SvC Chaos: SNK Vs Capcom: Difference between revisions

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{{Infobox Game
| 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]
}}
 
==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==
[[File:svccharaselect1.png]]
 
{{SuperCombo Wiki:Roadmap/SVC}}
 
{{Navbox-SVC}}
[[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