Capcom vs snk 2 manual


















Capcom: The Match of the Millennium came out on the Nintendo Switch last year, my hope was more of the much ignored Neo Geo Pocket library would find its way onto modern platforms. One of the titles that I desperately wanted was SNK vs. A collectible card game which featured characters from both SNK and Capcom, the title actually featured two versions, one for each of the companies that participated.

While a majority of the cards are available on both versions there were cards exclusive to each version and this encouraged players to trade in a very pokemon-ish manner. Prices for NGPC carts have steadily increased on the gray market so this is the best way to enjoy these games legally.

At the end of each match, the number of ratings are given certain score multipliers and bonus points which are further added to the player's real score. Hefty bonus points are awarded for unscathed victories Perfect , beating the opposing team with one character Straight , and beating the entire team without taking any damage Perfect Straight.

The overall system is derivative of Street Fighter Alpha. However, a number of different fighting styles called 'Grooves', which mimic other Capcom and SNK games, are included in the engine. These dictate both the character's Super Gauge system energy for super attacks, or desperation attacks , and special techniques such as dashes, running, and guard cancels called "Subsystems".

There are six in total, along with custom grooves that can be programmed in home versions of the game. Each player designates prior to the match which groove his or her team will use. Each groove represents a system derived from a different game:.

The power of the button used on such moves, as well as affecting the damage inflicted, also determines how much of the gauge will be depleted one, two or all three levels. It is also the only groove which allows aerial blocking.

These can be only performed by pressing both Hard Attack buttons when the gauge is full, at which point it will start depleting. It also allows for parrying, i. True to form, it is the only groove with a sidestep dodge mechanic. Adopts a system similar to the Samurai Shodown series, with a POW bar, which fills up as the character takes damage. Because Capcom vs. SNK 2 features a roster composed of characters from numerous games and hardware eras, the appearances of several of Capcom's characters have been considered substandard in comparison to the newly drawn SNK characters.

Instead of choosing to redraw its characters, Capcom took the approach of reusing old character sprites from previous games mainly Street Fighter Alpha 3 and inserting them in among the other characters. The result created a significant disparity, particularly in the case of characters like Morrigan Aensland, whose low-resolution sprite from the original Darkstalkers games appears washed out and lacking in detail when compared to other of Capcom's newly drawn characters, such as Maki, Eagle, Ryu, Ken, and M.

This has led to criticism of Capcom's art department by critics. SNK 2 EO is the same game but with minor changes in gameplay, such as adding the ability to cancel special moves into super combos -- a mechanic found in Street fighter 3 series -- to P groove and the inclusion of an EO 'easy operation', or 'extreme offense' for Western releases system that allows the player to perform specific attacks by simply moving the right analog stick C Stick for the GameCube in a certain direction.

Shin Akuma and Ultimate Rugal are the boss fighters, and display tactics typical of bosses from SNK 's fighting games. In P-Groove, Parrying too early will cause you to eat the attack.

So you're usually better off trying to Just Defend early rather than late. Keep in mind that you can only Just Defend Attacks. There is nothing to Just Defend! You can Just Defend during Jumps as well. Thus, even though you cannot Air Guard in K-Groove, you still have some form of defense during a Jump! You can even Just Defend moves that cannot be Air Guarded!!

Just hit Back or Defensive Crouch in the air right before you are hit by a move and you'll Just Defend the attack and not get harmed. However, in order to Just Defend in the air, you cannot have done any other move during your Jump beforehand. So you can't Jump Kick on your way up and then Just Defend on your way down. However, when you Just Defend a move in the air, you character will get bounced fairly high up into the air, and slightly backwards, regardless of which direction you are Jumping.

Once you bounce backwards, you are free to move almost right away, and you can do whatever you want: a Jump Attack, an Air Special Move, or even another Just Defend.

But, if you bounce back after a Just Defend and perform some attack like a Jumping Roundhouse HK the instant you bounce up, on your way down, you can no longer do a Just Defend or any other attack. After a Just Defend in the air, just like a normal Jump, you are allowed only one action. Thus, unlike Parrying, holding the joystick in the position is better than returning to Neutral.

In order to perform multiple Just Defends in a row, the joystick needs to be put back to Neutral within 6 frames of the previous Just Defend in order to be able to perform another Just Defend. You can't Just Defend in the middle of a Run. This can be important in gameplay. Majestros brought this up to me, and I paraphrase his words here: I think this is pretty important because with the other Run grooves, if you see someone Running at you, you have to consider whether they're going to attack or whether they're going to Roll.

If you Block the first attack in a series of hits that Combo, you can no longer Just Defend any of the later hits. Basically, once you are put into Block Stun, you aren't allowed to perform a Just Defend. Thus, if you have the intention of Just Defending a series of attacks, you'll have to start by Just Defending the first hit all the way until the last hit.

And yes, that means you can Just Defend multiple attacks in a row. So when you perform a Just Defend, you can continue to Just Defend every attack that comes your way by repeatedly hitting Back or Defensive Crouch against every hit. So if you fail to time a second or third or later Just Defend correctly, you'll just end up Blocking the rest of the attacks rather than getting hit by them.

So unlike Parrying, you are relatively safe after you Just Defend the first attack. Just Defending multiple attacks while in the air is a lot trickier than Just Defending multiple Attacks on the ground. Because you bounce high up, it's much harder to time proper Just Defends in the air.

Sagat has to "catch up to you" after every Just Defend so don't expect 5 quick Just Defends in a row. When you fail a second Just Defend on the ground, you will end up Blocking the rest of the hits. Now, even though Just Defending still leaves you in Block Stun, you CAN still recover in time to Counter attack the opponent if they do a move with a long enough delay.

This is because your Block Stun IS shorter than a normal Block Stun and that the enemy's attack doesn't push you anywhere, leaving you at a distance where it's MUCH easier to take advantage of the enemy's delay. Interestingly enough, since you never get pushed away, continually Just Defending a series of non-stop attacks will essentially make you "stuck" where you are, Just Defending forever.

For example, if Ryu walks up to you and starts to fire off Crouch Shorts LK forever, all of which Combo, and you Just Defend each and everyone of them, you'll never get pushed away! Of course, no one will ever do that because if you did Just Defend forever like that, you'd get all your energy back eventually. When you Parry, the game freezes for a second with what I call a "Parry Freeze.

But since you will Block if you fail, it's still much safer than Parrying. Why this is, I have no clue, but just keep it in mind if you do plan on Just Defending an entire Projectile Super. A small side note: you cannot perform a Just Defend during a Small Jump. Also, because of the combination of the slight delay at the beginning of a Small Jump and the fact that you cannot Just Defend during a Small Jump, the period of right when you start Jumping up to the point where you JUST barely left the ground, you cannot Just Defend anything.

What makes it even worse is that if you are hit during that delay right before you Jump, you DO stay grounded. Most people won't be trying to Just Defend right when they Jump, of course, so this isn't really much of a big deal. But I figured I'd rather be thorough than not thorough, and so I mentioned it anyhow. A little section will be added here, for your benefit, dealing with learning how to properly Just Defend a Level 3 Super, or any other Super that generally hits "quickly" note: this section is exactly the same information provided in the Parry section for P-Groove.

If you've read that section, you can take everything written there and apply it to Just Defend as well, and can skip reading this section. Even if you Hold Back or Defensive Crouch after the Chi Gathering starts and before the Super actually happens, it will do you no good: you're gonna get hit by the Super.



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