CvS also incorporates the same "shopping" systems that Soul Calibur and MvC2 use for acquiring goodies. There are nine stock modes, including training, versus, arcade and even a new game replay mode for recording battles. Check out the sidebar for some of the other groove differences.Īnd as far as extra modes and bonus trimmings, this game has you covered.
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In the Capcom groove, Super moves are governed by a three-level gauge (as in Alpha 3), and each usage depletes a portion of this gauge. For example, selecting the SNK groove gives the player access to "desperation attacks" (as in KoF) which allow a Super move to be performed repeatedly when the fighter's life meter is near depletion. Before fighting, players must choose between a Capcom and an SNK "groove" that determines some of the in-game dynamics. SNK presents, the most critical of which is the "groove" selection. Several player-directed tweaks have been added to cater to the technical dichotomy that Capcom vs. Unlike previous Capcom hybrids, though, a 10-hit combo actually takes some skill and timing to pull off (sorry all you MvC pros, but you know it's true). The game is not as juggle-friendly as Street Fighter Alpha 3, but some moves can be followed up with attacks that will keep your opponent airborne for a while. Special and Super attacks are kept true to their performer's roots, so you won't have to learn a lot of new controller motions, and most of those old KoF and SF combos still work. Fighting moves in CvS are based on a four-button configuration-light and strong punch and kick which should be familiar to KOF players, but might take some getting used to for Capcom-ites. When the difference between landing a combo and getting waxed by one is a mere split second, control and game speed are of the utmost importance. Even the most die-hard fans of either side will find a ton of superb qualities in Capcom vs. Wrong! No full-screen laser cannons here, just a refreshingly traditional fighter that marries SNK staples like Fatal Fury and King of Fighters with Capcom's best Street Fighter brawlers.
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Those of you who are saying, "Hmm, another Capcom 'vs.' title, that means outrageous combos, one-round tag-team battles, and six fighters on the screen at once, right?" Capcom melds plenty of trademark SNK features into its trademark 2D mold to create what's arguably their best match-up to date. It's about time someone combined the flagship fighters from the two greatest fighting game makers the genre has ever seen.