SvC Chaos: SNK Vs Capcom: Difference between revisions

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= Game Mechanics =
= Game Mechanics =
'''''The Terms'''''
Well... You have a joystick with 8 directions on a arcade. The inputs of the joystick are called:
u = up<br>
d = down<br>
f = forward<br>
b = backward<br>
uf = upforward<br>
ub = upback<br>
df = down forward<br>
db = down back<br>
With all these directions, you can make commands. The basic commands are called:
qcf = quarter circle forward = d, df, f<br>
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>
As SvC is a NeoGeo game, all players have 4 buttons(In alphabetical order) in order to attack the opponent(the Capcom characters use 4 buttons too). They are called:
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>
cl. = this means that the character needs to be close to the opponent<br>
j. = this means that the character needs to be on a juming state<br>
sj. = the character needs to do a super jump<br>
'''''Some Other Terms'''''
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 knocks down your opponent, but he cannot 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 have on the KoF series(If you played with Kyo on any KoF game, you'll most likely know this move). If he hit the blow to my character, it's impossible for me to do a guard 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). Some throws have this feature.<br>


= Basic Strategy =
= Basic Strategy =

Revision as of 09:01, 16 December 2015

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 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.

Game Mechanics

The Terms

Well... You have a joystick with 8 directions on a arcade. The inputs of the joystick are called:

u = up
d = down
f = forward
b = backward
uf = upforward
ub = upback
df = down forward
db = down back

With all these directions, you can make commands. The basic commands are called:

qcf = quarter circle forward = d, df, f
qcb = quarter circle back = d, db, b
hcf = half circle forward = b, db, d, df, f
hcb = half circle back = f, df, d, db, b
dp = dragon punch(Ryu's Shoryuken) = f, d, df (It's not hard to do, really.)
rdp = reverse dragon punch = b, d, bd

As SvC is a NeoGeo game, all players have 4 buttons(In alphabetical order) in order to attack the opponent(the Capcom characters use 4 buttons too). They are called:

A = LP = Light Punch
B = LK = Light Kick
C = HP = Hard Punch
D = HK = Hard Kick

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
cl. = this means that the character needs to be close to the opponent
j. = this means that the character needs to be on a juming state
sj. = the character needs to do a super jump

Some Other Terms

Knockdown = It's just a move that knocks down your opponent and gives to him the opportunity to do a recovery roll

Hard Knockdown = A move that knocks down your opponent, but he cannot 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 have on the KoF series(If you played with Kyo on any KoF game, you'll most likely know this move). If he hit the blow to my character, it's impossible for me to do a guard 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). Some throws have this feature.

Basic Strategy

Advanced Strategy

Game Versions

Tiers

-- God Tier --

  • Geese
  • Zero

-- Near God Tier--

  • Orochi Iori

-- Top Tier --

  • Demitri
  • Violent Ken
  • Chun Li
  • Guile
  • Kim
  • Kyo
  • Terry
  • Tessa

-- Upper mid --

  • Goenitz
  • Dhalsim
  • Earthquake
  • Iori
  • Mr. Karate
  • Ryu
  • Sagat
  • Shiki

-- Mid tier --

  • Ryo
  • Mars People
  • Mai
  • Choi
  • Akuma
  • Ken

-- low tier --

  • Kasumi
  • Genjuro
  • Hugo
  • Boxer
  • Dictator
  • Claw
  • Dan

The Characters

Sub-Bosses

Final Bosses (Only playable on the home versions)