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Cable's aHVB is 90% of the reason why he's broken; the other part is that he can 'armor break' incoming opponents. Using good timing with air heavy, you can time it so the projectile hits as they enter, and won't recover until they hit the ground, leaving them open for a few frames. Magneto has a 1-frame cr. L, meaning most of the cast starts the round blocking, except Mega Man, who can trade due to his 1-frame cr. L. He also has triangle jumps that are fast, leading to ambiguous mixup, including overheads, lows, and throws leading to full-combos. He also can easily weave in lights into his combos, leading to resets that are easy to recover. Storm has triangle jumps, too, but her greatest strength is being a battery without contention. That is, she can super jump and whiff heavy to build meter in combination with float when necessary and there aren't many in the cast who can contend with that. No Hailstorm? No problem! Hailstorm also deals incredible chip damage, allowing Storm to always be able to pressure an opponent. She's still paying for her crimes in future installments. Sentinel, through use of his flight, can call assists at super jump height, something that's very limited within the cast of MvC2. With the right assists (Commando, looking at you), this makes judging where the assist was called incredibly difficult. He, too, is paying for his crimes.
I live in Japan for work, and I love mentioning to Japanese friends that MvC2 has a long-enduring competitive scene in the West. The opinion on it in Japan is actually pretty negative from what I gather.
Respectfully I’m not sure this video needed to be made, lol. It’s pretty much widely agreed upon and known that CvS2 is a better game than CvS1. I love both, but gameplay wise 2 is clearly better. But I will say that I have definitely always loved the music, aesthetic, and overall presentation of CvS1 more for sure.
I still can't understand why Capcom never released super Street Fighter 2 turbo for the Super Nintendo back in 94 yep they release Street Fighter Alpha 2 this doesn't make sense. Also I'm surprised nobody over there in the United States has done this yet what will the technology that's around these days I'm waiting for the day that someone does that because I will snap that up straight away $£$£$£.$£$£$£$
Capcom was stuck with millions of unsold Super Street Fighter II cartridges for the SNES by the end of 1994, so it would be financial suicide to proceed with a Super Street Fighter II Turbo SNES release in 1995. If you're wondering why Capcom didn't release SSF2T instead of SSF2 on the SNES in the summer of 1994, the reason is if they did that, SSF2T would have been in the arcades for less than six months before the hypothetical SNES port released that summer, and this would have created a HUGE backlash from arcade operators who couldn't make their money back on the game because the home ports cannibalized their investment.
MvCI is easily better than MvC 1, and it's debatable if it's better than MvC 3. The hate mainly comes from its presentation which is obviously not as good as other games in the series, but ignoring what a great fighter it is just for its presentation is a fools errand.
I respect the efforts of the artists, but never cared for the style used. KoF XIII did the artwork right.... too bad that game's command inputs are ludicrous.
Just imagine a new MvC game running on RE Engine with multiple features such as playing 1v1, 2v2 & 3v3 & with characters like Leon Kennedy, Ryu, Nero, Wolverine, Spider-man, Daredevil & Captain America. But sadly we will never see it because Disney loves to crap on their fans & hates success. PS: That's why I'm so hyped for MVC fighting collection. REAL MARVEL IS BACK! Not the MCU Marvel, not the feminist MARVEL, not the gay MARVEL, not the woke MARVEL, but the MARVEL we all knew & grow up. Just pure fun & action. No progressive political agenda.
This game always felt kinda "uncanny" for me and you nailed it: it's visuals feel like a flash game. Totally true. It's sad that my copy is stuck forever in my 360 account though since they never made it compatible with the newer Xboxes. I can kinda experience it on Switch but it's not exactly the same thing.
If you look at some fo the art before the eventual "downgrade" of how detailed the characters were you can kinda see what they were going for compared to what happened. It was a lot more detailed before hand, but because of time constraints they had to dumb down the look
Probably not. It would have had to come out in arcades and have Japanese players adopt it like with Guilty Gear AC+R to really be accepted, and HDR just looked too different. And whoever was in charge would have to filter out a lot of player suggestions. There's a famous story about Keits adjusting KI Jago in a way that fans initially criticized that ultimately was the right decision.
The art is solid, it just really doesn’t suit the kind of animation a fighting game has. It lacks the same level of color contrast as the original, making the characters feel more flat than they should, and the level of detail paired with the lower amount of frames is jarring. It’s still cool to see regardless. High res art can definitely work in fighting games (like Skullgirls) but I’m unsure if it really does here.
Yeah, I think the issue just comes down to how few frames everything has. With that level of visual fidelity you expect the animation to be equally smooth, but instead it feels like characters are just snapping between frames rather than actually animating, giving it that sort of flash game look.
Me too. Warts and all. A couple years ago I brought out my old HRAP3 stick out of retirement and gave it an all-button layout _because_ I knew the game didn't have any sort of SOCD cleaning at all. Love those walk-up Sonic Booms!
I could have sworn the game let you play with both original ST balance and the Remix balance. It is a shame HD Remix was so divisive for hardcore fans because I would have loved a Third Strike with a smaller balance patch made with comp players in mind. I know James Chen has talked about how Sirlin didn't seem to take a lot of pro player feedback into account for the patch. I also remember hearing that Sirlin and his team wanted to judt give the sprites an HD makeover and he even offered to self-fund the difference since it would be more expensive than using Udon's art but Capcom refused. I think Udon did a fantastic job but the stages are far too simplistic and not being able to draw new frames of animation makes it feel cheap. If they had the time to really flesh it out it probably would not have looked so bizarre.
We were robbed of Makoto with a tough cutesy voice, but I can understand time constraints. It also would’ve been cool and interesting to see her get a unique win and lose pose since 3rd Strike ditched those by just having the winner say their victory quote.
You should also talk about the most recent version of SF2, Ultra Street Fighter II: The Final Challengers which is exclusive to the Nintendo Switch. Since it has the art style from this game.
It sucks it’s a Switch exclusive. There’s a lot of interesting new things, but it’ll be passed over regardless because it made for a pretty mediocre launch title compared to the other ones the Switch had. Making it more accessible would be sick.
@@mr.worldwide2106No rollback and 2 Akuma tier characters that were allowed in ranked. Such an atrocious version even if it is interesting in its own way.