The "Pro" version of CvS adds light-hearted characters Joe Higashi (SNK) and Dan Hibiki (Capcom), tweeks a lot of little details about the fighting system and balance, and has everything unlocked from the start.
Characters start with eight color sets, and I *think* you can add two more (at a time--but you can save multiples out to separate files if you want?) via the Color Edit Mode.
Which palette a character appears in depends on which of the four Dreamcast face buttons (not what you may have remapped them to in the game's Option Mode - Button Config. ; P) or combination thereof you press when selecting them from the character select screen:
- pressing a single face button gets you one of four colors - four more colors from simple adjacent button pairs: X+Y (default punches), A+B (default kicks), X+A (default lights), Y+B (default heavies) - two more(?) cross-button-pairs for any saved color edits ("Color1" and/or "Color2" will appear around character to indicate saved edit color presence?): X+B, A+Y
The PS1 version (see entry 1353) seems to be significantly easier than this Dreamcast version: in the PS1 version, I could get to the boss regularly on the highest difficulty setting (8 of 8); on the DC so far, on difficulty 4 of 8 (2 was the default), I get to the boss just once in a while.
Reminder to myself, on my HRAP V PS4 stick, connected to the DC with a Brook Super Converter, my buttons are (Oh I think I had AB and XY swapped in my understanding during the video, it didn't really matter though):
I'm terrible with supers and I really like Shinkiro's (SNK artist at the time--went to Capcom later, after SNK went bankrupt; in CvS, in Capcom groove you get the Capcom artist's version of your team's character portraits, and Shinkiro's versions in SNK Groove), so I thought I'd just try going with SNK Groove. So far so good! : D Also, I hadn't realized it before, but a) in SNK Groove it seems you can do a super with maybe half a meter or so, and b) the SNK Groove meter does seem to charge itself *a little* as you take damage or something in a match--much slower than manual charging, though (but I've always refused to do SNK's manual charging, so nyah =p).
The AI simply cannot see Morrigan's fireballs; it stands there and lets them hit it, or even walks right into them. Doesn't seem to have a problem seeing other fireballs (and interesting that blocking is apparently a last resort--it prefers to snuff them out or dodge them).
Playing the team of EX Ryo, EX Yuri, and Blanka through Arcade Mode of Capcom vs. SNK: Millennium Fight 2000 Pro on Dreamcast, at 4 of 8 difficulty:
0:00 - start 0:50 - Option Mode 1:30 - Arcade Mode 2:43 - vs Mai, Chun-Li 4:41 - vs Cammy, Dhalsim, Vice, Benimaru 7:10 - vs King, Yamazaki 10:25 - vs Ken, Ryu 13:05 - vs Dan, Yuri, Ryo 16:32 - vs boss (attempt 1) 19:58 - vs boss (attempt 2) 22:51 - ending 24:27 - credits 24:50 - wrap-up & what's next!
10'33 - Ryo & Ken wore the same dress to the dance :P 14'15 - Yuri vs Ryo "Big Brother" special intro
Blanka is too strong. : o (Also my supposedly random team generating script has been choosing him an awful lot lately. : P) He pretty much saved my buns nearly single-handed a couple times there. Nobody even so much as blocked his "Blanka Ball" charge attack--although Dictator jumped over it a few times---but other than that he just got smacked in the face by it over and over until he died.
Afterwards, I was thinking maybe the AI had a blind spot to that attack, like they do to Morrigan's fireball, and thought I should try testing it...but then, I remembered Blanka is just way too strong anyhow (and for real, someone at Capcom--looking at you, Yoshinori Ono :P--must have loved him, because he was obviously too strong--and while a supposed ratio 1 (lowest) character, at that!--even in this revised version of the game, and then too strong AGAIN in CvS2!!), so I'm not going to play the green beast anymore in these games.
EX Yuri's fireball definitely took Boxer down pretty easily, but that's his historical weakness so not surprising I suppose; if I'd been smart I'd have put her on point for that battle.
EX Vice rules, but I didn't figure that out until after the play-through. : P I like her way more than regular Vice! EX Vice can pop people in the air with her long-range qcb+P shoulder rush, then snatch them out of the air and smash them into the ground with her uppercut+K, whereas regular Vice has to do her grab and toss command grab (uh maybe the hcb,f+P one?), then an uppercut+K (I think) leaping grab, which I still have nightmares about trying to get the timing of in '98. : P So I'm just gonna stick to EX Vice! : D
I realized that in Pair Match mode you can take a character PLUS their EX version. But wait, can you just plain take two of the exact same character, like you can in MvC2 (where you can take three!)? How about in the 2-on-2 mode in CvS2? Man I gotta try this stuff now.
These characters don't have EX (hold Start button to toggle) versions: Ryu, Evil Ryu, Iori, Orochi Iori, Akuma, Joe, Dan, Morrigan, Nakoruru.
I've updated my CvS Pro team builder script ( https://smbhax.com/cgi-bin/teams/pro.pl ) to swap the first Capcom character, if any, to the head of the team, so I'll be able to fight the SNK boss, Geese, more often, instead of the annoying Capcom bosses, Boxer and Dictator. : P
Normally you face the boss of the opposite company of your lead-off character, but I noticed in this episode a ways back that my team with Capcom character EX Cammy as the first character faced the Capcom boss, Dictator:
I tried to reproduce that and couldn't: it kept giving me the SNK boss, Geese, as would otherwise have been expected. So maybe there's just a small chance you'll fight the other boss once in a while, to keep you on your toes. ; )
Playing through Arcade Mode with the team of Nakoruru and EX Ryo, Nakoruru seemed to be cutting through the 4/8 level AI awfully easily...
While playing through I noticed that Nakoruru's b,db,d+P attack ("Annu Mutsube"/"Blade of Victory," the internet tells me) where she slides low across the ground with her knife thrust forward was not being blocked by the AI--it just hit them every time, unless they moved out of the way or managed to hit me first.
This makes her a pretty broken character against the AI, even on the highest difficulty, because you can just hit them with that move repeatedly, especially on their wake-up.
I ran into a problem similar to this before with Morrigan's fireball, which the AI simply can't see, and will just walk right into. I didn't notice the AI just walking into Nakoruru's move, but that could just be because it moves so quickly.
Curiously, Morrigan and Nakoruru are the two ratio two characters with no alternate or EX versions. Coincidence? I thought perhaps it could have been because they were added late or something, so there wasn't enough time to give them EX versions or test them much, but it seems unlikely that would have gone unaddressed in Pro. Or maybe not, I dunno. The only other reason I can think of is that maybe Capcom just couldn't come up with an earlier or alternate version of them with a sufficiently compelling move set to make into an EX version.