Capcom has provided details to the sequel to their highly successful Capcom vs. SNK: Millennium Match 2000 and have shown us a taste of what can be expected from this anticipated 2D fighter. Capcom vs. SNK 2 brings the two fighting worlds together that we have grown to love and has added numerous gameplay and character features. The original title focused solely on the series of Street Fighter and The King of Fighter, and although all the characters will be returning, Capcom has made incredible additions with the total characters reaching 48.
Newest characters and the games they originated on include:
Eagle, Street Fighter
Kyosuke, Rival Scouts and Project Justice
Maki, Final Fight 2
Rolento, Final Fight and Street Fighter Alpha series
Yun and Yang, Street Fighter III
Haohmaru, Samurai Shodown
Hibiki, Last Blade 2
Athena, Fatal Fury: Mark of the Wolves
Rock Howard, Fatal Fury: Mark of the Wolves
Chang and Choi, King of Fighters
Ryuhaku Todo, Art of Fighting
Along with new characters, Capcom vs. SNK 2 has put together six different “grooves”, or fighting modes, to choose from. Among them are C, A, and P grooves, for Capcom, and S, N, and K grooves for SNK. The result is a multitude of opportunities and play styles to choose from, with each groove mirroring portions of their company’s games.
Capcom grooves: Use elements from titles Street Fighter II, Street Fighter Alpha, and the Street Fighter III series.
C groove: Similar to that of Street Fighter Alpha allowing air blocking, counter attacks, dashing, forward evade, and delayed stand up as basic abilities. Contains a three level gauge for super combos and attacks.
A groove: Similar to that of Street Fighter Alpha, however, contains a two level gauge. Abilities include air blocking, counter attacks, running, forward evade, and safe fall.
P groove: Similar to that of Street Fighter III and is considered the most basic of the Capcom grooves. Abilities include air parries, dashing, short jump, and delayed stand up. P level super gauge shows one solid bar allowing for level three super combos only when the entire bar is filled.
SNK grooves: Use elements from titles King of Fighters, Fatal Fury, and Samurai Showdown.
S groove: SNK’s classic groove from King of Fighters allows for a desperation-power meter to fill by pressing two buttons. Abilities include counter attacks, dashing, dodge, short jump, and delayed stand up.
N groove: Most technical SNK groove from King of Fighters where three level bars appear. Once all three bars are filled, level 3 combos can be executed. Abilities include counter attacks, counter evasion, running, forward evade, and short jump.
K groove: Elements borrowed from Samurai Showdown and Fatal Fury series. Meter fills when damage is received and super combos are present when the bar fills. Basic abilities include running, short jump, safe fall.
Capcom vs. SNK has already been released in Japan and is receiving generous praise. Details in graphics, environments, and character are a great addition to the game and Capcom has added a ratio-type character system for players to utilize. You can now assign levels on up to three characters, where 5 levels can be assumed. In other words, you could have a level one character, and two level two characters, along with any other combination. Also, both backgrounds and special affects are a large improvement compared to the original and include more of a special introduction before fights. The game is set to be released November 8th for North America.
11/3/2001 Matthew Stensrud