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== Introduction ==
{{Content Box|header=Introduction|content=
[[File:SC2Logo.png|thumb|center|alt=SoulCalibur II Logo]]
<br>
'''Soulcalibur II''' is a 2002 fighting game developed by Project Soul and published by [[Namco]] and the third installment in the Soulcalibur series of weapon-based fighting games. Soulcalibur II was released on the Namco System 246 arcade board in 2002 before being ported to the PlayStation 2, GameCube, and Xbox in 2003.


== Game Mechanics ==
Like other titles in the Soulcalibur series, the community uses numpad notation.
}}
 
{{Content Box|header=Story|content=
The wave of slaughters that terrorized Europe reached a sudden end. The knight in azure armor, Nightmare, and his followers were successful in collecting enough souls and were about to start the restoration ceremony on the ruins of the once-proud Osthreinsburg Castle. But just as the ceremony was to start, three young warriors assaulted the castle. In a matter of time the cult was defeated and Nightmare stood in front of the young warriors wielding Soul Edge. After an intense battle Nightmare fell, but then the evil soul inside Soul Edge sent the young warriors into a vortex of hellfire and stood to confront them. As a result of Soul Edge's evil aura, Krita-Yuga revealed its true form: that of the Holy Sword, Soul Calibur.


== Basic Strategy ==
The intense battle ended with the victory of the holy sword, but at the collapse of the vortex of Inferno, both swords along with the Azure Knight Nightmare were sucked in a void and expelled in another place. Siegfried Schtauffen, who was until a moment before the Azure Knight, reclaimed his own mind. Recognizing his sins, he set on a journey of atonement. Still the blade held a strong bond, and every night it took control of the body and took souls of those nearby. The efforts made by the young knight were fruitless, and four years later the Azure Knight returned.


== Advanced Strategy ==
Around those times various warriors came into contact of the blade's remaining fragments, revealing Soul Edge's ultimate survival. After its defeat the fragments began causing chaos and evil to grow in the world. Driven either to possess or destroy the evil sword, each warrior embarks on a new journey, while Nightmare starts his rampage anew, seeking souls to gain the power to restore Soul Edge once again...
===Tier List===
}}


== The Characters ==
== The Characters ==


[[Image:Cvs2.jpg|center]]
<table width=100%><tr><td width=50% valign=top>
 
* [[Astaroth (SC2)|Astaroth]]
== Introduction ==
* [[Cassandra (SC2)|Cassandra]]  
Released in 2001, Capcom vs SNK 2 ("CvS2") is the sequel to the first fighting collaboration between the SNK and Capcom franchises. The main features include 6 Grooves (fighting styles), 48 total characters, a refined ratio system, and traditional Street Fighter gameplay. Although CvS2 is a Capcom-developed game, it still retains elements from SNK's popular King of Fighters games, which features a wide selection of characters in a team-based format.
* [[Cervantes (SC2)|Cervantes]]
 
* [[Ivy (SC2)|Ivy]]
Home versions of CvS2 can be found on the Dreamcast, PS2, Xbox and Gamecube. The Xbox and Gamecube versions of the game feature an extra Groove which showcases the EO ("Easy Operation") system that is designed only for Xbox and Gamecube console controllers. The EO system basically allows special moves to be done with ease using the right analog stick (on both the GC and Xbox pads), since those controllers were not designed well for fighting games.
* [[Kilik (SC2)|Kilik]]
* [[Maxi (SC2)|Maxi]]
* [[Mitsurugi (SC2)|Mitsurugi]]
* [[Nightmare (SC2)|Nightmare]]
* [[Raphael (SC2)|Raphael]]
* [[Taki (SC2)|Taki]]
* [[Talim (SC2)|Talim]]
* [[Voldo (SC2)|Voldo]]
* [[Xianghua (SC2)| Xianghua]]
* [[Yoshimitsu (SC2)|Yoshimitsu]]
* [[Yunsung (SC2)|Yunsung]]


* [[Assassin (SC2)|Assassin]]
* [[Berserker (SC2)|Berserker]]
* [[Heihachi(SC2)|Heihachi]]
* [[Link(SC2)|Link]]
* [[Lizardman(SC2)|Lizardman]]
* [[Necrid(SC2)|Necrid]]
* [[Seung Mina(SC2)|Seung Mina]]
* [[Sophitia Alexandra(SC2)|Sophitia Alexandra]]
* [[Spawn(SC2)|Spawn]]
</td></tr></table>
== Game Mechanics ==
== Game Mechanics ==
One life bar=240 Health Points


[http://db.gamefaqs.com/coinop/arcade/file/capcom_vs_snk_2_system_combo.txt  James Chen CVS2 Systems FAQ]
<b>There are three attack heights</b>


[http://db.gamefaqs.com/coinop/arcade/file/capcom_vs_snk_2_systems.txt Campbell "Buktooth" Tran Systems FAQ]
<b>Highs</b>


These links are dead because Game FAQs doesn't allow for direct linking. Mr James Chen and Mr Campbell Tran, I invite you both to wiki-ify your articles and post them here on the SRK Wiki (where we do allow direct linking =). If you don't have time, I'll do it for you.  I just need your permission first. 
Can be crouched under. Can be Guard Impacted by using forward+guard.


Thanks
<b>Mids</b>


--[[User:Ponder|Ponder]] 20:48, 6 February 2006 (CST)
Must be stand guarded. Can be Guard Impacted by using forward+guard or back+guard.


Do you even need to ask?  Feel free to wiki it up, no problems.  If you do it, it'll save me the time.  ^_^  Once you do, feel free to delete my response here.  (P.S. Although I do appreciate having the link changed to point to an existing copy of my FAQ online, I'd prefer it not to be from my personal homepage.  ^_^  I'll try to put it up somewhere else we can link to.  So apologies if I've broken the link again.) -- jchensor
<b>Lows</b>


Same here, but some stuff needs updating... --campbell
Must be crouch guarded or jumped over. Can be Guard Impacted by using back+guard.


== Basic Strategy ==
<b>Special Mids</b>


Don't jump a lot. It's a bad habit you should get rid of.
Can be guarded standing or crouching. Some can be jumped over.


Learn how to play footsies (that is using your normals to gain on your opponent)
<b>There are three attack types</b>


Don't be predictable. If something isn't working, don't keep on repeating it. If you uppercut once, don't try to uppercut five more times. Of course there's the mind game where they might not expect it but that's more advanced.
<b>A</b>


DON'T BE RANDOM. That's one of the worst things you can do.
Horizontal attacks. It is not guaranteed that these moves will track, sometimes they do.


Don't be a scrub. That is, don't say people are "CHEAP" for something like a level 3 super or a CC or make up some absurd rule like not using your super or w/e.
<b>B</b>


Use the air-to-ground vulnerability to set up for damaging combos for people who like to empty jump in a lot. For those that don't know what that means..I'll break it down. There's a point between when you come from the air and landing where your character is vulnerable to attacks (mainly low) where as even if you try to land to crouch block if your opponent hits you at the right time you'll get hit every time you try to empty jump in. I suggest to find this point put the training dummy on "ALL GUARD" to either jump at you or jump straight up. Once you've hit your opponent at that point they'll think twice about empty jumping again.
Vertical attacks. These will always beat out A attacks. Even some of these moves track.


Learn where it's safe to interrupt a character's roll with an attack. Every character has different speeds when it comes to their rolls so learn about the most common characters' roll first then work from there. That'll help you avoid rolling supers or throws from your opponent.
<b>K</b>


== Advanced Strategy ==
Kicks.
===Tier List===
When choosing which characters to learn it is important to pay attention to which characters have the strongest moveset or qualities that make them a step above the other characters in the game.  The list below has been gathered and analyzed by all of the best American Capcom Vs. Snk 2 players and is generally agreed upon as a solid list of what characters have the best chance of winning if two players are of equal skill.


Official American CVS2 Tiers (All characters are shown in their optimal grooves, although some characters are strong in many grooves)
<b>There are 4 counter hit types</b>


Top Tier:
<b>Attack</b>


C-Sagat
120% damage as well as special properties such as knockdown, stun, or combo state
A-Sakura
P-Cammy
A-Bison
A-Blanka
C/N-Chun
C-Guile
C-Honda


High-Mid Tier:
<b>8 way run</b>


A-Hibiki
115% and no properties are added, this is different from later Soulcaliburs and the primary reason why this is a better game :)
C-Rolento
N-Iori
K-Geese
K-Rock
P-Kyo
A-Vega
C-Ken


Mid Tier:
<b>Sidestep</b>


A-Todo
118% damage
N-Maki
N-Vice
C-Rugal
C-Kim
C-Yamazaki
C-Dhalsim
C/A-Eagle
N-Akuma
N-Mai
K-Nakoruru
C-Yun
A-Joe
C/N-Ryu
N-Morrigan
K-Chang
A-Athena


Low-Mid Tier:
<b>Backdash</b>


A-Yuri
140% damage as well as special added properties, movement is generally safe except backdashing
A-Terry
A-Benimaru
K-Zangief
C-Balrog
K-Raiden
A-Dan
K-Ryo
C-Kyosuke
A-Haohmaru


Low Tier:


A/N-King


----
<b>Moving and Guarding</b>


8 way run exists, it's ok, but you primarily want to use this to enable certain moves. You can evade if you time 8WR against a move correctly, making you invincible to that damage instance. If guard is pressed during a step correctly, you will guard during the step. Advancing guard reduces pushback, retreating guard adds pushback. These properties are dependent of the weight classes of the character.


<b>Throws</b>


Viscant's forum posts on top tier teams and why they are good:
Throws are teched with either A or B. All throws look the same, so throws are teched based on riskVreward, such as ringout and damage. TER is a mechanic that gives 14 frames to anyone who presses downforward or downback during throw break scenario
http://www.shoryuken.com/forums/showthread.php?p=1531227#post1531227
http://www.shoryuken.com/forums/showthread.php?p=1540278#post1540278


===Roll Cancelling===
<b>There are 3 soul charge levels</b>


Roll cancelling (RCing) is a very exploitable glitch in CvS2, accomplished by cancelling the first 3 frames of any roll directly into a special move (and certain other things, like supers and stuff). This gives the roll-cancelled special move the properties of the roll in addition to whatever special properties it already had. Translation? Your roll-cancelled special move becomes invincible. It's important to note that like rolls, most RCed moves can be thrown as well. The only exception are moves that are airborne (shoto hurricanes) or are naturally invincible anyway (shoto uppercuts). Contrary to popular belief, the length of invulnerability time on the RCed move is NOT the same as the character's roll. RC invulnerability time is somewhere between 17~21 frames for every character. This last part should be common sense, but RCs can only be performed in grooves that have the ability to roll.
Level 1: Yellow Green


Performing roll cancels are just like what was written above: you cancel the first three frames of your roll into a special move. Translation? Do a motion for a special move and throw a LP+LK somewhere in there before you finish it. As the 3 frame window above suggests, RCs must be done very quickly to work. If you've ever done kara throws in 3S or Hwoarang's RF 3~4 in Tekken, you should have a general idea of how fast you have to press the buttons.
Level 2: Green Blue


===Counterhit/Throw Mixups===
Level 3: Blue>Grants backdash counter


The basic idea behind a counter hit/throw mixup game is to have the opponent make a choice to defend one of these options and followup.
Characters have gaurd crushes and unblockables granted from soul charge as well as soul charge cancels. Soul charge unblockables can still be GI'ed


Let's say you have Rolento and you start doing standing jabs in front of the opponent. What you want to do is either have the opponent attack, giving you the option to do a counter hit jab into crouching forward xx patriot circle combo, or have the opponent block so that you can throw them.
<b>Gaurd Impact</b>


Counter hits do more damage and give more frame advantage than a normal hit.
Forward GI gives minor advantage while back GI give major advantage. The only way to defend after being GI'ed is to GI back or to 2G, which opens the 2G'er up to throws and lows.


== Basic Strategy ==




===Free Jump-ins===
== Tier List ==
Feel free to elaborate/clarify/change/debate this tier list. It has been updated based on MoneyMuffin's tier list.


A free jump-in is when you jump-in with an attack and the opponents only options are to either block, or take the hit; If the opponent wakes up with a reversal uppercut/super/other invincible move, you'll still be able to land and block in time.
This list only includes characters available on every console. Spawn, Link, and Heihachi are intentionally left out in this list to maintain consistency.
 
The way free jump-ins work is a little hard to explain; upon executing a jump attack, you have 2 frames of recovery time upon landing. A free jump-in is set up so that your jump attack hits on the very last frame of your jump before you land. If the opponent successfully wakes up with a reversal invincible move, by the time said move's start up time is finished, you're on the ground and blocking already.
 
This applies to pretty much every invincible move/super, save for Akuma's and Ken's dps; theirs only have 2 frames of start up and are fast enough to hit you during your ground recovery time.
 
Free jump-ins are character specific and differ based on character wakeup speed.
 
Character 'getting up speed':
 
-Tier 1: Hibiki
 
-Tier 2: Sagat = Guile = Bison = shotos = Rolento = Kyo = Yama = Rugal = Vice = Balrog = Maki = Eagle = Dhalsim = Kim = King = Yun = Haohmaru = Kyosuke = Joe = Nakoruru
 
-Tier 3: Geese = Sakura = Iori = Morrigan = Yuri = Athena = Ryo = Raiden
 
-Tier 4: Zangief = Terry = Mai
 
-Tier 5: Vega = Honda = Todo = Rock
 
-Tier 6: Chun = Cammy = Blanka = Benimaru
 
-Tier 7: Chang
 
Hibiki gets up the fastest in the game, which has been known pretty much ever since the game first hit the beta tests. Chang gets up the slowest. For the most part, the differences between each tier is about 4-5 frames. Hibiki seems to get up quite a bit faster than tier 2 though, probably about 10 frames'ish. Obviously, you want to find free jump in set ups for tiers 2 and 6.
 
''*List originally posted by Buktooth in the forums''
 
== Game Versions ==
* [[Naomi (CvS2)|Arcade (Naomi)]]
* [[Dreamcast (CvS2)|Dreamcast]]
* [[PS2 (CvS2)|PS2]]
* [[Xbox (CvS2)|Xbox]]
* [[Gamecube (CvS2)|Gamecube]]
 
== The Characters ==
 
<table width=100%><tr><td width=50% valign=top>
* [[Astaroth (SC2)|Astaroth]]
* [[Cassandra (SC2)|Cassandra]]
* [[Cervantes (SC2)|Cervantes]]
* [[Ivy (SC2)|Ivy]]
* [[Kilik (SC2)|Kilik]]
* [[Maxi (SC2)|Maxi]]
* [[Mitsurugi (SC2)|Mitsurugi]]
* [[Nightmare (SC2)|Nightmare]]
* [[Raphael (SC2)|Raphael]]
* [[Taki (SC2)|Taki]]
* [[Talim (SC2)|Talim]]
* [[Voldo (SC2)|Voldo]]
* [[Xianghua (SC2)| Xianghua]]
* [[Yoshimitsu (SC2)|Yoshimitsu]]
* [[Yunsung (SC2)|Yunsung]]
 
* [[Assassin (SC2)|Assassin]]
* [[Berserker (SC2)|Berserker]]
* [[Heihachi(SC2)|Heihachi]]
* [[Link(SC2)|Link]]
* [[Lizardman(SC2)|Lizardman]]
* [[Necrid(SC2)|Necrid]]
* [[Seung Mina(SC2)|Seung Mina]]
* [[Sophitia Alexandra(SC2)|Sophitia Alexandra]]
* [[Spawn(SC2)|Spawn]]
</td></tr></table>
[[Category:Capcom vs SNK 2]]


<b>S-</b>


Lizardman (goes here if his throw glitches are left unbanned) <br>
Ivy<br>


<b>A+</b>


Xianghua<br>
Nightmare<br>


<b>A-</b>


Talim<br>
Sophitia<br>
Mitsurugi<br>
Astaroth<br>
Assassin<br>
Voldo<br>
Yoshimitsu<br>
Cassandra<br>


<b>B+</b>


Cervantes<br>
Berserker<br>


<b>B-</b>


Seong Mina<br>
Kilik<br>
Raphael<br>
Maxi<br>
Taxi<br>


<b>C</b>


Yunsung<br>
Necrid<br>


[[Category:Soul Calibur 2]]
[[Category:SoulCalibur II]]

Latest revision as of 09:43, 18 September 2024

Introduction

SoulCalibur II Logo


Soulcalibur II is a 2002 fighting game developed by Project Soul and published by Namco and the third installment in the Soulcalibur series of weapon-based fighting games. Soulcalibur II was released on the Namco System 246 arcade board in 2002 before being ported to the PlayStation 2, GameCube, and Xbox in 2003.

Like other titles in the Soulcalibur series, the community uses numpad notation.

Story

The wave of slaughters that terrorized Europe reached a sudden end. The knight in azure armor, Nightmare, and his followers were successful in collecting enough souls and were about to start the restoration ceremony on the ruins of the once-proud Osthreinsburg Castle. But just as the ceremony was to start, three young warriors assaulted the castle. In a matter of time the cult was defeated and Nightmare stood in front of the young warriors wielding Soul Edge. After an intense battle Nightmare fell, but then the evil soul inside Soul Edge sent the young warriors into a vortex of hellfire and stood to confront them. As a result of Soul Edge's evil aura, Krita-Yuga revealed its true form: that of the Holy Sword, Soul Calibur.

The intense battle ended with the victory of the holy sword, but at the collapse of the vortex of Inferno, both swords along with the Azure Knight Nightmare were sucked in a void and expelled in another place. Siegfried Schtauffen, who was until a moment before the Azure Knight, reclaimed his own mind. Recognizing his sins, he set on a journey of atonement. Still the blade held a strong bond, and every night it took control of the body and took souls of those nearby. The efforts made by the young knight were fruitless, and four years later the Azure Knight returned.

Around those times various warriors came into contact of the blade's remaining fragments, revealing Soul Edge's ultimate survival. After its defeat the fragments began causing chaos and evil to grow in the world. Driven either to possess or destroy the evil sword, each warrior embarks on a new journey, while Nightmare starts his rampage anew, seeking souls to gain the power to restore Soul Edge once again...

The Characters

Game Mechanics

One life bar=240 Health Points

There are three attack heights

Highs

Can be crouched under. Can be Guard Impacted by using forward+guard.

Mids

Must be stand guarded. Can be Guard Impacted by using forward+guard or back+guard.

Lows

Must be crouch guarded or jumped over. Can be Guard Impacted by using back+guard.

Special Mids

Can be guarded standing or crouching. Some can be jumped over.

There are three attack types

A

Horizontal attacks. It is not guaranteed that these moves will track, sometimes they do.

B

Vertical attacks. These will always beat out A attacks. Even some of these moves track.

K

Kicks.

There are 4 counter hit types

Attack

120% damage as well as special properties such as knockdown, stun, or combo state

8 way run

115% and no properties are added, this is different from later Soulcaliburs and the primary reason why this is a better game :)

Sidestep

118% damage

Backdash

140% damage as well as special added properties, movement is generally safe except backdashing


Moving and Guarding

8 way run exists, it's ok, but you primarily want to use this to enable certain moves. You can evade if you time 8WR against a move correctly, making you invincible to that damage instance. If guard is pressed during a step correctly, you will guard during the step. Advancing guard reduces pushback, retreating guard adds pushback. These properties are dependent of the weight classes of the character.

Throws

Throws are teched with either A or B. All throws look the same, so throws are teched based on riskVreward, such as ringout and damage. TER is a mechanic that gives 14 frames to anyone who presses downforward or downback during throw break scenario

There are 3 soul charge levels

Level 1: Yellow Green

Level 2: Green Blue

Level 3: Blue>Grants backdash counter

Characters have gaurd crushes and unblockables granted from soul charge as well as soul charge cancels. Soul charge unblockables can still be GI'ed

Gaurd Impact

Forward GI gives minor advantage while back GI give major advantage. The only way to defend after being GI'ed is to GI back or to 2G, which opens the 2G'er up to throws and lows.

Basic Strategy

Tier List

Feel free to elaborate/clarify/change/debate this tier list. It has been updated based on MoneyMuffin's tier list.

This list only includes characters available on every console. Spawn, Link, and Heihachi are intentionally left out in this list to maintain consistency.

S-

Lizardman (goes here if his throw glitches are left unbanned)
Ivy

A+

Xianghua
Nightmare

A-

Talim
Sophitia
Mitsurugi
Astaroth
Assassin
Voldo
Yoshimitsu
Cassandra

B+

Cervantes
Berserker

B-

Seong Mina
Kilik
Raphael
Maxi
Taxi

C

Yunsung
Necrid