The Capcom vs. SNK 2: Mark of the Millennium wiki last edited by DoomsDay1990 on 10/16/13 11:56PM View full history

The arcade version.
Overview

Capcom vs SNK 2 is the second (and thus far, final) Capcom-produced crossover in the " SNK vs. Capcom" series. Like the original Capcom vs. SNK, CvS2 was developed for the Sega Naomi arcade hardware. CvS2 was one of the last fighting games to be fully developed by a Capcom-owned team; all fighting games released after the "death" and subsequent "revival" of Capcom fighters were at least partially outsourced to companies such as Dimps or Eighting.
 
In addition to adding several new characters, CvS2 revamps the Ratio system of the previous game; this allows players to freely choose the strength of each fighter in their one-man, two-man, or three-man team. The game also increases the number of "Grooves" from two to six, incorporating the mechanics and super meter systems of Street Fighter Alpha 3's fighting styles, The King of Fighters 98's Advanced and Extra modes, and Samurai Shodown's Rage meter.

CvS2, being a Naomi game, was ported to the Sega Dreamcast. Though the Dreamcast version was not released in North America or Europe, the PS2 port was released internationally only a few months later. The GameCube and Xbox versions, released later, were titled "Capcom vs. SNK 2 EO." These ports included an input mode named "EO-ism," which allows special moves to be performed by simply pointing the C-stick/Right Analog in certain directions. CvS2EO also removes the "Roll Cancel" glitch, a technique that is a key component to CvS2's tournament-level play. The Xbox version of the game notably features online play.

Gameplay

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. Unlike the Marvel vs. series, a match in CvS2 consists of a sequence of up to five 1-on-1 rounds, depending on each team's size.
 
The number of  available "Grooves" have been tripled. A Groove is chosen before selecting characters; they determine the way that a player's super meter works, in addition to determining their offensive and defensive options. Grooves are highlighted in detail below.
 
New in this game is the "Free Ratio" system. The player is given four points, which can be freely distributed to one, two, or three characters. These points determine their health; for example, a Ratio 1 character's health is much lower than that of a Ratio 3 character. Team possibilities include a single Ratio 4 character, a Ratio 3 character with a Ratio 1 character, two Ratio 2 characters, and two Ratio 1 characters with a Ratio 2 "leader." The console versions also support ratio-free 1-on-1 and 3-on-3 battles.


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

C-Groove: Based on Street Fighter Alpha 3's A-ism style, the super bar is split into three segments. When performing a super combo, the button pressed (weak, medium, or strong) determines whether a Level 1, Level 2, or Level 3 super is used. Level 2 supers, which can only be performed in this groove, can be cancelled into another move.
Subsytems: Dash, Roll, Air Guard, Counter Attack, Tactical Recovery

A-Groove: Based on Street Fighter Alpha 3's V-ism style, the super bar is split into two. The player can only execute Level 1 supers, but can also perform Custom Combos, which allows moves to be freely canceled for a short amount of time or until hit.
Subsystems: Dash, Counter attack, Rolling, Safe Fall

P-Groove: Roughly based on Street Fighter III and Super Street Fighter II Turbo, the super bar only contains one giant level, which allows the player to perform Level 3 supers.
Subsystems: Dash, Small Jump, Tactical Recovery, Parry

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

S-Groove: Based on The King of Fighters '94, the super bar is one level that must be charged manually, allowing for Level 1 supers. The player also gains the ability to use Level 1 supers infinitely at low life, and can use a Level 3 super by having a full gauge at low life.
Subsystems: Run, Dodge, Small Jump, Counter Attack, Tactical Recovery

N-Groove: Based on The King of Fighters '98, the super bar contains three "stocks." Level 1 supers use one stock. One stock can also be used to enter a powered-up state, in which Level 3 supers can be used by giving up another stock.
Subsystems: Run, Roll, Small Jump, Counter Movement, Counter Attack, Safe Fall

K-Groove: A combination of Samurai Shodown and Garou: Mark of the Wolves, this gauge fills by taking hits or using Just Defend. When it is full, the character temporarily enters Rage Mode, which powers up all of their attacks and defense and allows them to use Level 3 supers.
Subsystems: Run, Small Jump, Safe Fall, Just Defend
 

Subsystems

  • Dash: By tapping forward twice, the character jumps forward a short distance. Given to all Capcom grooves.
  • Run: By tapping forward twice, the character begins to run. Morrigan will instead fly into the air at a forward angle. Given to all SNK grooves.
  • Roll: A KOF trademark, Roll allows a character to temporarily become invincible while advancing forward. The infamous Roll Cancel glitch allows this move's invincibility to be transferred to other moves.
  • Dodge: Exclusive to S-Groove, this move causes the character to step into the background. A follow-up attack can be performed by pressing an attack button during the move.
  • Air Guard: Exclusive to C-Groove, this grants the ability to block in the air, like the Street Fighter Alpha games.
  • Counter Attack: This move, like Street Fighter's Alpha Counter and KOF's Guard Cancel Knockdown, allows the character to perform a quick counterattack from a block.
  • Counter Movement: Exclusive to N-Groove, this technique lets the character cancel blockstun into a forward roll.
  • Safe Fall: When knocked down, the character can immediately stand up.
  • Tactical Recovery: When knocked down, the character can extend the amount of time that they stay grounded.
  • Small Jump: A signature SNK movement option, the character will perform a lower, faster hop if the player quickly taps up.
  • Parry: Exclusive to P-Groove, players can negate an opponent's attack by tapping forward in the exact instant that they are about to be struck.
  • Just Defend: Exclusive to K-Groove, players can negate chip damage, build meter, and regain a pixel's worth of life by pressing back right before an attack hits their character. Just Defend can be used in the air, despite K-Groove's lack of air-blocking.


Character Roster

Capcom Characters

Ryu, SNK style.

Normal:

Boss:
  • Shin Akuma (Street Fighter Alpha 2)
  • Evil Ryu (console only; Street Fighter Alpha 2)

SNK Characters


Kyo, Capcom style.
Normal:

Boss:

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.
London Stage

Nairobi Stage

Shanghai Stage

Useful links

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