Which game is closer to SNK's answer to 3s?

no, Third Strike is Third Strike, Mark of the Wolves is Mark of the Wolves, both are fan-fucking-tastic games on their own merit, end of thread…lock this shit please

yeah yeah no doubt about it both are great games… its just pretty obvious what SNK’s intentions were when they made it

Speaking for myself, I can even see a possible crossover with not too many clashes between using Garou’s system VS 3S’s.

Garou is the answer to 3S no doubt about it. Me and fellow SoCal players have been trying to get more people into Garou since it really is a great balanced game. If you guys play 3S then you’ll have no problem learning Garou as both games use the same game tactics pretty much for example: Kara Cancels, even a UOH is in both games, also the whole storing of motions in between normals as well, also crossups and mixups of the same manner. Hopefully this time around at EVO we can get more players to come watch how great this game can be at high levels.

i just ordered it online about a half hour ago. if youre lying to me about its quality, then i will personally hunt you down and shower you with rainbows and lollypops

except instead of rainbows ill kill you, and instead of lollypops ill rape your carcass.

back on topic, garou is most definatly 3rd strikes counter.

dash attacks are… dash attacks, not really variations/improved versions of regular standing attacks. But yeah, matrimelee is closer to VS than 3s, in fact it’s about as far as possible from 3s

I hope what falcoon said about garou 2 is true, It could well be at TGS if they go ahead with it, then maybe it might take off, and get people interested and if snk’s last couple of games are anything to go by (KOFXI,SST,NGBC) then garou2 would be the shit for sure.

garou is a nice game but if you hit someone when you are in TOP and you combo into a super, then the match is already decided. So its not really so balanced since you can have 80% life and still die in the blink of an eye. But that could be easily corrected it they would give you the option to lower the damage in that game which they don’t.

You haven’t played a lot to garou to say such shit O_O Garou is one of the most balanced fighting game ever.

I really hope they release garou 2… Garou really was snk’s best game, that would be dumb to not finish and release the already 70% done sequel…

that’s my only complaint of Garou (well, i have two).

1.) damage is almost Super Turbo like. yeah, i’m exaggerating, but it still is horrid compared to other modern fighters.

2.) back dashing. WTF.

My only complaint of Garou:


only SNK games i like… Garou, KoF2k3, and SamSho VSP… Garou’s good


Learn to use just defend :rolleyes:

From the guy who says he plays 2k3…

Honestly, if you’re talking Iroha’s pounce throw glitch and stuff, you can turn that off. Otherwise, it plays exactly like I’d expect a samurai shodown to play. Very strategy focused.

1 button infinites

Which game was released first?



Kevin is hella broke… but other than that Garou is a great game

well techincally SF3:NG was first, i believe third strike came out after or around Garou… either way Garou is still a answer back to SF3…

Actually, MOTW is set in 2006, 10 years after RBFF (set in 1996). As far as I can remember, there are only a few Japanese sources I’ve seen that attempt to indicate the time gaps between the SFII series and the SFIII series:

Page 444 of Studio Bent Stuff’s ALL ABOUT Series Vol. 21: ALL ABOUT Street Fighter ZERO 3 indicates:
a gap of “3~4 years” between ZERO 3/Alpha 3 and the events depicted in the SFII series, and a gap of “3~4 years?” between the SFII series and the SFIII series (which, at the time of publication, consisted of SFIII:NG and SFIII:2nd).

Page 75 of Studio Bent Stuff’s ALL ABOUT Street Fighter, a bonus publication included in the “Special Anniversary Pack” version of the JPN PS2 release of Hyper Street Fighter II Anniversary Edition indicates:
SFIII:3rd takes place 1 year after the events related in SFIII:NG and SFIII:2nd.

Page 173 of Futabasha’s Street Fighter Eternal Challenge ~Eien no Chousensha-tachi~ (page 177 of Udon’s English-language edition) indicates:
SFIII:NG takes place “several years after” SSFIIX/SSFIIT.

Also the “main character focus” shifts from Terry to Rock, similar to the way in which CAPCOM shifted (or at least, “initially attempted to shift”) the focus from Ryu to Alex.

1997-10…SFIII 2nd
1999-05…SFIII 3rd

As others have pointed out, Matrimelee is markedly different in many ways from SFIII:3rd – certainly MOTW has more similarities to SFIII:3rd than Matrimelee does. Also previously pointed out is that Matrimelee was produced by Noise Factory (not SNK) and was based on the engine developed by EVOGA and Noise Factory for Rage of the Dragons (not KOF). Matrimelee was released in March 2003 and Rage of the Dragons was released in June 2002. I’d hesitate to use Otane/Oume and Shintaro/Buntaro as parallels for Ryu/Ken and Yun/Yang – most any fighting game or fighting game series has at least one or two examples of rivals/siblings with similar fighting styles – it’s something of a staple of the genre (that being said, Yun and Yang each possess basic movesets that are very similar the other’s, while Buntaro and Shintaro are rather dissimilar when it comes to fighting styles). Where did you read/hear that Sissy and Kurara (misspelled “Clara” by Matrimelee) were siblings?

Matrimelee was the latest installment in the Gouketsuji Ichizoku [The Gouketsuji Clan] fighting game series (known as “Power Instinct” in the U.S.). Matrimelee was produced for the NEO-GEO by Noise Factory, who licensed the series and the characters from Atlus (the series’ creator, and producer of the previous installments).

Gouketsuji Ichizoku…Power Instinct
Arcade = JAMMA
Console = Super Famicom / SNES, MegaDrive / Genesis

Gouketsuji Ichizoku 2…Power Instinct 2
Arcade = JAMMA

Gouketsuji Gaiden ~Saikyou Densetsu~…Power Instinct Legends
Arcade = JAMMA

Gouketsuji Ichizoku 2 ~Chotto dake saikyou densetsu~…(n/a)
Console = PlayStation (JPN only)

Arcade = Sega ST-V
Console = Saturn (JPN only)
(sometimes referred to as “Gouketsuji Ichizoku 3,” since that phrase is sometimes included in certain presentations of the game’s logo)

Princess Kurara Daisakusen (aka, Purikura Daisakusen)…(n/a)
Arcade = Sega ST-V
Console = Saturn (JPN only)

Shin Gouketsuji Ichizoku ~Matrimelee~…Matrimelee
Arcade = NEO-GEO MVS
Console = NEO-GEO AES

Shin Gouketsuji Ichizoku ~Bon’nou Kaihou~
Console = PlayStation 2 (JPN only???)

The tournaments represented by the first few games in the series is a tradition of the ludicrously-wealthy (and ludicrously-prolific) Gouketsuji clan, the winner of the tournament being named the new clan leader (until the next tournament).

GROOVE ON FIGHT is set about 20 years after the stories found in GI, GI2, & GGSD. A number of the GOF characters are the offspring of some of the cast members of the first 3 installments.

Princess Kurara Daisakusen was a vividly-colorful, infectiously-cute isometric platformer that is linked to the Gouketsuji series via its title character, Hananokouji Kurara – the magical-girl character who first appeared in GI2 (misspelled as “Clara” in Noise Factory’s “Matrimelee”). The 2 other playable characters were Kirara and Grey, an overly handsome man who spent most of his time as a 7’ tall overstuffed cat creature. Produced by Atlus, the shortened version of the title (Purikura Daisakusen) was a reference to Atlus’ popular line of sticker machines, called “Print Club” – or “purikura” for short.

Matrimelee utilized a few characters from GI2, and the entire cast of GI (with the exception of Angela Belti), plus a few new characters. The Matrimelee story appears to take place around (or slightly after) the time period of the first 3 installments.

Shin Gouketsuji Ichizoku ~Bon’nou Kaihou~ goes on sale in Japan on 5/25/2006 (delayed from its original release date of 2/23/2006) and is a KDDI-online-capable PS2 upgrade/port of Matrimelee. In addition to bringing back Angela Belti (the only GI cast member left out of Matrimelee), Bon’nou Kaihou will also see the return of the transformation gimmick from GI and GI2 (some of the characters in these earlier installments had a second form they could switch to during a fight), which was absent from Matrimelee. Click on Kurara, Oume, Otane, Kanji, and Kintaro (Pochi’s “base form” in GI2) on this page to see illustrations of the 2 forms each of these characters possess. This game will also feature a bonus character based on Bobby Ologun, who has been tapped as celebrity rep for the game (he appeared as part of the game’s announcement at the Tokyo Game Show). Here’s some background info for those not familiar with Bobby, as well as his official blog (with more photos of his TGS appearance), and the unofficial blog site.

~Chotto dake saikyou densetsu~ (the Japanese PS port) is something of a hybridization of GI2 and GGSD, with a few extras thrown in. The only problem I ever had with the PS port was the mandatory pause-&-load whenever one of the characters with a transformation ability switched from their one of their forms to another (not unlike the pause-&-load on console ports of MKII & MKIII (iirc) whenever Shang Tsung morphed into another character).

If you are able to obtain the Japanese Saturn release of GROOVE ON FIGHT, a Saturn (Japanese or modded U.S.) console, a Saturn multitap and 4 Saturn pads, I highly recommend the purchase: GROOVE ON FIGHT is a fun game in 2-player mode, but the 4-player mode is an absolute blast.

Gouketsuji Ichizoku
Gouketsuji Ichizoku 2
Gouketsuji Gaiden ~Saikyou Densetsu~
Gouketsuji Ichizoku 2 ~Chotto dake saikyou densetsu~
Princess Kurara Daisakusen
Shin Gouketsuji Ichizoku ~Matrimelee~
Shin Gouketsuji Ichizoku ~Bon’nou Kaihou~


What I find interesting is…

That it took Capcom 3 different versions of Street Fighter III to get it to a really polished and balanced level.

It took SNK one game to do the same.