacks is a huge benefit in itself. What's more, level 2 supers are even better than level 3's with certain chars (barring level 3-only supers like the ShinShoRyuKen, of course) due to the Super Cancel feature.
One of the most overlooked and commonly forgotten features, Super Cancels allow you to cancel a level 2 super into either a special move or a level 1 super if you have the necessary meter. This ability allows you to do even more damage than with a level 3 with certain chars, and also make your level 2's safer to throw out. Here's two examples: Chun-Li lands her dreaded rush kick super at level 2. Before the last launching hits, cancel it into a HK Spinning Bird Kick for a lot of extra damage. For the other example, Ken tries to wake up with a level 2 ShoRyuReppa super, which is blocked. Instead of being vulnerable after the super like he is normally, Ken Super Cancels the last uppercut into an Air Hurricane Kick which instead flies him away to safety.
Last, but certainly not least, of C Groove's exclusive features is Air Blocking. While games like the Alpha and Vs. series make us take Air Blocking for granted, you realize how important it is when it's taken away from you. It's hard to go back once you've been spoiled.
In addition to the above, C Groove gives you a small damage perk for having meter saved. Definitely not enough to make
you want to hold onto your supers, but nice to have nonetheless. Here's the rundown on both the meter speed and power-up
effects from the Madman's Cafe:
Meter gains 4 points on a hit, 1.3 on a guard, 0.4 when attack is missed.
Meter also rises when hit by opponent or guarding attacks.
Power up:
Lv1: x1.01, Lv2: x1.02, Lv3: x1.05
The main weakness of C Groove is its lack of offensive options. It doesn't have any pressuring tools like running or low jumps, nor does it doesn't have the relatively free jump-ins that parrying and Just Defend boast. This groove caters to zoning chars, rather than the rush down type.
There is only one reason to use this groove, and that's Custom Combos. The thing is, Capcom went at great lengths to try to insure that the CC's would not be broken in this game (which would be a Capcom first). First, you need a full meter to activate the CC, which is severely limiting in itself. Also, the CC's that are known as of right now aren't very effective. That's not to say that they will never be in the future, but I don't think they'll ever reach Alpha 3 V-Ism dominance. Guard damage has been SEVERELY toned down, damage has been reduced, multi-hitting shadows are gone (no more confusion VC's!), command grabs no longer grab through block stun, and the invincibility window seems to be shorter. On the positive side, you can still fall through anti-airs and blow through attacks at the press of two buttons, which is the basic reason to use a CC. Also, two new features have been added to this incarnation of CC's: air cancels and mid-CC super cancels.
Air cancels make for some interesting looking combos. Kyosuke can chain repeated air flash kicks into each other for a combo that goes rises all the way off of the screen and stays there for quite a while. Ryo can cancel his dp into repeated air fireballs. Since his air fireball causes him to stay in one spot while he's throwing it, Ryo just hovers a few inches off the ground while he bombards his opponent.
Mid-CC Super Cancels are exactly what they sound like. Somewhere in your CC (preferably at the end of it so you get extra damage) you cancel your CC into a level 1 super. While definitely a swell looking addition, nothing really groundbreaking here.
However, CC's definitely have an untapped potential according to the reports at Madman's Cafe.
Meter gains 3 points on a hit, 1 on a guard, 0.3 when attack is missed.
Meter also rises when hit by opponent or guarding attacks.
When executing the Custom combo, 5 frames of time where only the player can move exists, allowing for an attack if the
opponent is not already guarding.
Ignore the meter information (A Groove is tied for second fastest meter charge with N Groove). The interesting thing is the five frame advantage given when activating a CC. Not proven yet, but this may lead to Alpha 2-style Valle CC's if it pans out like it sounds. For those of you that are unfamiliar with the Valle CC, it's an Alpha 2 technique named after its founder, Alex Valle. You activate the CC when your opponent is standing, while your opponent is stuck standing, you use your frame advantage to land an unblockable sweep into a combo. If this technique still works in CvS2, A Groove will definitely be a groove to be reckoned with.
However, without CC's A Groove is a very weak groove all around. It has all the weaknesses of C Groove, and doesn't have Air Blocking or reliable supers (A Groove only allows you to do level 1 supers. Even worse, they take half of the bar to use.) to bail you out of tough situations. As it stands right now, with the uneffective CC's and unconfirmed Valle CC, A Groove is the worst of the six in my opinion. Yes, I know. I'll be eating these words in a few months when I get owned by some newfangled BAS combo.
While it's supposed to be like Street Fighter 3, 3rd Strike fans won't feel much at home using this groove. As reported nearly everywhere, parries are simply worse in general. The timing is tighter, and the frame advantage gained from a successful parry is much smaller. Also, Red Parries didn't make it into the game (thankfully). However, toned down as much as they may be, parries are still a very dangerous weapon in the hands of an expert. That's exactly who Capcom made this Groove for, experts. To get yourself out of a sticky situation, you HAVE to parry. This Groove doesn't have any easy means of escape such as rolls, dodges, or even Counter Attacks. Also, most of the time supering isn't an option since the groove has by far the slowest building meter. What's more, this groove suffers more guard meter damage than the others. So, parrying is the solution to ALL of your problems. It's also the fastest way of building meter in this Groove. However, even given the tone-down P Groove has received in comparison to SF3, I think this will be the strongest Groove to use in the future (that is, if A Groove CC's don't turn out to be anything too special) since parrying solves every problem you could possibly have. Again, here's the specifics:
Meter gains 1.1 points on a hit, 0.4 on a guard, 0.1 when attack is missed.
Meter also rises when Parrying, getting hit by the opponent or guarding attacks.
Parrying input lasts for 8 frames on ground and 7 frames in air if lever is positioned neutral within 3 frames after
input. If a direction is held, the parrying will last 4 frames instead.
A huge bonus to this groove is the ability to low jump, which is probably to simulate the universal overheads of SF3. This is the only Groove that can both low jump and do level 3 supers at a moments notice, giving you a nice balance of offensive and defensive capabilities. While anybody can capitalize on the quasi-free jump-ins that air parries provide, I think this is a Groove that will cater to the grappler types in particular. Low jumps, air parries, and dashes are all very complimentary to a grapplers' game.
An improved version of the Extra Mode from the KOF series, S Groove is now much different (better) than it was at E3. To start, the Groove features running instead of dashes. Also, you no longer need to be quite so low on life to be in the desperation zone. The amount of life necessary is now about the same as it was in CvS1: about 1/3rd. The way the meter charges is also different. While at E3 it was just slow, in the current beta version it would start slow then accelerate. While it takes roughly the same amount of time to charge a full meter as it did in CvS1, the accelerating meter was no doubt implemented to prevent scrubs from running away while charging bit by bit at a time. As in the other games, having your meter maxed out gives you a damage perk. Here's the specifics:
Meter rises when powering up, and also when hit or guarding attacks
Max Meter: x1.15 (Lasts for 166 counts on timer)
(Note that the 15% damage increase does NOT last for 166 seconds. It lasts for 16.6 seconds.)
For the most part, the people who will use this Groove are the same people that that used SNK Groove in CvS1: The ones who love the level 1 super abuse at low life. However, level 1 supers are worse in general now so that won't be quite as annoying as it was before. (note that you thankfully CANNOT do unlimited Counter Attacks when you are low on life. Counter Attacks can only be done with a fully charged meter) Aside from former SNK Groove Iori/EX Mai scrubs (whose traps no longer work), S Groove seems to have a lot to offer to the more defensive grappling types. Dodging into a super/command grab works REALLY well.
The charging meter is a double-edged sword. Yes, it grants you a 15% damage perk and allows you to fire off multiple level 1 supers in a short period of time. However, for those of you who like to rush down, or those of you who are constantly getting rushed down, you will never find the opportunity to charge. In addition to that, I believe the biggest weakness to S Groove is it's inability to level 3 super without having low life AND being powered up. Even then, you only have a limited time to use the super as in all the SNK Grooves. As of right now, this is probably the most unpopular Groove. Whether or not its really all that bad remains to be seen.
The Advanced Mode from KOF, this is easily the most mobile Groove in the game combining Rolls, Low Jumps and Running all in one package. The super meter works similar to those found in the Darkstalkers or Vs. games: When your meter fills up, you gain access to one super, called a Stock. Different levels of supers aren't available normally. However, by using one of your Stocks to power-up ("breaking" the Stock) you gain for a limited time an increase in damage, defense and the ability to use a level 3 super if you have another Stock available. You CANNOT gain more meter while powered-up. The actual act of breaking a Stock is really quick; about the length of time taken for a jab. You can actually see you opponent jump, then break a Stock and quickly do a level 3 super for anti-air. Here are the vital stats from Madman's Cafe:.
Meter gains 3 points on a hit, 1 on a guard, 0.3 when attack is missed.
Meter also rises when hit by opponent or guarding attacks.
Max Meter: x1.2 (Lasts for 150 counts on timer)
One of the nice things about N Groove is that it has the second fastest charging meter along with A Groove. This is especially beneficiary to chars who aren't very dependent on supers like Kyo or Sagat, since they can simply use their constant source of Stocks to stay powered-up throughout most of the round. While skeptics may point out that powering-up only gives you a limited amount of time (15 seconds) to perform a level 3, I find the 20% damage perk and additional defense alone are reason enough to break a Stock. One of the inherent advantages of the SNK Grooves is that people tend to turtle up once their opponent is powered up and able to do a level 3, which allows you to go on the offensive.
The most commonly overlooked feature of N Groove is the Counter Roll. In some cases, this alone is reason enough to choose this groove IMO. Counter Rolls severely inhibit certain chars' offensive abilities, such as the new powerhouse char Hibiki. I guess a way to think of it would be a slower Red Parry that costs a Stock.
N Groove is definitely a contender for the best Groove. It caters most to the rushdown types of chars and has few inherent weaknesses to speak of. One of its shortcomings is its lack of air defensive maneuver, such as air blocking, air parries, or CC's. While the other grooves have safer ways of jumping in, N Groove users are forced to low jump and rely on the priority of their air moves. The only other weakness I can think of is the general SNK Groove inability to level 3 at any time. Otherwise, a very solid Groove.
A strange hybrid of the systems from the Samurai Spirits and Garou games from SNK, K Groove is definitely something different. First, the Just Defend feature from Garou:MOTW. JD's are basically SNK's answers to parries. Instead of tapping forward, you instead tap back as the attack is about to connect (hence the name, Just Defended, as in just in time.) similar to the little known Blue Blocking feature in Alpha 3. The benefits from a JD are a little different from a parry, though. First off, Just Defending rewards you with a tick damage worth of life. Thankfully, it doesn't give you the obscene amount of life that it did in MOTW (where JD'ing a super gave you about 25% or more). Second, instead of being able to follow up the JD with anything like you can with parries, JD's can only be canceled into special moves. However, unlike in Garou they DO lessen the amount of blockstun you get. If you JD something that is normally safe, sometimes you will still be able to hit them during their recovery time with a normal move. Air JD's are also slightly different. When you JD in the air you bounce backwards, effectively making it much harder to punish a JD'd anti-air. You can still JD an air attack and hit your opponent afterwards with a normal air move, though.
The other K Groove feature is the Rage Gauge. Taken from the Samurai Spirits series, the Rage Gauge increases by taking damage and allows you to perform a level 3 super when filled. You cannot gain meter through normal means such as landing or whiffing attacks. The only other way to gain meter in K Groove is through Just Defending. However, the meter grows VERY fast. A character will fully charge their meter an average of 2 to 3 times per character. Please note that the meter grows according to damage, not number of hits. A ratio 4 character will not be able to do 5 supers before dying without Just Defending. Also note that a full meter does not carry over into the next round (your character has calmed down by then). The benefits of having a full Rage Gauge are pretty extreme, as shown once again by Madman's Cafe:.
Meter gains 1/12th the bar when Just defended.
Meter also rises when hit by opponent, but not when guarding attacks.
Just Defence input lasts for 6 frames- if the lever is moved during the time, the Just defence will lose its input.
When executing multiple Just Defences, the lever must be put to neutral for 6 frames after the Just Defence input has
ended, or it will not take effect.
During MAX: (Lasts for 180 counts on timer)
Normal moves: x1.35
Special moves: x1.3
Super moves: x1.1
Yes, you read right. A whopping 35% damage increase on normal moves for 18 seconds 2 to 3 times per character. The 10% damage increase on the level 3 super is pretty obscene also. I've seen quite a few occasions in which a ratio 3 char did 100% damage on a ratio 1 with a single super. Ownage.
K Groove suffers from the same limitation that P Groove does: You have to JD your way out of everything. Even worse, tactics that could be broken using parries don't necessarily fail against JDing since the frame advantage given is much smaller. If that's the case, you'll have to keep JDing and hope that the life your gaining back is enough to discourage your opponent to switch tactics. Of course, you can JD until you fill your meter (or if you can't do that, take hits) then try to level 3 your way out of the situation, but it takes 12 JD's to fill a meter. Ironically for a Groove that shares so similarities to P Groove, this Groove is very scrub friendly. They just love to be able to level 3 twice a round along with a 35% damage perk, just for getting hit (which happens a lot anyway)!
The part most of you have been waiting for. I'm pleased to report that I like almost all of the new characters. Capcom did well with them, because for the most part they play completely different from your typical fighter char archetypes.
Yun:For the most part I'm pretty pleased with what Capcom did with the old chars. Cheesy stuff such as Terry's roll into Rising Tackle ad infinitum and Iori's column super trap have been removed, and most chars that were lacking in the first game are now solid competitors.
Vice: