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== Controls == | == Controls == | ||
7 8 9 | 7 8 9 | ||
\ | / | \ | / | ||
Line 11: | Line 7: | ||
LP MP HP | LP MP HP | ||
LK MK HK | LK MK HK | ||
== Directions and Abbreviations == | |||
'''6:''' Walking forward.</br> | |||
'''4:''' Walking backward and blocking high.</br> | |||
'''7/8/9:''' Jumping either backwards, in place, or forwards. Tapping these will give you a hop in whichever direction you pressed. Going from 2 to any of these quickly gives you a superjump.</br> | |||
'''1/2/3:''' Crouching. Holding 1 is also blocking low.</br> | |||
'''j.X:''' Shows a move is done while jumping. Always assumed diagonal.</br> | |||
'''nj.X:''' Specifies a neutral jump.</br> | |||
'''dj.X:''' Specifies a diagonal jump.</br> | |||
'''h.X:''' Specifies a hop or low jump.</br> | |||
'''sj.X:''' Specifies a super jump.</br> | |||
'''cl.:''' Abbreviation for close normals, i.e. cl.HP.</br> | |||
'''[X]:''' Used to show a button hold, or to charge a motion for charge moves.</br> | |||
''']X[:''' Release the held button.</br> | |||
'''66:''' Dash or Run depending on Groove. With run, continue holding the second 6 input to run for longer.</br> | |||
'''44:''' Backdash. | |||
== Buttons and Macros == | |||
'''LP:''' Light Punch, also called Jab.</br> | |||
'''MP:''' Medium Punch, also called Strong.</br> | |||
'''HP:''' Heavy Punch, also called Fierce.</br> | |||
'''LK:''' Light Kick, also called Short.</br> | |||
'''MK:''' Medium Kick, also called Forward.</br> | |||
'''HK:''' Heavy Kick, also called Roundhouse.</br> | |||
'''LP + LK:''' In '''C/A/N''' Grooves, this is how you input roll. In '''S''' Groove, this is how you input a dodge.</br> | |||
'''HP + HK:''' Macro for various Groove specific features. In '''A''' Groove this activates Custom Combo, in '''S''' Groove this charges meter, in '''N''' Groove this activates Max Mode.</br> | |||
'''6MP+MK:''' Counter Attack. Present in '''C/A/S/N''' Grooves. Costs one bar of meter.</br> | |||
'''4LP+LK/6LP+LK:''' Guard Cancel roll. Present in '''N''' Groove only. | |||
{{Navbox-CvS2}} | {{Navbox-CvS2}} | ||
[[Category:Capcom vs SNK 2]] | [[Category:Capcom vs SNK 2]] | ||
Latest revision as of 15:35, 6 May 2024
Controls
7 8 9 \ | / 4 - 5 - 6 / | \ 1 2 3
LP MP HP LK MK HK
Directions and Abbreviations
6: Walking forward.
4: Walking backward and blocking high.
7/8/9: Jumping either backwards, in place, or forwards. Tapping these will give you a hop in whichever direction you pressed. Going from 2 to any of these quickly gives you a superjump.
1/2/3: Crouching. Holding 1 is also blocking low.
j.X: Shows a move is done while jumping. Always assumed diagonal.
nj.X: Specifies a neutral jump.
dj.X: Specifies a diagonal jump.
h.X: Specifies a hop or low jump.
sj.X: Specifies a super jump.
cl.: Abbreviation for close normals, i.e. cl.HP.
[X]: Used to show a button hold, or to charge a motion for charge moves.
]X[: Release the held button.
66: Dash or Run depending on Groove. With run, continue holding the second 6 input to run for longer.
44: Backdash.
Buttons and Macros
LP: Light Punch, also called Jab.
MP: Medium Punch, also called Strong.
HP: Heavy Punch, also called Fierce.
LK: Light Kick, also called Short.
MK: Medium Kick, also called Forward.
HK: Heavy Kick, also called Roundhouse.
LP + LK: In C/A/N Grooves, this is how you input roll. In S Groove, this is how you input a dodge.
HP + HK: Macro for various Groove specific features. In A Groove this activates Custom Combo, in S Groove this charges meter, in N Groove this activates Max Mode.
6MP+MK: Counter Attack. Present in C/A/S/N Grooves. Costs one bar of meter.
4LP+LK/6LP+LK: Guard Cancel roll. Present in N Groove only.