#SNK vs Capcom playthrough
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randomisedgaming · 15 days ago
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Full Arcade ladder Longplay, playthrough, walkthrough, guide and gameplay as one of the hidden final bosses Red Arremer. Full one credit run with no rounds lossed, which with Red Arremer is pretty easy as he is a demon of a character, who can pin opponent down due to all his projectile attacks and his dive attacks are also unblockable. Meaning he can trash enemies in seconds and they can do little to unlock him. This video was captured on the recent PlayStation 4 version, which is the original AES version with the debug cheat activated to play as all the bosses and a few extra hacks added to the game along with an art gallery and online support.
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ercdouken · 8 months ago
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SvC Chaos: SNK vs. Capcom (PC/Steam) - Kasumi Todoh Playthrough
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8bitsupervillain · 5 months ago
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Higurashi When The Manga Cry Ch. 8 Matsuribayashi pt. 103
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I wonder if in the past if Hanyuu would have been able to just bounce the bullet back towards Takano like she does with the coin here? I suppose not, because then it wouldn’t flow very well with the whole “no one has to die” line of thought.
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I always thought it was kind of strange how in the story Rika is shocked to be told that Takano is behind it all. Or that Hanyuu is shocked that Rika forgot the truth about her death and all. I think it would have been a fair assumption during any point in the past of the Connecting Fragments, or earlier chapters of the manga, to assume that Hanyuu had told Rika about her last death. This is just another peculiar change from the visual novel that I don’t understand why it was done this way. This just makes the further down the road breakdown of Takano make less sense than the visual novel.
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I do have a theory as to why Rika seems to simultaneously know everything about what’s happened to and around her, and not know a gosh darned thing. Unfortunately, now isn’t the time for that, but I promise you I will address it. After all I need to entice you to read the playthrough of the Steam version of the visual novel somehow.
Although I will say, it was really nice of Takano to wait for Hanyuu to get a box, or a stool to stand on so they can have their face to face here. This page reminds me of that promotional image for SNK vs. Capcom: SVC Chaos with Chun-Li and Mai Shiranui. You know the one.
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On the off chance you don’t know the reference to a twenty year old fighting game that wasn’t well-liked. SVC Chaos was fine, it just caters to the weirdly specific audience of people who don’t particularly care for Capcom or King of Fighters games. Moving along.
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I made the joke back in part 89 that Akasaka married Millia Rage, but looking at her hair in this she kind of looks like Cammy from Street Fighter.
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I’m pretty sure this is the last time you’ll see dead bodies in the playthrough. In picture form anyway, I think there’s dialogue about the deaths still. But it’s the last time you’ll see bloody corpses in picture form at least, probably.
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One of the things I like in the manga is how it gives you hard dates about when things occurred in the series. I think the timeline adds up rather nicely to how I thought it did previously. Of course I went with the slightly more flexible “the mid-70s” when I theorized when the Irie clinic opened.
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Well, I can at least appreciate the humor in that I was once again proven immediately wrong by the manga instead of the VN this time. With the last panel there, I thought for a second that this was around the time of when Shion beat the stuffing out of Satoko in Meakashi. It very clearly isn’t, it’s obviously Tatarigoroshi, but for some reason on my initial reading of this page my mind instantly went with Meakashi.
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The translation process is interesting to me, while the anime version you have the audio to work off of, with every non-vocal version of events how do you decide what to use for a given sound effect? Why do the majority of translations use the au au au, where the manga goes uuh, uuh, uuh? Of course it’s not the same sound, Hanyuu going uuh uuh uuh puts me in mind of Maria Ushiromiya from Umineko. Maria’s is spelled uu-uu though, so I take it to mean it’s a more prolonged, continuous sound. Sort of like a prolonged ooh. I haven’t interacted with Umineko via the mod that adds voice acting, nor have I watched the anime based upon it. I’m told it’s quite bad.
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bersergner-blog · 10 months ago
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Escape from Tombstone - Beat ‘em up Culture (pt.1)
As part of my grading I was tasked with taking a deep look into the forefront of the type of work I would be producing. This proved to be somewhat challenging. Most of the games that inspired me to create this project are from the glory-days of arcades, when coin operated side-scrolling brawlers were all the rage and 2D was king. In particular Capcom, SNK, Namco, Konami and Data East were everywhere. Most of these studios are still active today however only Capcom is thriving and in many ways the Beat ‘em up has been long cast-aside as a genre although it’s DNA can still be felt to varying degrees in many modern games (I’ll get into this further in a follow-up post).
So in preparation for my work I tracked down and played as many classic beat-‘em-ups as I could get my hand on. This was to establish a cultural baseline of function and user- experience for the genre. Determined to cast an even gaze at all of them to see how they fared in the absence of nostalgia and under a more refined, modern and critical outlook. While I won’t be reviewing each game at length, I have collected the notes I took throughout my playthrough of each game below:
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Renegade Fun to wail on people and do ground and pound. Dual directional inputs are interesting. Single life clear is bullshit. What's the point of credits? AI is designed for frustration. Some hitbox issues combined with AI create un-fun scenarios. Such as jumping kicking the bike dudes or any boss fights. Especially girl boss. Some environmental hazards to knock enemies into in the first 2 levels. Enemies can grab and hold you and you have to fight your way out or kick in the opposite directions to knock away enemies who will try to take advantage. Sound effects make the brawling feel pretty good.
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Vendetta Fun stage transitions, 4 player mode. Knocking people into the background makes weapons feel powerful, knocking enemies off bridges etc. Kicking downed enemies and fighting off grapples all make for a fun gameplay experience. Colourful graphics make everything very readable and make it easy to tell Allies apart. Distinct characters. Interactive stages. Decent variety in events (falling fatties and then lumber carrying punk). Fairly easy. No defence options.
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Double Dragon Continuous scroll is cool. Variety of moves. Easy to get overwhelmed due to AI and Hitboxes. Lots of weapons iconic but visually uninteresting stages. Needs follow up move for enemies on the ground. Baseball bat hits need a sound effect. Too much finicky platforming and falling to death. Very weapon and environmental hazard focused. Enemies do the Renegade duck. Hitting enemies and them bending over in pain and being sent flying is fun. Follow ups on stunned enemies grabs and such are fun. Fighting out of enemy holds and holding enemies from behind.
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Double Dragon 2 Less moves. Directional attacks feel limiting in this. Uninteresting stages. Lots of Interactables and weapons.
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Double Dragon 3 Rosetta stone SNES version has Unlockable moveset. Wall Jumps, etc. A lot of Unlockable depth to the combat.
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Super Double Dragon Large variety of moves. Wall Jumps. Cool counter mechanic. Great animations. Fun levels. Not enough environmental interaction.
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Bad Dudes vs Dragon Ninjas Fun voice lines and script. Two levels to fight on adds some depth but other than that rather simplistic.
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The Combatribes Interesting SD art style. Lots of cool attacks and systems. Smashing enemies heads into the floor, swinging them by their legs, smashing two enemies into each other. Enemies rolling out of throws, etc.
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Crime Fighters Similar to Renegade. But a couple more move options, punches and kicks are possible as well as a dedicated jump kick and back kick button. Downed enemies can be kicked and there's more of an emphasis on a serious tone apart from the random comedic sections such as a billboard squashing the character so he waddles like a duck as well as getting crushed between a door and the wall in stage 3. There's quite a few animations such as flicking a knife as you pick it up as well as different sprites for kicking an enemy depending on if you're in front or behind them. Kicking downed enemies is fun and overall the feedback is middling to decent. Bosses have memorable designs and exploitable patterns mostly. Enemies are recognisable and only some are annoying to fight. Weapons dramatically fly out of your hands if you're hit enough and enemies can throw you into the background and do other memorable things that make them feel distinct. Weapons are infinite until you get hit. Levels are fairly generic. Enemies combo stunned can be grabbed and thrown or kneed. Much like double dragon. Bosses become much more bullshit as it goes on. Lots of stupid invincibility frames on moves as well as large Hitboxes even on basic enemies such as the Martial Artists. The game definitely becomes designed for frustration in the later parts. The final boss is the bodyguard of the big bad. Then the big bad steps out of his limousine, throws you the key and if you go to pick it up he starts machine gunning you. You then have to close in on him, knock him down and kick the shit out of him on the ground. Very satisfying.
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Zero Team A beat em up with a Tokusatsu twist. All the characters are cool and the animation and general style is very appealing. Everything is bright colourful and a little exaggerated. Enemies satisfyingly wall splat and explode when defeated. Your moveset is surprisingly solid you have a grapple with several variations depending on direction, a varying combo (up during the combo for a special Finisher and back during to hit enemies behind you) and a clear out special move as well as a more powerful combo Finisher if you hold up during your attack chain. Feels good to play and there's lots of stuff to pick up and the sound effects and soundtrack fit it nicely. Some of the enemy designs are great and distinct. Some enemies' armour is slowly broken away when you attack them. Thrown spears can get stuck in the wall and your jump counts as a flying knee which you can combo into a follow up attack by pressing attack in the air. Some of the weapons are pretty unusual for the genre such as a bazooka. Bosses explode in satisfying showers of loot.
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Streets of Rage 2 Really iconic enemy designs (great colour coding. Everyone has a primary colour with tones. And then a strong accent colour). Some cool moves and abilities that give flexibility to how you fight. Flipping over people you grapple for back grapples or to leap off them for distance, dashing attack, different special moves. Weapons. There's a lot here to add to the combat.
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The Peacekeepers Taunt Button, Grapple variations. Cool character and enemy designs. Lots of boss dialogue and "cutscenes". Feels very zoomed in.
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64th Street Throwing enemies into the environment and smashing it apart and in 8 directions is visceral and fun (can even throw them into the water at the pier). Restricted view because of square resolution sucks but isn't too much of a problem because of the AI not exploiting your lack of vision. Absolute hoards of enemies in the later levels. Lots of fun knocking them all down and into the environment. absolutely ear splitting horrifying music. Some pretty shitty knockdowns leading to free hits for Enemies. Unless you use your clear out which costs health. For many of them you'll have to figure out their weakness such as tumbling guy. Which can be slow and dull. Cool setting. JoJo's inspired. Final boss is kind of fun. Blimp final level is a cool idea. Completely transforming hallways by throwing people into stuff is fun.
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Mutation Nation Special system is cool but hits lack impact. Lots of short stages with interesting bosses with more mechanics than you'd think for this kind of game. Exhausted idle. On low health is cool. Having different abilities is cool. Wish the Uppercut had combo potential. Some very unfun to fight enemies (such as the leap off screen and then either come down with an attack or don't) also charging a special takes just a bit too long meaning you won't get to use it when you need it. Boss rush at the end sucks. Some enemies moves are not very readable (such as green Cyborg Mutant). All enemies are either Mutants or robots which should be fun and sometimes is but mostly doesn't really reach it's full potential.
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Burning Fight Stage transitions and side areas are cool. Combos are fun enough and the game responsive. Combat is simple and the game probably about as milque toast as it gets but it has cinematic aspirations with it's many mini cutscenes. Other than that fairly unimaginative. Lots of items in the world to smash up though. Levels are short and punctuated by mini bosses some of which are actually pretty fun to figure out. Game could really use a dash and ground follow ups as well as more expansive grappling options. Throwing people into the objects in the environment would be great. Hilarious wrestler names.
cont...
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gf202020 · 2 years ago
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Capcom Vs. SNK: Sakura/Ryu 1cc Playthrough
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ercdouken · 11 months ago
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Capcom vs. SNK PRO (Dreamcast) - Morrigan and Akuma/Gouki Pair Match Playthrough
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ercdouken · 10 months ago
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Capcom vs. SNK PRO (Fan Translation) [Dreamcast] - Nakoruru and Mai Shiranui Arcade Playthrough
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ercdouken · 1 year ago
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Capcom vs. SNK 2 (Dreamcast) - Maki and Mai Arcade Playthrough
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ercdouken · 2 days ago
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Capcom vs. SNK 2 - Capcom Fighting Collection 2 (PC/Steam) - Hibiki/Nakoruru/Sakura Playthrough
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ercdouken · 9 months ago
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Capcom vs. SNK 2 (Dreamcast) - Ken/E. Honda/Sagat Arcade 3-on-3 Playthrough
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ercdouken · 9 months ago
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Capcom vs. SNK 2 (Dreamcast) - Balrog(Claw)/Guile/Dhalsim Arcade 3-on-3 Playthrough
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ercdouken · 10 months ago
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Capcom vs. SNK 2 (PS2) - Cammy/Terry/Hibiki Arcade Ratio Playthrough
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ercdouken · 11 months ago
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SvC Chaos: SNK vs. Capcom (PC/Steam) - Athena Playthrough
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ercdouken · 11 months ago
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SvC Chaos: SNK vs. Capcom (PC/Steam) - Shiki Playthrough
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ercdouken · 1 year ago
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SvC Chaos: SNK vs. Capcom (Arcade) - Sagat Playthrough
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ercdouken · 2 years ago
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Capcom vs. SNK 2 (Dreamcast) - Terry Bogard Arcade Playthrough
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