Capcom vs. SNK 2: Mark of the Millennium 2001 Arcade

Описание к видео Capcom vs. SNK 2: Mark of the Millennium 2001 Arcade

Capcom vs. SNK 2 is based on the three strength system of punches and kicks (weak, medium, and hard) native to the Capcom games Street Fighter II and Street Fighter Alpha. 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.

C-Groove utilizes a system akin to the one seen throughout the Street Fighter Alpha series, represented by the A-ISM in the third entry. Its main feature is a Super gauge divided in three levels, which fills up as the fight goes on, allowing for the use of Super Moves/SDMs. 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. Other gameplay features: Dash, Guard Cancel Counterattacks (Alpha Counters in its native game), Rolling Dodge and Tactical Recoveries.

A-Groove Similar to the V-ISM from Street Fighter Alpha 3, it disables Super Moves/SDMs in favor of Custom Combos, which are combos in which any hits can be strung together into one another. These can be only performed by pressing both Hard Attack buttons when the gauge is full, at which point it will start depleting. Other gameplay features: Dash, Guard Cancel Counterattacks, Rolling Dodge and Fall Breakers.

P-Groove It uses the classic Super gauge style from Super Street Fighter II Turbo, also utilized in Street Fighter Alpha 3's X-ISM. Consists of a single gauge which fills up as the user deals or takes damage and, when it is full, enables the use of a Super Move/SDM. It also allows for parrying, i.e. repelling an attack to get in position for a counterattack, like in the Street Fighter III series. Other gameplay features: Dash, Short Jump and Tactical Recoveries.

S-Groove Has a mechanic similar to The King of Fighters '94 and '95 (as well as the Extra mode of '97 and '98), with a power gauge that the player must fill up by having his/her character focus their chi. Low health (the traditional flashing red gauge) allows for infinite Level 1 Supers/SDMs, while Level 3 Supers/SDMs can only be executed in low health and with the power gauge at MAX. True to form, it is the only groove with a sidestep dodge mechanic. Other gameplay features: Run, Short Jump, Guard Cancel Counterattacks and Tactical Recoveri

N-Groove Similar to the mechanic adopted from '96 onward: stocks are gained as the power gauge is filled, and with them one may use them up to either use a Super Move/SDM, gain attack and defense buffs for a limited amount of time (also powering up Supers/SDMs) or Guard Cancel into an evasive movement (each of which consumes one stock). Other gameplay features: Run, Short Jump, Guard Cancel Counterattacks, Rolling Dodge and Fall Breakers.

K-Groove Adopts a system similar to the Samurai Shodown series, with a POW bar, which fills up as the character takes damage. Once it fills up (signified by the 怒/Ikari/Rage icon on fire), the character will flash red and the gauge will start depleting; however, his/her moves become stronger, and he/she will also be able to perform Level 3 Supers/SDMs until the gauge returns to zero and the character is restored to his/her normal color. This groove also borrows the Just Defend mechanic from Garou: Mark of the Wolves. Other gameplay features: Run, Short Jump and Fall Breakers.

When creating your team, you have to allocate Ratio Points among your characters that will have a total of four points. Your team can consist of one to three members. Possible combinations are one Ratio 4 character; two Ratio 2 characters; one Ratio 1 and one Ratio 3 characters. A member with higher ratio points allocated has increased offensive and defensive capabilities, thus a greater chance of survival.
There is a large counter at the top center of the screen known as the Groove Point Counter. As you trade blows with the enemy characters, your Groove Points go up or down depending on how you fight. The total points steadily drop by 0.5 Point after 10 seconds of each match has elapsed. Performing special manuevers and finishing your opponents with special moves or Super Combos is also a great way to boost your score. One of three ratings flash whenever you land a blow or get hit by the opponent.

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