Posted by ZeroInNothingness
in Capcom vs SNK / SNK vs Capcom - The Modern Setting (Started by ZeroInNothingness October 16, 2016, 05:49:36 am
Board: Idea Engineering
Board: Idea Engineering
Well, to use ONLY modern games here is also not quite good idea. Just look at "Street Fighter X Tekken". Ability to charge out super would be great, but defenetely disbalanced to other grooves. ESPECIALLY if there will be simul mode. And here is funny fact: there is only two really different games instead of "SF x TK" in SF Series we can call modern: SF4 and SF5.
So really, it you want to proceed in way of modern, then there is really only two grooves will be fine, cause we'll not get much more. I personally prefere more gauges, but the only way to build'em up is to look at some older games. For example, SFA3. Here, we got already 3 good Grooves on Capcom side! XD
P.S.: didn't know about names of grooves. Lol.
SFxT groove is basically SFV groove with no V-Skills and character switches and assists. Now I'm not saying it's possible but adding assists will open up too many ideas.
Also, I would like to emphasize that we don't really need 6 grooves. Just 2 that works should be fine. I mean, thinking of 6 new and different grooves and programming it? I mean, this is still only in Idea Engineering for a reason but if it wasn't then I would not be wishing all that work on other people as it is. For the C-Groove, I already mixed SF3 and SF4 to give the C-Groove enough tools to rival S-Groove.
I think I was pretty detailed (for the most part) with the C-Groove and S-Groove of the possible next generation; think about making 4 more grooves with that much detail and outline while making the mechanic fair and balanced. If I was a game designer for Capcom or SNK in this day and age and I was making a CvS3, I would want every Groove to be viable. I mean, CvS2 was pretty balanced for the most part (except Roll Cancelling) and people never used the S-Groove and P-Groove of that game.
lol at the last part.
You mentioned capcom vs snk 3 but i think we are already up to Capcom Vs SNK 5 by now technically by Mugen standards......so many full game projects plus svsnk universe, cvsW 2.4 and 2.8 etc.
I think that a cool idea for grooves would be basically:
Excel groove - default mechanics but can excecute sfex2plus excel combo supers aswell as normal supers.
Rage Groove - default mechanics but changes to omni color or gains aura or sumthing like sfxtekken and can do infinite sf3/4 style ex moves and supers for 15 seconds with full meter and low health.
Dark Groove-can sacrifice own health for damage or performing ex moves or.something.like.mira on Killer instinct
A health recovery groove?
A super armor groove?
Anyway i think every groove should be special technique related, not take away mechanics like recovery, dodge, counter, run etc. That made sense back before crossovers were first becoming a thing.....
Mugen has made a lot of CvS's, but do those gameplays reflect what a CvS game would be like in the future if they were actually made by Capcom or SNK? Or do they all use the CvS2 or PotS system?
"Excel" Groove is similar to the KoF 13 groove due to custom combos (although idk how often you can access those in the EX series), but I don't know how I feel about Guard Breaks. Focus Attack should be good enough to cover that and putting too many things into 1 seems a tad bit too much.
Everything else like Rage Groove, Dark Groove, Health Recovery Groove, and Super Armor Groove sounds VERY vague and I don't know where it's coming from. "Gains aura or something" doesn't exactly sound specific...
Not all games have dodge rolls and runs as a universal mechanic; MK9 and all of the main Street Fighter is a good example. Neither C-Groove and S-Groove takes away counters since that's a universal thing; getting a counter hit will do more damage for both grooves.
Grooves are not "give a new mechanic." It's a whole fighting style based on specific games and takes the mechanics from those games, making each groove a whole mechanic of its own. While all grooves and a lot of games share some form of a Universal Fighting Game mechanic (block, normal moves, special moves, take damage when hit, health indicator of some sort, etc etc), not all games share the majority of the mechanics you see in fighting games all the time. Even blocking is different in MK compared to SF for example, and the way characters move is different throughout the games; Guilty Gear and MvC has air dash and double jump, for example, and SF and KoF games you generally cannot block in the air. In Smash Bros, you die by ring out, not by losing health (except in Special Smash), although Smash is a more "out-there" example. That's why the C-Groove does not have rolls and runs short hops and super jumps while S-Groove does not have Focus Attacks and parries and dashes.