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View Full Version : If they made a Street Fighter 4...



Erdrick Holmes
04-16-2006, 03:24 AM
What would you like to see in it?

For me...

Different parrying animations
More use of isms
Return of some classic characters like Sakura, Eagle, and Fei Long
A story mode

NM
04-16-2006, 10:40 AM
I'd just like to see it!

Seriously though. I'd be quite happy with just new high res sprites, and some of the old characters brought back from the earlier games. Oh and I want Guile made good again dammit!

Kawaii Ryűkishi
04-16-2006, 10:52 AM
My only expectation would be fluid sprite animation at least on par with that of SFIII. That stuff is darn pretty.

Markus. D
04-16-2006, 11:04 AM
I want more complicated fighting mechanics.

Dreddz
04-16-2006, 11:05 AM
Pretty much what you lot have already said, I dont want to plot to wander off into complete nonsense. To lay off the recovery moves as found in Street Fighter alpha 3 max. Online play. Dudley brought back :cool:
If all that is present, Ill be very happy.

MecaKane
04-16-2006, 01:58 PM
It'd be nice if it wasn't exactly the same as every other 2D fighter out there.

Madame Adequate
04-16-2006, 02:35 PM
World Heroes > Street Fighter

Dreddz
04-16-2006, 02:43 PM
*loses will to live*

Alive-Cat
04-16-2006, 03:32 PM
If they make another one, all the characters should be hippies and lay about in the sun together, but then they have to defend themselves from wild geese, even though they love animals. SO the aim of the game is to save the geese from being killed, but still defend yourself.
One of the geese would be related to Ken, somehow...:)

DeathKnight
04-16-2006, 03:47 PM
Hey Dreddz, loving your sig. I'd also like to see Rival Schools make a GREAT comeback in 2D kinda like Street Fighter, it'd kick ass so much.

In Street Fightar Alpha4 I'd like to see:

-Insane animation (made possible by the PlayStation3)

-ONLINE PLAY (this is a MUST.....just imagine....just IMAGINE dammit:D )

-A REAL Story mode not some old school crappy story mode. I want 50 minute FMVs of each character's story (well maybe not that long, but I want long endings that make sense)

-Last Bosses to be like in Street Fighter Alpha2 where you face your TRUE enemies.

-a TRUE champioship mode where M.Bison is the last boss and where SOME story is involved.

-This is the sweetest one. I'd like an enemy/buddy system where depending on who you fight most or least you start to develop friendships or rivalries. Say you tag team ALOT with Ryu and Sakura, they'll always look out for each other. Let's say M.Bison and Akuma fight ALOT in VS mode(or whichever mode) they'll become INTENSE rivals and have different animations and speeches towards each other.

-New specials (VERY IMPORTANT, I'm tired of the same old specials) And I'm not talking 'bout 1 new special, I'm talking 'bout at least 2 or 3.

-I'd also like MORE interaction with the surrounding, you know, if M.Bison does his psycho crusher, I'd like for trees to start burning or for the floor to be cracked and such, more overwhelming and insane specials.

-I'd also like for them to make BOTH a 2D and 3D street fighter(both Alpha4 same version and all) But the 3D one allowing for REAL interaction with the backgrounds, throwing characters into the crow or down the lake or whatever.

-Special appearences in battles would be sweet too! Just imagine Sakura coming in to kick your butt after you've kicked Ryu's or Ken's ass XD OMFG I'd die in love with this game :meditate:

WHEW! these are great ideas:D :D :D :D :D

SoulTaker*
04-16-2006, 05:02 PM
More focus on the storyline, better parry system, and of course Dudley! Guta trash.

Sergeant Hartman
04-16-2006, 06:03 PM
Aren't there like infinite of them anyway?

Erdrick Holmes
04-16-2006, 08:56 PM
It'd be nice if it wasn't exactly the same as every other 2D fighter out there.

Your ignorance on these games is funny sometimes.

Deathknights buddy-enemy system actually sounds really good.
When you say combonation of 2D and 3D do you mean characters movements determine what happens on the battlefield? That was only slightly introduced in a few games, like if you hit an enemy knocking him/her back into a chair or a table it would break.

Also, an expanded version of SFA3's world tour would rock if it added more RPG elements, where as your characters fought they'd get stronger and you can take them online.

BatChao
04-17-2006, 06:58 AM
Hi-res sprites, please! Capcom has been reusing the same old sprites for YEARS! The last new sprites they made were for SF3! That was a LONG time ago.

AS for gameplay... not sure. SF3:TS's gameplay is pretty rock solid already.

black orb
04-17-2006, 08:29 AM
>>> The reason I was never crazy about SF games were the lack of weapons, I think SF is more focused in martial arts..
I just love blades and that kind of stuff, thats why SS games are among my favorites..

In a new SF game a story mode would be great..

Erdrick Holmes
04-17-2006, 08:48 AM
Also, an SF game with a sort of quest/adventure mode. Remember Guilty Gear boost mode in Guilty Gear Isuka and Force Mode in Tekken 3? A Street Fighter game with a quest mode like that would actually give the game some more longevity.

DeathKnight
04-17-2006, 08:19 PM
Your ignorance on these games is funny sometimes.

Deathknights buddy-enemy system actually sounds really good.
When you say combonation of 2D and 3D do you mean characters movements determine what happens on the battlefield? That was only slightly introduced in a few games, like if you hit an enemy knocking him/her back into a chair or a table it would break.

Also, an expanded version of SFA3's world tour would rock if it added more RPG elements, where as your characters fought they'd get stronger and you can take them online.

Man that expanded world tour system would really rock, it'd make you feel as if you're REALLY the fighter you love/like whatever =D.

Oh and yes, I'd like more objects around and people too! which you can knock around depending on the moves you perform.

But morever, I'd like to see interaction with the background, when Ken does his Shin-Shouryken(spell check) I'd like to see damage being done to the background(burning trees, broken glass, people being knocked off, etc.). But it could be more fully realized if it was a 3D street fighter, more interaction with the background could be possible. hiding behind cars, jumping from a tree(Blanka), cool stuff you know.

If the interaction with the background seems a bit silly at least the damage to the background and such would be great, imagine drilling your opponent on the ground and leaving a big crack on the floor, or dust jumping off the ground, little details like that would rock. or trees loosing all their leafs after a super special, or melting snow, or in a rainy stage, using all that water to do an INSANE Psycho Crusher(M.Bison) or something.

CAPCOM! Hire me!:hyper: :hyper: :hyper: :hyper:

Erdrick Holmes
04-17-2006, 08:24 PM
I doubt a 3D Street Fighter can ever work.

DeathKnight
04-17-2006, 08:34 PM
I doubt a 3D Street Fighter can ever work.

...yeah

But think 'bout it, if Capcom stops being so HARD-HEADED and allow Namco or Tecmo to make the game for them....just imagine:

-Street Fighter Alpha 4 with Dead Or Alive graphics

-Street Fighter Alpha 4 with Soul Calibur graphics

It could work! But only if Capcom allows this:tonberry:
If not...then make it 2D! I love 2D fighting games, they've got a special magic to them.

Erdrick Holmes
04-17-2006, 08:52 PM
See heres the thing, SF's combat has been tried and true since it's days in the early ninties. It can't POSSBLY play well with 3D graphics, definet proof of this theory is the collection of Street Fighter EX games, they sucked so badly. If you wanna play an SF game with DoA graphics play DoA. Asking for a high-res 3D SF game is like asking for a Geo Metro with a 90,000 dollar stereo system.

Polnareff
04-17-2006, 08:57 PM
...yeah

But think 'bout it, if Capcom stops being so HARD-HEADED and allow Namco or Tecmo to make the game for them....just imagine:

-Street Fighter Alpha 4 with Dead Or Alive graphics

-Street Fighter Alpha 4 with Soul Calibur graphics

It could work! But only if Capcom allows this:tonberry:
If not...then make it 2D! I love 2D fighting games, they've got a special magic to them.

Not to sound pessimistic, but a 3D SF by Namco would most likely not be very good. Just saying. Tekken is already a very clunky fighter (IMO); do we need clunky gameplay transferring into SF? And Tecmo? Buttonmash city!

If you guys are saying SF can't work in 3D because of SFEX, then you must know that a company named Arika was responsible for it. Capcom didn't have any part in it other than for the character artwork. IMO they do well with 3D fighters that play like 2D ones (case in point, Rival Schools and Plasma Sword).


Hi-res sprites, please! Capcom has been reusing the same old sprites for YEARS! The last new sprites they made were for SF3! That was a LONG time ago.

Yeah, and they're still the best and most fluidly-animating fighting game sprites ever made :P Capcom shouldn't change them unless someone makes 2D graphics better than those, and that animate just as fluidly.

It's a smart decision not to get ahead of yourself, someone could 1-up you just as quickly, especially in a business. :p

What I'm thinking is that it just keeps all its old modes. We don't need a Tekken Force-like mode (that wouldn't fit in SF anyway unless the mode was for Cody or any of the other Final Fight characters; Ryu in that mode would be out of place). It should get interactive backgrounds just like other people have said.

There was already a huge focus on storyline to begin with, and I suppose the CG idea wouldn't be too bad, but they have to keep them true to the SF style.

But we all know that since the only truly popular SF is A3 (TS and ST are somewhat popular for hardcore players), Capcom will just keep adding stuff to that game and rereleasing it. It seems nobody plays anything new Capcom makes anymore until it's way too late so they are forced to rehash and make collections... :tonberry:

Dreddz
04-17-2006, 11:19 PM
IMO they do well with 3D fighters that play like 2D ones (case in point, Rival Schools and Plasma Sword).
Truth has been spoken.

BatChao
04-18-2006, 08:00 AM
Yeah, and they're still the best and most fluidly-animating fighting game sprites ever made :P Capcom shouldn't change them unless someone makes 2D graphics better than those, and that animate just as fluidly.

*cough* Guilty Gear XX *cough* The whole 'if it ain't broke, don't fix it' mentality doesn't work well in the games industry. If everyone thought like that, every game would end up like an EA Sports title... pretty much the same game every iteration.



IMO they do well with 3D fighters that play like 2D ones (case in point, Rival Schools and Plasma Sword).

I think if Capcom really wants to make a true 3D SF, they will want it to be a top tier fighting game, able to hold ground with the three kings of 3D fighting (Tekken, Virtua Fighter, Soulcalibur). I'm not saying that Rival Schools isn't good, because I actually really like it, but it's not really tournament caliber material, if you know what I mean. The thing about SF is that it is pretty much the epitome of 2D fighting, and translating that success into 3D is no easy task. But then again, if anyone can do it, it's the folks at Capcom. Hmmm... but I don't think any 2D fighter has ever succesfully been translated to 3D before...

Polnareff
04-18-2006, 12:25 PM
Ummm....GG's graphics aren't as good as SF3's, not by a long shot.

For instance, compare animations. While each SF'er in SF3 animates really fluidly and has more than 3 frames for everything, GG's animations are like something you'd see in, like, Art of Fighting. The difference is obvious is you have played both games.

All that GG's graphics have going for them is color. That's it. The resolution doesn't mean squat, since technically, even though SF3 didn't have a hi-res filter (like GG did), it still looked hi-res.


The whole 'if it ain't broke, don't fix it' mentality doesn't work well in the games industry.

Oh yes it does. Look at Pokemon and SF2 for further proof. Not to mention all those Tetris games. :tongue:

The only way you'd wanna "fix" something in the game industry is if you're either sure that some other company's not gonna 1-up you right off the bat (that sorta happened to Virtua Fighter in a way =/), or if a company did actually 1-up you.

Those two things, or if the game sucked :P

Erdrick Holmes
04-18-2006, 04:13 PM
I think if you put SF3's fluid sprite animations and put it in Sega/Sammy's atomiswave system you might get something of pure beauty.

DeathKnight
04-18-2006, 08:01 PM
Capcom just needs to make new sprites with GREAT animations for SFA4. With the PlayStation3 they can do whatever they want, they don't have to worry 'bout how much polygons they use on the background...so it's possible.

GG's animations are ok....but they're simple and STILL....they look more like art....than animation....and the characters feel awefully small sometimes, though it does what it does pretty well.

Like I said, they just need to keep it 2D, introduce great modes and features (background interaction, enemy/buddy system, constant interaction of ALL characters in ALL modes(whatever you do in versus affects what happens in survival ect. but to an extent.) ). I agree that SF should be 2D always! The fighting just feels great, everyone gets into it and you don't feel like you're on the floor rolling around *cough* Tekken all the fucking time.

Erdrick Holmes
04-18-2006, 08:35 PM
I... doubt a PS3 will ever get a 2D game, as rediculously high the specs are...

The PS2, XBox, and Gamecube can handle extreamly high res sprites just fine on their own. Its a shame this potential will probably be unseen outside of Japan.

Dreddz
04-18-2006, 08:43 PM
It will be sad if that happens, but seeing as the PS3 will be region free, Its easy to import them from Japan.

Erdrick Holmes
04-18-2006, 09:25 PM
Region free? Will that work if you play forgien PS1/2 games in it?

Dreddz
04-18-2006, 10:01 PM
Dunno, but it would seem silly if it didnt.

BatChao
04-19-2006, 07:41 AM
Ummm....GG's graphics aren't as good as SF3's, not by a long shot.


This is up for debate. I'll give you that GG's animation doesn't match SF3's, but then again, GG has high-res sprites, while SF3 doesn't. I guess it all depends on what you value more. I think that while GG doesn't have as fluid of animation as SF3, what it does have is passable and acceptable. However, if Capcom was to put out SF4 today, with the same exact sprites as SF3, that would be unacceptable (unless it was on a portable). It would be like they had put out RE4 with the RE2 Leon model. Totally unacceptable! The graphical jump from SF2 to SF3 was huge, thanks to all that great animation, but it was like they ran into a wall after SF3. Pretty much every game after SF3 re-used old sprites. And look at their latest fighting game, Capcom Fighting Evolution, that game had low res sprites, crap animation, AND crap gameplay. All I'm trying to say is that yes, SF3 looks great, but SF4 could look better. As Dark Holmes was saying, putting high res sprites together with SF3 quality animation would result in something spectacular. In my eyes, Capcom has already been one-upped by Sammy, so it's time they change.

As for never innovating unless someting is wrong with that game... I will give you Tetris... Tetris is the one exception to the rule as its game design is absolutely perfect. Pokemon sales are slowly getting weaker, though. Reviews have been getting worse as well, with the main complaint that all the game are the same. That's also my main complaint with the series, and though I'm was a huge Pokemon fan, I will not buy another Pokemon game until the series goes through a serious overhaul. Capcom already one-upped itself with SFA after the SF2 series, even though no 2D fighter really came close to it. I really don't think the mentality of "if it ain't broke, don't fix it" works... well, it does to a certain extent, but after a while, even if nobody has done better, companies will be forced to better themselves. As gamers, we better hope that developers try to better themselves, even if they lack competition...or we'd be stuck playing the same games over and over again. If that was the case, we'd be playing SSF2: Turbo Hyper Championship Twentieth Attack Superstar right now instead of at least having SF3:TS. Because seriously, did any non-Capcom game really become better than SF2?

Lionx
04-19-2006, 07:54 AM
I would like everyone to go to Sonichurricane.com and download fun with CFE, thats fun stuff RIGHT there. Its a horrible game.

Differnet -ism of course, sorta like CvS2, a parry system, a custom combo system(less liberal please), 3 tier super, and 1 huge ass super bar would be nice. A little more "gimmicky" kind of subsystem too to differentiate all of them too. AND most of all, Sagat not overpowered...c.fierce whore..>_>

Maximum Impact is trying to move in that direction, it doesnt have to compete directly with the 3-D fighters, they just have to make it more cel-shaded instead of sprites or they can make it 3-D but keep the 2-D physics.

That and i like to see more innovation, since SNK's bankruptcy, SNK has been trying to keep themselves on foot, and look what happens when SNK is gone and Capcom has no real decent competition(Guilty Gear is underrated). I like to see Capcom try to explore new grounds and do things never done before sorta like SNK did, sure they had alot of bad titles in general, but after all those mistakes they make awesome titles now and then with all those things refined. Capcom needs to push themselves. Come onnnn SNK @_@

DeathKnight
04-19-2006, 12:42 PM
Region free? Will that work if you play forgien PS1/2 games in it?

Great question, I hope so:D :up:

Oh and 'bout PlayStation3 not getting 2D fighting games. They said the same thing with the PS2 "It will never get 2D games" and look around ya, countless 2D games:)

Polnareff
04-19-2006, 02:45 PM
I would like everyone to go to Sonichurricane.com and download fun with CFE, thats fun stuff RIGHT there. Its a horrible game.

Differnet -ism of course, sorta like CvS2, a parry system, a custom combo system(less liberal please), 3 tier super, and 1 huge ass super bar would be nice. A little more "gimmicky" kind of subsystem too to differentiate all of them too. AND most of all, Sagat not overpowered...c.fierce whore..>_>

Maximum Impact is trying to move in that direction, it doesnt have to compete directly with the 3-D fighters, they just have to make it more cel-shaded instead of sprites or they can make it 3-D but keep the 2-D physics.

That and i like to see more innovation, since SNK's bankruptcy, SNK has been trying to keep themselves on foot, and look what happens when SNK is gone and Capcom has no real decent competition(Guilty Gear is underrated). I like to see Capcom try to explore new grounds and do things never done before sorta like SNK did, sure they had alot of bad titles in general, but after all those mistakes they make awesome titles now and then with all those things refined. Capcom needs to push themselves. Come onnnn SNK @_@


I assume you're talking about branching out to other genres?

If that's the case, HELLO! *points at Viewtiful Joe, Okami, RE, Onimusha, Puzzle Fighter, and the countless other games and genres Capcom has made games in*

Heck, they even made sports games :P

SNK should just make sequels to Fatal Fury and some of their other games for right now. IMO KoF and MS are getting quite dull. The only game I'm really looking forward to from them right now is KoF Maximum Impact 2.

They're going in the right direction by releasing collections, though. I'll give them that.

Lionx
04-20-2006, 03:03 AM
You completely missed my point. Branching out as in testing new waters more often, Fatal fury tested out fighting games with two planes, where you can move in and out of and fight in. Although it was a failure it was an experiment kinda thing. Another thing is how KoF usually reinvent the rules per game, differnet types of super bars and switching modes in mid-battle, strikers and other stuff like that. I am not talking about their other games. I am talking about going wild and experimenting with things and making it work, sorta like how SF3 had Parry and Garou had Just Defense. Thats what i am talking about here, another example is KoF's Counter Movement and Run and their Rolling subsystems.

Erdrick Holmes
04-20-2006, 03:40 AM
Oh and 'bout PlayStation3 not getting 2D fighting games. They said the same thing with the PS2 "It will never get 2D games" and look around ya, countless 2D games:)

That doesn't apply to games made before 2004 or multiple 2D games packed together.

Gau Dude
04-20-2006, 06:04 AM
An apology for the movie. with a chocolate box attached to the game.

Erdrick Holmes
04-20-2006, 11:13 AM
I wanna also see Chun-Li NOT wearing any underwear. She wore a thong in almost all of her games, why not just cut out the middleman and score higher fanboy points too.

Polnareff
04-20-2006, 12:51 PM
You completely missed my point. Branching out as in testing new waters more often, Fatal fury tested out fighting games with two planes, where you can move in and out of and fight in. Although it was a failure it was an experiment kinda thing. Another thing is how KoF usually reinvent the rules per game, differnet types of super bars and switching modes in mid-battle, strikers and other stuff like that. I am not talking about their other games. I am talking about going wild and experimenting with things and making it work, sorta like how SF3 had Parry and Garou had Just Defense. Thats what i am talking about here, another example is KoF's Counter Movement and Run and their Rolling subsystems.

Well, the way you phrased it made it seem like you were talking about different genres. Apologies for misunderstanding.

Yeah, KoF changes the rules, but that didn't necessarily affect gameplay so much (at least not a few years ago; now you can actually tag teammates in, perform cancels, among other things). Back then it basically just affected super bar properties. :tonberry:

Capcom has already experimented with a lot of stuff. They usually keep the changes in their respective series, though.

Take a look at other Capcom fighting games like Darkstalkers. Darkstalkers has chain combos, pursuit attacks, push blocking (but push blocking is different in this game), EX attacks, and then in the last games you get Dark Force and Dark Power, which had different effects for each character.

Then SFA came out. At first it had Chain Combos, but since Darkstalkers had chain combos (and executed them a lot better), they decided to take most of them out for Alphas 2 and 3.

Then there's Alpha Counter in all three games, Custom Combos in 2 and 3 (in CC in A2 your character moves forward uncontrollably, while in A3 you can actually move them, another huge difference), multiple ISMs in 3, and stuff like teching and a brand-new juggle system in A3, which made the game completely different from its predecessors.

A3 also introduced the Guard Meter.

Star Gladiator, IIRC, was one of the first weapon-based fighters to come out (but I believe Toshinden and its sequel were first). It introduced Plasma Combos; while they were too easy to pull off, it meant everyone had at least a few preset combos.

While Star Gladiator was barebones at most, Plasma Sword made SG into a 2.5D fighting game. Plus it added Plasma Fields, Plasma Revenge moves, and the like.

Rival Schools.

Well, what it brought to the table doesn't really need explaining, but for those who still think Capcom doesn't (or hasn't) branch (ed) out....

Rival Schools was the first game to have Team-Up supers, and after a match you were able to actually pick your next character for your next match. Then there were Tardy Counters and all that stuff. Project Justice upped the ante by lowering the super bar count to 5, adding one more teammate to each team, and creating Party-Up techniques.

The Marvel vs. games each had different kinds of "striker systems" and I'll admit that it's probably the only Capcom fighting series that hadn't changed all that much.

Final Fight Revenge had weapons and items you could pick up from the ground and use, but the rest of the game is quite bland, except for the moves.

Capcom vs. SNK experimented with different Grooves and the Ratio system, which didn't allow you to have certain teams (IMO a crappy idea; anyone should have any team they like). CvS2 added more Grooves, Roll Canceling, and some other changes, like the Guard Meter.

Capcom Fighting All-Stars was basically a huge experiment. Though it never came out, there were features in it like a new type of guard, finishing moves (!), three-tier life bars (sort of like Vampire Savior), and even more than that.

Capcom Fighting Evolution, though not that good a game, was Capcom's attempt at putting characters that played in fixed systems together into one game.

There may have been a couple fighters I forgot, but Capcom has experimented with stuff more than you may think. Trust me on this. :D

DeathKnight
04-20-2006, 05:52 PM
I wanna also see Chun-Li NOT wearing any underwear. She wore a thong in almost all of her games, why not just cut out the middleman and score higher fanboy points too.

:chuckle: :up:
Well, the way you phrased it made it seem like you were talking about different genres. Apologies for misunderstanding.

Yeah, KoF changes the rules, but that didn't necessarily affect gameplay so much (at least not a few years ago; now you can actually tag teammates in, perform cancels, among other things). Back then it basically just affected super bar properties. :tonberry:

Capcom has already experimented with a lot of stuff. They usually keep the changes in their respective series, though.

Take a look at other Capcom fighting games like Darkstalkers. Darkstalkers has chain combos, pursuit attacks, push blocking (but push blocking is different in this game), EX attacks, and then in the last games you get Dark Force and Dark Power, which had different effects for each character.

Then SFA came out. At first it had Chain Combos, but since Darkstalkers had chain combos (and executed them a lot better), they decided to take most of them out for Alphas 2 and 3.

Then there's Alpha Counter in all three games, Custom Combos in 2 and 3 (in CC in A2 your character moves forward uncontrollably, while in A3 you can actually move them, another huge difference), multiple ISMs in 3, and stuff like teching and a brand-new juggle system in A3, which made the game completely different from its predecessors.

A3 also introduced the Guard Meter.

Star Gladiator, IIRC, was one of the first weapon-based fighters to come out (but I believe Toshinden and its sequel were first). It introduced Plasma Combos; while they were too easy to pull off, it meant everyone had at least a few preset combos.

While Star Gladiator was barebones at most, Plasma Sword made SG into a 2.5D fighting game. Plus it added Plasma Fields, Plasma Revenge moves, and the like.

Rival Schools.

Well, what it brought to the table doesn't really need explaining, but for those who still think Capcom doesn't (or hasn't) branch (ed) out....

Rival Schools was the first game to have Team-Up supers, and after a match you were able to actually pick your next character for your next match. Then there were Tardy Counters and all that stuff. Project Justice upped the ante by lowering the super bar count to 5, adding one more teammate to each team, and creating Party-Up techniques.

The Marvel vs. games each had different kinds of "striker systems" and I'll admit that it's probably the only Capcom fighting series that hadn't changed all that much.

Final Fight Revenge had weapons and items you could pick up from the ground and use, but the rest of the game is quite bland, except for the moves.

Capcom vs. SNK experimented with different Grooves and the Ratio system, which didn't allow you to have certain teams (IMO a crappy idea; anyone should have any team they like). CvS2 added more Grooves, Roll Canceling, and some other changes, like the Guard Meter.

Capcom Fighting All-Stars was basically a huge experiment. Though it never came out, there were features in it like a new type of guard, finishing moves (!), three-tier life bars (sort of like Vampire Savior), and even more than that.

Capcom Fighting Evolution, though not that good a game, was Capcom's attempt at putting characters that played in fixed systems together into one game.

There may have been a couple fighters I forgot, but Capcom has experimented with stuff more than you may think. Trust me on this. :D

That's fucking great! great job man. Oh, you forgot Pocket Fighter......which had a different feel to it, don't remember if anything's really different from Alpha 2 but I think you had to beat up your opponent and pick up gems he/she dropped and use it for specials.....wait..was it like that? And you also forgot, Puzzle Fighter, a puzzle(tetris)game with DarkStalkers and Street Fighters :exdee:

Edit by Kishi: Don't double-post.

Erdrick Holmes
04-20-2006, 06:24 PM
Well, the way you phrased it made it seem like you were talking about different genres. Apologies for misunderstanding.

Yeah, KoF changes the rules, but that didn't necessarily affect gameplay so much (at least not a few years ago; now you can actually tag teammates in, perform cancels, among other things). Back then it basically just affected super bar properties. :tonberry:

Capcom has already experimented with a lot of stuff. They usually keep the changes in their respective series, though.

Take a look at other Capcom fighting games like Darkstalkers. Darkstalkers has chain combos, pursuit attacks, push blocking (but push blocking is different in this game), EX attacks, and then in the last games you get Dark Force and Dark Power, which had different effects for each character.

Then SFA came out. At first it had Chain Combos, but since Darkstalkers had chain combos (and executed them a lot better), they decided to take most of them out for Alphas 2 and 3.

Then there's Alpha Counter in all three games, Custom Combos in 2 and 3 (in CC in A2 your character moves forward uncontrollably, while in A3 you can actually move them, another huge difference), multiple ISMs in 3, and stuff like teching and a brand-new juggle system in A3, which made the game completely different from its predecessors.

A3 also introduced the Guard Meter.

Star Gladiator, IIRC, was one of the first weapon-based fighters to come out (but I believe Toshinden and its sequel were first). It introduced Plasma Combos; while they were too easy to pull off, it meant everyone had at least a few preset combos.

While Star Gladiator was barebones at most, Plasma Sword made SG into a 2.5D fighting game. Plus it added Plasma Fields, Plasma Revenge moves, and the like.

Rival Schools.

Well, what it brought to the table doesn't really need explaining, but for those who still think Capcom doesn't (or hasn't) branch (ed) out....

Rival Schools was the first game to have Team-Up supers, and after a match you were able to actually pick your next character for your next match. Then there were Tardy Counters and all that stuff. Project Justice upped the ante by lowering the super bar count to 5, adding one more teammate to each team, and creating Party-Up techniques.

The Marvel vs. games each had different kinds of "striker systems" and I'll admit that it's probably the only Capcom fighting series that hadn't changed all that much.

Final Fight Revenge had weapons and items you could pick up from the ground and use, but the rest of the game is quite bland, except for the moves.

Capcom vs. SNK experimented with different Grooves and the Ratio system, which didn't allow you to have certain teams (IMO a crappy idea; anyone should have any team they like). CvS2 added more Grooves, Roll Canceling, and some other changes, like the Guard Meter.

Capcom Fighting All-Stars was basically a huge experiment. Though it never came out, there were features in it like a new type of guard, finishing moves (!), three-tier life bars (sort of like Vampire Savior), and even more than that.

Capcom Fighting Evolution, though not that good a game, was Capcom's attempt at putting characters that played in fixed systems together into one game.

There may have been a couple fighters I forgot, but Capcom has experimented with stuff more than you may think. Trust me on this. :D

And now you know, and knowing is half the battle

http://www.collectablekingdom.com/images/new_gijoe_logo.jpg

Polnareff
04-20-2006, 09:37 PM
That's smurfing great! great job man. Oh, you forgot Pocket Fighter......which had a different feel to it, don't remember if anything's really different from Alpha 2 but I think you had to beat up your opponent and pick up gems he/she dropped and use it for specials.....wait..was it like that? And you also forgot, Puzzle Fighter, a puzzle(tetris)game with DarkStalkers and Street Fighters :exdee:

Yeah, I only didn't put those because they were parodies, but you're right in that they were games in which Capcom tested the waters. IIRC Puzzle Fighter hit around the same time as numerous other puzzle games (Tecmo Stackers, Bust-A-Move 3, Tetris Attack, et al) and was just Capcom's way of putting SF and DS characters into a puzzle game, since those were popular at the time.

Pocket Fighter basically used the gems from Puzzle Fighter to power up specials (which I thought was cool) and it had a different combo system and everything than the other games. Hell, Dan even kept his trademark from Puzzle Fighter: only being able to knock red gems from the opponent. Also, it marked the first time a Warzard character (Tessa) and an SF3 character (Ibuki) crossed over into a, well, crossover :p

DeathKnight
04-21-2006, 03:37 PM
Yeah, I only didn't put those because they were parodies, but you're right in that they were games in which Capcom tested the waters. IIRC Puzzle Fighter hit around the same time as numerous other puzzle games (Tecmo Stackers, Bust-A-Move 3, Tetris Attack, et al) and was just Capcom's way of putting SF and DS characters into a puzzle game, since those were popular at the time.

Pocket Fighter basically used the gems from Puzzle Fighter to power up specials (which I thought was cool) and it had a different combo system and everything than the other games. Hell, Dan even kept his trademark from Puzzle Fighter: only being able to knock red gems from the opponent. Also, it marked the first time a Warzard character (Tessa) and an SF3 character (Ibuki) crossed over into a, well, crossover :p

Nicely put! Man, you impress me. I hereby consider you a five star Capcom Maniac ***** :meditate:

DK
04-21-2006, 04:24 PM
Region free? Will that work if you play forgien PS1/2 games in it?

I'd wager not. Just because the current games for the system would be all the same region, doesn't mean ones that were already different would work. But I may be wrong, i'm just guessing. :D

Erdrick Holmes
04-22-2006, 06:02 PM
I think every SF player agrees with me on this. I'd want to see credits where at least half of the capcom team uses actual names, not just random words and symbols.

Lionx
04-22-2006, 07:38 PM
Especially the part where they thank me, i mean i am paying for their arcades and games, and they cant even bother to spell my name out. Those greedy murderous bastards...X3

DeathKnight
04-22-2006, 11:41 PM
I think every SF player agrees with me on this. I'd want to see credits where at least half of the capcom team uses actual names, not just random words and symbols.

agreed! Those SF people are LAAAAAAAAAAAAAAAAZY:irked: