SNK vs. Capcom: SVC Chaos is a fighting game by SNK Playmore. The game aims to bring together the best of Capcom and SNK fighting games, mostly The King of Fighters '96 and Super Street Fighter II Turbo. But unlike the two Capcom vs. SNK games before it, SNK was the developer and, as a result, has many differences regarding the game system. In Japan and Europe it was ported for both the PS2 and Xbox. In the United States, however, it was released for the Xbox exclusively, due to SCEA's game approval policy.
Character selection screen, including hidden characters not normally selectable.
SNK vs. Capcom: SVC Chaos primarily utilizes the command system of The King of Fighters series, incorporating light/strong kicks, punches, cancels and charging attacks. Unlike its predecessor, Capcom vs. SNK 2, this game lacks both air guards and a "groove system", instead focusing on quicker gameplay. Characters are provided with a basic 3-level bar system for executing super-special attacks with basic filling options attributed to strikes and damage. Additionally, the sprites from the various series received new models and some special effects were changed in the command lists (for example, the player cannot increase the damage of the Zujou Sashi used by Choi Bounge by tapping the buttons anymore).
The game was not well received by critics due to various reasons: the rushed and bland presentation of the game (as seen in stages with very few colors and devoid of "life"), lack of certain "token" characters (like Haohmaru, Benimaru, Zangief and Morrigan), the disrespectful representation of Capcom characters (e.g. Ryu is arrogant in this game when he should've been a serious, calmed and pacifist man who wants a good fight like he is in his core series) and the omission of the selectable fighting styles showcased by Capcom, instead featuring a single battle style, not giving any choice to players who favored other styles, even those created by SNK itself.
However, the game was given some recognition since it also features newly animated sprites for many of the included characters, such as Demitri, Earthquake and Tessa.
Stages
Crystal Shrine Stage
Factory Abandoned Stage
Green of Forest Stage
Nude Place Stage
Power Generation Room Stage
Station Obsolete Stage
Blockade Space Stage
Guardian-dogs Temple Stage
The Village in the Maniac World Stage
Athena's Holy World Stage
Trivia
When Athena defeats an enemy with a super move, she uses the Heaven Spell, an attack that transforms her enemies into animals. Similarly, when Red Arremer defeats an enemy with a super move, he uses the Makai Spell, an attack that transforms his enemies into monsters. Humorously, Dan will not be transformed if subjected to the Makai Spell, further jabbing at his status as a joke character and weakness.
The appearance of Honki ni Natta Mr. Karate was based on Mr. Karate during his debut in Art of Fighting (1992), which became an influence to his appearance in The King of Fighters XIII, as most of his moves created just for this game were ported over to SNK's property.
Violent Ken's appearance in this game is an obvious influence to his appearance in Ultra Street Fighter II, as most of his moves created just for this game were ported over to Capcom's property.
Assets in this game were reused in the console versions of The King of Fighters 2002, particularly for Orochi Iori, Goenitz and Geese Howard, whose gameplay properties, sprites, and voice assets were carried over, only with necessary adjustments made.
Zero's ending in this game foreshadows Mega Man Zero 3, seeing as how Zero tells Ciel that he'll be heading back to the Resistance Base soon, most likely due to Ciel figuring out how to stop the energy crisis. However, it's unknown if this is really the case, since Zero still has his Triple Rod from the first Mega Man Zero game intact here, albeit it being destroyed at the beginning of Mega Man Zero 2, so it's unknown as to which portion of the Mega Man Zero series this could fit into.