Wildcat’s Favorite Franchises – Capcom Vs. Fighters

Sometimes there’s a game that just seizes upon you, and you become so taken with it that you need more to satisfy some inner longing built from its excellence.  In these cases, there’s been plenty of ample sequels or prequels to fulfill that itch for me.  These are the franchises I have been following the closest over my gaming existence, the ones that I hold the highest standards to and anticipate the greatest.  They are not in any real order, because that would be agonizing to determine what I love more.  It’s hard enough with individual games – uniting them all would be a nightmare.  However, I will go into what game left the impact and which of the series I adore the most, as well as discuss each game I have (or have not, and explain why) played and its furthering impact upon my feelings.  There’s nine that I consider the finest – let’s examine my second.

Capcom Vs. Games (Capcom)

Game That Left the Impact – Marvel Vs. Capcom  (Arcade/Dreamcast)

The Game I Adore – Tatsunoko Vs. Capcom (Wii)

This one is a little broader than my other choices.  Capcom merging up with another company for a fighter mash-up seems to be a formula of success, and it works especially well on me, as I have adored the majority of these crossovers.  With Marvel Vs. Capcom 3 out this week, I felt it was a good time to share why I am infatuated with these more than any other fighting franchise (outside of Street Fighter, which I will cover later).

What I’ve Tried

Marvel Crossovers

X-Men Vs. Street Fighter – A good beginning to the insanity of the Marvel/Tatsunoko branches of the Capcom Vs. tree, X-Men Vs. Street Fighter brought together some of the most popular mutants of the ’90′s (including the awesome Gambit, who I already miss from MvC3) with the latest Alpha spritework of Street Fighter’s elite (plus the introduction of Cammy’s Shadoloo look), and while it feels a bit rudimentary compared to later chapters, it’s a very solid game that deserves its praise.

Marvel Vs. Capcom – The first game I played remains special to me.  Opening up both company’s full catalogs of characters was a brilliant stroke, enabling Mega Man, Strider and Morrigan to tangle with Capt. America, Venom and the Hulk (granted, Hulk and Cap were in Marvel Vs. Street Fighter…but I digress.  Venom really was the only new Marvel face in this game beyond Onslaught).  It amped up the craziness to awe-inspiring levels with its crossover madness, giving both fighters the chance to call in their teammate and control them both in a sprite orgy later chapters have shied away from.  Despite the three-on-three matchups and a focus on visual overload of the sequels, I don’t know if they’ve quite recaptured the brazenness of the original.  That’s not a bad thing, of course…

Marvel Vs. Capcom 2 – I owe a lot to MvC2.  It got me hyped up like few other games have, and also sparked the interest in writing about games.  The game itself was also significant, as it was the one that refined my Capcom fighter knowhow into something more than a scrub rookie (well, I may still be scrubby, but at least I’m a competent scrub!).  It led to some of the finest matchups I’ve engaged in fighter-wise, and despite its massive roster that had obvious tiers, I’ve always lived it up with low to mid-tier characters and have refused to assist.  Despite that, I did fairly well!  I’ll always cherish my time with MvC2, although it’s not my favorite title in the pack.

Marvel Vs. Capcom 3 – Returning to the Marvel series after a ten year break was probably a wise decision on Capcom’s part – it feels fresh, and with a lot of character mix-ups, that may be a major reason.  However, before I could really get into it, they announced ULTIMATE Marvel Vs. Capcom 3, which sapped any interest I would have had in continuing to learn this one, so I sold it off.  Eh.  When I get ULTIMATE (used down the road), I’ll tell you what I think of it.

SNK Crossovers

Capcom Vs. SNK - The combination of two of fighting’s greatest companies was an incredible thing back in the early 2000′s, and the first game tried to mix things up by instituting a forced tier system to its combatants, which was an unfortunately bad idea in the end. Being a much more restrained game than MvC, this felt much more like a standard Street Fighter game, but with some of SNK’s greats along for the ride…which was perfectly fine, I assure you!  Capcom did justice with their new SNK spritework, making them the star of the show (thanks to Capcom lazily reusing a lot of their Street Fighter Alpha sprites for their side, excluding Ryu, Ken, Akuma and Bison XD ).  However, the tier restrictions made the game more cumbersome than necessary, and the sequel fixed nearly every issue this game had, so I sold this off.  I will admit that I liked the backgrounds and music much more here, as they were an actual celebration of the two company’s past compared to the sequel’s.  Random cameos do not equate to actual locations from these universes.

Capcom Vs. SNK 2 – Capcom corrected all of the design errors of the original here – the tiers could be assigned to any character, or could be ignored completely.  The roster opened up for some non-Street Fighter and King of Fighters entries, and also bulged to a impressive 40+ selections of some of the best both companies had to offer (although fans could think of plenty of missed opportunities), and the gameplay systems expanded from two systems to six, giving some variety to the proceedings.  I would say that this is among my absolute favorite fighters, no question.

Tatsunoko Crossovers

Tatsunoko Vs. Capcom – Not sure what exactly happened; perhaps the nine year impasse between Marvel Vs. Capcom 2 and Tatsunoko Vs. Capcom did wonders, as TvC is the most balanced fighter in the tag-based series (outside of Zero, who is really easy to dominate with here), and despite the roster being less than half the size of MvC2, it manages to feel fresher thanks to the kooky Tatsunoko cast and their very unique gameplay aspects.  Capcom mixed up their roster as well, foregoing the majority of their pre-established fighters from MvC’s cast (Ryu, Chun-Li and Morrigan are it) and throwing in some of their more eclectic heroes (Kaijin no Soki, Saki, Mega Man Volnutt, Alex, and Batsu, for starters). As of right now, I consider this one of Capcom’s finest efforts in this line of fighting history.

What Haven’t I Played?

Marvel Vs. Street Fighter – Not for lack of trying, but for lack of seeing a cabinet of it.  Although, it’s sort of an awkward transition between X-Men Vs. Street Fighter and Marvel Vs. Capcom, with some of its creative spark stripped out and a roster that barely mixed things up (only Sakura and Dan were new, and that’s a stretch).  I don’t think I’m missing much.

ULTIMATE Marvel Vs. Capcom 3 – I’m not double dipping and paying Capcom twice for the game I should have gotten the first time.  If it’s cheap and used, I’ll get it then.

SNK Vs. Capcom Chaos – SNK developed their own crossover title, but its release for the Xbox alone has made it impossible for me to try.  It’s been reviewed harshly, but I wouldn’t mind giving it a shot.

Capcom Fighting Evolution – Capcom tried to do their own mash-up with their own franchises, which failed miserably as a game thanks to its laziness and poor implementation.  I don’t think I feel compelled enough to pick this up, personally.

What Makes It One of the Best?

Insanity – Not so much for Capcom Vs. SNK, which is much more constrained, but Marvel and Tatsunoko crossovers set out to stun you with an array of chaos.  With huge combos, jaw-dropping supers and a playfield filled to the brim with effects, beams and bodies, it’s a spectacle that has rarely been topped.  And that’s part of the fun.

Rich Rosters Full of History – All three Vs. series have had great lineups to try out.  While the first Capcom Vs. SNK played it relatively safe, its sequel brought in several surprises (Eagle from SF1?  Maki from Final Fight 2?  Todo from Art of Fighting?  Hibiki from Last Blade II?), and balanced out the stellar cast nicely.  The Marvel series has had revolving lineups all the way to its latest chapter, utilizing spritework from prior games over creating new faces (up to MvC3, which, as a polygonal game, had to redo everyone :p ).  Despite the recycling, though, each game has been full of  legends and obscurities on both sides, making each game a pleasure to explore.  MvC2 tops all with 56 characters (which admittedly are not all true individual characters – two Wolverines, the nigh-identical Iron Man and War Machine, and the shoto bunch of Ryu/Ken/Dan/Akuma/Sakura [sort of, she does do some things differently]), but despite that, it’s still a lot of fun tangling with them all (shame the tiers have made that aspect a bit null, though).  Tatsunoko may have a smaller lineup than the others, it manages to feel incredibly deep and complex, and the tricks that the Tatsunoko side bring into the gameplay are pleasantly different from Marvel’s heroes and villains.  In short, I love the diversity!

Teamwork – Capcom Vs. fighters rely on team building, and piecing together fighters to form said teams is a gigantic part of the strategy.  You need comrades that work together well, and even the tag-less Capcom Vs. SNK series requires some thought to having a group that can overcome others in case one man or woman gets K.O.’ed.  I’m STILL debating my Tatsunoko team. XD

Playing with Friends – This aspect has diminished over the years as I rarely see my old fighter allies these days, but one reason Marvel Vs. Capcom 1/2 and Capcom Vs. SNK 2 mean so much to me is the memories of engaging my buddies to test out my skills and learn new ones.  Maybe I’ll get fortunate and find them online for MvC3. :)

Fighting at its Finest – I won’t say that the gameplay is flawless or perfect in any of these, but after getting used to either the combo craziness of the Marvel/Tatsunoko lines or the technical grace of the SNK titles, something clicks and the experience becomes fascinating.  I love these games and get so excited about sequels to them, and it’s because of both the fondness of the past and the great fun they provide me.  It’s a major reason I consider Capcom as a premiere developer and as one of my favorites of all time, and they are games I look forward to coming back to as much as looking ahead.

Artistic Discussion: The Good and Bad of Gaming Box Art – 3/31/2010

Good – Tatsunoko vs. Capcom (Wii, Capcom)

This is hands-down the best fighter cover Capcom’s ever put out.  Shinkiro is an amazing artist, and Capcom’s choice to let him make a brand new piece of art for the NA release of TvC was brilliant.  It’s epic, it features 25 of the 26 fighters (alas, Yatterman-2 continued to be MIA) on it, I already mentioned his talent, and it succeeds in capturing the eye.  If I were Capcom’s art director, I’d let Shinkiro take creative control of more of their boxes.  They’d be all the better for it.

Bad – Shining Force: Resurrection of the Dark Dragon (GBA, Atlus)

My god, this is atrocious.  Gaudy colors, terrible use of the game’s character art, and an overall lack of any sort of direction doom this cover into the “RIP OUT MY EYES!” bin.  The character art itself is fine, but has been horribly used here.  Lens Flare via Photoshop, anyone?  I’m betting the Dark Dragon was doodled by an Atlus intern at the last moment, and the rippling lightning effect isn’t doing anything to improve the situation.  And what is that blue streak behind our creepy dragon?  Wings?  A patch of blue sky cutting through the gloomy red?  Nothing at all?  Who knows!  And thanks to my blowing this up extra big, I can spot a tiny winged man between the SF logo and the subtitle.  Way to sneak that one in!  He didn’t help improve things, that’s for sure.  Atlus can do solid covers, but this is certainly one of their worst.

Opinion: Tatsunoko Vs. Capcom (Wii)

Tatsunoko Vs. Capcom (Wii)
Pub: Capcom/Dev:Capcom/Eighting
ESRB: T/Players: 1 – 2/Wi-Fi: Online Battles!

Admin Note – This is the first of several Impression updates to make them Opinions.  I’ve taken what I’ve originally wrote, expanded the content for each section, removed unnecessary bits, added in newer revelations, and generally tightened up the entire piece to be a more thorough expression of how I feel.  Hope you like it!

What Capcom has done with Tatsunoko Vs. Capcom tops all of the other Versus titles, hands down. I don’t know if I’ve ever felt so giddy about a fighter of this variety.  Marvel Vs. Capcom 2 came out seven years ago, and despite its larger roster, I find myself digging this a whole lot more.  And that’s quite an accomplishment!

TvC’s roster is extremely rich with depth, and I truly feel that all the characters can hold their own in the right hands. Unlike earlier Vs. titles, where there were very obvious tiers and anyone who tried to play outside of them would be having the fight heavily stacked against them, TvC’s 26 fighters manage to all feel balanced.  For example, I REALLY suck with Saki, Mega Man Volnutt, Doronjo and Polimar, but I can see how someone can dominate a match with them.  It’s just that they clash with my personal style.  Even since my Impression piece, I’ve had trouble deciding on which two characters are my absolute favorites, because the balance is top-notch.  The developers definitely took their time and crafted these characters exquisitely.  Most importantly, they’re fun to use, even the ones I am terrible with.

Onto the roster itself – the Capcom choices are incredibly varied, easily the best overall roster they’ve thrown out in a Vs. title.  Seeing old favorites like Batsu, MMX Zero and Alex in a new game is a welcome treat, and later Capcom heroes like Viewtiful Joe, Kaijin no Soki and Frank West slide right in without a hitch.  And Tatsunoko’s cast provide a ton of new tricks, techniques and strategies compared to the Marvel heroes of old.  Expect to be playing around with them a bit to familiarize yourself to their tactics.  Another massive plus – no clones!  Every character feels unique, and not one feels like a carbon copy of another character. No Ryu/Ken/Dan/Akuma/Sakura Shoto silliness this time, or any Bone Claw Wolverines to waste roster space.  Even characters that you’d expect to have some similarities, like Yatterman-1 and Yatterman-2, feel vastly different from each other, beyond their common costumes.  Massive props to the dev team for this amazingly awesome line-up.

The stages themselves are adequate, although a few more familiar Capcom locales would have been welcome.  The Mega Man Legends stages and Dead Rising’s Williamette Mall are the only ones that are blatantly obvious to me – I’m aware that there’s a Darkstalkers and Onimusha: Dawn of Dreams stage (or two), but maybe it’s my lack of exposure to those franchises that makes them not scream out CAPCOM! to me.  The Tatsunoko side’s locales somehow seem more pronounced and noticeable.  But anyway, they are serviceable.  Low-poly models will make an appearance in many of the stages, but the on-screen action is so frantic, I doubt anyone would really notice outside of the unlockable stage viewer.

The game’s graphics excel for a Wii fighter (outside of the aforementioned BG issues).  The effects are among the most stunning and colorful in the Vs. line, and outside of a few modeling issues on a handful of characters, they animate very well and look great.  The remixed music is, in my opinion, some of the best in the franchise, but I’m not big on the music for the endings – a little more spice there would have been nice.  The controls take a little readjustment to get used to, but I think the scheme actually works better. The three button scheme makes comboing easier and harder – while you can stream hits together easier, it takes some practice to figure out the best way to link moves together to deliver heavy damage.  Tagging has been the hardest thing to wrap my head around, but I’ve mostly gotten a hold on the new command.  It’s a little hard to remember to hold back while pressing the partner button, but it’s sinking in.  Baroque combos are an interesting addition to the series, but I’ve rarely used them as of now.  I’m still learning combo strings without Baroque, and adding that component in hasn’t quite fit in with my fighting style yet.  Cross-Over Air Raids are also nice, but the timing to land your partner’s combo following yours requires settling on a dedicated team, and I haven’t gotten that quite nailed down yet.

The Ultimate All-Shooters game is a fun distraction, and I’m sure shooter fans get a greater kick out of it than I do.  I felt that the gameplay is technically solid, but I’m not all that big into this particular genre, so it does little for me, alas.

Haven’t tested the Wi-Fi battles or engaged anyone in a proper duel yet, so that aspect will have to wait a bit.

My only gripes with the game…are really minute details that relate to the shop.  I think the second opening movie with the scant change of adding in Yatterman-2 to it was a terrible rip-off of my hard-earned Zenny. XD  The extra movie was well worth it, though (it’s the original anime clip that opened Cross Generation of Heroes).  The shop also seems to price things a little high, but playing the Doronjo/Roll mini-game after beating arcade mode offers up a chance to triple your payload, so it’s worth sitting through.  Both of those songs for the credits are of awesomeness.

I’ve come away EXTREMELY impressed with TvC.  The passionate dev team, the energetic Capcom USA staffers that helped make it happen, and the fans who garnered enough attention to get the game stateside – it was well worth the effort spent.  A fantastic revival of the Vs. franchise and one of the finest fighters Capcom’s ever made await you here.

Positive – Tatsunoko Vs. Capcom arcade sticks out of stock at Gamestop

Man, that was quick.  And as sucky as it is for gamers who wanted one, I consider it to be a great thing, because it’s showing me a vast interest in the game that is attached to it.  I REALLY want this game to sell well.  So much awesomeness hinges on its success (Niitsuma said a future Versus title, more games with Tatsunoko, and DL options are in the cards, if only TvC does well enough to earn them), and the fact that the arcade sticks are sold out before the game’s even out is a boon towards that goal.  Tip to GoNintendo.

Official Tatsunoko Vs. Capcom Wallpaper

Shinkiro kicked out a new piece of art for it and everything!  This happy holiday wish from Capcom can be checked out here.

Tatsunoko Vs. Capcom Wallpaper

Click me to see a larger view and to download the full size!

Tatsunoko Vs. Capcom – Capcom’s Newcomer Possibilities

For some speculation fun, I’m going to suggest 8 Capcom heroes and heroines to add into Tatsunoko Vs. Capcom (which has been re-confirmed, thanks to this excellent interview over at TFG). To maximize the roster’s diversity, I will not pick from series who already have a rep included (outside of one exception, which will make sense when you see who it is).  We’ll see if I get any of these right fairly soon!
Note – I didn’t get a single one right. XD  Maybe next time!

Zack (Zack & Wiki: Quest for Barbaros' Treasure)

Zack (Zack & Wiki: Quest for Barbaros’ Treasure)

Since Tatsunono Vs. Capcom is heading to the Wii, perhaps Capcom’s Wii exclusive Zack & Wiki would be a fitting combination? Zack has a lot of tools he gains throughout his adventure, and Wiki’s ability to transform items into enemies and back could make for some intriguing combat possibilities. Imagine Zack bowling a Pirate barrel, only to switch it back into being a pirate that could grab opponents? Or the Frog Bomb? The normal frog would be harmless, but a quick switch and it’s suddenly a powerful explosive! I can imagine a super involving a ton of Goblins boiling your opponent, or Johnny Style flying through the screen…fun thoughts.

Captain Commando (Captain Commando)

Captain Commando (Captain Commando)

Captain Commando is screaming to be added to the roster. Imagine him going up against Tatsunoko’s finest! I can easily see him duking it out against Yatterman or Hurricane Polymar without much difficulty. His frantic screams, his fellow Commandos, and his powerful fighting style would be a perfect match. I think that CapCom has a very high chance of being one of the new fighters added in. As for new techniques…I really don’t know. He’s pretty much set with his Marvel Vs. movelist. Picturing Captain Storm in 3D though is a very pleasant thought, though.

3) Arthur (Ghosts N Goblins)

Sir Arthur (Ghosts N Goblins)

Sir Arthur SHOULD have been in a Vs. title by now. (and I mean playable, not merely an assist as he was in MvC). Red Arramer’s even had a chance to shine in SNK Vs. Capcom Chaos, and he’s merely one of the enemies (an awesome one, mind you, but still)! His various G’nG appearances have granted Arthur a vast collection of weapons and spells to use for moves, and if Capcom decided to, he could even go the Jill Valentine route and summon the undead ghouls he has to conquer in the games. And of course, he would lose his armor when he took a certain amount of damage. It would almost be wrong not to let him be able to do that. :p

Jill Valentine (Resident Evil)

Jill Valentine (Resident Evil)

Speaking of Jill, I have been really getting a kick out of playing as her in MvC2, and she could become a fascinating character in TvC in her own right. She could have some of her original moves altered to reflect her later appearances (Nemesis over Tyrant, and instead of a flaming zombie, she could summon a Crimson Head to dash across the screen and slash opponents), and maybe throw in a new move that revolves around those nifty battery packs Jill could pick up in the REmake. Besides, Resident Evil is one of Capcom’s most popular series…it’d certainly make sense to include her in their latest crossover.

2) Amaterasu (Okami)

Amaterasu (Okami)

Amaterasu would be a rather unique character in the Vs. canon. She’d be the first non-humanoid playable fighter in the series, her movelist could be a myriad of her sword, shield and bead weaponry, and some of her techniques could utilize the Celestial Brush. She has a ton of potential to be a fun brawler, and since Yami made it in as the final boss, why not give Ammy a chance to strike it down again? Her low stature isn’t much of an issue either, since Roll’s about the same height as Ammy is standing. XD

Jin Saotome (Cyberbots)

Jin Saotome (Cyberbots)

Jin Saotome’s insane, explosive fighting style is among Capcom’s simplest, but he manages to be very entertaining to play as, too. He certainly isn’t another Ryu clone, despite the headband. In fact, his charging tornadoes, his clothes-shedding shields, his screen-edge opponent dragging throw, and, of course, the Blodia he pilots, would make him a very powerful addition to the Capcom side. And maybe Capcom can extend his movelist a little. Make that sword he pulls out for a victory animation in MvC a special move, for one. Or maybe let Blodia sneak in as a super, so he can be the size of Gold Lightan briefly. Could be fun, and could open up some Tech Romancer homages, too.

1) Strider Hiryu (Strider)


Strider Hiryu (Strider)

Strider Hiryu is such an awesome character design. He perfectly captures the essence of a cyberninja. And Capcom took his arcade design, polished it, restored his scarf, and then beautifully animated him in the previous Marvel Vs. series. He has one of the largest movesets of any Capcom fighter, and I think he’d make a fantastic fit into Tatsunoko Vs. Capcom. Imagine Strider facing off against Karas? Or even better, uniting with him to be one hell of a team? (I haven’t seen the anime Karas, but watching him in the clips of TvC has me very interested in trying him out). I’d love to see what Ragnarok looks like in 3D, too. Out of my whole list, I think he’d be the one who has the strongest chance of making his way in.

Lady (Devil May Cry 3)

Lady (Devil May Cry 3)

Lady, you say? Over Dante, Virgil, Trish and Nero? Yes! Lady is the greatest design to come out of the Devil May Cry franchise. I mean, a Catholic schoolgirl look with tens of gun clips as the skirt and knee-high military boots, toting a huge rocket launcher with a bayonet that doubles as a grappling hook, different colored eyes that work, and the mere fact that she isn’t annoying whenever she opens her mouth to speak (like Dante post DMC). Her moveset could be very projectile-oriented, and feature a lot of aerial specials, too. I picture her as the queen of air fighting, since that was her specialty in DMC3.

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