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).