Monday, February 26, 2007

QCF + P!!!

Anyone who understand QCF + P???
 
It's a quarter circle motion of a joystick from down to front.

P denotes the Punch Command Button. It's a MUST KNOW motion for Fighting Games since Street Fighter II (SF is painful to play unlike SF II).
Here's a short game review on the last 3 Fighting Titles I played since Dec '06.  

K.O.F 2006 (A.k.A KOF: Maximum Impact 2)

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Basically a repackage attempted to break into the Next Generation of Fighters, K.O.F:MI fails to be anything but an Impact on the American/Europe market. Perhaps as a business direction to confused the layman, Maximum Impact 2 was given a simple title....simply K.O.F 2006.

Fans of the franchise already knew that the Arcade game is no longer ordered as in Years but rather by numbering (starting from XI after 2003). Nevertheless, the latest console incarnation picks up from where the Garou Densetsu (Fatal Fury) spinoff left it, is awkwardly fun for it's button mashing easiness and of course brightly designed characters that is good enough for any Costume event (I will try to refrain using the word Cosplay since Cosplaying involves in mimicking the character you costumed. Hmmm. How to QCF + P???)

Storymode (I am a 1p mode player) is pretty good considering pre-fight quotes changes depending on the in-game relations so it does motivates the player to slightly attempt to got through the whole roster. It's set in the "FUTURE" KOF/Garou:MOTW setting where you get a Rock Howard (son of the Geese). Rock however is not the main protagonist. Alba, the new boss of South Town took centre stage. The usual Baddie Sponsor the KOF continues, revealing a new kind of direction.

Garou Densetsu is a simple plotline of Kung Fu & Revenge (Geese killed Terry and Andy's foster father.) while KOF is about the world being threatened by ancient evil presence follow by ancient megolomania, Alba's story eventually will GO TO SPACE AND BEYOND.

Yes.

Rather tackling mythology up front, this storyline will warp us to space and reincarnation of aliens.

Far-fetch?

Yes but seeing what kind of storyline Tekken is giving us, this is still pretty ok considering we aren't going to see a live action version of it.

Other game modes includes a Bonus Stage mode consist of 3 different skill testing mini-games (similar to what we got from SF II and World Heroes.....not A.O.F) and Mission Mode where a new player like me is given a chance to train for a better fighting personality other than spamming the same moves all over.
Character wardrobe is BIG with each character having 2 basic look models (Orignal, Alternate) and 8 variation per model (require unlocking for the last 4 variation).

You also know where the design of the game is going, judging the spilling cleavages especially from Lien, the new fatale femme of this game. Her presence is probably a need by SNK to retire tired Famous poster girl, Mai Shiranui who incidentally might be the most identified character from the KOF/Garou Densetsu.


Anyway after unlocking and completing the whole Storymode and half way through the Costumes, it's best to play something that's more into my liking....2D Arcade Fighting.........

Neo Geo Battle Coliseum

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Probably a better answer of Capcom's Fighting Jam (Evolution), this In-Company Big Basher consists of characters of Neo Geo's famous characters from various titles.

Fighting system is simpler tag alikened to X-men vs Street Fighter with the tagged out player regaining health. The uniqueness of the game lies with the arcade mode whereby player is given 300 seconds of game play which after follows by a boss fight (whereby proven unpopular on the arcade level, I guess, judging the non-existence of the machines). Performance determines the boss you be fighting.

There's not much of a storyline more of a reference to one of the reasons for the decline of Neo Geo. Original characters are Yuki and Ai whose moves are company product inspired are to defend the Neo Geo World from Goodman the sponsor of the tournament and owner of the WAREZ (got it?).

Boss Fight is considered perverted by SNK standards since NOT ONLY you got penalised by how the power gauge charges and the choices of evasive moves , AT THE SAME TIME avoiding awful spams of damaging moves by the boss WHO is given priviledges of REGAINING HEALTH (base health not included) which makes most of the number combo useless because by the time you finish with the last blow, he is regained most of what you took.

Solution? Simple. Hit and take out the base health (red ) with a Team Up special. Provided you get close enough, That is. Other modes are standard fare however.

The Real Last Boss Goodman....oddly resembles Unknown from Tekken Tag with a Beast on set aflames as a "companion".
 
Capcom vs. SNK 2

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One of the last few great titles before Capcom put a lid on new games from their SF heritage and the last crossover offered by Capcom.
This outing includes a wider range of fighters with Capcom diving it deep into their titles and fetched New Fighters:

- Eagle from the Original Street Fighter

- Maki Genryusai from Final Fight 2

- Kyosuke Kagami from Rival Schools


SNK roster includes Last Blade's Hibiki and Samurai Shodown's Haohmaru (Nakoruru appeared in the 1st game). Strangely we got a pair of Choi and Choy rather than a single entry for each individual character.


For arcade mode, Capcom did away the previous Point Ratio Assignment to Fighters and introduced a free selection of characters first before you set ratio points to them.
If you select 1 fighter, all 4 points goes to him/her.
If 2 fighters, split 2:2 or 3:1.
If 3 fighters, 2:1:1 .

Obviously this game is meant to be for competitive play given the amount of pre-game set up option available, making it almost no 2 players can play almost the same game.

Other than character selection, ratio assignment, the first option is Groove Selection. Unlike what's on the first Capcom Vs SNK, which you are given only 2 option, you got 6 options now, each with a distinct advantage. Skill level is strongly tested as different groove can greatly influence the game plan. The controls are however still had a distinct Capcom to it hence players very familiar to the SNK controls might be punished to relearn in order to play their SNK characters. This game requires some patience in order to play hence I admit the number of machines in the arcade is dwindling and rare.

Bosses fight are pretty the table turned for the Capcom fans.
Most of the time, Capcom bosses are quite within the line with the only exception of the Shin Gouki(Akuma).
SNK bosses are usually broken and crazy spammers of fire balls and anti-air and reversal.

Hencefore it's easier to have M.Bision as a sub-boss than Geese Howard.

Regular End of Game boss are Akuma and Rugal.

Getting good scores will enable you to fight True Bosses, Shin Akuma (double Air Fire Ball Bastard) and Ultimate Rugal (Bastard. Nuff say).

Ultimate Rugal is ridiculously the harder boss to fight. Beating both S.Akuma and U.Rugal gives you access to them and a Boss Mode in the Arcade Mode.

However unlocking the True Bosses does nothing to aid the game since they balanced out the health for that extra broken boost. Trying spam double aerial and you can see the difference on the punishment dished out by your opponent.







With these 3 games out of the way for the moment, I will be resuming with Raido's adventure in the Capital in Atlus's Devil Summoner: Kuzunoha Raido vs The Soulless Army.

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