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.
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.
Controls
Buttons
SNK vs. Capcom: Match of the Millennium is a four-button fighter. Pressing the Template:NGP button will make a player perform a punch attack, while pressing the Template:NGP 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 Template:NGP button.
Joystick
The joystick works intuitively in that pressing left will generally move your character left, and pressing right will generally move your character right. But it is more important to think in terms of relative direction.
- If your character is facing to the right, then pressing left on the joystick means backward, and pressing right on the joystick means forward.
- If your character is facing to the left, then pressing left on the joystick means forward, and pressing right on the joystick means backward.
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.
Note, though, that if the ABLE option in the Battle Config menu, in Set Up mode, is set to ON, it will take a single joystick move, combined with the punch/kick button, to trigger special moves. For example, commands will be made only by pressing the button while pushing
on the joystick. Super moves in this mode do require motions like these, but only once instead of twice, as if a special move would be performed.
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.
Dash | f,f |
Backstep | b,b |
Taunt | PK |
Knockdown Recovery | PK when knocked down |
Guard Counter | f+PK while blocking |
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.
Backstep | b,b |
Taunt | PK |
Guard Counter | f+PK while blocking |
Dodge | f+PK |
Dodge Attack | P or K |
Power Builder | d+PK (hold to charge super combo gauge) |
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.
Run | f,f (hold f to continue moving forward) |
Backstep | b,b |
Taunt | PK |
Knockdown Recovery | PK when knocked down |
Guard Counter | f+PK while blocking |
Other Notes
In addition to the commands for the mode chosen, tag teams also have these moves:
Switch | b+PK |
Guard Cancel Switch | b+PK while blocking |
- Regardless of the mode, a Guard Counter or a Guard Cancel Switch will use some super combo gauge energy.