SvC Chaos: SNK Vs Capcom: Difference between revisions

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= Introduction =
{{Infobox Game
After SNK's "rebirth" following their massive pullout of the US market, they got together with Capcom to plan the fourth SNK and Capcom crossover. The fruits of their labor came in 2003 when "SvC Chaos: SNK Vs Cacpom" was released for the NeoGeo. Unlike the Capcom VS SNK games (where Capcom acted as the developer), SvC was developed by SNK-Playmore (SNK also developed the NeoGeo Pocket Color game "SNK VS Capcom: Match of the Millenium"; the first Capcom/SNK fighting game). That said, SvC sports a decidedly SNK tone. The game is faster than the average Capcom game and is based on a modified King of Fighters engine. SNK redrew all the Capcom characters in their own style and it shows. SvC sports a roster of over 35 characters and takes its characters from various sources in the Capcom and SNK stables. The game also features a very unique dialogue tree where every character in the game has specific comments for all of their opponents (who reply in a unique manner as well), a feature that should be included in more fighting games.
| gamename    = SVC Chaos: SNK vs Capcom
| abbreviation = SVC
| image        = svclogo.png
| developer    = SNK
| system      = Neo Geo MVS<br>WW: 24 July 2003
| system2      = Neo Geo AES<br>WW: 13 November 2003
| system3      = PlayStation 2<br>JP: 23 December 2003<br>EU: 15 April 2005
| system4      = Xbox<br>JP: 28 September 2004<br>NA: 7 October 2004<br>EU: 18 March 2005<br>AU: 13 May 2005
| system5      = Code Mystics Port on PC and Console<br>Steam, GOG: 20 July 2024<br>PS4, Switch: 22 July 2024
| netcode      = Rollback (via Fightcade or Code Mystics Port)
| resources    = [https://youtu.be/QMqwVuWbKRY Beginner's Guide Video by Lichmassacre (very long)]
| resources2  = [https://youtu.be/QBYgUNtK1-A Beginner's Guide Video by Rome_Himself (short)]
| resources3  = [https://www.fightcade.com Fightcade Official Website]
| resources4  = [https://ggpoz.com/ GGPOZ] Fightcade Alternative
| resources5  = [https://play.google.com/store/apps/details?id=com.ggpoz.app GGPO Android] Fightcade Alternative
| resources6  = [https://discord.gg/DkwAW4h GGPOZ Discord]
| community    = [https://discord.gg/u3FvwKC English SVC Chaos/Neo Geo Battle Coliseum Dual Server]
| community2  = [https://discord.gg/85p7grfR4r French SVC Chaos Server]
}}


= Game Mechanics =
==Introduction==
'''''The Terms'''''
After SNK's "rebirth" following their massive pullout of the US market, they got together with Capcom to plan the fourth SNK and Capcom crossover. The fruits of their labor came in 2003 when "SvC Chaos: SNK Vs Capcom" was released for the NeoGeo. Unlike the Capcom VS SNK games (Where Capcom acted as the developer), SvC was developed by SNK-Playmore. SNK also developed the NeoGeo Pocket Color game called "SNK VS Capcom: Match of the Millenium". That said, SvC sports a decidedly SNK tone. The game is faster than the average Capcom game and is based on the King of Fighters 2003 engine. SNK redrew all the Capcom characters in their own style and it shows. SvC sports a roster of 36 characters and takes its characters from various sources in the Capcom and SNK stables. The game also features a very unique dialogue tree where every character in the game has new comments for all of their opponents, a feature that should be included in more fighting games. Much was scrapped from development such as Dante from Devil May Cry originally being intended to be included in the roster, and the game was rushed to meet contractual obligations. A manhua was also released alongside the game in Chinese (32 volumes) and English (8 volumes), however unfortunately as of writing, there is only the Chinese scan available online. This manhua is essentially the game's plot to fill the void of a lack of one in the game itself - characters fighting in the afterlife to enter Heaven or Hell and return to their own timeline.


Well... You have a joystick with 8 directions on a arcade. The inputs of the joystick are called:
In 2024, SVC Chaos was rereleased on PC and modern consoles after a surprise reveal at EVO 2024 the same day, with the consoles port releasing 2 days later. The port, handled by CodeMystics, brought with it a proper hitbox viewer (not perfect, but better than what's available on FBNeo), replay takeover, custom ban list lobbies, and a gallery mode to view high quality artwork. It does bring some input delay, however it's greatly exaggerated how bad it is. While people report the input delay sometimes being 7+ frames of delay, this is misinformation spread by the lack of understanding the game's 4-frame rule with normals - a rule that older KOF also follows, with some variations (3-frames in KOF94, only 1-frame in KOF2003 essentially negating the rule, etc.) With this port brought a ton of hype and renewed interest in the game, and chances are, the reason you're now here reading the wiki, too. It's a very unique game, and it has a ton of problems, but so long as you accept that its problems are what make it unique and can have fun with a broken fighting game alongside its abnormal atmosphere and fun gameplay ideas and mechanics, you may find this game to actually be fun. It is also widely regarded as a bad game, and for good reason, but ultimately, remember it's for you to decide if it's still fun or not despite its problems.


u = up<br>
When reading this wiki, please keep in mind it was originally written up by only two people back in the mid 2010s, up until 2016-2017, and was since abandoned having been deemed "complete" by them. It was later picked back up in 2020, and as a result, the quality will be all over the place. You can usually tell what is and isn't older info, though.
d = down<br>
f = forward<br>
b = backwards<br>
uf = up-forward<br>
ub = up-back<br>
df = down-forward<br>
db = down-back<br>


With all these directions, you can make inputs. The basic inputs are called:
==The Characters==
[[File:svccharaselect1.png]]


QCF = quarter circle forward = d, df, f<br>
{{SuperCombo Wiki:Roadmap/SVC}}
QCB = quarter circle back = d, db, b<br>
HCF = half circle forward = b, db, d, df, f<br>
HCB = half circle back = f, df, d, db, b<br>
DP = dragon punch(Ryu's Shoryuken) = f, d, df (It's not hard to do, really.)<br>
RDP = reverse dragon punch = b, d, bd<br>
360 = full circle motion


As SvC is a NeoGeo game, all players have 4 buttons(In alphabetical order) in order to attack the opponent(The Capcom characters can only use 4 buttons too, but these chars have some Command Moves with the cr.MK, and in [[Demitri Maximoff (SvC)|Demitri's]] case, a full set of normals). They are called:
{{Navbox-SVC}}
 
A = LP = Light Punch<br>
B = LK = Light Kick<br>
C = HP = Hard Punch<br>
D = HK = Hard Kick<br>
 
If you want to play, you need to know those guys below, they're important to begin your combos, some strategy stuff, and other things...
 
cr. = This means that the character needs to be on a crouching state<br>
s. = This means that the character needs to be on a standing state<br>
cl. = This means that the character needs to be close to the opponent<br>
f. = This means that the character needs to be far from the opponent<br>
j. = This means that the character needs to be on a jumping state<br>
sj. = The character needs to do a super jump<br>
 
'''''Some Other Terms'''''
 
Light Attack Chain/Combo = This is a term that you'll read a lot on some sections. As the name states, it's just a combo with the character's Light Attacks involved. Some characters need it in their game, and some can't even do one, that just varies.
 
Link = First, remember: Link isn't a chain. Link is just comboing two moves, being them normals, Command Moves, Specials, Supers, and things like that. Some characters can link one normal into another one, or one Super into another Super, and there we go.
 
Knockdown = It's just a move that knocks down your opponent and gives to him the opportunity to do a recovery roll<br>
 
Hard Knockdown = A move that knocksdown your opponent, but won't give him/her the opportunity to recovery roll. Example: I'm playing with Ryu, and my "friend" is with Kyo. At some point in the battle, I decided to jump. The Kyo player jumps too, and I forgot to attack(Best player ever). The Kyo player uses his air Command Move that he has on the KoF series(If you played with Kyo on any KoF game, you'll most likely know this move). If he hit the punch on my character, it will be impossible for me to do a recovery roll. This is how the Hard Knockdown works. But if you don't know the command, and you want to test, here it is: In air: d+HP. (The opponent needs to be in air too, but it can be used while he/she is in the ground). Some throws have this feature too.<br>
 
=Basic Strategy=
'''''Basic Rules'''''
 
'''Rounds''' - Each battle on this game consists of a fight of (up to) 3 rounds between you, and your opponent(A "friend" or the CPU). At the beginning of the round, each player's life is full. This bar, in fact, is made of two bars: A yellow one, and a red one. The red one will only go down once the yellow one go away. The first player to take the life of his/her opponent to zero, wins the round. The first player to win 2 of the 3 rounds, wins the match.
 
'''''The Controls'''''
 
''Attack Buttons'' - The buttons on the arcade have the traditional Neo Geo style:
 
A and B - The Light Punch(LP) and Kick(LK), respectively.<br>
C and D - The Hard Punch(HP) and Kick(HK), respectively.<br>
In general, the Light attacks are less powerful, but they're faster, and the Hard attacks are more powerful, but, in general, slower than the Light attacks.<br>
If you're used to the Capcom style(With 3 buttons for punch and kick), I'm sorry, but the Neo Geo games don't use 6 buttons.<br>
(Important note: I'll most of the time, use LP instead of A, LK instead of B, and there we go, mainly for the Capcom players, because the Neo Geo players are already used to the ABCD layout.)
 
'''''Moving Your Character'''''
 
'''The Joystick''' - Moving with the Joystick is something simple. If you press left, your character will move to the left, and if you press to the right, your character will move to the right. Simple. But it's not just that. You need to know that here we don't use left and right. We use BACKWARD and FORWARD here. So how can I know where is backward and forward? Simple:<br>
 
* If your character is facing to the right(that means the side of the second player), then pressing left on the joystick means backward, and pressing right on the joystick means forward.<br>
* If your character is facing to the left(that means the side of the first player), then pressing left on the joystick means forward, and pressing right on the joystick means backward.<br>
 
'''''Blocking'''''
 
'''With the Joystick''' - To block an attack, a player must press backwards when the opponent attacks, otherwise, you'll just move away from the opponent. If a player blocks while standing, he can block middle, high, and air attacks(But you'll be vulnerable to low attacks). The block can be used while crouching, and this stance will block the low and middle attacks(But you'll be vulnerable to the air attacks, and the ground overhead attacks). Some high attacks can miss against certain characters.<br>
 
'''Guard Meter''' - Well, every successful block will decrease your Guard Meter(The green meter). It can be refilled slowly if you don't block any attacks. The Guard Crush happens when a character block too much, this makes the character stunned for a little time. After the Guard Crush, the Guard Meter is refilled.
 
=Advanced Strategy=
'''Dash''' - Something basic, but advanced anyway. To use this just press ff(To dash forwards) or bb(To dash backwards). Your character will do an quick dash/running animation, and this looks simple, but it's not only that. You can attack or use a special move while dashing, and this is good, but don't abuse this feature. You can jump while dashing too, and the character will jump higher with this.
 
'''Autoguard attacks''' - Autoguard is when a character automatically blocks an attack while performing a Command/Special move. Some of the moves that have this feature don't go to a block pose, instead a block animation appears on the screen, with a brief pause, and then the move continues. Like in the normal block, triggering the Autguard makes the Guard Crush gauge go down. Some Autoguard moves are cancellable, in example: Ryo's f+LK. This is a Autoguard command move. Let's suppose that I'm with him (Ryo, I mean) and the opponent is with... Kasumi. The round begins and the Kasumi player decided to jump in my direction. Ryo's f+LK has the Autoguard feature(And it's like a normal block, and he has a version to autoguard the low attacks), as I said before, so the Kasumi jumps, and uses her j.LK on me, but I used the f+LK, so this will "block" the attack, and I can counter Kasumi's attack easily.
 
'''The Super Meter''' - Any character's meter starts on the level 1 at the beginning of the match. You can fill it up as this things occur:
* If you take damage (excluding the normal throws);
* If you use a special move;
* If you use an '''normal''' attack that '''hits your opponent''';
* If you make an attack that is blocked (excluding the Super and exceed moves)
* If your opponent taunts you (Gives you something like a quarter of one level, I think)
 
The meter will decrease if some of this things occur:
* If you use a Normal Throw(A+B or C+D) that misses (Costs a quarter of one level, I think)
* If you use the GCF (Guard Cancel Frontstep) with ff (Costs about 20% of one level)
* If you use the GCF (Guard Cancel Frontstep) with A+B (Costs about 60% of one level)
* If you use a Guard Cancel Attack(See below)
* If you use a Super Move(Costs one level)
 
'''Guard Cancel Attack(GCA)''' ''(aka CD counter)'' - To perform this, just press The HP(C) and the HK(D) buttons while blocking an attack. It costs one level of the Super Meter, so use with caution. When you do the input while blocking, your character does an attack(Like the CD on the KoF series) that knocks your opponent across the screen. It don't do any damage, but it'll add 50% to your Guard Crush Gauge. You can normal cancel it if it hits or if it's blocked.
 
'''Guard Cancel Frontstep(GCF)''' - This thing is important, so you need to master this technique. There are 2 ways to use this(Choose only one, please):<br>
''First Way'' : Use ff while blocking, it's like a dash, and it's '''harder''' to do while blocking, but you can save the Super Meter if you master this(As I said, this costs about 20% of one level).<br>
''Second Way'': Press LK(B), and HP(C) while blocking. It's '''easier''' to do while blocking, because you don't have to worry about the joystick to use this. As I said before, this costs about 60% of one level. A good choice for beginners.
 
'''High Jump''' - The fighters of this game can perform two different jumps: The normal jump(Just press up on the joystick), and the High Jump. To do this jump, quickly move the joystick down and then up(This works with up-forward and up-back), or do a forward dash(f, f), and then just jump. If you do that, your character will jump higher than average. Although the engine used in the game can be a copy from KoF, there is no short hop.
 
'''Throws/Throw Escapes''' - In this game, each character have at least 2 throws with different cominations. The first is A+B(The two Light attacks), which throws your opponent forward. The second one is C+D(The two Heavy attacks), which sends your opponent backward(To your back's direction, I mean). Just go to someplace near the opponent and press one of those two(Some characters have special throws, but let's use only those two now). Throws are unblockable, but you can escape from them. How? I can only say one thing: It's hard. To escape from a throw, you need to press the exact combination made with the throw(Excluding special throws) immediately after the animation begins. If a player used LP(A) and LK(B) on a throw, the other player must use the same buttons(And only them) in order to escape the throw(You can use cheats too, but cheats are wrong).
 
'''MAXIMUM Mode''' - When the Super Meter reaches the level 3, the gauge becames "MAXIMUM" and starts flashing. At this time, the meter begins to decrease. You can cancel/supercancel almost every move at this time, so this mode is good for combos. If you perform any move that "drains" the meter(go to "The Super Meter" section for details), the gauge will decrease. During the MAXIMUM mode, you can use a move that decreases the meter even if you don't have enough power left. Afterwards, the MAXIMUM Gauge will revert to the normal and not-so-boring Gauge. Once this gauge is empty, it fills back to the level 2, and you have to gain more power afterwards. If you refill it, you can go back to the MAXIMUM Mode.
 
'''Exceed attacks''' - Exceeds are like Super Moves, but you don't need a level to use it, and you don't need to be in MAXIMUM mode to use them. The requirement to use this are: The name of the character needs to be ''Flashing''. This can only happen if you when you lose your first bar(The yellow one), and you have only the red one. There's something important in the Exceeds: You can use them '''once''' in the battle(No, not in the round, in the battle... That means, if you use an Exceed on the first round, you cannot use on round 2 or 3, so '''USE WITH CAUTION!!!!'''
 
'''Recovery Roll''' - This is something easy, and good to begginers. It's a normal thing on the KoF series, so if you're used to it, it's a good progress. But if you don't know, just press A+B in the time that you land(If you're in a knockdown state). This allows your character to recover on their feet quickly instead of being knocked down.
 
'''Move buffering''' - This is something tricky, but important. This strategy allows Super/Special/Exceed moves to come out with a different input(Sometimes it can be hard). A nice example is dashing in the middle of the input, for example... Let's use Ryu's Shinkuu Hadouken. You probably know the input,right?(If you don't know, which can be rare, here it is - QCF(2x)+P) Now let's try to add a dash in the middle of the input. How? Just do this input: QCF, ff, QCF+P. You got it? If not, just practice with another move/character(It works with every character, and almost all of the Super/Special moves in the game, so you have many choices, but can be hard with some characters).
 
This left you confused? It was the intention. You will be confused in battle, your opponent will confuse you, you will confuse yourself, and the CPU... The CPU can confuse you too, so... Remember: SvC is a confusing game with many tactics and every player has only one goal... The victory...
 
--[[User:Redarts|Redarts]] ([[User talk:Redarts|talk]]) 04:53, 17 December 2015 (MSK)
 
= Game Versions =
* [[Arcade (NeoGeo MVS/AES) (SvC)|Arcade (NeoGeo MVS/AES)]]
* [[Playstation 2 (SvC)|Playstation 2]]
* [[Xbox (SvC)|Xbox]]
 
=Tier List=
--God Tier--
* Geese
* Zero
 
--Near God Tier--
* Orochi Iori
 
--Top Tier--
* Demitri
* #Red Arremer (Freaking zoning character. He just isn't above Demitri because the Vampire can easily defeat his minions, in the ground or in the air; Geese can just infinite him to death; Zero can do things from far away to stop his zoning; O. Iori is just fast enough to stop him.)
* Violent Ken
* Chun Li
* Guile
* Kim
* Terry
* Kyo
* Tessa
 
--Upper mid--
* Goenitz
* Dhalsim
* Iori
* Mr. Karate
* Ryu
* Shiki
* Earthquake
* Sagat
 
-- Mid tier --
* #Serious Mr. Karate (He could be Top Tier, because he is a boss character, but... He needs to be on MAXIMUM Mode to do his things. Oh, he can't cancel normals too, in case you don't know.)
* Ryo
* Mai
* #Shin Akuma (Using the logic here, Shin Akuma is just a stronger Akuma, which means that you can use the same strategies to beat the two of them. But Akuma is hard to beat, his mode won't matter that much.)
* Akuma
* Choi
* Mars People
* Ken
* #Athena (Not sure if she is Low Tier, but I'll put her here, because I like weak bosses.)
 
-- Low tier --
* Kasumi
* Genjuro
* Hugo
* Boxer
* Dictator
* Claw
* Dan
 
Characters with a # are selectable only on console versions of the game. Even if this Tier List can be accepted, some Low Tier chars can have advantages against characters from higher tiers(If you're above, that doesn't mean you're invincible. A Dan/Claw player can win a Geese/Zero player, hardly, but he/she can. If your opponent has a health bar, that means he/she can lose.). For the console-only characters, it's just my opinion on where they are located.
 
= The Characters =
* [[Akuma (SvC)|Akuma/Gouki]] (Offensive-based shoto character, but has low stamina, like on other games. It's one of those "Glass Cannons".)
* [[Balrog (SvC)|Balrog(Boxer)]] (Has interesting combos, but he isn't that good in this game, sadly. He can't jump that much too.)
* [[Choi Bounge (SvC)|Choi Bounge]] (The smallest character in the game, and one of the fastest ones as well. If you learn how to use him, you'll be a small target jumping around any direction of the screen in an insane speed. He is not for beginners, but he is very fun to play once you learn how to use him.)
* [[Chun-Li (SvC)|Chun-Li]] (It's Chun, the Capcom lady, which means she is strong, has easy combos, and she is very easy to master. In my opinion, the SvC Chun-Li is one of her strongest versions.)
* [[Dhalsim (SvC)|Dhalsim]] (Hard to play, but has great reach on his attacks. He has so many normals too...)
* [[Earthquake (SvC)|Earthquake]] (SNK's big target, but he is really fast and strong. We like to call him "EQ". For intermediate players.)
* [[Genjyuro Kibagami (SvC)|Genjyuro Kibagami]] (He is kinda fun to play, but... Umm... Where is Haohmaru? He is a big target as well although it doesn't looks like, and most zoning characters are very happy when they fight against him.)
* [[Guile (SvC)|Guile]] (You know what he does, and he is still strong for beginners, and even on high-level matches. SvC has the worst Sonic Boom too.)
* [[Hugo (SvC)|Hugo]] (This is Capcom's big target. If you like grapplers with 360 moves, he is yours. Oh, he can parry moves too. Zangief would be a better option, but we are okay with that. Not for beginners.)
* [[Iori Yagami (SvC)|Iori Yagami]] (One of the most loved SNK characters. He has probably one of the best special anti-airs in the game, and if you like those Rekka characters, Iori is a great choice for beginners.)
* [[Kasumi Todoh (SvC)|Kasumi Todoh]] (She is based on counter moves, but she has some combo options. I don't think she is for beginners.)
* [[Ken (SvC)|Ken]] (Coolest character in the game, losing only to his Violent version. Has the best Shoryuken, and his fireball sucks. That's the Ken we know. Good for beginners.)
* [[Kim Kaphwan (SvC)|Kim Kaphwan]] (Another Rekka character, but he is way more offensive. Very easy to use, and I recommend him for beginners.)
* [[Kyo Kusanagi (SvC)|Kyo Kusanagi]] (He is using the "school boy" costume, but he doesn't have the classic playstyle, which is sad... He is another easy-to-use Rekka character with great combo options.)
* [[Mai Shiranui (SvC)|Mai Shiranui]] (The SNK lady, but she isn't that easy. I can say that she is for intermediate players.)
* [[M. Bison (SvC)|M. Bison(Dictador)]] (The worst version of Dictador. Has little-to-no combo options, his Exceed can't be confirmed, and his Psycho Crusher has no priority. The Dictador is not for beginners.)
* [[Mr. Karate (Takuma Sakazaki) (SvC)|Mr. Karate]] (An SNK character with the Shoto gameplan. He doesn't have many combo options, but he is easy to use, and I recommend him for beginners.)
* [[Ryo Sakazaki (SvC)|Ryo Sakazaki]] (Another SNK shoto, but he is harder than Mr. Karate. I can say that he is for intermediate players, because you'll need to know how to parry and counter any move.)
* [[Ryu (SvC)|Ryu]] (It's your shoto. You don't know who you want to use? Just practice with Ryu.)
* [[Sagat (SvC)|Sagat]] (The strongest SF boss here. Sagat is just a zoning character, like on any other game. If you like to spam projectiles, Sagat is yours.
* [[Shiki (SvC)|Shiki]] (Another SS character. Her combos are easy, but she is a big target, sadly. You can begin with her if you want to.)
* [[Tessa (SvC)|Tessa/Tabasa]] (So... Another zoning character? Well... She is kinda hard to learn here, so I won't recommend her for beginners.)
* [[Terry Bogard (SvC)|Terry Bogard]] (Basic and classic. An easy and strong character to pick. I recommend him for beginners.)
* [[Vega (SvC)|Vega(Claw)]] (Worst version of Claw, that's what I can say. He is not for beginners, but if you're already used to his playstyle, go ahead.)
 
'''Sub-Bosses'''
* [[Geese Howard (SvC)|Geese Howard]] (Strongest and easiest character in the game. Has infinites, easy loops, and more stuff. If you're one of those tier whores, use him.)
* [[Leopold Goenitz (SvC)|Leopold Goenitz]] (How to use Goenitz: First step - ''"Koko desu ka?"''. Second step - Repeat the first step, but use another button. Good for beginners, and in case you like spamming things from far away, he is a great option.)
* [[Mars People (SvC)|Mars People]] (Another zoning character, but I think "it" is the weakest one. For intermediate players.)
* [[Orochi Iori (SvC)|Orochi Iori]] (Fastest character in the game, and a strongest version of Iori. The regular Iori is easier to use in my opinion, but their playstyle is similiar.)
* [[Dan Hibiki (SvC)|Dan Hibiki]] (He is not exactly a joke here, but he is still the weakest. Oh, I almost forgot to say that the Gadouken got nerfed. He is not for beginners, obviously.)
* [[Demitri Maximoff (SvC)|Demitri Maximoff]] (Another Shoto, but this one is very zoning-based. Demitri is the best zoning character in the game, thanks to the ''"Fire!'',  and the ''"Demon's Cradle!"''. Easy to use, and has some good combos too.)
* [[Violent Ken (SvC)|Violent Ken]] (Coolest character in the game, is obviously stronger than ther regular Ken, but... To do his things, you'll need good fingers. For intermediate players.)
* [[Serious Mr. Karate (SvC)|Serious Mr. Karate]] (The regular version was a shoto-based character, so... Is this one the same thing? "No." He can't cancel his normals outside of the MAXIMUM Mode, which means that his game is based on that mode. Can be good for beginners, assuming that he can charge his meter.)
* [[Rockman Zero (SvC)|Rockman Zero]] (On the "Strongest SvC characters" list, Zero is tied with Geese, but he is a little harder to use. You'll need some experience to use him.)
* [[Shin Akuma (SvC)|Shin Akuma]] (Stronger Akuma version. He is offensive-based, has double air fireballs, most of his Super Moves won't cost meter, and has an unblockable Exceed, the Misogi. That's Shin Akuma.)
 
'''Final Bosses (Only playable on the home versions)'''
* [[Red Arremer (SvC)|Red Arremer]] (Another zoning character, but he can put so many things on the screen... Demitri is better anyway. Not for beginners.)
* [[Athena (SvC)|Athena]] (She is not the KoF Athena, but I know what she is. She is the weakest boss in the game. Definitively not for beginners, but she can spam things on the screen with her summon specials.)
 
After you click in one of those above, put the cursor in the character's animation to see his/her best win quote(In my opinion, I mean).
[[Category: SvC Chaos]]
[[Category: SvC Chaos]]

Latest revision as of 15:23, 1 April 2025

SVC Chaos: SNK vs Capcom
(SVC)
Svclogo.png
Developers

SNK

Systems

Neo Geo MVS
WW: 24 July 2003

Neo Geo AES
WW: 13 November 2003
PlayStation 2
JP: 23 December 2003
EU: 15 April 2005
Xbox
JP: 28 September 2004
NA: 7 October 2004
EU: 18 March 2005
AU: 13 May 2005
Code Mystics Port on PC and Console
Steam, GOG: 20 July 2024
PS4, Switch: 22 July 2024
Online Play

Rollback (via Fightcade or Code Mystics Port)

Player Resources

Beginner's Guide Video by Lichmassacre (very long)

Beginner's Guide Video by Rome_Himself (short)
Fightcade Official Website
GGPOZ Fightcade Alternative
GGPO Android Fightcade Alternative
GGPOZ Discord
Community Channels

English SVC Chaos/Neo Geo Battle Coliseum Dual Server

French SVC Chaos Server

Introduction

After SNK's "rebirth" following their massive pullout of the US market, they got together with Capcom to plan the fourth SNK and Capcom crossover. The fruits of their labor came in 2003 when "SvC Chaos: SNK Vs Capcom" was released for the NeoGeo. Unlike the Capcom VS SNK games (Where Capcom acted as the developer), SvC was developed by SNK-Playmore. SNK also developed the NeoGeo Pocket Color game called "SNK VS Capcom: Match of the Millenium". That said, SvC sports a decidedly SNK tone. The game is faster than the average Capcom game and is based on the King of Fighters 2003 engine. SNK redrew all the Capcom characters in their own style and it shows. SvC sports a roster of 36 characters and takes its characters from various sources in the Capcom and SNK stables. The game also features a very unique dialogue tree where every character in the game has new comments for all of their opponents, a feature that should be included in more fighting games. Much was scrapped from development such as Dante from Devil May Cry originally being intended to be included in the roster, and the game was rushed to meet contractual obligations. A manhua was also released alongside the game in Chinese (32 volumes) and English (8 volumes), however unfortunately as of writing, there is only the Chinese scan available online. This manhua is essentially the game's plot to fill the void of a lack of one in the game itself - characters fighting in the afterlife to enter Heaven or Hell and return to their own timeline.

In 2024, SVC Chaos was rereleased on PC and modern consoles after a surprise reveal at EVO 2024 the same day, with the consoles port releasing 2 days later. The port, handled by CodeMystics, brought with it a proper hitbox viewer (not perfect, but better than what's available on FBNeo), replay takeover, custom ban list lobbies, and a gallery mode to view high quality artwork. It does bring some input delay, however it's greatly exaggerated how bad it is. While people report the input delay sometimes being 7+ frames of delay, this is misinformation spread by the lack of understanding the game's 4-frame rule with normals - a rule that older KOF also follows, with some variations (3-frames in KOF94, only 1-frame in KOF2003 essentially negating the rule, etc.) With this port brought a ton of hype and renewed interest in the game, and chances are, the reason you're now here reading the wiki, too. It's a very unique game, and it has a ton of problems, but so long as you accept that its problems are what make it unique and can have fun with a broken fighting game alongside its abnormal atmosphere and fun gameplay ideas and mechanics, you may find this game to actually be fun. It is also widely regarded as a bad game, and for good reason, but ultimately, remember it's for you to decide if it's still fun or not despite its problems.

When reading this wiki, please keep in mind it was originally written up by only two people back in the mid 2010s, up until 2016-2017, and was since abandoned having been deemed "complete" by them. It was later picked back up in 2020, and as a result, the quality will be all over the place. You can usually tell what is and isn't older info, though.

The Characters

Svccharaselect1.png

Main

70% complete


In Progress / Completed To-do
  • Modern tier list added.
  • Proofread everything and fix English (Adding parentheses everywhere like this is incredibly unnatural to read)
  • Change notation to match other SNK wikis for easier readability/consistency
  • Remove everything that is in first person (this is bad practice in general, especially with all the 'in my opinion' comments); change it to second person
  • Finished (mostly) with reformatting everyone's pages to modern layout (Geese's will be the example to follow)
  • General cleanup; add more to FAQ
  • Clean up info on character pages (it's okay info... but a lot of it is also pretty outdated or straight up false/misleading. The more I work on the wiki the more I realize how much misinfo there is. This feels like it was written by Capcom players and done with minimal labbing)
  • Or in Mai's case... Why? This is not the place to coom, take it elsewhere.
  • Transfer damage values in the Arcadia Extra Mook onto the character pages
  • Also need to figure out damage values for SMK, Shin Akuma, Athena, RA because the Mook does not include this info, unfortunately.
  • Can be found using a modified version of the SVC Chaos lua script, Lich will take care of these bits. Thankfully we now know the average defense modifier is 223, so calculating these exact numbers won't be nearly as hard.
  • Rewrite individual parts of the wiki that make mention of "low" or "high" health. All of this was based on the hunches of the previous wiki writers, but without game data to back it up. The mook does not list exact health values beyond 224, but it has the defense modifiers so now we know who does and doesn't have high/low health. Still requires some calculations to verify numbers like the final four bosses.
  • Should we list the variations in damage too? Random damage is a big sticking point of the game but it's not so random that there's giant leaps in damage, either. The mook does not list these variations anywhere that I can find, but there's no explanation to why damage is random either.
  • Fix invisible headers issue so TOC doesn't look like empty space. I'm not a fan of making every single header "cl.A, cl.B, cl.C, etc." since it makes TOC crowded. I prefer it be condensed, but also, others may want the full list expanded anyways. Not sure how to best go about it.
  • Upload character colors (maybe Athena/Red Arremer transformations for fun too?)
  • Use this page as a reference for a good looking wiki
  • Hitboxes missing (very slowly being gathered as of writing by Lichmassacre)
  • Athena's page will be the example to follow for hitboxes. Clean sprite rips *and* hitboxes, please.
  • Once hitboxes are gathered, go the extra mile of gathering hitbox images further to list hitbox phases
  • Frame data missing (being slowly gathered)
  • Matchup info missing
  • Clean up Earthquake's strategy section, most notably Fat Guilty. Barely explains anything and is overly opinionated.
  • Change motions to numpad; only used icons because template was made for them but they aged like milk. Terms like qcf turned to numpad are not as important since it's at least still readable.
  • Minor but we could probably also make the subnav a little more appealing to look at and not a blue rectangle that takes up space on the page. I wasn't sure how else to make the subnav.
  • Add notable players maybe, but this would be well after the wiki has already been cleaned up and we can worry about the more subjective stuff.
  • Is there anyone that can fix the hitbox viewer for this game (and to that extent KOF2003 since they share the same engine)? Visually it's a mess and very buggy, while hitboxes display correctly there are several visual errors like copy/paste hitboxes to the sides of the stage. Also missing throw boxes/potentially other color-coding related stuff. While some throws show a throw box (sort of?) like Hugo, most others don't show anything. Regular throws also show no throw box at all, not even through the dipswitches hitbox viewer.



Game Navigation

General
FAQ
Controls
Notation
HUD
Mechanics
Strategy
Glossary
SNK Characters
Athena
Choi Bounge
Earthquake
Geese Howard
Genjyuro Kibagami
Leopold Goenitz
Iori Yagami
Kasumi Todoh
Kim Kaphwan
Kyo Kusanagi
Mai Shiranui
Mars People
Mr. Karate
Orochi Iori
Ryo Sakazaki
Serious Mr. Karate
Shiki
Terry Bogard
Capcom Characters
Akuma
Balrog
Chun-Li
Dan Hibiki
Demitri Maximoff
Dhalsim
Guile
Hugo
Ken
M. Bison
Red Arremer
Rockman Zero
Ryu
Sagat
Shin Akuma
Tessa
Vega
Violent Ken