Thread:SecondOpinion/@comment-5688420-20200528194815/@comment-5688420-20200530091514

Lots.


 * Fighting Champions utilized a 3-button system consisting of Punch, Kick and Throw, and didn't have Chain Combos a staple of ACS fighting games. Later installments would utilize an SNK-style 4-button system, and with it, introduced Chain Combos.
 * In fact, the entire Fighting Champions series is this for the rest of ACS' fighting game catalog, being yhe only series to use an SNK-style button layout.
 * Sentoki: The Strongest Warrior only featured square stages, most of which had walls which can be broken to knock a fighter out of the ring. Later games would ditch the square stages and ring outs in favor of DOA-style stages filled with Stage Hazards.
 * The original arcade release of To the Beat only featured licensed songs from the Avex Trax label, plus one original "boss" song in the form of iNSOMNIA. Later Team Beats games would place emphasis on the original songs, to the point that the number of licensed and original songs tend to be balanced out.
 * The first Kessenju: Portable Deck game was released in 2002, way before the anime premiered, and thus featured characterizations from the manga, including Haruto/Harold being much colder and meaner, Kyou/Chloe being a bit of an airhead, etc. The game also only let you duel against Sendo and his friends, as well as Reito/Raven, since the Great Duelist Tournament arc hasn't wrapped up at the time. It was also released before the introduction of Evolved Monsters, which later on became a key element of the card game.
 * The first Karaoke Superstars game featured a career mode where players join a worldwide singing contest a la American Idol. This was omitted in the later games, when the careeer mode ended up being overshadowed by the multiplayer modes.
 * Crisis Moon: The Bloody Symphony, while having more of the stuff that made the later games famous, especially compared to the others on the list, also lacked Unchained characters, Bloodlust mode, and most notably, Dawn.