Do keep in mind that when I write this review, I am extremely biased towards this game. Not to shill, but I made a beginner's guide on YouTube, I have been continuously updating the wiki, I'm an admin for the discord, I ran a few tournaments, it's in my top 3-5 favorite fighting games ever and top 10 favorite games, I absolutely love this game. Now to talk about it. The port itself I have basically zero qualms with, it runs just fine as expected of CodeMystics and the netcode works great. The boss characters had their console portraits shoved in and are a little blurry so it's a bit weird looking, but not out of place. The game is also based on the AES version of the game with the NeoGeo training mode, not console, so unfortunately, no Heaven or Hell stages to play in, or the Omake stage in that big cage either, or the final boss stage. This also means the game's charge motion input bug from the NeoGeo is present, meaning you CANNOT charge both sets of special moves that a charge motion character has. The engine requires you press either back or down for one frame first before you can do so, which while fixed on console, is not a fix present here. You thankfully do not need to memorize codes to play the bosses, just hold L1. And unlike SVC Chaos Super Plus (what almost everyone plays on Fightcade so they don't deal with codes, and because there's no SVC Plus), Geese, Zero, and Mars People have their voicelines intact finally! When playing, it feels like there's a very slight latency in inputs, but I got used to it very fast... although it does make dash input guard cancel front step feel harder to do in general, since I never use the BC input for it. The health bars are also kinda weird to look at since now they flip vertically every frame to give the illusion of a CRT filter. You'll get used to it, and it's not the port's fault it looks weird, it's just how digital monitors are. And whoever made the hitbox viewer, THANK YOU THANK YOU THANK YOU. The Fightcade hitbox viewer is unfortunately very buggy and unfinished, and this one is pretty complete out of the box without having to use dipswitches to view hitboxes. Unfortunately you cannot view throw boxes, but you also can't view them on the Fightcade viewer, either. It's CodeMystics, they know what they're doing at this point with SNK's games, so you probably know what to expect. Now then, the game. What's the experience like? You probably heard it's an extremely broken game, and it is. There's no beating around the bush, you need a gut made of titanium to endure this game sometimes. But that's also precisely what makes it charming to play besides its gothic, post apocalyptic theme and the strange but very unique cast of characters. There are far too many reasons for me to list why it's broken, but also, like ANY game let alone a fighting game, you need to play it yourself to form your own opinion. What one person likes in a fighting game may not be your cup of tea in a genre as vast as fighting games. SVC Chaos also suffers from tons of misconceptions that I also cannot summarize here. But think of it like a mix between a mostly KOF based game with some footsies Street Fighter gameplay, and heavy emphasis on zoning, movement, and punishes. It's a very fast paced and explosive game but if both players are good, it can keep each other more patient. And nearly every matchup in the game is wholly unique, it's a game that massively rewards game and system mastery and knowledge checks. The defining mechanic, Guard Cancel Front Step, is the biggest equalizer that makes otherwise impossible matchups significantly more bearable. YOU NEED TO LEARN IT. This does also result in SVC being a much harder game, but there's so much depth and nuance to it you'll be surprised once you sink your teeth. Front step is somewhat like a parry, it lets you punish otherwise unpunishable stuff, however it's not a win button either as even front step, with a lot of game experience and careful planning, can be punished back. By using it, not only the aggressor but the defender doing front step both need to immediately decide what it is they want to do keeping both of you on your toes. And yes, it's a very unbalanced game, but front step is what makes (almost) everyone viable. It's that good, and has way too much depth to it alone than I can cover accurately here. You will hear Geese and Zero dominate the game, and they absolutely do, but nearly everyone has their own sauce to cook with. Even the unassuming characters can do really well if you fully understand the system mechanics with countless replays to watch on YouTube as definitive proof of that. You may also question why people pick bosses at all, "shouldn't they be banned?" In actuality, (most of) the boss characters have their health values reduced from their CPU counterparts. They were fully intended to be playable with codes in the MVS version, and it's a massive selling point of the game you get 12 bosses. And they're all extremely unique, too, so banning them is illogical if they were designed to be played. You'll find that even bosses like Goenitz are humbled by the existence of front step and SVC's other oddities. If you run a tournament for this game, I advise banning the final 4 bosses (Athena, Red Arremer, Shin Akuma, Serious Mr. Karate) on the basis that they were never selectable on NeoGeo MVS. SA and SMK are selectable on AES, but not the other two. They also don't have modified health bars, but still, they aren't normally playable in all versions of the game. But still, they're very fun characters for casuals, so don't discount them. Past that, the game is broken, as long as it doesn't crash, let it rock. While yes, most bosses are strong by default, they're also a ton of knowledge checks. People hype up Athena as being nigh impossible to beat for example, but she's bottom 10. Just front step and her entire gimmick is destroyed. That is one of 5 billion misconceptions the game has. People will think Mars People is awful, but fight a good Mars People, and he feels impossible to open up. Or Zero, a character who is insanely difficult to play, but in return, you get a top 2 character who basically dictates every other matchup in the game when you master him. But, you'll also find SVC players are very helpful in teaching the game too, because if you play SVC regularly, chances are you've long since accepted the game's jank and embraced it. "It's not CVS2!" Yes, your point? While CVS2 is an amazing game in its own right, it's not as if that should prevent you from enjoying SVC as the jankier, fanservice filled enigma as its counterpart. It has seen a resurgence over the years thanks to having rollback for a very long while, and more and more people are seeing what is charming about it. It's a very common take that SVC is an awful game, and in some ways it can be, but despite its reputation, people are playing the game every day around the world. There are countless problems with it but the gameplay experience especially at high level is unlike any other fighter. Latin America especially likes the game (shocking), but you'll find there's an active playerbase for the game if you look for it. It helps if you're coming from KOF, but it's not a requirement. However, I do advise you treat it as if you're learning KOF, because it still follows KOF design philosphy: emphasis on meter, light confirms, using your lights more than your heavies, canceling your attacks for combos and NOT links, among other things. It's an experience that will teach you a lot more about KOF than you may initially realize if you hesitated to play KOF. Lastly, use button hold. Your combos will be much easier. You can thank me later. My review is too long. I love SVC Chaos. I implore you to try it out for yourself. Are you struggling to beat arcade mode at all, by the way? Pick Mai, get a life lead, stop pressing buttons, watch as Mai wins by doing absolutely nothing.
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