Introductions
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So yeah, pretty sure a lot of people has ideas for a CvS3. I don’t know if anyone has actually come up with full-on concrete ideas for new Grooves based on the newer Capcom and SNK titles (probably has), but I always had an idea that it should’ve been mostly based off of SF4 and KoF XIII (even with XIV out right now, this idea really didn’t change, although maybe the XIV style that takes from 98, 2002, and XIII might work better. Who knows?). This is what I would find ideal in a new CvS game (or a new SNK game).
Originally, I also wanted a CAP/SNK Groove, but why so many grooves? Why not just 2 grooves that work perfectly fine? Don’t need to add so many grooves after all, just 2 that works really well (in theory).
Roster
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Starting Roster would be:
- 24 Characters from each sides
- 2 Sub-Bosses from each sides (which are fair enough to be playable, are alternates of already existing characters)
- 2 Bosses from each sides (broken, there for boss purposes)
- 1 Secret Boss
If this ever kicks off, then the next expansions would be
- 12 Characters from each sides
- 12 more Characters from each sides (2nd Expansion)
- 16 more Characters from each sides (3rd Expansion)
- 2 more Sub-Bosses from each sides (3rd Expansion)
- 2 more Bosses from each sides (3rd Expansion)
Plus more?
Story
Well, story mode would be nice, but I’d like a fighting game to mostly focus on the fighting, so this is an area I didn’t really bother thinking about. I’m sure anyone else out there could think of a better story mode than I can.
Game Mechanics
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Universal Mechanics
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- 4 button layout (Light Punch, Light Kick, Heavy Punch, Heavy Kick)
- All characters have 1000 health.
- Reversals (on wakeup, on blockstun, on hitstun, after a soft knockdown).
- Counter hits do more damage, can be KOed from chip damage.
- Special Moves are Super Cancellable.
- Many Special Moves have EX variations.
- 2-D Sprites, all matching whatever art style is chosen.
- Special Intros / Win Quotes vs. Specific characters.
- All Characters have his/her own stage and 2 theme songs from the past games.
- All characters have 2 Desperation Moves (Lv1 Supers, deals around 180 unscaled), 2 Super Desperation Moves (Lv2 Supers / EX Supers, deals around 340 unscaled), and 1 Finisher (Lv3 Supers / Ultras, deals around 450 unscaled).
- Alpha Counters / Guard Cancel Blowback Attack is available for both grooves at the cost of 1 regular meter.
- Stun and guard crush.
C-Groove Mechanics
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Based on SFIII: 3S and USFIV, Still tentative and probably will need to be adjusted
- 4 meters. Projectiles build meter on block and on whiff. Meters are quicker to fill up.
- Revenge Meter. Unlike SFIV, Revenge Meter carries over to next round. Revenge Meter gives you access to the Finisher. When half-full, they’ll only deal half the intended damage. Cannot cancel into Finisher from anything (must put the opponent in a juggle state for you to combo into a Finisher).
- Desperation Moves cost 2 Meters. Super Desperation Moves cost 4 meters. Can be cancelled from moves that normally can be cancelled from.
- Can parry high/mid attacks (including aerials) by pressing forward at the right hit, parry lows by pressing down at the right hit.
- One type of jump only. Jump ark is between the short hop and regular jump in KoF.
- Dash by tapping a horizontal direction twice. Dash speed is SF3-fast (AKA pretty fast).
- Throws are done by LP+LK. Back throw is done by adding the back direction.
- Kara Cancelling / Kara Throws.
- Focus Attack is done by HP+HK. 3 Levels of Focus Attacks.
- FADC is possible. EX Focus and FADC from special moves costs 2 meters.
- Red Focus costs 2 meters. EX Red Focus costs 3. Red Focus scales damage less.
- Unique Moves/Command Moves retain their traits when cancelled into from normal.
- Not all Unique Moves will be cancellable into from Normals. Not all Unique Moves can cancel into other moves.
S-Groove Mechanics
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Based on KoF XIII
- 3 Meters. Projectiles do not build meter on whiff. Meter takes slightly longer to build than in C – Groove.
- HD Meter. Built when you successfully hit the opponent or gets hit (whether on block or if it’s a clean hit). Can spend half of the HD Drive to Drive Cancel a Special Move into another Special Move. Super Cancel takes half of an HD Drive.
- HD Mode: Can HD Cancel when HD Meter is full by pressing LK + HP from the majority of Normals. Can raw MAX Mode. Cannot enter HD Mode from the air. HD Mode is shorter than it was in KoF 13.
- Desperation Moves take 1 meter, Super Desperation Moves take 2, Finishers take 3 meters and the HD Meter. If in HD Mode, Finishers only need 2 meters and the remainder of HD Mode.
- Finishers can be cancelled from Normals or Unique Moves. They’re only cancellable from Special Moves or Desperation Moves when in HD Mode.
- 4 types of jumps. Short Hop, Normal Jump, Super Hop, and Super Jump.
- Run by tapping forward twice and holding forward. Hop back by tapping back twice and holding it.
- Throws are done by forward/back + HP or HK.
- Can roll by LP + LK. Can be grabbed during roll. Vulnerable after roll and before roll. Can Guard Cancel Roll for 1 meter.
- Blowback Attack by HP + HK.
- Unique Moves/Command Moves lose their trait when being cancelled into. May open the chance for the move to be Special/Super Cancelled when trait is lost.
Things that could be worked on or completely changed
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- Parry being a button sequence (like LK + HP, instead of a direction).
- Using the KoF XIV way for S Groove. The problem with this is that they’ll only have access to EX moves during MAX Mode, while C Groove will have EX Moves at all times. This could be fixed by allowing EX Moves to require meter when out of MAX Mode and EX moves being free in MAX Mode.
- However, I don’t know about this as this might cause characters to take the damage lead extremely early with MAX Mode.
- S-Groove only having 3 meters. Maybe 4 wouldn’t be too bad.
- Crush Counters from heavy attacks (This one is more up for debate, reluctant to add this due to Focus Attack being in).
- Meter building differences. May make C-Groove and S-Groove equal in meter-building, but C-Groove requires its main meter for most of its damages while S-Groove has the HD Mode and regular meter options.
- May change Ryo’s parry Command Move in C-Groove for him let him regain grey health, like a Focus Attack, since a parry already exists in C-Groove.
Now, let's get to the actual important part! Characters!
- Note: Character / Character means that one out of the listed characters in that slot should be picked over the other choices.
Characters
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Capcom Side
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Ryu (Original Outfit, Mixed Moveset)
Ken Masters
Guile
Chun-Li
Alex
Dudley
Yun
Yang
Zangief
R. Mika
Cammy
Elena / Ibuki / Makoto
Guy
Cody Travers
Jill Valentine (Modified RE1/MvC2 or RE5/MvC3 variant)
Zero (MMX or MMZ variant, hybrid moveset)/ X (Hybrid moveset, utilizes X5 Armors)
Morrigan Aensland
Demitri Maximoff
Akuma / Gouki
Albert Wesker
Sagat
Balrog (M. Bison in JP)
Vega (Balrog in JP
M. Bison (Vega in JP)
SNK Side
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Kyo Kusanagi (NESTS Outfit or Tales of Ash Outfit, Mixed Moveset)
Iori Yagami (Original Outfit, Usual Moveset)
K’
Ash Crimson
Terry Bogard (MotW Outfit)
Andy Bogard (Original Outfit or KoF 2001 Outfit)
Mai Shiranui
Kim Kaphwan
Ryo Sakazaki
Robert Garcia
Yuri Sakazaki
King
Athena Asamiya
Benimaru Nikaido
Adelheid Bernstein
Nameless
Rock Howard
Tizoc
Haohmaru
Nakoruru
Shermie
Geese Howard
Mr. Big
Silber
Sub-Bosses and Bosses
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Sub-Bosses (Playable)
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Capcom Side- Evil Ryu
- Oni / Alternate Jill / Alternate Zero
SNK Side- Kusanagi (Original Outfit, KoF 2002 UM Movelist + Kyo-2's Futsu no Mitama as his 2nd SDM)
- Orochi Shermie (Original Outfit, KoF 2002 UM Movelist + Modifications to her Finisher)
Bosses
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Capcom SideSNK SideSecret Boss- Orochi (KoF '97 Outfit, KoF '98 UM + Mizuchi NGBC Moveset?)
"DLC" Characters / Character Expansions (if it ever gets to this point or if it even kicks off)
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Capcom Side - 1st Expansion
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Dhalsim
Sakura Kasugano
Ibuki / Makoto / Elena
Urien
Poison
Batsu
Leon
X / Zero
Leon Kennedy
Dante (DMC)
Felicia
Tessa (Red Earth)
SNK Side - 1st Expansion
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Billy Kane
Blue Mary
Ryuji Yamazaki
Gato
Ralf Jones
Clark Still
Marco Rossi
Hotaru Futaba
Vanessa
May Lee
Angel
Shiki
Capcom Side - 2nd Expansion
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E. Honda
Fei Long
Rose
Makoto / Elena / Ibuki
Maki Genryusai
Mike Haggar
Rolento
Jin Saotome
Jon Talbain
Kyosuke Kagami
Strider Hiryu
Protoman (Original)
SNK Side - 2nd Expansion
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Mature
Vice
Leona Heidern
Maxima
Duo Lon
Shen Woo
Mr. Karate
Lee Pai Long
B. Jenet
Iroha
Kaede
King Lion
Capcom Side - 3rd Expansion
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Hayato Kanzaki
Kenji / Mukuro (Red Earth)
Hsien-Ko
Jedah
Bass.EXE
Vergil
Nemesis T-Type
Sigma (Playable)
Frank West
Kaijin no Soki
Saki Omokane
Roll Casket
Spencer
Firebrand
Juri
C/ Viper
SNK Side - 3rd Expansion
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Kasumi Todoh
Kula Diamond
Hinako Shijoh
Elizabeth Blanctorche
Joe Higashi
Duck King
Heavy D!
Chris
Eiji Kisaragi
Sho Hayate
Gai Tendo
Genjuro
Moriya Minakata
Fio Gremi
Hibiki Takane
Kisarah Westfield
Sub-Bosses and Bosses - 3rd Expansion
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Capcom Side- Alt. Jill / Alt. Zero / Oni
- Alt. Zero / Alt. Jill / Oni
SNK SideBosses - Capcom Side- Dark Talbain / Pyron / Omega
- Sigma / Gill
Bosses - SNK Side- Serious Mr. Karate
- Nightmare Geese
Other Characters I considered
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Capcom SideSNK Side- Balanced and Playable Krizalid
- Yashiro Nanakase and Orochi Yashiro
Incomplete Move List
Ryu
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Default Outfit: Original Outfit
Stage
Theme: Ryu Theme SF4 or TvC / Ryu Theme SFIII 3S or A3
Moveset:
st.A
st.B
st.C
st.D
cl.A
cl.B
cl.C
cl.D
cr.A
cr.B
cr.C
cr.D
j.A
j.B
j.C
j.D
st.CD
j.CD
h.CD
Throws
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Seoi Nage - f/b + HP
Tomoe Nage - f/b + HK
Command Moves
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Special Moves
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Hadoken - qcf + P
EX Variant: Shakunetsu Hadoken - qcf + 2P
Shoryuken - dp + P
Tatsumaki Senpukyaku - qcb + K
Joudan Sokotou Geri - hcf + K
Desperation Moves
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Shinku Hadoken - qcf x2 + P
Shinku Tatsumaki Senpu Kyaku - qcb x2 + K
EX Desperation Moves
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Shin Shoryuken – qcf x2 + 2K
Hado Kakusei - qcf, hcb + 2P
Finisher
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Denjin Hadoken – qcf x2 + 2P
Note: Can simply give Ryu an EX Shinku Hadoken and make Hado Kakusei a Lv1, or make Shinku Tatsu a Lv2.
Kyo Kusanagi
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Default Outfit: ‘99 - 2002 NESTS outfit / 2003 – XIII Tales of Ash outfit
Stage: [A KoF stage, undecided, probably his '96 Stage]
Theme: Tears (‘99 Version) / Esaka Continues (XIII)
Moveset:Stand Normalsst.A - His neutral A in almost all of his games, a small poke forward with his punch. (4 Frame startup, +2 on block, 25 damage, 5 stun)
st.B –
st.C
st.D – His neutral D in almost all of his games, a spinning side kick with his footing leg off the ground. When the kick hitbox is active, Kyo is considered to be “above ground” and thus can dodge ground fireballs this way.
Close Normalscl.A
cl.B
cl.C – 2 hit move. Only 1st hit is cancellable.
cl.D
Crouch Normalscr.A
cr.B
cr.C
cr.D
Jump Normalsj.A
j.B
j.C
j.D
Blowback Attacksst.CD – Blowback Attack or Focus Attack.
j.CD – Aerial Blowback Attack. Unavailable in C – Groove.
GCBA – Guard Cancel Blowback Attack / Alpha Counter
Command Moves---------------------
Ge Shiki: Goufu You - f + LK
- Cannot be cancelled into when in C – Groove
- Does not combo from the majority of his normals
88 Shiki - df + HK
- Only the first hit is cancellable.
Ge Shiki: Naraku Otoshi (air only) - d + HP
- Causes hard knockdown
- If used during backdash, will ground himself faster, allowing him to recover significantly faster than normal backdashes.
Special Moves------------------
114 Shiki: Ara Gami – qcf + LP
- 128 Shiki: Kono Kizu
- 127 Shiki: Ya no Sabi - Overhead
- 125 Shiki: Nana Se – Soft knockdown, super cancellable
- 127 Shiki: Ya no Sabi – Overhead, does not combo from Ara Gami
- Ge Shiki: Migiri Ugachi - Low
- 125 Shiki: Nana Se – Soft knockdown, super cancellable
- 212 Shiki: Koto Tsuki You – not cancellable
115 Shiki: Doku Gami
EX 115 Shiki: Doku Gami - qcf + 2P (1 meter)
- 114 Shiki: Ara Gami – qcf + P
- 128 Shiki: Kono Kizu – qcf + P
- 123 Shiki: Shaku En (Juggles opponent a little bit, combo potential significantly reduced compared to KoF XI)
- 401 Shiki: Tsumi Yomi
- EX 100 Shiki: Oni Yaki - dp + P (no extra meter used)
100 Shiki: Oni Yaki – dp + P
75 Shiki: Kai – qcf + K, K (Juggles)
R.E.D. Kick – rdp + K
427 Shiki: Hikigane (’00 Version) qcb + P
Desperation Moves-----------------------
Ura 108 Shiki: Orochi Nagi (Air OK) – qcb, hcf + P
182 Shiki – qcf x2 + P
Super Desperation Moves-------------------------------
EX Ura 108 Shiki: Orochi Nagi (Air OK) – qcb, hcf + 2P
524 Shiki: Kamukura – hcb x2 + 2P
Finisher--------------------
Ura 111 Shiki: Ama no Murakumo – qcf x2 + 2P
Alternate Colors- Color 1: Default (Depends on if NESTS or Tales of Ash Saga outfit is picked)
- Color 2: Tales of Ash Saga / NESTS Saga Color (Depends on Color 1)
- Color 3: Yuki (NGBC) Color
- Color 4: Flame Iori Color
- Color 5: Shingo Yabuki Color
- Color 6: Maximum Impact 2 Color or the KoF XIII EX Kyo Pallete 5
[/list]