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'''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. | '''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. | ||
This left you confused? It was the intention. You will be confused in battle, your opponent will confuse you, you will confuse yourself, and 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... | 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) | --[[User:Redarts|Redarts]] ([[User talk:Redarts|talk]]) 04:53, 17 December 2015 (MSK) |
Revision as of 17:36, 24 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
s. = this means that the character needs to be on a standing state
cl. = this means that the character needs to be close to the opponent
f. = this means that the character needs to be far from the opponent
j. = this means that the character needs to be on a jumping 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
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 go down once that the yellow one go away. The player who can take the life of the 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.
C and D - The Hard Punch(HP) and Kick(HK), respectively.
In general, the Light attacks are less powerful, but they're fast, and the Hard attacks are more powerful, but slower than the Light attacks.
If you're used to the Capcom style(With 3 buttons on each punch and kick), I'm sorry, but the Neo Geo games don't use 6 buttons.
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:
- 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.
- 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.
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 will block the low and midlle attacks(But you'll be vulnerable to the air attacks, and the overhead attacks). High attacks will miss.
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. 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 mark appears on the screen, with a brief pause, and then the move continues. Like normal attacks, the Autoguard moves makes the Guard Crush gauge go down. Some Autoguard moves are cancellable, in example: Ryo's f + b. 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 + b has the Autoguard feature(and it's like a normal block, and the df + b version autoguards the low attacks), as I said before, so the Kasumi jumps, and uses her j. LK on me, but I used the f + b, so this will negate the attack, and I can counter that attack with any special move. I think it's a cool strategy.
The Super Meter - This 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) - To perform this, just press C+D 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 C+D 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 cancel it if it hits or if it's blocked.
Guard Cancel Frontstep(GCF) - This thing is important, so you you need to master this technique. There are 2 ways to use this(Choose only one, please):
First Way : Use ff while blocking, it's like a dash, and it's hard 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).
Second Way: Press B+C while blocking. It's easy 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 up(this works with up forward and up back), and your character will jump higher than average.
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). The second is C+D(The two hard attacks). Just go to someplace near the opponent and press one of 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 A+B on a throw, the other player must use A+B(And only this input) 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.
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...
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
- Akuma
- Balrog
- Choi Bounge
- Chun-Li
- Dhalsim
- Earthquake
- Genjyuro Kibagami
- Guile
- Hugo
- Iori Yagami
- Kasumi Todoh
- Ken
- Kim Kaphwan
- Kyo Kusanagi
- Mai Shiranui
- M. Bison
- Mr. Karate (Takuma Sakazaki)
- Ryo Sakazaki
- Ryu
- Sagat
- Shiki
- Tessa
- Terry Bogard
- Vega
Sub-Bosses
- Geese Howard
- Leopold Goenitz
- Mars People
- Orochi Iori
- Dan Hibiki
- Demitri Maximoff
- Violent Ken
- Serious Mr. Karate
- Rockman Zero
- Shin Akuma
Final Bosses (Only playable on the home versions)