For those that think theres no story you have to read the 50 page essay of every character's background and history..or read Buktooth's 50+ page system FAQ on gamefaqs and actually be able to understand and apply it vs human players. The depth is as deep as your opponent.
IMO SvC Chaos was bad because it was too random for me and it was a little stiff. Compared to the Capcom vs SNK 2, SvC Chaos was overshadowed in play control, graphics(not that it matter THAT much), and depth. CvsS2 had a more wide variety of players(which although not totally balanced, was way more balanced than say..Gotienz or whatever that is in SvsC that you can play in the arcade) and with Grooves and team combinations/ratios, the team and strategies would never end along with different match-ups. SvC Chaos is in no ways horrible, but to be a competitive fighting game fought in tournies...? Nope. Wont hold interest.
1.) Capcom vs SNK 2: Obvious reasons of course. The groove system lets you change your character that you choose dramatically. A Yamazaki or a Ryu at C Groove, plays differently in S Groove or K Groove. The Ratio mix match and different match ups totally change the way things are played. Would a C Ryu R1 vs aa A Ken R1 be the same as a K Ryu R2 vs a S Ken R1? Not likely. P and K Grooves are total mind games..S and C Grooves are relying on your normals ending into supers..N Groove is a nice groove to pressure, while A Groove is a hyped up faster version of C Groove with a potential to juggle your own combo that could add up to be ever stronger than any level 3 super combo can imagine...and add that with different characters in ratios and its one complex game. Just mastering one character in one groove might not be enough in another groove or ratio/team set up.
2.) Street Fighter 3 Third Strike: This game is really great in the sense that since everyone can parry.The sense of parrying puts a different Yomi level(look it up if you wanna konw about it) between players. If you jump at the person, would he try to parry your attack? Or anti-air? Should i stick out that meaty Hard Kick? What if he parries it?
The limited Super Arts on each character IMO is like grooves in a sense, depending on your Super Art that will do a huge chunk of dmg, you need to play a little differently in order to land that super...like you cant poke 3x and then super into the Ken's kick super if you choose the Shinryuken one...differnet tatics and your opponent is trying to find patterns and behaviors the minute the round begins.
3.) Super Smash Bros Melee: Theres more depth to this game than you think. Certain top tiers like Marth has different directional throws and can go into an instant smash attack. Control the ledge, cancel you into a safe fall behind the guy and grab him and keep him struggilng with only 25% on his damage counter. Its just very variable ^^
4.) Guilty Gear : I barely played this...but the ways that it seems possible to juggle makes it very very likable in my taste..that and it has good voices and graphics abit falling a little short of SF3.
5.) Samurai Shodown(aka Spirits) 4: I like how the game is pretty free form..however i have yet to get serious with this game...but i know its definetly good..now if only Cham Cham was there ; ;
I like to play Garou and KoF2002 someday..both look awesome.
Games i wont like to play? MK -_-; Games i only play for fun and nothing else? MvC2![]()