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    Capcom vs. SNK 2: Mark of the Millennium

    Game » consists of 13 releases. Released August 2001

    Capcom's final entry with their collaboration with SNK, adding a variety of new fighters and a six-button layout while completely revamping both the "Ratio" team building system and the "Groove" gameplay style system.

    Short summary describing this game.

    Capcom vs. SNK 2: Mark of the Millennium last edited by AlexB4tman on 09/27/21 10:48PM View full history

    Overview

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    Capcom vs. SNK 2: Mark of the Millennium 2001 (known in Japan as Capcom vs. SNK 2: Millionaire Fighting 2001) is a 2D fighting game developed and distributed by Capcom for arcades (using Dreamcast-based Sega NAOMI hardware) in August 2001.

    The sequel to Capcom vs. SNK: Millennium Fight 2000, Capcom vs. SNK 2 is Capcom's last entry into its short-lived crossover series with rival SNK. In addition to several new characters from a variety of Capcom and SNK series, the game revamps both the "Ratio" system (removing character-specific strength ratings, allowing players to freely customize the strength of each fighter in their team) and the "Groove" system (tripling the number of Grooves while adding Groove-specific gameplay mechanics, or "subsystems"). The game also includes a new six-button layout and 3D backgrounds (in similar vein to Marvel vs. Capcom 2: New Age of Heroes).

    The game was later ported to the Dreamcast (only in Japan only September 13, 2001) and PlayStation 2 (on November 6, 2001, later being digitally re-released for the PlayStation 3 via PlayStation Network on July 16, 2013), adding color edit support, training mode, special customizable Grooves, additional Ratio modes (including 3-on-3 and round-based 1-on-1), a special variation of two characters (Evil Ryu and Orochi Iori), and a variety of unlockable secret features. Additional ports were made to the GameCube (on September 23, 2002) and Xbox (on February 11, 2003), both titled Capcom vs. SNK 2 EO, that added two fighting modes: AC-ism (normal play) and EO-ism (standing for "Easy Operation", simplifying the control scheme for gamepad players). In the GameCube version, EO-ism is known as GC-ism instead. The Xbox version is also the only version of the game to include online multiplayer (via Xbox Live). These two ports also remove the "Roll Cancel" glitch, a key component to modern tournament play.

    Gameplay

    Sagat (left) uses the C-Groove while Kyo (right) uses the S-Groove.
    Sagat (left) uses the C-Groove while Kyo (right) uses the S-Groove.

    Unlike the first Capcom vs. SNK, which emulated the Neo Geo's controls by using a four-button system, CvS2 uses the Capcom-standard six button layout; because of this, SNK characters gain all new Medium attacks.

    Free Ratio System

    New in this game is the "Free Ratio" system, removing character-specific strength ratios in favor of distributing four ratio points to the team's characters. Depending on the amount of teammates selected, teams can be formed by:

    • One fighter with x4 strength.
    • One fighter with x3 strength. One fighter with x1 strength.
    • Two fighters with x2 strength.
    • One fighter with x2 strength. Two fighters with x1 strength.

    Unlike the previous game, players cannot build a team with four characters of x1 strength.

    The console versions of the game introduce two optional ratio-free modes of play, either with a King of Fighters style 3-on-3 system (where all characters are equal) or a traditional 1-on-1 system.

    Grooves

    Chun Li (left) uses the P-Groove while Haohmaru (right) uses the K-groove
    Chun Li (left) uses the P-Groove while Haohmaru (right) uses the K-groove

    The "Groove" system returns from Capcom vs. SNK, allowing players to pick their unique gameplay style prior to selecting their teams.

    In addition to four new Grooves, each with their own unique super meter system, each Groove now has a subset of "subsystems" (tactical mechanics such as dashing, rolling, and control while being knocked down) and exclusive mechanics tied to a subsystem or meter, such as Parrying (for P-Groove) or Custom Combos (for A-Groove).

    In the console versions of the game, players can unlock two customizable "EX" Grooves (called EX1-Groove and EX2-Groove), each consisting of a specific super meter (or none at all) and a choice of subsystems. Unless they use a cheat code, players have a limited amount of points they can apply to their customized Groove.

    C-Groove

    Based on the A-Ism/Z-Ism style from Street Fighter Alpha 3 (and the Capcom Groove of the original Capcom vs. SNK), C-Groove gives a three-tiered Super Meter that fills up by hitting the opponent and performing special moves. Beneficial for Super Moves, this Super Meter allows the player to perform any level of Super Move as long as they have the meter for it (LP/LK for Lv. 1, MP/MK for Lv. 2, and HP/HK for Lv. 3).

    C-Groove has two unique features: the ability to block in the air (making jumping safer) and the ability to cancel a Lv. 2 Super Move into either a Lv. 1 Super Move or a special move (creating new powerful combo opportunities).

    Subsystems: Dash, Rolling, Counter Attack, Air Guard, Tactical Recovery

    A-Groove

    Based on the V-Ism style from Street Fighter Alpha 3, A-Groove gives one large Super Meter (split into two halves) that fills up by hitting the opponent and performing special moves. Once the player reaches the half-way point with the meter, they can perform a Lv. 1 Super Move or a Counter Attack (both of which drain half of the meter).

    Once the meter is fully replenished, however, they can perform the A-Groove's unique ability: the Custom Combo. Custom Combos are a time-limited buff (performed by HP+HK) that allow the player to create large strings of combos (with each attack cancelling into another). Some special moves (especially ones that require charging) are simplified and there is no limitation in juggling opponents. However, the player cannot block while in this state. A custom combo is finished once the meter depletes, the character is hit (automatically draining half of the meter), or a Lv. 1 Super Move is performed (which can be used any time during the custom combo).

    Subsystems: Dash, Rolling, Counter Attack, Safe Fall

    P-Groove

    Based on the X-Ism style from Street Fighter Alpha 3 (and roughly based on Super Street Fighter II Turbo), P-Groove gives one large Super Meter that fills up slowly by hitting the opponent and performing special moves. Once the meter is filled up, the player can perform a powerful Lv. 3 Super Move.

    Despite its minimal Super Meter usage, P-Groove offers one unique feature that's powerful in the right hands: Parrying. Based on the Street Fighter III series, the Parrying system allows risk-and-reward guarding by tapping Forward (for high parries) or Down (for low parries) at the right time instead of blocking. By doing this on certain attacks, the parrying player takes no chip damage and have a quick opportunity for a counter-attack. Parrying can also be done in the air by tapping Forward (as long as the player is not attacking while jumping).

    Subsystems: Dash, Small Jump, Tactical Recovery, Parrying

    S-Groove

    Based on the Extra mode from The King of Fighters '97 and The King of Fighters '98: The Slugfest (and the SNK Groove of the original Capcom vs. SNK), S-Groove gives one large Super Meter that must be filled up by charging manually (performed by holding HP+HK, leaving the fighter vulnerable). Once the meter is filled up, the player automatically enters MAX mode. While in this state, the player gains a temporary attack damage buff and the the meter slowly depletes. The player can also perform a Lv. 1 Super Move or a Counter Attack to fully deplete the meter.

    The S-Groove has two unique features: the ability to sidestep attacks (a stationary version of the Roll subsystem) and the ability to perform Lv. 1 Super Moves infinitely when at low vitality (as shown by a flashing vitality meter). Also, if the player is in MAX mode with low vitality, they can perform a Lv. 3 Super Move to drain the Super Meter.

    Subsystems: Run, Dodge, Counter Attack, Small Jump, Tactical Recovery

    N-Groove

    Based on the Advanced mode from The King of Fighters '97 and The King of Fighters '98: The Slugfest, N-Groove gives one large Super Meter (that fills up by hitting the opponent and performing special moves) with three empty Stocks. Once the meter fills up and a Stock is empty, the meter drains and the Stock is filled.

    Stocks can be used to perform Lv. 1 Super Moves, Counter Attacks, and the N-Groove's two exclusive features: the ability to roll while blocking (by pressing MP+MK and either Forward or Back) and the ability to temporarily enter POWER UP mode manually (by pressing HP+HK). While in this mode, the player gains a temporary attack damage buff, the Super Meter stops filling up, and the player can prematurely end the mode by performing a Lv. 3 Super Move (at the cost of another Stock).

    Subsystems: Run, Rolling, Counter Movement, Counter Attack, Small Jump, Safe Fall

    K-Groove

    Based on the Rage Meter of the Samurai Shodown series, K-Groove gives one large Super Meter that fills up by either taking damage or performing one unique feature for the Groove: Just Defend.

    The Just Defend system, based on Garou: Mark of the Wolves, is a technique where blocking at the very last second before an attack hits grants some benefits to the player. Along with filling up part of the Super Meter, the character regains a very small amount of life and does not get pushed back. Just Defends can also be used in the air, even as the player cannot regularly block in the air.

    Once the Super Meter fills up, the character is "Raged" (shown with a red tint) and temporarily gains both a high attack damage buff and a damage resistance buff. Players can also perform a Lv. 3 Super Move while Raged to drain the Super Meter.

    Subsystems: Run, Small Jump, Safe Fall, Just Defended

    Subsystems

    • Dash (C / A / P) - Allows the fighter to make a quick hop backwards or forwards by double-tapping Back or Forward on the ground. Dashing can allow the fighter to either get out of range of an incoming attack or to close the gap between them and their opponent. Cannot be used with Run in EX-Groove.
    • Run (S / N / K) - Allows the fighter to run towards their opponent by double-tapping Forward (and then holding Forward) on the ground. Running can allow the fighter to quickly close the gap between them and their opponent. Cannot be used with Dash in EX-Groove.
    • Rolling (C / A / N) - Allows the fighter to roll forwards by pressing LP+LK. Rolling makes the fighter temporarily invincible while advancing. An infamous glitch with earlier versions of the game (the "Roll Cancel" glitch) allows players to transfer the move's invincibility to other special moves. Cannot be used with Dodge in EX-Groove.
    • Dodge (S) - Allows the fighter to sidestep to the background by pressing LP+LK. Dodging makes the fighter temporarily invincible while stationary, and allows the player to counter-attack by pressing any Punch or Kick button. Cannot be used with Roll in EX-Groove.
    • Counter Attack (C / A / S / N) - Allows the fighter to knock back the enemy during a block by pressing Forward+MP+MK while blocking. This technique depletes one level of the player's meter.
    • Counter Movement (N) - Allows the fighter to roll during a block by pressing LP+LK and Forward (for forward rolls) or Back (for backward rolls) while blocking. This technique depletes one level of the player's meter.
    • Air Guard (C) - Allows the fighter to block in the air.
    • Small Jump (P / S / N / K) - Allows the fighter to perform a quicker jump (with lower height) by quickly tapping Up.
    • Tactical Recovery (C / P / S) - Allows the fighter to remain on the ground longer after a knockdown by holding LP+MP+HP.
    • Safe Fall (A / N / K) - Allows the fighter to quickly get back up after a knockdown by holding Down+LP+MP+HP before hitting the ground.
    • Parrying (P) - Allows the fighter to deflect an attack by tapping Forward (for high parries and parries in the air) or Down (for low parries). Parries negate chip damage and leave a quick opportunity for counter-attacks.
    • Just Defended (K) - Allows the fighter to deflect an attack by tapping Back (also while in the air). Just Defends negate chip damage (giving some health in the process) and builds up some of the super meter.
    • Chain Combo (EX only) - Allows the fighter to link normal attacks together in a large combo string (as long as the next attack is stronger in order: LP, LK, MP, MK, HP, HK).
    • Air Chain Combo (EX only) - Allows the fighter to perform a Chain Combo in the air.
    • Super Combo Cancel (EX only) - Allows the fighter to cancel any attack in to a Super Move.
    • Cancel Any Move (EX only) - Allows the fighter to cancel any attack into a special move.

    Characters

    Capcom vs. SNK 2 includes a roster of 44 playable fighters, 11 of which are new additions since the last version of the original Capcom vs. SNK. All of the sprites of the new SNK fighters are redrawn to fit the style, along with several of the new Capcom fighters (with the exception of Rolento) and one of the returning Capcom fighters (Chun-Li).

    The game includes two hidden mid-bosses (M. Bison and Geese), two hidden bosses (Akuma and Rugal), and two "true" hidden bosses (Shin Akuma and Ultimate Rugal), all of which can only be fought against in single-player by getting a high GPS and performing a certain number of specific finishes.

    Unlike the previous game, characters do not have an "EX" variant and have only one moveset (with the exception of Ryu, Iori, and the two boss characters).

    Capcom

    New Characters

    Returning Characters

    SNK

    New Characters

    Returning Characters

    Cameo Appearances

    Capcom Vs SNK 2 feature cameo appearances from other Capcom and SNK characters that appear in the background of some of the stages.

    Dudley.
    Dudley.

    London Stage

    Nairobi Stage

    Shanghai Stage

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