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* CultClassic: While ''Marvel vs. Capcom 2'' might very well be the most well-known of all the ''[[VideoGame/CapcomVs Vs.]]'' games, there are members of the [[UsefulNotes/FightingGameCommunity FGC]] who argue that ''[=MvC2=]'' is more than a bit overrated, [[HypeBacklash if not outright undeserving of the magnanimous praise it gets]], causing ''[=CvS2=]'' to get overlooked as a result. [[http://iplaywinner.com/news/2012/3/7/running-it-back-why-capcom-vs-snk-2-is-one-of-the-best-games.html This article sums it all up quite nicely.]]

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* CultClassic: While ''Marvel vs. Capcom 2'' might very well be the most well-known of all the ''[[VideoGame/CapcomVs Vs.]]'' games, there are members of the [[UsefulNotes/FightingGameCommunity [[MediaNotes/FightingGameCommunity FGC]] who argue that ''[=MvC2=]'' is more than a bit overrated, [[HypeBacklash if not outright undeserving of the magnanimous praise it gets]], causing ''[=CvS2=]'' to get overlooked as a result. [[http://iplaywinner.com/news/2012/3/7/running-it-back-why-capcom-vs-snk-2-is-one-of-the-best-games.html This article sums it all up quite nicely.]]
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This only happens in Shin Akuma's ending.


* NightmareFuel: After beating [[TrueFinalBoss Shin Akuma or God/Ultimate Rugal]], you get to see their heartbeat turning into a {{flatline}} as they die.

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* NightmareFuel: After beating [[TrueFinalBoss Shin Akuma or God/Ultimate Rugal]], Akuma]], you get to see their his heartbeat turning into a {{flatline}} as they die.he dies.
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* GatewaySeries: Given its CultClassic status, ''Capcom vs. SNK 2'' was also something of a launchpad that introduced a number of fans to the world of SNK fighters. Because the SNK games were previously exclusive to UsefulNotes/NeoGeo hardware (with a few ports on 16-bit consoles), they were less widely known compared to their Capcom counterparts. For many, this series was the entry point into the world of SNK.

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* GatewaySeries: Given its CultClassic status, ''Capcom vs. SNK 2'' was also something of a launchpad that introduced a number of fans to the world of SNK fighters. Because the SNK games were previously exclusive to UsefulNotes/NeoGeo Platform/NeoGeo hardware (with a few ports on 16-bit consoles), they were less widely known compared to their Capcom counterparts. For many, this series was the entry point into the world of SNK.
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** Zig-zagged with the [=GameCube=] version of ''EO''. While the Xbox version is also guilty of removing [[GameBreaker roll cancelling]], the GC version has it worse by not supporting online multiplayer ''and'' having a controller that's not conducive for most fighting games. [[note]]Due to the button layout, [[DamnYouMuscleMemory it's nearly impossible to intuitively press the LP, LK, MP, and/or MK buttons]].[[/note]] The developers [[AuthorsSavingThrow tried to mitigate this]] by adding the option to map special moves to the C-Stick, but that just [[FromBadToWorse made the problem somewhat worse]] by completely removing the intensities of punches and kicks and making it hard to remember which direction on the C-Stick corresponds to which special, especially since the directions don't flip depending on which way your character is facing. In spite of all this, it was for a long time the easiest version to play online, but now faces stiff competition there as high-quality online play for the Arcade and Dreamcast versions via emulation became viable, and players overall consider it (and the Xbox version) a good version of the game if you just want to start playing it and aren't prioritizing getting into serious play immediately as it is otherwise a good representation of the game.
** The [=PlayStation=] Network port as a [=PS2=] Classic for the UsefulNotes/PlayStation3 is, however, nearly universally condemned, as it has far worse input lag than any other version.

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** Zig-zagged with the [=GameCube=] version of ''EO''. While the Xbox version is also guilty of removing [[GameBreaker roll cancelling]], the GC version has it worse by not supporting online multiplayer ''and'' having a controller that's not conducive for most fighting games. [[note]]Due to the button layout, [[DamnYouMuscleMemory it's nearly impossible to intuitively press the LP, LK, MP, and/or MK buttons]].[[/note]] The developers [[AuthorsSavingThrow tried to mitigate this]] by adding the option to map special moves to the C-Stick, but that just [[FromBadToWorse made the problem somewhat worse]] by completely removing the intensities of punches and kicks and making it hard to remember which direction on the C-Stick corresponds to which special, especially since the directions don't flip depending on which way your character is facing. In spite of all this, it was for a long time the easiest version to play online, online following the shutdown of Xbox Live for the original Xbox (due to the Gamecube version being the easiest version to emulate and play netplay with), but now faces stiff competition there as high-quality online play for the Arcade emulated arcade and Dreamcast versions via emulation became viable, and players overall consider it (and the Xbox version) a good version of the game if you just want to start playing it and aren't prioritizing getting into serious play immediately as it is otherwise a good representation of the game.
** The [=PlayStation=] Network port as a [=PS2=] Classic for the UsefulNotes/PlayStation3 Platform/PlayStation3 is, however, nearly universally condemned, as it has far worse input lag than any other version.

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** Likewise, any [[ForMassiveDamage particularly damaging attack]] will often elicit but [[https://www.youtube.com/watch?v=t8h3QPbSC8Y a single phrase]] from members of the FGC: "That's what we like to call '''BIG''' damage!"

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** Likewise, any [[ForMassiveDamage particularly damaging attack]] attack will often elicit but [[https://www.youtube.com/watch?v=t8h3QPbSC8Y a single phrase]] from members of the FGC: "That's what we like to call '''BIG''' damage!"
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* FandomEnragingMisconception: For SNK fans, claiming that the SNK side of the roster is "all ''[[Franchise/TheKingOfFighters King of Fighters]]'' characters" is a very bad idea. While the majority of them do appear in the series (even if this game predates Rock, Raiden, and Haohmaru's ''KOF'' debuts[[labelnote:*]]''[[VideoGame/TheKingOfFightersXIV KOF XIV]]'', ''[[VideoGame/TheKingOfFightersXIII XIII]]'', and ''[[VideoGame/TheKingOfFightersXV XV]]'' respectively[[/labelnote]]), the characters in question hail from the ''VideoGame/FatalFury'', ''VideoGame/ArtOfFighting'', ''VideoGame/PsychoSoldier'' and ''VideoGame/SamuraiShodown'' series respectively, and their incarnations here take more influence from their original appearances rather than their appearances in ''The King of Fighters''. The only ''KOF''-{{original|Generation}} characters to appear are Kyo, Benimaru, Iori, Chang, Vice, and Rugal. Given that ''KOF'' was originally conceived as [[MassiveMultiplayerCrossover an all-star crossover for SNK]], it's a bit like saying the Capcom side is full of ''VideoGame/MarvelVsCapcom'' characters.

to:

* FandomEnragingMisconception: For SNK fans, claiming that the SNK side of the roster is "all ''[[Franchise/TheKingOfFighters King of Fighters]]'' characters" is a very bad idea. While the majority of them do appear in the series (even if this game predates Rock, Raiden, and Haohmaru's ''KOF'' debuts[[labelnote:*]]''[[VideoGame/TheKingOfFightersXIV KOF XIV]]'', ''[[VideoGame/TheKingOfFightersXIII XIII]]'', ''[[VideoGame/TheKingOfFightersXII XII]]'', and ''[[VideoGame/TheKingOfFightersXV XV]]'' respectively[[/labelnote]]), the characters in question hail from the ''VideoGame/FatalFury'', ''VideoGame/ArtOfFighting'', ''VideoGame/PsychoSoldier'' and ''VideoGame/SamuraiShodown'' series respectively, and their incarnations here take more influence from their original appearances rather than their appearances in ''The King of Fighters''. The only ''KOF''-{{original|Generation}} characters to appear are Kyo, Benimaru, Iori, Chang, Vice, and Rugal. Given that ''KOF'' was originally conceived as [[MassiveMultiplayerCrossover an all-star crossover for SNK]], it's a bit like saying the Capcom side is full of ''VideoGame/MarvelVsCapcom'' characters.

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* FandomEnragingMisconception: For SNK fans, claiming that the SNK side of the roster is "all ''[[Franchise/TheKingOfFighters King of Fighters]]'' characters" is a very bad idea. While the majority of them do appear in the series (even if this game predates Rock, Raiden, and Haohmaru's ''KOF'' debuts), the characters in question hail from the ''VideoGame/FatalFury'', ''VideoGame/ArtOfFighting'', ''VideoGame/PsychoSoldier'' and ''VideoGame/SamuraiShodown'' series respectively, and their incarnations here take more influence from their original appearances rather than their appearances in ''The King of Fighters''. The only ''KOF''-{{original|Generation}} characters to appear are Kyo, Benimaru, Iori, Chang, Vice, and Rugal. Given that ''KOF'', was originally conceived as [[MassiveMultiplayerCrossover an all-star crossover for SNK]], it's a bit like saying the Capcom side is full of ''VideoGame/MarvelVsCapcom'' characters.

to:

* FandomEnragingMisconception: For SNK fans, claiming that the SNK side of the roster is "all ''[[Franchise/TheKingOfFighters King of Fighters]]'' characters" is a very bad idea. While the majority of them do appear in the series (even if this game predates Rock, Raiden, and Haohmaru's ''KOF'' debuts), debuts[[labelnote:*]]''[[VideoGame/TheKingOfFightersXIV KOF XIV]]'', ''[[VideoGame/TheKingOfFightersXIII XIII]]'', and ''[[VideoGame/TheKingOfFightersXV XV]]'' respectively[[/labelnote]]), the characters in question hail from the ''VideoGame/FatalFury'', ''VideoGame/ArtOfFighting'', ''VideoGame/PsychoSoldier'' and ''VideoGame/SamuraiShodown'' series respectively, and their incarnations here take more influence from their original appearances rather than their appearances in ''The King of Fighters''. The only ''KOF''-{{original|Generation}} characters to appear are Kyo, Benimaru, Iori, Chang, Vice, and Rugal. Given that ''KOF'', ''KOF'' was originally conceived as [[MassiveMultiplayerCrossover an all-star crossover for SNK]], it's a bit like saying the Capcom side is full of ''VideoGame/MarvelVsCapcom'' characters.

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* EvenBetterSequel: While ''VideoGame/CapcomVsSNKMillenniumFight2000'' has its fans, ''[=CvS2=]'' is unanimously considered better due to a larger groove selection, retaining all the playable fighters from the first game while adding several more and allowing characters and ratios to be mixed together freely.

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* EvenBetterSequel: While ''VideoGame/CapcomVsSNKMillenniumFight2000'' has its fans, ''[=CvS2=]'' is unanimously considered better due to a larger groove Groove selection, retaining all the playable fighters from the first game while adding several more more, and allowing characters and ratios Ratios to be mixed together freely.



* FandomRivalry: Over the years, one has developed between this and ''VideoGame/MarvelVsCapcom2'' over which should be considered the best ''VideoGame/CapcomVs'' game. The fact that the two games have completely opposing gameplay styles helped foster this.



* FandomRivalry: Over the years, one has developed between this and ''VideoGame/MarvelVsCapcom2'' over which should be considered the best ''VideoGame/CapcomVs'' game. The fact that the two games have completely opposing gameplay styles helped foster this.



** With ''VideoGame/StreetFighterIII: 3rd Strike.'' Both games have a similar pace and are seen as the last hurrah of classic 2D Capcom fighters, and there are a lot of competitive gamers who main both titles.

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** With ''VideoGame/StreetFighterIII: 3rd Strike.'' Strike''. Both games have a similar pace and are seen as the last hurrah of classic 2D Capcom fighters, and there are a lot of competitive gamers who main both titles.



** [[GoodBadBugs Roll cancelling.]] [[note]]Quickly cancelling the first three frames of any ground roll into a special or super; on top of this, the inputted move gains the properties of the roll, meaning that the RC'd move is invincible. However, it ''can'' be thrown out of if the move isn't airborne or a move that already has invincible properties such as a DP.[[/note]] In fact, during EVO 2002, in which 20 Japanese players attended, most of the American players didn't learn how to employ this; most of the Japanese players ''did'', which led to Japan dominating the standings (the only top U.S. finishers were 3rd and a two-man tie for 7th), with [[UsefulNotes/FGCAces Tokido]] blowing up not only the other Japanese finalist (Nuki), but America's top placer (Ken, who ''did'' know how to roll cancel). What mitigates [=RCing=]'s claim as a GameBreaker (even if slightly) is that, aside of the practice necessary to perfect its execution, the skill is available to every character, some of whom can benefit from its effects when faced with a bad match-up. Roll cancelling has widely been accepted as a legitimate factor in high-level play since. In fact, their removal in the [=GameCube=] and Xbox versions (''EO'') is one of the reasons those ports weren't received as well as the Dreamcast and [=PS2=] versions.

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** [[GoodBadBugs Roll cancelling.]] [[note]]Quickly cancelling]]. [[note]][[LagCancel Quickly cancelling the first three frames of any ground roll into a special or super; Super]]; on top of this, the inputted move gains the properties of the roll, meaning that the RC'd move is invincible. However, it ''can'' be thrown out of if the move isn't airborne or a move that already has invincible properties such as a DP.[[/note]] In fact, during EVO 2002, in which 20 Japanese players attended, most of the American players didn't learn how to employ this; most of the Japanese players ''did'', which led to Japan dominating the standings (the only top U.S. finishers were 3rd and a two-man tie for 7th), with [[UsefulNotes/FGCAces Tokido]] blowing up not only the other Japanese finalist (Nuki), but America's top placer (Ken, who ''did'' know how to roll cancel). What mitigates [=RCing=]'s claim as a GameBreaker (even if slightly) is that, aside of the practice necessary to perfect its execution, the skill is available to every character, some of whom can benefit from its effects when faced with a bad match-up. Roll cancelling has widely been accepted as a legitimate factor in high-level play since. In fact, their removal in the [=GameCube=] and Xbox versions (''EO'') is one of the reasons those ports weren't received as well as the Dreamcast and [=PS2=] versions.



** Zig-zagged with the [=GameCube=] version of ''EO''. While the Xbox version is also guilty of removing [[GameBreaker roll cancelling]], the GC version has it worse by not supporting online multiplayer ''and'' having a controller that's not conducive for most fighting games. [[note]]Due to the button layout, [[DamnYouMuscleMemory it's nearly impossible to intuitively press the LP, LK, MP, and/or MK buttons]].[[/note]] The developers [[AuthorsSavingThrow tried to mitigate this]] by adding the option to map special moves to the C-Stick, but that just [[FromBadToWorse made the problem somewhat worse]] by completely removing the intensities of punches and kicks and making it hard to remember which direction on the C-Stick corresponds to which special, especially since the directions don't flip depending on which way your character is facing. In spite of all this, it was for a long time the easiest version to play online, but now faces stiff competition there as high quality online play for the Arcade and Dreamcast versions via emulation became viable, and players overall consider it (and the Xbox version) a good version of the game if you just want to start playing it and aren't prioritizing getting into serious play immediately as it is otherwise a good representation of the game.

to:

** Zig-zagged with the [=GameCube=] version of ''EO''. While the Xbox version is also guilty of removing [[GameBreaker roll cancelling]], the GC version has it worse by not supporting online multiplayer ''and'' having a controller that's not conducive for most fighting games. [[note]]Due to the button layout, [[DamnYouMuscleMemory it's nearly impossible to intuitively press the LP, LK, MP, and/or MK buttons]].[[/note]] The developers [[AuthorsSavingThrow tried to mitigate this]] by adding the option to map special moves to the C-Stick, but that just [[FromBadToWorse made the problem somewhat worse]] by completely removing the intensities of punches and kicks and making it hard to remember which direction on the C-Stick corresponds to which special, especially since the directions don't flip depending on which way your character is facing. In spite of all this, it was for a long time the easiest version to play online, but now faces stiff competition there as high quality high-quality online play for the Arcade and Dreamcast versions via emulation became viable, and players overall consider it (and the Xbox version) a good version of the game if you just want to start playing it and aren't prioritizing getting into serious play immediately as it is otherwise a good representation of the game.



** God Rugal's move known as "[[NamesToRunAwayFromReallyFast END]]." If he hits you with it, you may as well say goodbye to your character, because it's the most damaging super ''in the game''.

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** God Rugal's move known as "[[NamesToRunAwayFromReallyFast END]]." If he hits you with it, you may as well say goodbye to your character, because it's the most damaging super Super ''in the game''.



* TheyChangedItNowItSucks: Fans of the game tend to prefer the original version of the game over the "EO" port as the removal of roll canceling removes a massive chunk of strategy from competitive play, with the side effect of weakening a lot of characters who are otherwise underwhelming without access to roll canceled special moves. For this reason, it is exceedingly rare to see that version of the game in any kind of play.

to:

* TheyChangedItNowItSucks: Fans of the game tend to prefer the original version of the game over the "EO" ''EO'' port as the removal of roll canceling removes a massive chunk of strategy from competitive play, with the side effect of weakening a lot of characters who are otherwise underwhelming without access to roll canceled special moves. For this reason, it is exceedingly rare to see that version of the game in any kind of play.



** Despite being developed during the middle of ''KOF'''s second [[StoryArc arc]], The NESTS Chronicles, none of the new characters from this era were actually included in this crossover. This is particularly baffling since at the time, [[VideoGame/TheKingOfFighters99 K']] was the current poster child of SNK's flagship series.

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** Despite being developed during the middle of ''KOF'''s second [[StoryArc arc]], The NESTS Chronicles, none of the new characters from this era were actually included in this crossover. This is particularly baffling since at the time, [[VideoGame/TheKingOfFighters99 K']] was the current poster child of SNK's flagship series. Capcom seems to have realized this while ''Capcom Fighting All-Stars'' was in development, as [[https://www.eventhubs.com/news/2018/may/09/capcom-vs-snk-3-might-have-actually-been-development-some-point/ a 2017 interview]] reveals the game may have used 3D assets originally intended for a third ''Capcom vs. SNK'' and the plan was to include K' as a GuestFighter, but this ended up as a case of WhatCouldHaveBeen and the project was retooled into ''VideoGame/CapcomFightingEvolution''.

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* LowTierLetdown: Many have come to hate the ''[=CvS2=]'' versions of some their favorite characters thanks to them being much weaker than their native game counterparts. The character hit hardest with this is [[VideoGame/ArtOfFighting King]], who's been demoted to the same tier as ''[[JokeCharacter Dan]]''.



* TierInducedScrappy:
** Watching high-level matches with most matches consisting of Sakura/Bison/Blanka and constant Custom Combos (some of which consist of nothing but the same move over and over, like Bison's "Painting the Fence" maneuver[[labelnote:*]]juggling opponents with his Psycho Vanish [[LauncherMove once airborne]][[/labelnote]] or Sakura's "[=ShoShoSho=]" combo[[labelnote:*]]Exactly what it sounds like: repeatedly doing Sakura's [[{{Shoryuken}} Shouoken]] and canceling them into each other so that only the "Sho" is heard[[/labelnote]]) can get annoying to some people after a while.
** There's also Sagat, the undisputed best character in the game who is extraordinarily strong in just about every Groove thanks to his fast, long-ranged normals and extremely well-rounded kit.
** In a reversed example, many have come to hate the ''[=CvS2=]'' versions of some their favorite characters thanks to them being much weaker than their native game counterparts. The character hit hardest with this is [[VideoGame/ArtOfFighting King]], who's been demoted to the same tier as ''[[JokeCharacter Dan]]''.
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!! "Go for broke! FIGHT!!"

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* FandomEnragingMisconception: For SNK fans, claiming that the SNK side of the roster is "all ''King of Fighters'' characters" is a very bad idea. While the majority of them do appear in the series (even if this game predates Rock, Raiden and Haohmaru's ''[=KoF=]'' debuts) the characters in question hail from the ''VideoGame/FatalFury'', ''VideoGame/ArtOfFighting'', ''VideoGame/PsychoSoldier'' and ''VideoGame/SamuraiShodown'' series respectively, and their incarnations here take more influence from their original appearances rather than their appearances in ''[=KoF=]''. The only [=KoF=] original characters to appear are Kyo, Benimaru, Iori, Chang, Vice and Rugal. Given that [=KoF=] was originally conceived as an all star crossover for SNK, it's a bit like saying the Capcom side is full of Marvel vs. Capcom characters.

to:

* FandomEnragingMisconception: For SNK fans, claiming that the SNK side of the roster is "all ''King ''[[Franchise/TheKingOfFighters King of Fighters'' Fighters]]'' characters" is a very bad idea. While the majority of them do appear in the series (even if this game predates Rock, Raiden Raiden, and Haohmaru's ''[=KoF=]'' debuts) ''KOF'' debuts), the characters in question hail from the ''VideoGame/FatalFury'', ''VideoGame/ArtOfFighting'', ''VideoGame/PsychoSoldier'' and ''VideoGame/SamuraiShodown'' series respectively, and their incarnations here take more influence from their original appearances rather than their appearances in ''[=KoF=]''. ''The King of Fighters''. The only [=KoF=] original ''KOF''-{{original|Generation}} characters to appear are Kyo, Benimaru, Iori, Chang, Vice Vice, and Rugal. Given that [=KoF=] ''KOF'', was originally conceived as [[MassiveMultiplayerCrossover an all star all-star crossover for SNK, SNK]], it's a bit like saying the Capcom side is full of Marvel vs. Capcom ''VideoGame/MarvelVsCapcom'' characters.



** With ''VideoGame/StreetFighterAlpha 2.'' Like with ''Third Strike,'' many competitive players who are fans of one game also enjoy the other given the overlap of characters and mechanics.

to:

** With ''VideoGame/StreetFighterAlpha 2.'' 2''. Like with ''Third Strike,'' Strike'', many competitive players who are fans of one game also enjoy the other given the overlap of characters and mechanics.



* GatewaySeries: Given its CultClassic status, ''Capcom vs SNK 2'' was also something of a launchpad that introduced a number of fans to the world of SNK fighters. Because the SNK games were previously exclusive to UsefulNotes/NeoGeo hardware (with a few ports on 16 bit consoles), they were less widely known compared to their Capcom Counterparts. For many, this series was the entry point into the world of SNK.

to:

* GatewaySeries: Given its CultClassic status, ''Capcom vs vs. SNK 2'' was also something of a launchpad that introduced a number of fans to the world of SNK fighters. Because the SNK games were previously exclusive to UsefulNotes/NeoGeo hardware (with a few ports on 16 bit 16-bit consoles), they were less widely known compared to their Capcom Counterparts.counterparts. For many, this series was the entry point into the world of SNK.



** The Playstation Network port as a [=PS2=] Classic for the UsefulNotes/PlayStation3 is however nearly universally condemned, as it has far worse input lag than any other version.
* ScrappyMechanic: S-Groove is hated by many since it's the weakest Groove for a ''lot'' (over 2/3) of the cast. Good S-Groove users are rare to come across, [[http://combovid.com/?p=2724 but those who do favor it are incredibly solid when it comes to defensive play.]] One of the standout cases is Dr. B, [[https://www.youtube.com/watch?v=-fC2I52MQIc who made Daigo work for his win in their EVO 2003 match.]] P-Groove is a close second, but there are still plenty of high-level players who make it work in their favor.

to:

** The Playstation [=PlayStation=] Network port as a [=PS2=] Classic for the UsefulNotes/PlayStation3 is however is, however, nearly universally condemned, as it has far worse input lag than any other version.
* ScrappyMechanic: S-Groove is hated by many since it's the weakest Groove for a ''lot'' (over 2/3) of the cast. Good S-Groove users are rare to come across, [[http://combovid.com/?p=2724 but those who do favor it are incredibly solid when it comes to defensive play.]] One (One of the standout cases is Dr. B, [[https://www.youtube.com/watch?v=-fC2I52MQIc who made Daigo work for his win in their EVO 2003 match.]] ]]) P-Groove is a close second, but there are still plenty of high-level players who can make it work in their favor.



** [[OriginalGeneration This incarnation]] of Shin Akuma, fueled by the [[VideoGame/TheKingOfFighters Orochi power]], possesses what is perhaps the deadliest and most [[InvisibilityFlicker instantaneous]] [[OneHitKill death move]] ''ever'': [[DeathFromAbove Misogi]].

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** [[OriginalGeneration This incarnation]] of Shin Akuma, fueled by the [[VideoGame/TheKingOfFighters [[Franchise/TheKingOfFighters Orochi power]], possesses what is perhaps the deadliest and most [[InvisibilityFlicker instantaneous]] [[FlashStep instant]][[InvisibilityFlicker aneous]] [[OneHitKill death move]] ''ever'': [[DeathFromAbove Misogi]].



** Sagat's crouching fierce is one of the most infamous normal attacks in fighting game history. It's fast, it has gigantic range and it's active for a very long time. It also does significant damage on its own, but add in the fact that it super cancels, and it allows an already strong character to net tons of damage from a single neutral dominating attack.

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** Sagat's crouching fierce is one of the most infamous normal attacks in fighting game history. It's fast, it has gigantic range range, and it's active for a very long time. It also does significant damage on its own, but add in the fact that it super cancels, and it allows an already strong character to net tons of damage from a single neutral dominating neutral-dominating attack.



** Despite being developed during the middle of ''Franchise/TheKingOfFighters''' NESTS Chronicles, none of the new characters from this era were actually included in this crossover. This is particularly baffling since at the time, K' was the current poster child of SNK's flagship series.

to:

** Despite being developed during the middle of ''Franchise/TheKingOfFighters''' ''KOF'''s second [[StoryArc arc]], The NESTS Chronicles, none of the new characters from this era were actually included in this crossover. This is particularly baffling since at the time, K' [[VideoGame/TheKingOfFighters99 K']] was the current poster child of SNK's flagship series.



** Watching high-level matches with most matches consisting of Sakura/Bison/Blanka and constant Custom Combos (some of which consist of nothing but the same move over and over, like Bison's "Painting the Fence" maneuver [[note]]juggling opponents with his Psycho Vanish [[LauncherMove once airborne]][[/note]], or Sakura's "[=ShoShoSho=]" combo [[note]]Exactly what it sounds like: repeatedly doing Sakura's Shoryuken and canceling them into each other so that only the "Sho" is heard.[[/note]]) can get annoying to some people after a while. There's also Sagat, the undisputed best character in the game who is extraordinarily strong in just about every groove thanks to his fast, long ranged normals and extremely well rounded kit.

to:

** Watching high-level matches with most matches consisting of Sakura/Bison/Blanka and constant Custom Combos (some of which consist of nothing but the same move over and over, like Bison's "Painting the Fence" maneuver [[note]]juggling maneuver[[labelnote:*]]juggling opponents with his Psycho Vanish [[LauncherMove once airborne]][[/note]], airborne]][[/labelnote]] or Sakura's "[=ShoShoSho=]" combo [[note]]Exactly combo[[labelnote:*]]Exactly what it sounds like: repeatedly doing Sakura's Shoryuken [[{{Shoryuken}} Shouoken]] and canceling them into each other so that only the "Sho" is heard.[[/note]]) heard[[/labelnote]]) can get annoying to some people after a while. while.
**
There's also Sagat, the undisputed best character in the game who is extraordinarily strong in just about every groove Groove thanks to his fast, long ranged long-ranged normals and extremely well rounded well-rounded kit.



** While a few character choices are no-brainers ([[VideoGame/GarouMarkOfTheWolves Rock]], [[VideoGame/SamuraiShodown Haohmaru]], [[VideoGame/PsychoSoldier Ath]][[VideoGame/TheKingOfFighters ena]]), others are more of the "Wait, ''what''?!" variety ([[VideoGame/TheKingOfFighters Chang]], [[VideoGame/StreetFighterI Eagle]], [[VideoGame/TheLastBlade Hibiki]], [[VideoGame/RivalSchools Kyosuke]], [[VideoGame/FinalFight Maki]]). Notably for Eagle, this is the first time he's ever been playable in any official capacity.

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** While a few character choices are no-brainers ([[VideoGame/GarouMarkOfTheWolves Rock]], [[VideoGame/SamuraiShodown Haohmaru]], [[VideoGame/PsychoSoldier Ath]][[VideoGame/TheKingOfFighters Ath]][[Franchise/TheKingOfFighters ena]]), others are more of the "Wait, ''what''?!" variety ([[VideoGame/TheKingOfFighters ([[Franchise/TheKingOfFighters Chang]], [[VideoGame/StreetFighterI Eagle]], [[VideoGame/TheLastBlade Hibiki]], [[VideoGame/RivalSchools Kyosuke]], [[VideoGame/FinalFight Maki]]). Notably for Eagle, this is the first time he's ever been playable in any official capacity.



* VindicatedByHistory: As with most competitive games, the strengths of characters have been reevaluated over the years thanks to increasing research and optimization for high level players. Notably, many characters who had previously been disregarded have been discovered to be quite strong with the right groove and strategy. For example, while Yamazaki was never considered a weak character, the late 2010s and 2020s saw him skyrocketing up tier lists thanks to his insane damage and guard break potential in A-Groove. He's become a staple character for Bas, considered by the community to be the single most skilled and knowledgeable [=CvS2=] player in the world.

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* VindicatedByHistory: As with most competitive games, the strengths of characters have been reevaluated over the years thanks to increasing research and optimization for high level high-level players. Notably, many characters who had previously been disregarded have been discovered to be quite strong with the right groove Groove and strategy. For example, while Yamazaki was never considered a weak character, the late 2010s and 2020s saw him skyrocketing up tier lists thanks to his insane damage and guard break potential in A-Groove. He's become a staple character for Bas, considered by the community to be the single most skilled and knowledgeable [=CvS2=] ''[=CvS2=]'' player in the world.

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* FandomEnragingMisconception: For SNK fans, claiming that the SNK side of the roster is "all ''King of Fighters'' characters" is a very bad idea. While the majority of them do appear in the series (even if this game predates Rock, Raiden and Haohmaru's ''[=KoF=]'' debuts) the characters in question hail from the ''VideoGame/FatalFury'', ''VideoGame/ArtOfFighting'', ''VideoGame/PsychoSoldier'' and ''VideoGame/SamuraiShodown'' series respectively, and their incarnations here take more influence from their original appearances rather than their appearances in ''[=KoF=]''. The only [=KoF=] original characters to appear are Kyo, Benimaru, Iori, Chang, Vice and Rugal. Given that [=KoF=] was originally conceived as an all star crossover for SNK, it's a bit like saying the Capcom side is full of Marvel vs. Capcom characters.



* FriendlyFandoms: With ''VideoGame/StreetFighterIII: 3rd Strike.'' Both games have a similar pace and are seen as the last hurrah of classic 2D Capcom fighters, and there are a lot of competitive gamers who main both titles.

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* FriendlyFandoms: FriendlyFandoms:
**
With ''VideoGame/StreetFighterIII: 3rd Strike.'' Both games have a similar pace and are seen as the last hurrah of classic 2D Capcom fighters, and there are a lot of competitive gamers who main both titles.titles.
** With ''VideoGame/StreetFighterAlpha 2.'' Like with ''Third Strike,'' many competitive players who are fans of one game also enjoy the other given the overlap of characters and mechanics.



* GameplayDerailment: Again, roll cancels.
* GatewaySeries: Given its CultClassic status, ''Capcom vs SNK 2'' was also something of a launchpad that introduced a number of fans to the world of SNK fighters. Because the SNK games were previously exclusive to UsefulNotes/NeoGeo consoles, they were less widely known compared to their Capcom Counterparts. For many, this series was the entry point into the world of SNK.

to:

* GameplayDerailment: Again, roll cancels.
cancels. Given that they were removed in the later home ports of the game, it's safe to say that the developers did not intend for them to exist.
* GatewaySeries: Given its CultClassic status, ''Capcom vs SNK 2'' was also something of a launchpad that introduced a number of fans to the world of SNK fighters. Because the SNK games were previously exclusive to UsefulNotes/NeoGeo consoles, hardware (with a few ports on 16 bit consoles), they were less widely known compared to their Capcom Counterparts. For many, this series was the entry point into the world of SNK.



* TheyWastedAPerfectlyGoodCharacter: Despite being developed during the middle of ''Franchise/TheKingOfFighters''' NESTS Chronicles, none of the new characters from this era were actually included in this crossover. This is particularly baffling since at the time, K' was the current poster child of SNK's flagship series.

to:

** Sagat's crouching fierce is one of the most infamous normal attacks in fighting game history. It's fast, it has gigantic range and it's active for a very long time. It also does significant damage on its own, but add in the fact that it super cancels, and it allows an already strong character to net tons of damage from a single neutral dominating attack.
* TheyWastedAPerfectlyGoodCharacter: TheyChangedItNowItSucks: Fans of the game tend to prefer the original version of the game over the "EO" port as the removal of roll canceling removes a massive chunk of strategy from competitive play, with the side effect of weakening a lot of characters who are otherwise underwhelming without access to roll canceled special moves. For this reason, it is exceedingly rare to see that version of the game in any kind of play.
* TheyWastedAPerfectlyGoodCharacter:
**
Despite being developed during the middle of ''Franchise/TheKingOfFighters''' NESTS Chronicles, none of the new characters from this era were actually included in this crossover. This is particularly baffling since at the time, K' was the current poster child of SNK's flagship series.series.
** [[VideoGame/IkariWarriors Ralf and Clark]] make no appearance whatsoever. Not only are they the poster boys for one of SNK's most classic franchises, but they're staples within the company's own crossovers. However, Leona does make a cameo on the Nairobi stage.



** Watching high-level matches with most matches consisting of Sakura/Bison/Blanka and constant Custom Combos (some of which consist of nothing but the same move over and over, like Bison's "Painting the Fence" maneuver [[note]]juggling opponents with his Psycho Vanish [[LauncherMove once airborne]][[/note]], or Sakura's "[=ShoShoSho=]" combo [[note]]Exactly what it sounds like: repeatedly doing Sakura's Shoryuken and canceling them into each other so that only the "Sho" is heard.[[/note]]) can get annoying to some people after a while.

to:

** Watching high-level matches with most matches consisting of Sakura/Bison/Blanka and constant Custom Combos (some of which consist of nothing but the same move over and over, like Bison's "Painting the Fence" maneuver [[note]]juggling opponents with his Psycho Vanish [[LauncherMove once airborne]][[/note]], or Sakura's "[=ShoShoSho=]" combo [[note]]Exactly what it sounds like: repeatedly doing Sakura's Shoryuken and canceling them into each other so that only the "Sho" is heard.[[/note]]) can get annoying to some people after a while. There's also Sagat, the undisputed best character in the game who is extraordinarily strong in just about every groove thanks to his fast, long ranged normals and extremely well rounded kit.



** While a few character choices are no-brainers ([[VideoGame/GarouMarkOfTheWolves Rock]], [[VideoGame/SamuraiShodown Haohmaru]], [[VideoGame/PsychoSoldier Ath]][[VideoGame/TheKingOfFighters ena]]), others are more of the "Wait, ''what''?!" variety ([[VideoGame/TheKingOfFighters Chang]], [[VideoGame/StreetFighterI Eagle]], [[VideoGame/TheLastBlade Hibiki]], [[VideoGame/RivalSchools Kyosuke]], [[VideoGame/FinalFight Maki]]).
** Ryuhaku Todoh, a character whose mostly been [[DemotedToExtra a background cameo]] as a RunningGag after his first playable appearance, way back in the original ''VideoGame/ArtOfFighting''. ''Capcom vs. SNK 2'' marks the ''second'' game in which he's playable.

to:

** While a few character choices are no-brainers ([[VideoGame/GarouMarkOfTheWolves Rock]], [[VideoGame/SamuraiShodown Haohmaru]], [[VideoGame/PsychoSoldier Ath]][[VideoGame/TheKingOfFighters ena]]), others are more of the "Wait, ''what''?!" variety ([[VideoGame/TheKingOfFighters Chang]], [[VideoGame/StreetFighterI Eagle]], [[VideoGame/TheLastBlade Hibiki]], [[VideoGame/RivalSchools Kyosuke]], [[VideoGame/FinalFight Maki]]).
Maki]]). Notably for Eagle, this is the first time he's ever been playable in any official capacity.
** Ryuhaku Todoh, a character whose mostly been [[DemotedToExtra a background cameo]] as a RunningGag after his first playable appearance, way back in the original ''VideoGame/ArtOfFighting''. ''Capcom vs. SNK 2'' marks the ''second'' game in which he's playable.playable.
* VindicatedByHistory: As with most competitive games, the strengths of characters have been reevaluated over the years thanks to increasing research and optimization for high level players. Notably, many characters who had previously been disregarded have been discovered to be quite strong with the right groove and strategy. For example, while Yamazaki was never considered a weak character, the late 2010s and 2020s saw him skyrocketing up tier lists thanks to his insane damage and guard break potential in A-Groove. He's become a staple character for Bas, considered by the community to be the single most skilled and knowledgeable [=CvS2=] player in the world.

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* PortingDisaster: Zig-zagged with the [=GameCube=] version of ''EO''. While the Xbox version is also guilty of removing [[GameBreaker roll cancelling]], the GC version has it worse by not supporting online multiplayer ''and'' having a controller that's not conducive for most fighting games. [[note]]Due to the button layout, [[DamnYouMuscleMemory it's nearly impossible to intuitively press the LP, LK, MP, and/or MK buttons]].[[/note]] The developers [[AuthorsSavingThrow tried to mitigate this]] by adding the option to map special moves to the C-Stick, but that just [[FromBadToWorse made the problem somewhat worse]] by completely removing the intensities of punches and kicks and making it hard to remember which direction on the C-Stick corresponds to which special, especially since the directions don't flip depending on which way your character is facing. However, with the advent of netplay on [=GameCube=] emulators, it's the version of the game that's best for online play.

to:

* PortingDisaster: PortingDisaster:
**
Zig-zagged with the [=GameCube=] version of ''EO''. While the Xbox version is also guilty of removing [[GameBreaker roll cancelling]], the GC version has it worse by not supporting online multiplayer ''and'' having a controller that's not conducive for most fighting games. [[note]]Due to the button layout, [[DamnYouMuscleMemory it's nearly impossible to intuitively press the LP, LK, MP, and/or MK buttons]].[[/note]] The developers [[AuthorsSavingThrow tried to mitigate this]] by adding the option to map special moves to the C-Stick, but that just [[FromBadToWorse made the problem somewhat worse]] by completely removing the intensities of punches and kicks and making it hard to remember which direction on the C-Stick corresponds to which special, especially since the directions don't flip depending on which way your character is facing. However, with In spite of all this, it was for a long time the advent of netplay on [=GameCube=] emulators, it's easiest version to play online, but now faces stiff competition there as high quality online play for the Arcade and Dreamcast versions via emulation became viable, and players overall consider it (and the Xbox version) a good version of the game that's best if you just want to start playing it and aren't prioritizing getting into serious play immediately as it is otherwise a good representation of the game.
** The Playstation Network port as a [=PS2=] Classic
for online play.the UsefulNotes/PlayStation3 is however nearly universally condemned, as it has far worse input lag than any other version.
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** Watching high-level matches with most matches consisting of Sakura/Bison/Blanka and constant Custom Combos (some of which consist of nothing but the same move over and over, like Bison's "Painting the Fence" maneuver [[note]]juggling opponents with his Psycho Vanish [[LauncherMove once airborne]][[/note]]) can get annoying to some people after a while.

to:

** Watching high-level matches with most matches consisting of Sakura/Bison/Blanka and constant Custom Combos (some of which consist of nothing but the same move over and over, like Bison's "Painting the Fence" maneuver [[note]]juggling opponents with his Psycho Vanish [[LauncherMove once airborne]][[/note]]) airborne]][[/note]], or Sakura's "[=ShoShoSho=]" combo [[note]]Exactly what it sounds like: repeatedly doing Sakura's Shoryuken and canceling them into each other so that only the "Sho" is heard.[[/note]]) can get annoying to some people after a while.
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Added DiffLines:

* FanNickname: ''EO'' [[FunWithAcronyms stands for]] "'''E'''asy '''O'''ption," referencing the added option to have all punches and kicks mapped to the shoulder buttons and special moves mapped to the C-Stick/right analog stick.

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