Capcom vs. SNK 2: Mark of the Millennium
GAME » on 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.

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 released by Capcom (Company) for arcades (using Dreamcast (Platform)-based Sega NAOMI (Concept) hardware) in August 2001.

A direct sequel to Capcom vs. SNK: Millennium Fight 2000, Capcom vs. SNK 2 is Capcom's final entry into its short-lived crossover series with rival fighting game studio SNK (Company). In addition to several new characters from a variety of series from both studios, the game revamps both the "Ratio" and "Groove" systems from the original, the former replacing character-specific strength ratings with a freely-customizable ratios and the latter tripling the number of Grooves while adding more Groove-specific gameplay mechanics (or "subsystems"). It also features Capcom's style of six-button control layout and 3D backgrounds (the latter similar to Marvel vs. Capcom 2: New Age of Heroes).

The game received ports to both the Dreamcast (Platform) and PlayStation 2 (Platform) in Japan on September 13, 2001, featuring online cross-platform multiplayer, additional Ratio modes (including 3-on-3 and round-based 1-on-1), two special character variations (Evil Ryu and Orochi Iori), color edit support, training mode, and a variety of unlockable secret features (including Groove customization). The PS2 version received an overseas release (sans online multiplayer) on November 2001, along with a digital release for the PlayStation 3 (Platform) via PlayStation Network (Concept) in 2012-2013.

It also received additional ports for both the GameCube (Platform) (in Japan on July 2002, in Europe on August 2002, and in North America on September 2002) and the Xbox (Platform) (in Japan on January 2003, in North America on February 2003, and in Europe on March 2003) as Capcom vs. SNK 2 EO. Along with most of the features from previous ports, these feature two separate fighting modes: the normal AC-ISM, and the accessible EO-ISM ("Easy Operation", sometimes known as GC-ISM) that make use of the controller's analog input. The Xbox version features online Xbox Live (Concept) multiplayer. Both of these ports are known for fixing the "Roll Cancel" glitch, which was infamous for being key to modern tournament play.

Gameplay

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

Unlike the first Capcom vs. SNK, which uses a four-button system similar to games on the Neo Geo (Platform), CvS2 uses the Capcom-standard six button layout (LP, MP, HP, LK, MK, and HK); because of this, SNK characters gain all new Medium-strength 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 ×4 strength.
  • One fighter with ×3 strength. One fighter with ×1 strength.
  • Two fighters with ×2 strength.
  • One fighter with ×2 strength. Two fighters with ×1 strength.

Unlike the previous game, players cannot build a team with four characters of ×1 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.

Easy Operation System

The Xbox and GameCube versions of the game have two separate control styles: the normal AC-ISM and the accessible EO-ISM/GC-ISM. The latter enables auto-guarding while making use of pressure-sensitive triggers and analog thumbsticks to simplify the amount of button combinations (intended for beginners):

  • Punches and Kicks are now done by the right and left triggers respectively, with the strength based on how hard they are pressed.
  • Special and Super Moves are now done by tapping the right thumbstick / C-Stick in specific directions.
  • Jumping low (for some Grooves) and high are now based on how hard the main control stick is tapped upward, rather than by timing or command input.
  • The controller's four face buttons are now used for specific systems and subsystems, with the B button for Rolling / Dodge, the A button for Counter Attack / Counter Movement, the Y button for Tactical Recovery / Safe Fall, and the X button for Custom Combo / Power MAX

Grooves

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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. There are now six in total, each with their own unique Gauge system and combination of "subsystems" (gameplay mechanics for tactical movement, evasion, and counter-attacking). Each Groove is based somewhat on systems from particular games, several of which have their own unique gameplay mechanics (such as air blocking for C-Groove, Custom Combos for A-Groove, and parrying for P-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 Gauge from other Grooves (or none at all) and a combination of all Subsystems (some of which are exclusive). By default, the game uses a limited point-based system for allowing which combination of Gauge and Subsystem players can use, although they can remove this restriction for offline play as a hidden unlockable.

Capcom-focused Gauges refer to Super Moves as the "Super Combo", while SNK-focused Gauges refer to them as the "Super Special Move". Some Super Moves can only be perfomed at Lv. 3 (sometimes known as "MAX Super Special Moves"). Unless otherwise specified, these Gauges fill up through aggressive play, usually by performing (and landing) normal and special attacks.

C-Groove

Based on the Capcom Groove of the original Capcom vs. SNK, as well as the A-Ism/Z-Ism style from Street Fighter Alpha 3 (Game), C-Groove features a three-tiered "Super Combo Gauge". Beneficial for tactical use of Super Moves, this Gauge allows the player to perform any level of Super Move (or a Guard Cancel at Lv. 1) as long as they have the gauge to expend for it, with the level of the Super Move determined by the strength of the button pressed (LP/LK for Lv. 1, MP/MK for Lv. 2, and HP/HK for Lv. 3).

This version of the Super Combo Gauge is unique as it is the only way to perform Lv. 2 Super Moves, which can be animation-cancelled into a Lv. 1 Super Move for advanced combo opportunities. The Groove is also unique for allowing players to block attacks while in mid-air, allowing for safer jumps.

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

A-Groove

Based on the V-Ism style from Street Fighter Alpha 3, A-Groove features a "Custom Combo Gauge". Once the player reaches the Gauge's half-way point, they can expend half of the Gauge to perform a Lv. 1 Super Move or a Guard Cancel. Once the meter is fully replenished, however, they can instead 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 freely 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 (Game)), P-Groove gives players a simpler "Super Combo Gauge" that, when full, can be expended to perform a powerful Lv. 3 Super Move (or, for the EX Grooves, a Guard Cancel). Despite its minimal Super Meter usage, P-Groove offers one unique feature that's powerful in the right hands: Parrying (Concept).

The Parrying system, based on that from the Street Fighter III (Franchise) series, 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, fill up part of the Gauge, 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 SNK Groove of the original Capcom vs. SNK, as well as the Extra mode from The King of Fighters '97 and The King of Fighters '98: The Slugfest, S-Groove features an "Extra Gauge" that must be charged-up manually (performed by holding HP+HK, leaving the fighter vulnerable). Once the meter is filled up, the player automatically enters a temporary "MAX" state, where they gain a damage buff and the ability to perform a single Lv. 1 Super Move or Counter Attack.

When the character has low vitality, the Extra Gauge gains a unique benefit in that the player can perform Lv. 1 Super Moves and Counter Attacks without requiring to be in MAX mode, and can perform a single Lv. 3 Super Move while in MAX mode. The Groove is also unique for the ability to sidestep attacks (a stationary version of the Roll subsystem).

This Gauge is depleted between rounds.

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 features an "Advanced Gauge" based on filling up three "charges" (also known as "stocks" or "pips") by filling up the Gauge multiple times. Each charge can be used to perform a Lv. 1 Super Move, a Guard Cancel, or the ability to enter a temporary "Power Up" (or, in some versions, "Power MAX") state. While in the powered state, the player gains a damage buff and the ability to perform a Lv. 3 Super Move (at the cost of another charge). Although this state uses a separate timer gauge, the main Gauge stops filling up while this state is active.

This Groove is also unique for the ability to guard cancel into a roll instead of an attack, allowing players to evade and punish certain attacks and lengthy super moves.

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

K-Groove

Based on the Rage Gauge of the Samurai Shodown series, K-Groove features a "Rage Gauge" that, when filled, puts the fighter in a temporary "Rage" state, giving them a damage buff and the ability to perform a single, much more powerful, Lv. 3 Super Move (or, for the EX Grooves, a Guard Cancel). Unlike most other Gauges, this one gets filled by either taking damage or by performing the Groove's unique attack deflection: Just Defended.

The Just Defended system, based on "Just Defense" from Garou: Mark of the Wolves, is a risk-and-reward 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 Gauge, the fighter 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.

This Gauge is depleted between rounds.

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

Subsystems

Quick Movement

  • 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.

Special Evasion

  • 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.

Guard Cancel

  • 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 Gauge.
  • 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 Gauge.

Knockdown Recovery

  • 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.

Air Techniques

  • 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.

Attack Deflection

  • 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 Gauge.

Attack Cancelling (EX only)

  • Chain Combo - 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 - Allows the fighter to perform a Chain Combo in the air.
  • Super Combo Cancel - Allows the fighter to cancel a Special Move into a Super Move.
  • Cancel Any Move - 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 (Character)) and one of the returning Capcom fighters (Chun-Li).

The game includes two hidden mid-bosses (M. Bison and Geese), two hidden bosses (Akuma (Character) 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.

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Dudley.

London Stage

Nairobi Stage

Shanghai Stage

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