If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!
This article has a talk page!

SvC Chaos: SNK vs. Capcom (Neo Geo)

From The Cutting Room Floor
Jump to navigation Jump to search

Title Screen

SvC Chaos: SNK vs. Capcom

Developer: Playmore
Publisher: SNK Playmore
Platforms: Neo Geo, Arcade (Neo Geo)
Released internationally: July 24, 2003[1] (MVS), November 13, 2003[1] (AES)


GraphicsIcon.png This game has unused graphics.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.
RegionIcon.png This game has regional differences.


NotesIcon.png This game has a notes page

Hmmm...
To do:
  • Debug switches
  • Pages for the Arcade/Current-Gen (Steam, Nintendo Switch, PS4) rerelease
  • Xbox version with Prototype documentation.
  • Zero has unused voices saying the name from different Cyber-elves.
It's an old cactus!
This page is showing its age.
Please update this page to fit our current standards!

The fourth fighting game in the SNK/Capcom vs. series, and the second one by SNK. Probably most notable for introducing SNK's evil shoto Violent Ken as a boss who later appears in Ultra Street Fighter II: The Final Challengers 14 years later. This game got a Current-Gen rerelease in 2024 with Rollback Netplay.

Sub-Page

Miscellaneous tidbits that are interesting enough to point out here.
Notes

Unused Win Quotes

Given that win quotes are not displayed after defeating Athena or Red Arremer, and that they are not playable under normal circumstances, these two win quotes (both vs. Red Arremer) go unused.

Iori

Arcsvc-quote1.png
THE ONLY MONSTER I NEED...
IS THE ONE WHO LIVES IN ME.

Tessa/Tabasa

Arcsvc-quote2.png
I GOT SOME GREAT SAMPLES.
I MUST HURRY HOME AND
GET CRACKING ON MY RESEARCH!

Unused Sprites

By using DIP Switches on a modified machine or using the Kawaks emulator and setting DIP switch 1-1 to on, you activate the Debug Object Viewer, wherein a sprite of Kyo will appear on-screen accompanied by a number of numbers. Most of the time, the Kyo sprite is miscolored (unless you choose Kyo himself), due to using player 1's character's current palette. Press Start twice, then hold it (make sure it's in an actual game, best done in Training Mode) and press any button. A and B will cycle through the selected characters sprites, whilst C and D change characters.

SvC Chaos contains a number of unused sprites and animations for several of the cast. For more information on the unused animations, please check out Kao Megura's FAQ of the game, specifically the Disabled Moves section: http://www.gamefaqs.com/neo/914539-svc-chaos-snk-vs-capcom/faqs/24105

Terry Bogard

Svc002.png

Terry's Back Knuckle (Forward+A) command move from The King of Fighters '98.

Ryo Sakazaki

Svc003.png

Svc004.png

Ryo's special intro against fellow Art of Fighting character King, circa The King of Fighters 2001, wherein Ryo looks away and scratches his head, embarrassed. There is no explanation for why this would be in, outside of speculation that King was going to be included.

He also has unused animations for his SDM Ryuko Ranbu as well as a slower Ryuko Ranbu ending in a spinning Kohou, which is more difficult to accurately capture.

Kim Kaphwan

Svc005.png

Svc006.png
Kim's old Forward+A Kuuren Geki command move from The King of Fighters '99.

Svc007.png

He also has two unused variants of his Neri Chagi kick command move which would change depending on if he comboed into them or not. Here they will always be the same.

Kasumi Todoh

Svc010.png
Kasumi's backward roll from her appearances in the KOF series.

Svc011.png
The orange-red SDM variant of Kasumi's Chou Kasane Ate. In-game, she only has the blue DM version.

Mai Shiranui

Svc012.png

The DM version of Mai Shiranui's Chou Hisatsu Shinobi Bachi. In-game she only has the SDM version as her Exceed move. Quite why they chose to remove it like this is a mystery. The corrupted colors have no explanation yet.

Mr. Karate

Svc013.png

Svc015.png

Svc016.png
DM version of Takuma Sakazaki's alter ego Mr. Karate's Kishin Geki attack from the King of Fighters series.

Svc042.png

Svc043.png

Svc044.png

Svc046.png
Serious Mr. Karate also has sprites from the SDM variant. Both versions go unused.

Svc035.png
Serious Mr. Karate also has unused sprites for Takuma's backward roll from the KOF series. It is quite interesting how such sprites went unused after SNK went to the trouble of spriting in the Mr. Karate tengu mask onto Takuma's sprites for these.

Choi Bounge

Svc017.png
Choi's unused backwards roll from the KOF series. He also has Guard Cancel variants which are the same as this except for an added Guard Cancel spark.

Svc018.png
He also has the animation for his SDM Hou'ou Kyaku. He only has the DM version in-game. This unused animation was slightly more difficult to capture.

Ken Masters

Svc019.png

Ken has the sprites of some of Violent Ken's exclusive moves (Shinbu Messatsu and Rasetsu Kyaku) and vice versa for Violent Ken.

Akuma/Gouki

Svc021.png
The sprites for the steam from Shin Akuma's Misogi Exceed are inside normal Akuma's sprite sets.

Svc022.png
He also has a hard-to-properly-capture animation for a slow, disjointed combo that starts with a grab, a possible variant of his Shun Goku Satsu.

Geese Howard

Svc025.png

Svc028.png

The original Raising Storm cage sprites from The King of Fighters '96. In-game, Geese's Raising Storm uses a modified version of the Claw Raising Storm from Real Bout Fatal Fury Special.

Orochi Iori

Svc031.png

Orochi Iori's old backwards roll from The King of Fighters '97. No character can roll in this game.

Dan Hibiki

Svc034.png

Though hard to properly screen-capture, Dan has an unused third variant of his Hisshou Buraiken DM. He usually has two depending on which kick button was pressed to initiate it.

Hidden Background Details

SvC Chaos-Geese-Ripper and Hopper.png

With an emulator that can remove sprite layers, it's possible to remove Billy's sprite layer from Geese's ending to reveal that the bodyguards, Ripper and Hopper, are holding hands.

Leftover KOF 2002 Graphics

The game contains a fairly large amount of leftover graphic data from The King of Fighters 2002. This includes the game's intro graphics, fight order portraits, victory portraits, some stage background sprites, ending graphics, and menu / announcer graphics, among others. You can see these images by loading any version of the game in Kawaks, pressing Ctrl+T to open the tile viewer, and navigating to address 494874.

Unused Audio

Geese Howard's voice contains a variant of Raising Storm, and the whole voice was divided in two separate parts (presumably it was meant to be cooperated with the unused K.O.F.96-style Raising Storm mentioned above).

Raising Storm, Charging

Raising Storm, Unleashed

In The King of Fighters 2002 Unlimited Match, the voice clip set is used by Regular Geese's (charge-able) K.O.F.96-style Raising Storm move.

Regional Differences

Hmmm...
To do:
  • More censorship differences? (Blood for Orochi Iori and Zero's attacks?)
  • Japanese pre-fight dialogues for Red Arremer.
Careful, you'll lose an eye.
This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.

Censorship

Japan International
Mesmerizing... Look at that muscle tone!

From The King of Fighters '94 onward, Mai's bountiful "assets" had become significantly more... noticeable. However, the International versions of SVC Chaos decided to tone it down significantly. Though the trailer and key art for the 2024 port was infamously censored internationally, the in-game sprites remain uncensored.

Censorship for the arcade original can be enabled and disabled for this version through cheats by changing the hex value 0x10AC22 from 01 to 00.

Red Arremer vs. Athena Dialogue

Japan International
Cocky princess vs. confused demon. Nah, let's just fight.

The Japanese version has actual pre-fight dialogue between the Red Arremer and Athena, as well as their mirror matches. Those were completely removed in the international versions, essentially skipping right to the start of fight. Oddly, the PlayStation 2 and Xbox ports just display garbage instead of nothing.

Additionally, the Red Arremer's gutteral noises and shrieks have subtitles in those lines, which he usually lacks in pre-fight dialogues, only having subtitles on winning quotes.

Bad Ending Text

The Japanese version featured a scrolling text with a different font that occurred on the bad ending. In the International version, the text doesn't scroll and uses the same font as the one used for the entire game.

References