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

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The last form of attack available in this game is a throw.  Throws are executed by standing immediately next to your opponent, pressing the joystick either towards or away, and pressing  {{cade|Punch}} or {{cade|Kick}}.  If performed correctly, your character will grab the opponent and toss them to the ground in a manner specific to your character's fighting style.  Different characters might have a different array of throws with more complicated commands associated with them. Throws are unblockable.
The last form of attack available in this game is a throw.  Throws are executed by standing immediately next to your opponent, pressing the joystick either towards or away, and pressing  {{cade|Punch}} or {{cade|Kick}}.  If performed correctly, your character will grab the opponent and toss them to the ground in a manner specific to your character's fighting style.  Different characters might have a different array of throws with more complicated commands associated with them. Throws are unblockable.


==Average Mode==
==Modes==
===Average Mode===
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''.


{|
{|
|-
|-
|width="130"|Dash
|Dash
|{{cade|Right}}{{cade|Right}}
|{{cade|Right}}{{cade|Right}}
|-
|-
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|}
|}


==Counter Mode==
===Counter Mode===
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, 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.


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==Rush Mode==
===Rush Mode===
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.


{| style="border:solid black 1px"
{|
|-
|-
| Run || f,f (hold f to continue moving forward)
|Run
|{{cade|Right}}{{cade|Right}} (hold {{cade|Right}} to continue moving forward)
|-
|-
| Backstep || b,b
|Backstep
|{{cade|Left}}{{cade|Left}}
|-
|-
| Taunt || PK
|Taunt
|{{NGP|A}}{{plus}}{{NGP|B}}
|-
|-
| Knockdown Recovery || PK when knocked down
|Knockdown Recovery
|{{NGP|A}}{{plus}}{{NGP|B}} when knocked down
|-
|-
| Guard Counter || f+PK while blocking
|Guard Counter
|{{cade|Right}}{{plus}}{{NGP|A}}{{plus}}{{NGP|B}} while blocking
|}
|}


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In addition to the commands for the mode chosen, tag teams also have these moves:
In addition to the commands for the mode chosen, tag teams also have these moves:


{| style="border:solid black 1px"
{|
|-
|-
| Switch || b+PK
|Switch
|{{cade|Left}}{{plus}}{{NGP|A}}{{plus}}{{NGP|B}}
|-
|-
| Guard Cancel Switch || b+PK while blocking
|Guard Cancel Switch
|{{cade|Left}}{{plus}}{{NGP|A}}{{plus}}{{NGP|B}} while blocking
|}
|}


* 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.
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