MOOGLE? Posted October 16, 2003 Share Posted October 16, 2003 September 19, 2003 - By now, many gamers are well aware of the collaborations between SNK/Playmore and Capcom in recent years. This all started with SNK's fantastic Card Fighters Clash series and SNK vs. Capcom: Match of the Millenium for the Neo Geo Pocket Color; although most are familiar with Capcom's take on the series, namely Capcom vs. SNK and its sequel. The relationship between the two companies is an odd one at best. Formerly bitter rivals that competed night and day in the arcades, Capcom has since moved onto great success with its 3D games such as Onimusha and Devil May Cry, while SNK has stuck with the classic King of Fighters series until its untimely death and recent rebirth as Playmore. Now the two companies that have fought for so long have come together one more time for the latest installment in the "versus" series, SNK vs. Capcom Chaos. The first thing we noticed about SvC's gameplay is that feels like a true mixture of SNK and Capcom game styles without the fussy "grooves" you had to pick in the earlier collaborations. Aside from the fact that you now have two life bars as opposed to one, much of the game will feel old hat to seasoned 2D veterans. However, there are a few features that have been left out of the game that fans of both companies might be angry over. SNK fans may cry foul when they learn that you can't roll through an attack in this game, and Capcom fans will do likewise if they try to airblock attacks. Replacing both of these techniques is a new tactic called Guard Cancels. True to the name, Guard Cancels allow you to perform various actions while you are blocking an attack. If you happen to double tap forward while guarding, you can perform what's known as a Guard Cancel Front Step (GCFS) that allows you slip past an attack. By pressing the C and D buttons together while blocking, you can perform a Guard Cancel Attack, which allows you to quickly counter an opponent's assault with one of your own. Finally, pressing the B and C buttons together during a block performs a Quick Guard Cancel Front Step which is basically a faster version of GCFS. All three techniques uses a certain amount of power from your character's Groove Power Gauge (GPG). This meter is broken into three parts, with the first part of the meter filled at the beginning of each match. Like other fighting games, this meter can be used for launching flashy super attacks as well as the techniques mentioned earlier. When your Groove Power Gauge has reached its limit, your character enters into a special state called Maximum Mode. While in Maximum Mode, your GPG is replaced by a timer that begins to slowly decrease as time passes. During this time you can use as many super attacks and techniques as you want without penalty, but that's not the only thing you can do while in Max Mode. There are two additional techniques available only in Maximum Mode: Custom Combos and Super Cancels. Custom Combos allow you to cancel any attack with another attack, and occur when your character flashes white for a brief second. The only catch here is that your Maximum Mode meter is drained with every cancel you perform. Super Cancels are based upon the same concept, only this time you can cancel specific moves (mainly special attacks) into your super combos. Unlike Custom Combos, you don't lose any time on your Maximum Mode meter when you perform Super Cancels. As far as the roster goes, 12 characters taken from various SNK and Capcom games represent each side. Making up the Capcom team is Ryu, Ken, Guile, Chun-Li, Dhalsim, Hugo, Tabasa, M. Bison, Sagat, Vega, Balrog, Akuma and Tabasa (from Capcom's Gem Fighter). The SNK representatives include Kyo Kunsanagi, Iori Yagami, Terry Bogard, Mai Shiranui, Choi Bounge, Kim Kaphwan, Mr. Karate, Earthquake, Genjuro Kibagami (Samurai Showdown), Shiki (Samurai Shodown), Kasumi Todo and Ryo Sakazaki. Although the SNK side didn't receive any major graphical updates (the majority of the characters are taken from King of Fighters), all of the Capcom characters have been completely redrawn and look edgier than before. Dhalsim's limbs actually look like rubber when he extends them forward for an attack. More importantly than that, all of the characters have the same visual style, unlike what Capcom did with Capcom vs. SNK by mixing various sprites together in one game. This creates a much more cohesive and uniform look to the game, which will please gamers who are tired of looking at Guile's 5-year-old sprite from Street Fighter Alpha 3. Link to comment Share on other sites More sharing options...
MOOGLE? Posted October 16, 2003 Author Share Posted October 16, 2003 SNK Kyo Kusanagi Iori Yagami Mai Shiranui Earthquake Terry Bogard Ryo Sakazaki Shiki Choi Bounge Mr. Karate Kasumi Todoh Kim Genjyuro Kibagami Capcom Ryu Ken Chun-Li Hugo Guile Tabasa Gouki Dhalsim Balrog (Vega in the US) M. Bison (Balrog in the US) Sagat Vega (M. Bison in the US) Link to comment Share on other sites More sharing options...
MOOGLE? Posted October 16, 2003 Author Share Posted October 16, 2003 http://www.neo-geo.com/reviews/e3-svc/IMG_0020.JPG'> http://www.neo-geo.com/reviews/e3-svc/IMG_0021.JPG'> http://www.neo-geo.com/reviews/e3-svc/IMG_0031.JPG'> http://www.neo-geo.com/reviews/e3-svc/IMG_0055.JPG'> ^^earthquake from samuri showdown fuckin 2^^ http://www.neo-geo.com/reviews/e3-svc/phot...o2/DSC00706.jpg pisses me off my friends snuck in e3 this year and didnt even send my ass any useless video game junk...bah its ok next year i'll be there in full force drunk with earplugs other junk more pictures Link to comment Share on other sites More sharing options...
MOOGLE? Posted October 16, 2003 Author Share Posted October 16, 2003 Code Effect Hold start, then go down, left 7X Dan Hold start, go right 3X, left, up, right, down, up Demitri Hold start, go up 2X, down, left 2X, right, left, up Evil Ken Hold Start, and go left 3X, then down, then left, then up, then right, then up. Geese Hold start, and go down 3X, right, down, left 3X Goenitz Hold Start, and go up, down, right 3X, up, down, left 2X, down Mars People Hold start, and go up 3X, down, left, right, down, left Riot of Blood Iori Hold start, then go up, right 2X, left 2X, down, up 3X, right Zero Contributed By: brightman Fight against Athena To get this and a happy ending with your fighting character, you must finish off Shin Akuma or Shin Mr. Karate with a Super move or an Exceed for both rounds. If you do this correctly, you will have a scene of your character being transported to the heavens, where you fight Athena. One word of warning: if you get beaten by her, you will get the bad ending and it's game over! Final Boss Codes At the title screen, press and hold start,input the codesCode Effect Up, Down, Right (x3), Down, Left, Up Athena Down, Up (x3), Down, Left, Right, Left Red Arremer Up (x5), Down, Left Shin Akuma Down, Left, Right (x3), Up, Down Shin Mr. Karate Random Code Effect Hold start on the character select screen Random select Link to comment Share on other sites More sharing options...
MOOGLE? Posted October 17, 2003 Author Share Posted October 17, 2003 ahem* Link to comment Share on other sites More sharing options...
test pattern Posted October 17, 2003 Share Posted October 17, 2003 i had snk vs. capcom pro for good ol' ps1.. but that game sucked HARD. with earthquake up in that bitch... that game looks sick Link to comment Share on other sites More sharing options...
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