SNK vs. Capcom: The Match of the Millennium/Gameplay: Difference between revisions

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added damage increase info on counter mode and changed "even if the super combo gauge is full" to "even if the super combo gauge isn't full"
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(added damage increase info on counter mode and changed "even if the super combo gauge is full" to "even if the super combo gauge isn't full")
 
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{{Header Nav|game=SNK vs. Capcom: Match of the Millennium}}
{{Header Nav|game=SNK vs. Capcom: The Match of the Millennium}}


The main game of ''SNK vs. Capcom: Match of the Millennium'' allows you to choose a particular style of match and a particular style of play.  You can either fight as a single, a tag team, or a team of three, and you can choose from Average, Counter, and Rush Modes.  The character story and the midboss you face is solely determined by the first character you select.
The main game of ''SNK vs. Capcom: The Match of the Millennium'' allows you to choose a particular style of match and a particular style of play.  You can either fight as a single, a tag team, or a team of three, and you can choose from Average, Counter, and Rush Modes.  The character story and the midboss you face is solely determined by the first character you select.


When fighting as a single, you will have to beat an opponent in a best-of-three match.  As a tag team, you will have the use of two characters who can tag each other in and out at will, in the objective of knocking out both members of the opposing tag team.  As a team of three, when one character is knocked out, the next takes its place, until all three members are knocked out.
When fighting as a single, you will have to beat an opponent in a best-of-three match.  As a tag team, you will have the use of two characters who can tag each other in and out at will, in the objective of knocking out both members of the opposing tag team.  As a team of three, when one character is knocked out, the next takes its place, until all three members are knocked out.
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==Controls==
==Controls==
===Buttons===
===Buttons===
''SNK vs. Capcom: Match of the Millennium'' is a four-button fighter.  Pressing the {{NGP|A}} button will make a player perform a punch attack, while pressing the {{NGP|B}} button will make a character perform a kick attack.  The length of the button press determines the strength of the punch or kick.  Lightly tapping the button performs weak attacks while pressing a button down performs strong attacks. To temporary pause or resume the game, press the {{NGP|Option}} button.
''SNK vs. Capcom: The Match of the Millennium'' is a four-button fighter.  Pressing the {{ngp|A}} button will make a player perform a punch attack, while pressing the {{ngp|B}} button will make a character perform a kick attack.  The length of the button press determines the strength of the punch or kick.  Lightly tapping the button performs weak attacks while pressing a button down performs strong attacks. To temporary pause or resume the game, press the {{ngp|Option}} button.


===Joystick===
===Joystick===
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For this reason, all movelists assume that your character in standing on the left side, facing right. If you are standing on the opposite side, reverse directions.
For this reason, all movelists assume that your character in standing on the left side, facing right. If you are standing on the opposite side, reverse directions.
<div style="text-align:center">
<div style="text-align:center">
{|align="center"
{| align="center"
|colspan="4"|{{cade|Up}}
|colspan="4"|{{cade|Up}}
|-
|-
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==How to Play==
==How to Play==
===Match Play===
===Match Play===
After selecting Tourny mode, you must select a Game Type and than a Style(see below) before selecting your fighter(s). If you want to select less then 3 fighters in in Team play (2 in Tag) you can press the Option button to end your selection.
After selecting Tourny mode, you must select a Game Type and than a Style(see below) before selecting your fighter(s). If you want to select less than 3 fighters in in Team play (2 in Tag) you can press the Option button to end your selection.


===Rules===
===Rules===
====Single====
====Single====
Each battle consists of 3 rounds between you and your opponent.  At the start of each round, both player's life or health bars are full.  The first player to drive the other player's health bar to zero wins the round. The first player to win 2 rounds wins the match and moves on to the next opponent. If a single player loses to the computer, the game is over and the player must continue to rematch the recent opponent.
Each battle consists of 3 rounds between you and your opponent.  At the start of each round, both player's life or health bars are full.  The first player to drive the other player's health bar to zero wins the round. The first player to win 2 rounds wins the match and moves on to the next opponent. If a single player loses to the computer, the game is over and the player must continue to rematch the recent opponent.


====Tag====
====Tag====
Each battle consists a single round between your team and your opponent's team.  At the start of each round, the first fighter of both player's team begins with a full health bar. Both players can freely tag in their reserve fighters by holding back and pressing A and B together, unless they has been knocked out. Tagging out can be done while idle or blocking only.  When a fighter is knocked out their partner tags in to replace him or he automatically.  The first player to defeat the entire opposing team wins the match and moves on to the next opponent. If a single player loses to the computer, the game is over and the player must continue to rematch the recent opponent.
Each battle consists a single round between your team and your opponent's team.  At the start of each round, the first fighter of both player's team begins with a full health bar. Both players can freely tag in their reserve fighters by holding back and pressing A and B together, unless they has been knocked out. Tagging out can be done while idle or blocking only.  When a fighter is knocked out their partner tags in to replace him or he automatically.  The first player to defeat the entire opposing team wins the match and moves on to the next opponent. If a single player loses to the computer, the game is over and the player must continue to rematch the recent opponent.


====Team====
====Team====
Each battle consists of an elimination match between your team and your opponent's team. At the start of each battle, the first fighter of both player's team begins with a full health bar. When one player drives the other player's health bar to zero, that match is over, and the losing player's next fighter takes over. The winning fighter regains a segment of health in proportion to the remaining time. The first player to defeat the entire opposing team wins the match and moves on to the next battle. If a single player loses to the computer, the game is over and the player must continue to rematch the recent opponent. If two players knock each other out at the same time, a double K.O. occurs and both fighters are eliminated.
Each battle consists of an elimination match between your team and your opponent's team. At the start of each battle, the first fighter of both player's team begins with a full health bar. When one player drives the other player's health bar to zero, that match is over, and the losing player's next fighter takes over. The winning fighter regains a segment of health in proportion to the remaining time. The first player to defeat the entire opposing team wins the match and moves on to the next battle. If a single player loses to the computer, the game is over and the player must continue to rematch the recent opponent. If two players knock each other out at the same time, a double K.O. occurs and both fighters are eliminated.


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Average Mode allows a user to store up to two levels of power.  When one level is accumulated, a super combo may be performed.  When two levels are accumulated, a MAX super combo may be performed instead of normal super combos.  When a super combo, normal or MAX, is performed, the gauge empties completely.  Average Mode is perhaps the most familiar to fans of ''Street Fighter''.
Average Mode allows a user to store up to two levels of power.  When one level is accumulated, a super combo may be performed.  When two levels are accumulated, a MAX super combo may be performed instead of normal super combos.  When a super combo, normal or MAX, is performed, the gauge empties completely.  Average Mode is perhaps the most familiar to fans of ''Street Fighter''.


{{:SNK vs. Capcom: Match of the Millennium/Basic Moves|average}}
{| {{prettytable|class=move_list}}
!width="30%"|
!width="30%"|Average
!
{{Special Move|name=Dash
|motion={{cade|Right}}{{cade|Right}}|button=}}
{{Special Move|name=Backstep
|motion={{cade|Left}}{{cade|Left}}|button=}}
{{Special Move|name=Guard Counter
|motion=While guarding {{cade|Right}}{{plus}}|button={{ngp|A}}{{plus}}{{ngp|B}}}}
{{Special Move|name=Knockdown Recovery
|motion=Lying down|button={{ngp|A}}{{plus}}{{ngp|B}}}}
{{Special Move|name=Taunt
|motion=|button={{ngp|A}}{{plus}}{{ngp|B}}}}
|}


===Counter===
===Counter===
Counter Mode allows a user to manually charge their super combo gauge.  When the gauge is full, a super combo may be performed.  However, when the life bar begins flashing, a super combo may be performed even if the super combo gauge is full.  When both the life bar is flashing and the gauge is full, a MAX super combo may be performed instead of normal super combos.  Like Average Mode, once a super combo, normal or MAX, is performed, the gauge empties completely.  Fans of ''The King of Fighters'' should feel right at home when using this mode.
Counter Mode allows a user to manually charge their super combo gauge.  When the gauge is full, damage is increased and a super combo may be performed.  However, when the life bar begins flashing, a super combo may be performed even if the super combo gauge isn't full.  When both the life bar is flashing and the gauge is full, a MAX super combo may be performed instead of normal super combos.  Like Average Mode, once a super combo, normal or MAX, is performed, the gauge empties completely.  Fans of ''The King of Fighters'' should feel right at home when using this mode.
 
{{:SNK vs. Capcom: Match of the Millennium/Basic Moves|counter}}


{| {{prettytable|class=move_list}}
!width="30%"|
!width="30%"|Counter
!
{{Special Move|name=Backstep
|motion={{cade|Left}}{{cade|Left}}|button=}}
{{Special Move|name=Guard Counter
|motion=While guarding{{cade|Right}}{{plus}}|button={{ngp|A}}{{plus}}{{ngp|B}}}}
{{Special Move|name=Dodge
|motion={{cade|Right}}{{plus}}|button={{ngp|A}}{{plus}}{{ngp|B}}}}
{{Special Move|name=_Dodge Attack
|motion=|button={{ngp|A}} <big>/</big> {{ngp|B}}}}
{{Special Move|name=Power Build
|motion={{cade|Down}}{{plus}}|button={{ngp|A}}{{plus}}{{ngp|B}}}}
{{Special Move|name=Taunt
|motion=|button={{ngp|A}}{{plus}}{{ngp|B}}}}
|}


===Rush===
===Rush===
Rush Mode allows the use of various chain combos, as seen in ''Darkstalkers''.  In Rush Mode, you can store three stocks of power, just like the Advanced mode in ''KOF 97'' and ''98'', as well as the standard for the ''96'' and ''99'' onwards editions.  A stock of power can be used to perform a super combo, but unlike Average and Counter Modes, will not completely drain the super combo gauge.  However, MAX super combos cannot be performed.
Rush Mode allows the use of various chain combos, as seen in ''Darkstalkers''.  In Rush Mode, you can store three stocks of power, just like the Advanced mode in ''KOF 97'' and ''98'', as well as the standard for the ''96'' and ''99'' onwards editions.  A stock of power can be used to perform a super combo, but unlike Average and Counter Modes, will not completely drain the super combo gauge.  However, MAX super combos cannot be performed.


{{:SNK vs. Capcom: Match of the Millennium/Basic Moves|rush}}
{| {{prettytable|class=move_list}}
!width="30%"|
!width="30%"|Rush
!
{{Special Move|name=Run
|motion={{cade|Right}}{{cade|Right}}|button={{(}}{{cade|Right}} <big>'''HOLD'''</big>{{)}}}}
{{Special Move|name=Backstep
|motion={{cade|Left}}{{cade|Left}}|button=}}
{{Special Move|name=Guard Counter
|motion=While guarding {{cade|Right}}{{plus}}|button={{ngp|A}}{{plus}}{{ngp|B}}}}
{{Special Move|name=Knockdown Recovery
|motion=Lying down |button={{ngp|A}}{{plus}}{{ngp|B}}}}
{{Special Move|name=Taunt
|motion=|button={{ngp|A}}{{plus}}{{ngp|B}}}}
|}


* Regardless of the mode, a Guard Counter or a Guard Cancel Switch will use some super combo gauge energy.


* Regardless of the mode, a Guard Counter or a Guard Cancel Switch will use some super combo gauge energy.
{{Footer Nav|game=SNK vs. Capcom: The Match of the Millennium|nextpage=SNK move list}}