Capcom vs SNK 2/Controls: Difference between revisions

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== Controls ==
== Controls ==
As the CvS2 wiki is fairly old and contains information from multiple arcade scenes and eras of the FGC, you'll see many different types of notation on here. Modern updates to this wiki will all use Numpad Notation, but older posts and forum posts will usually use Arcade Notation.
===== Numpad Notation =====
  7  8  9   
  7  8  9   
   \ | /
   \ | /
Line 11: Line 7:


  LP  MP  HP   
  LP  MP  HP   
  LK  MK  HK
  LK  MK  HK  
 
 
Numpad Notation is a style of notation invented to be easily readable, easy to type, and universally readable regardless of language. Your character is assumed to be facing right, or on player 1 side. You can read this as '''5''' being the neutral position of the stick, '''6''' being forward, and '''4''' being backward. Numpad notation combines these numbers with the buttons below to notate moves, like for example a crouching light punch becomes 2LP. Motion inputs will combine all of the separate motions, so a quarter circle forward heavy punch would be 236HP. See [https://i.redd.it/occgxpbe53q31.png this guide] as well for some more basic motions.
 
 
===== Arcade Notation =====
 
UB  U  UF 
  \ | /   
B - - - F 
  / | \   
DB  D  DF


Jab Strong Fierce
== Directions and Abbreviations ==
Short Forward Roundhouse
'''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.


Arcade Notation is the style of notation developed in the days of arcades. Since CvS2 was a major arcade game in its early days, many of the older CvS2 players still use this style of notation, and a majority of old edits and strategy still use it as well. The movement notation is just abbreviated versions of the direction (i.e. UB is up-back, DF is down-forward, etc.). You may also hear directions as simply '''crouch, jump, towards, away''' instead. The buttons are based on old arcade cabinets, which would name each button with these names. Jab is a light punch, short is a light kick, roundhouse is a heavy kick, etc. These will be combined similar to Numpad Notation, and sometimes will even use movename abbreviations like it, so a crouching heavy punch would be crouch fierce or d.HP. Special inputs are said literally or abbreviated as well, so you would say quarter circle forward punch or shorten it to qcf+HP.
== 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.


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[[Category:Capcom vs SNK 2]]
[[Category:Capcom vs SNK 2]]
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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.

CvS2 Wiki Navigation

General
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