JVC handled Sam Sho and Fatal Fury Special. Sammy handled Sengoku. None of them were good ports,which also held true for AOF,World Heroes 1,King of the Monsters,View Point,Samurai Shodown,and alot of others on Genesis.
It def had nothing to do with the lack of quality programmers,and more to do with what the hardware could do and not do.
Yea the Sega Cd had the ability to do scaling with perspective in the play field,and as I said did objects/sprites and the floor graphics well and smooth,but regardless of this the Neo did the whole damn screen along with traditional back and forth individual sprite scaling. Each used their scaling abilities to do what they could,and both have strong points,but neither were massive monsters besting each other scaling wise because of the apples and oranges comparason. The Neo could do this,the Sega Cd that. Each method was good for certain game types,with the Sega Cds being best for driving/flying games,the Neo's obviously being arcade titles.
That and as far as just traditional graphics,sprites,colors,and audio goes,the NeoGeo is the winner hands down. The NeoGeo was a sprite handling monster. I will take that over the few shining moments of the Sega cd's hardware any day of the week.