Capcom vs. SNK Question

Yuri-chan

Armored Scrum Object
Joined
Dec 8, 2002
Posts
252
Which Capcom vs. SNK game do you like more of these, Cvs.S 1/Pro or Cvs.S2? As much as I thought Capcom vs. SNK 2 blew the first game away with all the new grooves and extra characters, I still enjoyed the original Capcom vs. SNK the most. As flawed as this game may be, I still enjoyed it more and the music isn't even half as bad as it was in Capcom vs. SNK 2. Capcom vs. SNK Pro for Dreamcast is the best simply because you don't have to spend weeks at a time having to unlock all the extras. :emb:
 

Korigama

Ghost of Captain Kidd
Joined
May 18, 2003
Posts
1,669
I liked CvS2 better than CvS1. I never played CvS1 Pro,
however.
 

orochi_lubu

Sho's Rival
Joined
May 15, 2003
Posts
1,435
get 2 instead. pro just has dan and an incomplete joe. 2 gives you joe, dan, and more characters to play with. unless you like the first one stick with two
 

Yuri-chan

Armored Scrum Object
Joined
Dec 8, 2002
Posts
252
Sorry if I sounded too forward with my first post. Anyhow I do like Cvs.S2 but I just like Pro more, but that's just my opinion. I liked the original music they included in the first game and I wish Capcom could of done a feature like that in the sequal.

If anyone cares to know, here are all the extra features that are included in Cvs. S Pro from the first game. I got this from gamefaqs.com.

  • Life bar is now green for the entire match.
  • Endings changed, now each character you pick on your team is interviewed and gets to give their own quote during the ending sequence (the previous screen that showed Dan and Joe winning the tournament has been replaced with this).
  • Backgrounds have a few more subtle details in them. It's easier to bring down the support beams in the stage with Takuma and Duck King in the background. There are now two places where shadows appear in the outside nightcuble stage,
    crowd in the shopping district has more animation, etc.
  • Lots of new after match winning quotes, characters will address other defeated oppenents specifically (i.e. if Ryu beats Joe, he may have a comment to make about Muy Tai, if Yuri beats Ken she may ask Ken directly what's wrong). Also, multiple members of your teams sometimes taunt at once instead of
    just the first charcter all the time.
  • The main logo for the game on the title screen now has a lot of blue features instead of the red.
  • At the end of the intro sequence, at the title logo, the announcer only says "Capcom vs. SNK" at the title screen instead of stating the whole title as in first game.
  • In the intro animation new images can be seen flashing on screen of Joe and Dan.
  • Lots of subtle new animation frames added to all characters, compare Mai in regular CvS to the Mai in CvS Pro
  • During King's intro at the start of the match, she kicks her hat at a lower angle than in the first CvS.
  • When you select a character they taunt instead of saying their names, some of these are pretty funny
  • Balrog (Vega in the US) has a new win pose where a snake extends out from his arm.

Here are the standard gameplay changes...

Capcom Groove's super bar now fills when you hit your opponent successfully or when you block their attack successfully. It no longer fills when you take damage. SNK Groove's super bar has a slow startup now, when you hold FP+FK to charge it starts out charging slow then speeds up the longer you hold the
buttons down. SNK Groove fills when you take damage but not when you block (moves like Vice's Outrage fills SNK super meters like mad when they hit).

Ratio 1's take more damage when hit by higher ratio characters (especially ratio 3 and 4), they also do much less life to higher ratio characters. All Ratio 3 and 4 characters inflict significantly more damage on both ratio 2 and especially ratio 1s (there are some ratio 3 characters combos that instantly kill a ratio 1 even if they have a completely full life bar, see Character Specific changes for more details).

Most jumping LP and LK attacks don't stay out for as long as they used to, and uppercuts in general have less priority as anti air attacks. It's also harder to chaing from ducking LP and LK into FP and HK in chain combos in general. The glitches from the first game appear fixed (Only ONE chunk of super bar is awarded for an entire multi-hit throw, so this means the Capcom multi-hit throw glitch is fixed at the very least).

Also, corner juggles perform differently with juggles off of special moves or supers now, many times the juggle will miss unless you execute the super to juggle super early while you opponent is still high in the sky. Gone are the days of Chun Li super juggle craziness in the corner.

Taunting your opponent adds to THEIR super meter a little bit (around 12%). Useful against people who like leaving their SNK bar almost charager, you can taunt to set it to MAX and then run away as their meter runs down...other than that it's not all that helpful)

Groove Point System is slightly changed. Using weak attacks will still get you D or C grade which lower your overall groove points. Using a special move or fierce attacks usually gets you either a B or an A grade which slightly raises your groove points (A points occur when your special move hits the opponent as a counter when they are trying to attack you). S points occur when you successfully hit your opponent with a normal move, special move, or super at *any any point* while your oppoenent is still in their super animation. S points also occur if you hit your opponent with your super while they are either just about to hit you with a normal attack or while still in the process of throwing out their special move or super. This means that if you block Kens shoryureppa, and super him as he comes down you will get credit for an S grade (it's much more forgiving to get an S grade in CvSPro). If you finish a match with an S grade, you will be awarded a finest KO, which will cause your GP to soar. To balance this out, the only way to really get high groove points is to get a lot of S grades...as other moves don't cause the groove meter too move much.

CPU AI is much improved in 1 player modes...the CPU does a lot of delayed get ups now and is much more adept at fighting against you in general. Sometimes it does some pretty impossible things...like three Blanka balls in a row without landing (!).

All secrets that are unlockable from the first game are already unlocked from the get go in Pro such as run/dash, hidden backgrounds and EX characters, etc. A new turbo option has also been added to the options menu to allow you to adjust game speed. Since there is nothing else to unlock, the Secret mode from the first game has been removed.

A link mode was added ("Color Convert") that allows you to import your custom colors from CVS 1, or you can use the "Secret Data" option to create a save file for CvS 1 with all the secrets unlocked (for the Japanese version these options only work with the Japanese version of CVS1 only, will not work with the US CvS).

Each of the characters have been altered as well to either balance out loopholes or to make some moves better. These will be explained on a move by move basis in "Character Specific changes" section below.
 
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