Tatsunoko Vs Capcom Impressions

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marurun
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Re: Tatsunoko Vs Capcom Impressions

Post by marurun »

Well, throws currently have an odd place in fighting games. With the exception of command throws they are as easy to do as a regular attack in most cases, but they do more damage and take longer than an attack, meaning a little more time ticks away from the match timer. And while you can easily block attacks, throw escapes are a little more difficult. Capcom made throws a little tougher and riskier in SF3 and SFA3.

Maybe throws should stay SFA/SF3 styled to start. The key, then, is having a better means of escaping or countering throws. Multi-part grabs should start with very low damage for the first hold. This give the opponent time to realize what's coming, and possibly even reverse the hold. Reverses would make a nice twist on the escape. If you've been grabbed you can either try to turn the tables or escape. Escape would be easier, but turning the tables would give you an opportunity to do more damage with the more painful, latter parts of the throw.

Of course, if the game was mostly about grappling the punching and kicking mechanics would probably suffer.

Blah, already losing my place and some of the details of my thought. Such short attention span...
elvis wrote:
marurun wrote:I would like to see a wider variety of throws and grabs used for relative positioning instead of damage. 3D fighters like VF and DOA have been OK about this, but 2D games tend to rely on dashes and rolls instead. I'd also like to see more involved grab moves for 2D fighters, something like what you can do in Streets of Rage, where you can grab someone but flip over top of them to change the type of throw you'll do. The risk would be that that buys the opponent an opportunity to try to escape the throw. DOA did multi-part throws pretty well, and I think they'd translate to 2D alright.
I quite like this idea.

To a point, it's done a little with some characters. Zangief is certainly the most well-known command-throw character there is. In SF2:WW his throws were more varied, and the throw depended not only on the direction plus button press, but also the distance from your opponent that the throw was executed. Expanding on that across all characters is worthy of consideration.

The downside to throws is that you can't counter them. They can be escaped/avoided to a point (look at SF3:3S and other games where command-throws can be blocked), but in order to counter them more complex escape situations need to be investigated. I personally dislike DOA's throw/escape system. But I'm sure something could be worked on to expand it.

Although with that said you risk the game degenerating into an entirely throw-based game. And with *that* said, it might be a worthwhile take on the fighting game series to investigate a 2D fighting game that concentrates on throws/grapples, and has more depth to it than the pathetic 2.5D and 3D wrestling games on the market.
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Re: Tatsunoko Vs Capcom Impressions

Post by DCsegaDH »

That game does look good,but they should of made it 2d though.
They should do a Capcom vs Snk vs Marvel,but make it 2d or side view 3d.They should make the backgrounds 3d like MvC2.I would so buy that on Xbox 360 or PS2.
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Re: Tatsunoko Vs Capcom Impressions

Post by Japhei »

DCsegaDH wrote:That game does look good,but they should of made it 2d though.
They should do a Capcom vs Snk vs Marvel,but make it 2d or side view 3d.They should make the backgrounds 3d like MvC2.I would so buy that on Xbox 360 or PS2.
It is actually 2.5D

I like the game how it is. Itys a evolution in fighting game graphics. Also plays very fluid!
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Re: Tatsunoko Vs Capcom Impressions

Post by Pullmyfinger »

marurun wrote:
elvis wrote:Hell, there's a GREAT thread at Shoryuken (don't remember the link) from one of the fellows who worked on SF:tM. Lots of cool insights into game design, dealing with graphics, and dealing with Capcom. See if you can't find it Googling for it, because that's how I'd have to find it again.
A long read but interesting:

http://forums.shoryuken.com/showthread.php?t=125411

Follow up on the guy's blog:

http://alan-noon.blogspot.com/2007/08/f ... movie.html
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Re: Tatsunoko Vs Capcom Impressions

Post by marurun »

Yeah, that's it. And that's the guy. Alan Noon. Very cool set of posts. Far more entertaining and informative than I could ever have guessed it would be.
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Re: Tatsunoko Vs Capcom Impressions

Post by elvis »

Brilliant read. It's great to see the community acknowledge the game itself was tripe, yet still take such interest in the behind the scenes events about how it got it it's final destination.
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Re: Tatsunoko Vs Capcom Impressions

Post by fast »

I know I am late getting to this but I have put quite a bit of time into this week.

Tatsunoko vs Capcom is not the best or most technical Vs fighter, but it is the best introductory fighter, possibly of all time. By making the easy mode controls (wiimote only) control very similar to Super Smash Brothers, Battle Stadium DON, or Dream Mix TV World Fighter, it lets newbies learn the mechanics of the game, and then eases them into learning the moves and combos, all the time allowing them to compete with others on roughly the same playing field. It does not have the depth of Third Strike, but it is a quality title and lets face it, who doesn’t like playing as a two screen tall boss?

I am also glad to see that they took the best parts from the original Tastunoko fighting game, however I am very disappointed that I cannot figure out how to map a control to ZR on the Hori stick -it makes using it alittle awkward.

It is well worth the $60 I paid for it and it is only going to get more playtime out of my friends in the future. Now if only we could get a fighter with even more icons of 80s animation, come on Capcom vs Rankin/Bass or Capcom vs Toei. Dont make me go back to MUGEN...
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Re: Tatsunoko Vs Capcom Impressions

Post by the7k »

I would like to get this game. In fact, this game was the sole reason I was hanging on to a Wii. Even though a lot of people are hating on it, it certainly interests me more than SF2HD or SF4.

Also, while I'm sure Americans have a hard time understanding why Capcom would partner with Tatsunoko, I'm sure Japanese people were just as perplexed as to why Capcom would partner with Marvel.

Marurun: The problem with games like Darkstalkers, Cyberbots, Red Earth and Rival Schools is that... well, face the facts - they SUCK! Where was Ryu and Ken at? </John Q. Public>

The fact that SF2HD and SF4 (and the upcoming MvC2 re-release) have close to nothing new going for them is their whole selling point. Why get invested into a new franchise when you can stick with something you've been with for all of your life? I can guaran-damn-tee you that every great fighting game that hasn't done well, hasn't done well because it lacked Ryu, Ken and maybe Chun Li.
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Re: Tatsunoko Vs Capcom Impressions

Post by fast »

Ok after another couple hours playing it multiplayer my opinion of it is only solidified. At a friends party I started playing it with someone who was apt at fighting games. We traded matches back and forth and then handed it off to two guys who had not really played a fighter since SF2. Three hours later there were about ten of us swapping stories and the controllers as the game went on. Everyone enjoyed it, even on standard controls, and the matches got fairly fierce. Ofcourse there were some naysayers who said it was broken and crap, but they turned around and said that MvC2 was a balanced fighter so no comment.

If nothing else, it has successfully filled the gap I have until SF4 hits PC this summer and started getting some of my friends back into fighters.
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Re: Tatsunoko Vs Capcom Impressions

Post by the7k »

That's cool. As soon as I've upgraded my PC, I'll get TvC since, apparently, some of the guys here have gotten it to run on their PCs. The prospect of seeing Morrigan in a form that isn't over a decade old was enough to make me want it anyway.

Btw, in addition to your ideas of Capcom vs InsertMangaCompanyHere, I think Capcom should do Capcom vs Jump. Capcom made a very good Jojo's Bizarre Adventure fighting game and we've seen from Arc System Works that Hokuto No Ken makes for a pretty decent fighter too. Hell, even Treasure made those awesome Yu Yu Hakusho and Bleach fighters for the Mega Drive and NDS, respectively. The only problem is that, were Capcom to do such a thing, I doubt they could just ignore Naruto like I'd want them too.
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