What the game is
A 2000 arcade fighting game that merges Capcom and SNK rosters under a custom team-building framework and dual-rule-set grooves.
How it actually plays
Players build teams of one to four characters whose combined ratio must equal exactly 4. Each character has a fixed ratio from 1 to 4. The game uses SNK’s four-button control scheme. Players select a groove — either SNK Groove (based on KOF ’94–’98 Extra mode) or Capcom Groove (based on Street Fighter Alpha’s system) — which defines how the attack meter functions.
What works
The ratio system makes team composition a real decision: a single 4-ratio character plays very differently from four 1-ratio characters. The groove selection changes attack meter behaviour meaningfully — SNK Groove enables guard cancels like KOF; Capcom Groove enables Alpha Counters like SF Alpha.
What does not
It does not unify its two lineages. The ratio system forces trade-offs but offers no narrative or mechanical reason for mixing SNK and Capcom characters. The groove split creates parallel rule sets without cross-pollination. There is no shared vocabulary between the systems.
Who it is for, and who it is not
It is for players who enjoy tuning team composition like a deckbuilder and who already know the timing windows of KOF Extra mode or SF Alpha. It is not for players who expect cohesive worldbuilding, unified controls, or streamlined entry.
Is it worth your time
It is worth your time only if you want to test team-building constraints in a 2D fighter built for hardware that prioritised sprite fidelity over 3D transition. It asks for commitment to ratio arithmetic and groove-specific timing, not reflexes alone.





