Chris Bahn was able to grab a quick interview from D44 aka BAS, a Capcom vs. SNK 2 legend, who is known for his A-Groove Bison, Vega and Blanka team. You might also recognize his name from the Super Street Fighter 4 Arcade Edition v2012 team tournament held at whose team placed first in 2011.Did you consider the Alpha series or Capcom vs. SNK series to be more enjoyable, and can elaborate your preference?
Well, I think those games are almost perfect, but CVS2 is definitely better suited for my tastes. I enjoyed Alpha 3, but the Custom Combo system is just too broken.
Infinite combos is cool, but I dislike how characters have “free charging” while they’re in this state. Also, I think it’s a bad idea that you initially start out with a full Super meter at the beginning of the match. Players tend to dismiss making effective strategies and instead just seem more concerned with executing custom combos (CC).
With Capcom vs. SNK 2, A-Groove is very strong, but you had to build meter on your own (unlike Alpha 3), so a player needed to develop an effective strategy to build up that meter safely (and wisely). CVS2 also is a “team battle game”, meaning that even if you lost your first match, you still had more opportunities to come back since it featured multiple characters per team. You can even switch up the order to avoid potentially bad matchups. I definitely feel that Capcom vs. SNK series provided more flexibility and options compared to other fighters.
Check out the full interview over on Cross Counter's website.
Custom Combos are not that bad. It allows for more creativity amongst each player and less boundaries per character. It made the game exciting to see what type of combos could be created even if on the fly. UMvC starts to you off with one gauge and the only time you really see combos of such excessive styles are from more experienced players. How many casuals and non tourney players will you obviously see pull off infinite or even a ten hitter in Alpha?
CvS2 was indeed a great game and in my opinion extremely balanced. Not much to say there to be honest.
custom combos are not as bad as x-factor. CC took a bit more skill to use.
Related: I love this video
http://www.youtube.com/watch?v=3hCSdW...
Tricks and Combo Glitches Alpha zero -> https://www.youtube.com/watch?v=BHZxQ...
@13 No one's hating. Just talking about how CCs were broke as sh*t. If you'd quite being butthurt for a second you'd realize this.
The custom combos aren't that bad. I think it evens the playing field for a lot of characters who really can't deal that much damage(e.g. Juni and Juli). I see V-Ism as a "Seiei Enbu" Style Custom Combo. It what made Alpha 3 "broken" is that V-Ism made it so much easier to juggle.
Alpha 3 would be perfect if it was only A-ISM and you didn't begin a match with full power gauge.
CvS2 on the other hand... Blanka is worse than any Custom Combo. One of the most braindead characters ever imo.
@13:
For casual or online, do w/e you want but for tournaments scene, V-ism killed the game.
In some ways, CvS2 is the game that A3 should be aka a fixed version of A3, my opinion is the same as D44. When you have CvS2 no reason to play Alpha series anymore.
As much as I agree about V-ism being a bit silly at times, I can't help but laugh at people talking about being Guard Crushed by V-ism usage(Yo alpha counters where you at). If they're out of range for it then use your own to counter activate, but ah whatever.
BAS obviously hasn't been keeping up with the Alpha 3 scene since he stopped playing in Japan, as it has certainly evolved. Starting the round with 100% meter now means, one guy activates and the other guy counter-activates most of the time OR they use their meter to kill/get out of an infinite. If you aren't guaranteed to win with V at this point, using it will just make you lose, even with an "infinite" as all the infinites can be escaped and none of them are "true" infinites, but if you don't have the meter to escape then that's your fault. I do think it should be toned down though, just don't think BAS has really been keeping up to date.
Alpha 3 has been my favorite SF game for a while now. With that being said, I cannot stand V-ism. To me, it's never been fun to play with, play against, or watch. I think Alpha 3 would be appreciated more with a proper re-release(HDR,OE). Give the option to restrict things, such as characters and ism's. I think things like A3 being a fast-paced game with high character variation would make it a great tournament game to watch.
BAS is completely right. V-Ism did ruin Alpha 3, particularly in the long run. The fact that you started with full meter at the beginning of a match gimped a lot of the strategic aspects since custom combos turned it into a game of who gets the first touch or guard break.
@17 You say Alpha 3 would be perfect if it was only A-ISM? What about the A-ism unblockables and the huge Sim advantage? Playing against Brazillians over 10 years later doesn't mean you know how broken this game is.
He forgot to mention worthless throws, worthless projectiles, corner infinites, and possibly the wonkiest hitboxes in any Capcom game. That said, I still play A3 at the arcades occasionally. It's still a fun game.
However, to me the best part of the interview were his comments about AE.
yo, #23 is on point with his comments. Obviously the game has flaws, whether they're a lot of them or not is a matter of opinion, then how about learning to use the game flaws to your advantage and stop sounding like a scrub because you can't win where cornered?
And #31 is right as well. If having full meter at the start of each fight is what makes people act so braindead towards the game, then turn the damn option off and start building meter from scratch. Wouldn't that help?
There is one very specific problem when you start with no meter that is easily overlooked. There are unblockables with the use of V-ism, meaning that can only be countered by doing an invincible move of your own. For characters who don't have this(along with the tight reversal window), activating V-ism is practically the only option to counter it, and get a full punish in the process I might add with a V-ism combo.
Honestly the only way to fix the problems with V-ism is to tone down the meter build for getting it back. You can't shorten it as those with crouch cancel infinites have a huge advantage, however the fact it is built up so fast is insane and the reason the game is so hectic in that respect. I also think if they were to make it so the shadows in V-ism didn't have the properties of high/low and even left/right, the game would improve as the unblockables would be essentially removed.
Capcom tried by removing crouch cancelling in the later versions(See: SFA3 Upper on arcade), but the game died because of it, and people stuck with Alpha 3. Why? Because doing as such didn't actually nerf the higher tiers of characters, in fact, it only made them better and those below them worse with the top 3 having V-ism combos that require no kind of crouch cancelling.
Also removing V-ism? Are you mad? Zangief removed from top 10 to bottom 5 easy. V-ism is something that helps to balance the game, not kill it, it's only problem is that you can do really stupid stuff with it.(see the paragraph about removing the ability to do unblockables, and how it builds insanely quick).
@32 No because meter builds fast as hell. A SF game shouldn't be so focused on meter.
^^ Any of you guys have video's on these unblockables? I can't find anything about them anywhere, just SF4 "unblockables". I'd like some information on the game that isn't totally obsolete like SRK's wiki.
Honestly though, If A3 just kept A2's engine, ditched the custom combo's, and had A3/Upper's cast, I'd enjoy the game alot more. I generally just hate custom combo's in every fighting game, I think they are repetitive nonsense, one of the reasons why I don't care for KOFXIII anymore.
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