Capcom vs SNK 2: Difference between revisions

From SuperCombo Wiki
 
(36 intermediate revisions by 11 users not shown)
Line 1: Line 1:
[[File:CvS2logo.gif]]


== Introduction ==
{{Infobox Game
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.
| gamename    = Capcom vs. SNK 2
| abbreviation = CvS2
| image        = CVS2_JPN Poster.png
| developer    = Capcom
| system      = Sega NAOMI <br>JP: August 3, 2001 <br> NA: August 3, 2001
| system2      = Dreamcast<br>JP: September 13, 2001
| system3      = PlayStation 2<br>JP: September 13, 2001<br>NA: November 6, 2001<br>PAL: November 30, 2001
| system4      = Gamecube (as CvS2 EO)<br>JP: July 4, 2003<br>PAL: August 30, 2003<br>NA: September 23, 2003
| system5      = Xbox (as CvS2 EO)<br>JP: July 16, 2003<br>NA: August 11, 2003<br>PAL: September 7, 2003
| system6      = Playstation Network<br>JP: September 19, 2012<br>NA: July 16, 2013<br>EU: December 11, 2013


The arcade version of the game was released on SEGA's NAOMI platform and required an attached GD-ROM unit.


Home versions of CvS2 can be found on the Dreamcast, PS2, Xbox and Gamecube. The Dreamcast and PS2 versions of the game are Arcade perfect. Xbox and Gamecube versions of the game are subtitled "EO" 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. There were also some balance changes, system tweaks, and the removal of the "roll cancel" glitch in these two versions.
| website      =
| website2    =
| netcode      = Rollback (via [https://wiki.gbl.gg/w/User:Shiburizu/Flycast-GGPO Flycast ])
| netcode2    = Delay-based netcode (via NullDC)
| netcode3    = Delay-based netcode (via Dolphin)
| resources    =
| resources2  =
| community    = [http://tinyurl.com/CvS2Discord Discord Server]
| community2  = [https://www.facebook.com/groups/451935014923275/ Facebook Group]
| community3  = [https://forums.shoryuken.com/c/classic-fighting-games/capcom-vs-snk-2/63 SRK Forums ]
}}
[[File:CapVSsnk2 Logo.png|400px]]


== Game Mechanics ==
== Coming May 2025: CvS2 in Capcom Fighting Collection 2 ==


[[File:Capcom Fighting Collection 2 Logo.png|alt=Capcom Fighting Collection 2 logo|400px]]


===Universal Abilities/Concepts===
In August 2024, Capcom revealed a new fighting game collection which includes a modern rerelease of Capcom vs. SNK 2! ''Capcom Fighting Collection 2'' will include eight 2D and 3D games from the NAOMI era:
====Life Meter====
When you lose all your life, you die. Simple Enough, Right? Not quite.  


Every character has a different amount of hit points. These hit points (and damage bonus) are adjusted on a percentage basis by your ratio selection. Also, as the life bar is depleted, you gain bonus damage scaling, making the lifebar longer than it appears.
* ''Capcom vs. SNK 2''
Lastly, you gain health after defeating an opponent in a round.
* ''Capcom vs. SNK Pro''
=====Life Chart=====
* ''Street Fighter Alpha 3 Upper''
* ''Capcom Fighting Evolution'' (aka ''Capcom Fighting Jam'')
* ''Project Justice''
* ''Plasma Sword''
* ''Power Stone''
* ''Power Stone 2''


All health readings are assuming the character is ratio 2.
All games in the package (except Plasma Sword) are the arcade versions, including CvS2. Like the first Capcom Fighting Collection and Marvel vs. Capcom Fighting Collection, the games will have modern features added to them, such as:


<div class="mw-collapsible mw-collapsed" style="width:80%">
* Jukebox mode
<div class="mw-collapsible-content">
* Art galleries
* Save states
* TV filters
* Modern training mode features, '''including hitboxes!'''
* '''ROLLBACK NETCODE''' complete with lobbies up to 9 players


*15600 - Zangief, Raiden, Chang
The game is currently scheduled to be released on '''May 16, 2025,''' on Steam, PlayStation 4 (and PS5), Xbox One (and Xbox Series X/S), and Nintendo Switch. More information on ''Capcom Fighting Collection 2'', and specifically the particulars about the CvS2 version within it, will be incorporated to this wiki as we go along. For now, see [[Capcom_vs_SNK_2/CvS2_Game_Versions|CvS2 Game Versions]] for the most up-to-date information on the newest iteration of CvS2.
*15200 - Geese, Rugal
*14800 - Honda, Blanka, Balrog, Sagat, Dan, Yamazaki, Todo
*14400 - Ryu, Ken, Guile, Bison, Eagle, Kyo, Terry, Ryo, Kim, Joe, Rock
*14000 - Chun Li, Dhalsim, Maki, Rolento, Iori, Haohmaru, Hibiki
*13600 - Vega, Sakura, Cammy, Kyosuke, Mai, Vice, Benimaru, Yuri, King, Nakoruru, Athena
*13200 - Morrigan, Yun
*12800 - Akuma


The number reading corresponding to each character simply refers to the exact
More info on ''Capcom Fighting Collection 2'' can be found here:
amount of life units that the character has. Zangief, Raiden and Chang have
15600 life, or about 10 Sagat standing fierces worth (a Sagat standing fierce
does 1600 without counter hit).
</div>
</div>


=====Ratio Health Bonuses/Changes======
* Official website: https://www.capcom-games.com/cfc2/en-us/
Ratio 1: Health: -20% Damage: -18%
* Reveal trailer: https://www.youtube.com/watch?v=Hl0D5FK3a50
Ratio 2: Health: +0% Damage:  +0%
* Pre-Order trailer: https://www.youtube.com/watch?v=5kWhheUjD3k
Ratio 3: Health: +17% Damage: +17%
* Nintendo Direct announcement: https://www.youtube.com/watch?v=4bkLKebJ2so
Ratio 4: Health: +40% Damage: +30%


=====Low Health Scaling=====  
== Wiki Status and Progress ==


When a character has a life total that is between 16~30%, each hit they take from then on  is scaled by -10%.  
The CvS2 Discord community has started the process of finally updating and modernizing the CvS2 Wiki. Much of the information here was originally on the old SRK Wiki, which was haphazardly culled together. When the wiki was moved from SRK to Mizuumi, and finally here to Supercombo, additional information from various FAQs was added and initial an character page template was created. As of early 2022, work is finally beginning to bring that template to more character pages, as well as clean up and better organize other data pages.


When a character has a life total that is 15% or lower, each hit they take from then on is scaled by -25%.  
To get a good idea of the level of baseline quality we would like to eventually have all the character pages at, see [[Capcom_vs_SNK_2/Hibiki|Hibiki]], [[Capcom_vs_SNK_2/Maki|Maki]], and [[Capcom_vs_SNK_2/Iori|Iori]].


Tons of fighting games do this, They figure it makes rounds "more exciting"
Most of the links in the wiki navbox (see below) will have good info, albeit very cluttered and disorganized. Fixing these up is being done in parallel with the character pages.


Note: if a single hit does enough damage to lower a character's health from 31% to 0%, it will not be scaled at all.
For progress updates, or if you would like to help edit the wiki, visit the [https://tinyurl.com/CvS2Discord CvS2 Discord] and inquire in the <code>#cvs2-wiki-discussion</code> channel.


=====Life Regeneration Formula===== 
Some basic information about the game is available on this page (but will eventually be dispersed into their own pages).


The amount of life you gain back between rounds is directly related to how fast you finished off the opponent. 
== The Game ==
               
life gained = ( (time left on the clock + 1) * 300 /  (total time in a round + 1)) * 10
             
The resulting number is always rounded down to the nearest 100.


====Guard Meter====         
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.  
====Stun Meter====     
====Timer====         
====Walking, Jumping, Crouching, Attacking====           
====Blocking==== 
====Special Moves====
====Super Combos====
====Buffering (canceling)====
====High Jumping====
====Counter Hits====
====Cross Ups====
====Throws And Tech Hits====   
====Autoguard====
====Trip Guard====
====Taunts====
 
===Groove System===
 
Choose the groove that's in your heart. Generally the overall viability of the grooves goes something like A>C=K>>N=P>>S
====C-Groove====
--------
 
Inspiration: Street Fighter Alpha Series
 
Sub Systems: Roll, Counter Attack, Tactical Recovery, Dash
 
Unique Systems: Air Block, Lvl 2 super canceling
 
Meter Length:    168 units (56x3 levels)
 
Guard Bar Length: 48 units
 
Damage Bonuses: lv1: 101% lv2: 102%  lv3: 105%
 
Strengths: Meter efficiency
 
Weaknesses: Rushing the opponent down
 
Play if you enjoy: Footsie based gameplay
 
Characters well suited for C groove:
Sagat, Blanka, Hibiki, Honda, Guile, Ken, Chun-Li, Rolento, Yun, Kim, Eagle, Rugal, Yamazaki
 
====A-Groove====
--------
Inspiration: Street Fighter Alpha Series
 
Sub Systems: Roll, Counter Attack, Safe Fall, Dash
 
Unique Systems: Custom Combos
 
Meter Length:    144 units (72x2 levels)
 
Guard Bar Length: 48 units
 
Damage Bonuses: none
 
Custom Combo Length: 72 units on the timer, roughly 7.2 seconds (442/60 secs)
 
Strengths: Meter flexibility, meter savings if hit, safe YOLO
 
Weaknesses: can be vulnerable without meter, not a great groove for Cammy or Sagat.
 
Play if you enjoy: Long displays of training mode execution, flexibility of meter, winning. 
 
Characters well suited for A groove: Blanka, M.Bison, Sakura, Vega, Iori, Hibiki, Rolento, Eagle, Todo, Rugal, Haohmaru
 
====P-Groove====
--------
 
Inspiration: Street Fighter 3 Series
 
Sub Systems: Low Jump, Delayed Wakeup, Dash
 
Unique Systems: Parry
 
Meter Length:    192 units
 
Guard Bar Length: 38 units
 
Damage Bonuses: none
 
Strengths: Parrying yields free openings
 
Weaknesses: No defensive options, slow meter gain
 
Play if you enjoy: Parrying FTW
 
Characters well suited for P groove: Sagat, Cammy, Kyo, Geese, Rugal, Iori, Hibiki, Chun Li, Yamazaki, Rock, Vega, Raiden
 
====S-Groove====
--------
 
Inspiration: King of Fighters 94
 
Sub Systems: Counter Attack, Low Jump, Tactical Recovery, Run
 
Unique Systems: Dodge, Charge
 
Meter Length:    100 units
 
Guard Bar Length: 48 units
 
Damage Bonuses: Full Meter: 115% Red Life:    5%
Full Meter Duration: 166 units on the timer (996/60 secs)
 
Strengths: Dodge attacks, infinite level 1's
 
Weaknesses: No reliable meter source
 
Play if you enjoy: An easier, worse version of P groove with an infinite super ability. A challenge.
 
Characters well suited for S groove: Sagat, Cammy, Ryu, Terry, Benimaru, Yuri, Todo, Ken, Sakura, Raiden, Chun-Li, Zangief
 
====N-Groove====
--------
 
Inspiration: King of Fighters 98 Advanced Mode
 
Sub Systems: Roll, Counter Attack, Low Jump, Safe Fall, Run
 
Unique Systems: Counter Roll, Break Stock
 
Meter Length:    216 units (72x3 stocks)
 
Guard Bar Length: 48 units
 
Damage Bonuses: Power MAX: 120%
 
Power MAX Duration: 150 units on the timer (900/60 secs)
 
Strengths: Rushing the opponent down
 
Weaknesses: Getting huge damage from meter.
 
Play if you enjoy: Rushdown based gameplay, with a side of Roll Cancels.
 
Characters well suited for N groove: Sagat, Blanka, Iori, Chun-Li, Vice, Honda, Akuma, Morrigan, Joe, Kyo, Ken, Hibiki, Ryu
 
====K-Groove====
--------
 
Inspiration: Garou Mark of the Wolves/ Samurai Showdown
 
Sub Systems: Low Jump, Safe Fall, Run
 
Unique Systems: Rage, Just Defense
 
Meter Length:    72 units
 
Guard Bar Length: 43 units
 
Damage Bonuses: Full Bar - Normal attacks : 135% Special attacks : 130% Super attacks : 110%
 
Full Meter Duration: 180 units on the timer (1080/60 secs)
 
(random note:) Just Defending gives you 6 units of meter and 100 units of life.
 
Strengths: Scare Factor, multiple level 3's.
 
Weaknesses: Defensive options, chip damage
 
Play if you enjoy: Rush down while glowing red. YOLO supers.
 
Characters well suited for K groove: Sagat, Cammy, Blanka, Geese, Kyo, Hibiki, Rock, Mai, Nakoruru, Ryo, Balrog, 
 
===Sub Systems & Groove specific systems===
====Dash====
====Run====
====Rolling====
====Dodge====
====Counter Attack====
====Counter Movement====
====Air Guard====
====Small Jump====
====Tactical Recovery====
====Safe Fall==== 
 
 
[http://www.gamefaqs.com/coinop/arcade/file/562704/15064  James Chen CVS2 Systems FAQ]
 
[http://www.gamefaqs.com/coinop/arcade/file/562704/24355 Campbell "Buktooth" Tran Systems FAQ]
 
== Basic Strategy ==
 
* Lesson 1: Control your space: learn your basic, big pokes and anti airs. Learn your normals, they're very important.  Learn how to throw rolls.
 
* Lesson 2: Limit your mistakes: Don't do unsafe moves or predictably jump when the opponent is ready. Especially when they have meter.
 
* Lesson 3: Punish their mistakes: Learn the most efficient combos (preferably into supers) from light attacks and your furthest range attacks. Know your frame data for punishes.
 
*Lesson 4: Learn your groove. Know the inside and out of your groove to maximize your advantage in battle. Work on your Parrying/Just Defense/Dodging. Practice your custom combos and level 2 cancels. Work low jumps into your play. Utilize corpse hop dashes if you have one, etc etc. And of course, practice roll canceling.
 
*Lesson 5: Learn THEIR groove. Know how to approach and counter someone who is proficient with parrying/dodging/just defending. It normally requires to mix up your game plan, especially when poking or anti-airing. Learn safe fall punishes. Avoid giving A groove the "EASY ACTIVATE". Learn to counter rolls and roll cancels.
 
* Lesson 6: Open them up and/or force mistakes. Once a player is solid, they won't give the game to you, you'll need to open them up. Learn:
**whiff punishing (footsies)
**left/right mixups (crossups)
**high/low mixups (overheads vs lows)
**frame traps (choosing to throw or attack when you have frame advantage)
** Guard crush strings
** command throw setups 
** safe jump/option select setups
** footsies some more once you realize that  #2,3,4,5, 6 usually need a knockdown to setup
 
* Lesson 7: Know when to throw the rule book away, and make calculated risks. Is doing random supers bad? Yes. Is doing a 'random' super that's safe on block when your K groove rage is about to expire bad? Probably not. Learn tactics that are risky (as in waste meter or allow a punish if they fail), but weigh the risk vs reward of doing it. Consider:
**how likely it is to work?
***Is this based on prior gameplay habits, a read, or a guess?
***Is your opponent aware of conditions that make you more likely to attempt this risk?
**how much can your opponent punish you?
** how much you gain from doing it?
***i.e. would it kill a character that's a problem MU
***does it effect the range of options your opponent has to consider, thereby making your 'by the book' tactics more effective?
 
== Character Technical Data ==
 
===Height Chart===
 
<div class="mw-collapsible mw-collapsed"style="width:80%" >
<div class="mw-collapsible-content">
*79 - Raiden
*78 - Geese, Chang
*77 - Zangief, Sagat
*72 - Eagle
*71 - Rugal, Yamazaki, Benimaru
*70 - E.Honda
*69 - Dhalsim, Terry
*68 - Kyo, Joe
*67 - Guile, Balrog
*66 - Blanka, M.Bison, Kyosuke, Todo
*65 - Ryo
*64 - Ryu, Ken, Akuma, King, Dan, Rolento, Haohmaru
*63 - Vega, Cammy
*62 - Morrigan, Yun
*61 - Chun Li, Sakura, Mai, Kim, Vice, Yuri, Nakoruru, Rock, Hibiki
*60 - Maki, Iori, Athena
</div>
</div>
 
===Roll Chart===
 
*24F Iori , Kim , King , Benimaru , Yuri , Athena
*25F Balrog , Sagat , Sakura , Terry , Mai , Yamazaki
*26F M.Bison , Rolento , Kyosuke , Vice
*27F Ryu , Ken , Chun-Li , Honda , Vega , Dan , Maki , Eagle , Yun , Goon , Ryo , Rugal , Nakoruru , Joe , Todo , Haohmaru
*28F Guile , Blanka , Raiden , Geese
*29F Zangief, Dhalsim , Morrigan , Kyo
*30F Hibiki
*31F Rock
*32F Cammy
*33F Chang
 
===Dash Chart===
 
*12F Rugal
*15F Ryu , Ken , Akuma , Sagat , Rolento , Kyosuke , Dan , Terry , Geese , Rock , Joe , Hibiki , Haohmaru
*16F Chun-Li , Guile , Raiden , Yamazaki
*17F Blanka , Zangief , Dhalsim , Balrog , Vega , Sakura , Cammy , Eagle , Maki , Yun , Mai , Kim , Ryo , King , Benimari , Vice , Nakoruru , Athena , Todo , Chang
*18F M.Bison , Iori
*19F Honda , Morrigan , Kyo
 
===Run Chart===
 
 
<div class="mw-collapsible mw-collapsed" data-expandtext="RUN CHART" data-collapsetext="hide me" style="width:80%">
<div class="mw-collapsible-content">
 
*10.1 -Vega
*9.8 -Cammy
*9.6 -Mai
*9.2 -M.Bison, Nakoruru
*9 -Chun Li, Maki, Yun, Rolento
*8.8 -Balrog, Terry, Benimaru
*8.5 -Ken, Kyosuke, Akuma, Kim, Rugal, Yuri, Athena, Rock
*8.2 -Ryu, Eagle, Kyo
*8 -Guile, Sakura, Morrigan*, Dan, Vice, King, Joe
*7.4 -Iori, Ryo, Todo, Haohmaru
*7.2 -Blanka, Sagat, Geese, Yamazaki, Hibiki
*6.9 -E.Honda
*6.4 -Dhalsim
*5.6 -Zangief, Raiden, Chang
 
</div>
</div>
 
===Stun Chart===
 
*80 - Zangief, Honda, Raiden, Chang
 
*70 - Ryu, Ken, Chun Li, Guile, Blanka, Balrog, Sagat, Bison, Dan, Eagle, Maki, Kyo, Iori, Terry, Ryo, Kim, Geese, Yamazaki, Rugal, Vice, King, Joe, Todo, Rock, Haohmaru
 
*60 - Dhalsim, Vega, Sakura, Cammy, Morrigan, Kyosuke, Yun, Rolento, Akuma, Mai, Benimaru, Yuri, Nakoruru, Athena, Hibiki
 
===Dizzy Chart===
Every time a character gets dizzy the base dizzy time is a randomized number
that is either 2, 3, or 5 seconds. Mashing reduces time from the
base dizzy time. Pressing a button removes 1/60th of a second (1 frame) from
the base time, while hitting a direction on the joystick removes 2 frames from
the base time.
 
Many characters in the game have a built-in modifier that
adds/subtracts time from the base dizzy time. Here's a a list of modifiers and
the characters that have them:
* -60/60 secs: Dhalsim, Dan, Geese
* -30/60 secs: Zangief, Joe, Chang
*0/60 secs: Ryu, Ken, Chun Li, Guile, E.Honda, Blanka, Sagat, Sakura, Cammy, Eagle, Maki, Rolento, Akuma, Kyo, Terry, Mai, Yamazaki, Raiden,Rugal, Vice, Yuri, Todo, Athena, Rock, Haohmaru, Hibiki
* +30/60 secs: Balrog, Kyosuke, Yun, King
* +60/60 secs: Vega, M.Bison, Morrigan, Evil Ryu, Shin Akuma, Iori, Ryo, Kim, Benimaru, Nakoruru, Orochi Iori, God Rugal
 
===Guard Bar Chart===
 
===Character 'getting up speed':===
 
* Tier 1 (-4f): Hibiki
 
* Tier 2 (0f): Sagat = Guile = Bison = shotos = Rolento = Kyo = Yama = Rugal = Vice = Balrog = Maki = Eagle = Dhalsim = Kim = King = Yun = Haohmaru = Kyosuke = Joe = Nakoruru
 
* Tier 3 (+1f): Geese = Sakura = Iori = Morrigan = Yuri = Athena = Ryo = Raiden
 
* Tier 4 (+2f): Zangief = Terry = Mai
 
* Tier 5 (+4f): Vega = Honda = Todo = Rock
 
* Tier 6 (+6f): Chun = Cammy = Blanka = Benimaru
 
* Tier 7 (+8f): 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.  Obviously, you want to find safe jump-in setups for tiers 2 and 6.
 
Delayed Wake-Up adds 15f to wakeup time.
== Advanced Strategy ==
 
===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.  All the characters in the High-Mid Tier can be (and often are) considered Top Tier among different respected players.
 
The listed groove is their top/ideal groove.
*✅ means that character is roughly equivalent or also well suited for that groove. There may be advantages and disadvantages, but they more or less wash out.
*🔻 means that character is usable/well suited for that groove, but should be considered a tier (or two) lower in comparison to their ideal groove.
* if a groove isn't listed, that character isn't recommended for that groove. This doesn't mean they are bad, however. A-groove Sagat is still better than A-groove Yuri
 
<div class="mw-collapsible mw-collapsed" data-expandtext="TIER LIST" data-collapsetext="hide me" style="width:80%">
<div class="mw-collapsible-content">
 
 
'''Boss Tier (Banned in all tournaments):'''
  Evil Ryu
  Orochi Iori
  Shin Akuma
  God/Ultimate Rugal
 
'''Top Tier/ S Rank'''
 
  A-Bison  (C, N= 🔻 K,S=🔻🔻 )
  A-Blanka (C, N, K= ✅)
  A-Sakura  ( C= 🔻🔻) 
  C-Sagat (N, K, P= ✅ S=🔻)
 
 
'''High Tier / A Rank:'''
 
  A-Vega (C= ✅ K,P= 🔻)
  A-Hibiki (N, K, C= ✅)
  C-Ken (A, N, K, P= 🔻 S= 🔻🔻)
  C-Rolento (A= ✅ P= 🔻 )
  C-Guile  (N, A= 🔻)
  C-Honda (N, A= ✅)
  K-Cammy (P= ✅, C, N= 🔻 )
  K-Geese (P= ✅, C, N= 🔻 )
  K-Rock (P= ✅, C, N= 🔻 )
  K-Kyo (P= ✅  A, N= 🔻 C= 🔻🔻 )
  N-Chun (C= ✅ P, K= 🔻 S= 🔻🔻)
  N-Iori (A= ✅, C= 🔻 P= 🔻🔻)
 
 
'''Mid Tier/ B Rank:'''
 
  A-Yun (C= ✅)
  A-Joe (C, N = ✅)
  A-Athena (C= 🔻, S=🔻🔻)
  A-Eagle (C= ✅)
  A-Todo (C, N=🔻, S= 🔻🔻)
  C-Yamazaki (A= ✅ P, N, K=🔻)
  C-Kim
  C-Dhalsim
  C-Ryu (N= ✅ S=🔻)
  C-Rugal (A, N, K, P= ✅) 
  K-Nakoruru (N = ✅)
  K-Chang (A= ✅ )
  N-Akuma (K= ✅ C=🔻)
  N-Mai (K= ✅, (P=🔻)
  N-Morrigan (K= 🔻, S=🔻🔻) 
  N-Maki (K= ✅ C=🔻)
  N-Vice (A, C= ✅)
 
 
'''Low-Mid Tier/ C Rank:'''
 
  A-Terry (N= ✅ K=🔻)
  A-Benimaru (N, C= ✅ S=🔻)
  A-Haohmaru (K= ✅ C=🔻)
  A-Yuri (K,C,N= ✅ S=🔻)
  C-Balrog (K= ✅ N=🔻)
  C-Kyosuke (A= ✅ S=🔻)
  K-Raiden (A, P= ✅ S=🔻)
  K-Zangief (A= ✅ C, S=🔻)
  K-Ryo (N, P= ✅ )
 
 
'''Low Tier / D Rank:'''
 
  A-Dan (K= 🔻)
  N-King (A= ✅)
</div>
</div>
 
 
===Roll Cancelling===
 
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.
 
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.
 
===Counterhit/Throw Mixups===
 
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.
 
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.
 
Counter hits do more damage and give more frame advantage than a normal hit.
 
===Safe Jump-ins===
 
A safe 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. If your jump-in connects, you can hitconfirm into the combo of your choice, or setup mixups.
 
The way safe jump-ins work is a little hard to explain; upon executing a jump attack, you have 2 frames of recovery time upon landing. A safe jump-in is set up so that your jump attack hits on the very last frame of your jump before you land, basically a meaty attack. 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.
 
safe jump-ins are character specific and differ based on character wakeup speed.
 
 
 
''*List originally posted by Buktooth in the forums''
 
== Game Versions ==
* [[Naomi (CvS2)|Arcade (Naomi)]]
      -No Boss Characters (E. Ryu, O.Iori, G. Rugal, S.Akuma)
      -Whiff meter build after death
      -6 buttons/ Start taunts
      -480i (15k) or 480p (31k) modes
      -Roll Cancelling present
 
* [[Dreamcast (CvS2)|Dreamcast]]
    -Arcade perfect (99%)
    -Has Boss Characters (E. Ryu, O.Iori, G. Rugal, S.Akuma)
    -Selectable stages (including Both boss stages)
    -480i/480p
    -6 buttons. Start pauses. LK+Start taunts
    -No Whiff meter build after death
    -Color edit mode
    -EX Groove mode
    -Roll Cancelling present
 
* [[PS2 (CvS2)|PS2]]
 
    -Arcade perfect (95%)
    -Runs a smidge faster than DC or Arcade
    -Has Boss Characters (E. Ryu, O.Iori, G. Rugal, S.Akuma)
    -Selectable stages (including Both boss stages)
    -480i
    -8 buttons. Select taunts. Start pauses. Button macros assignable.
    -No Whiff meter build after death
    -Color edit mode
    -EX Groove mode
    -Roll Cancelling present
 
 
* [[Xbox (CvS2)|Xbox]]
 
- EO "EASY OPERATION"
      -P-Groove can cancel special moves into supers
      -P-Groove also has a stronger guard crush meter (same in EO as K-Groove)
      -A-Groove can activate CCs in the air after landing an air-to-air attack
      -S-Groove charges a bit faster
      -Blanka, Sagat, and Cammy have been weakened a little bit,
      -Sagat's crouching fierce no longer cancels into super
      -Weaker characters (including most SNK characters) have a bit more damage in the medium and heavy attacks
      -And lots of bug fixes
 
      -NOT arcade perfect (80%)
      -Has Boss Characters (E. Ryu, O.Iori, G. Rugal, S.Akuma)
      -Selectable stages (including Both boss stages)
      -8 buttons. Select taunts. Start pauses. Button macros assignable.
      -No Whiff meter build after death
      -Color edit mode
      -EX Groove mode
      -Roll Cancelling NOT present
 
 
* [[Gamecube (CvS2)|Gamecube]]
- EO "EASY OPERATION"
      -P-Groove can cancel special moves into supers
      -P-Groove also has a stronger guard crush meter (same in EO as K-Groove)
      -A-Groove can activate CCs in the air after landing an air-to-air attack
      -S-Groove charges a bit faster
      -Blanka, Sagat, and Cammy have been weakened a little bit,
      -Sagat's crouching fierce no longer cancels into super
      -Weaker characters (including most SNK characters) have a bit more damage in the medium and heavy attacks
      -And lots of bug fixes
      -"EO" mode enables specials performed via C-Stick
 
      -NOT arcade perfect (80%)
      -Has Boss Characters (E. Ryu, O.Iori, G. Rugal, S.Akuma)
      -Selectable stages (including Both boss stages)
      -7 buttons. ? taunts. Start pauses. Button macros assignable.
      -No Whiff meter build after death
      -Color edit mode
      -EX Groove mode
      -Roll Cancelling NOT present
      -Best modern emulation & netplay via Dolphin
 
* [[PS3 (CvS2)|PS3 PSN]]
Digital port of PS2 on PSN.  
 
Avoid at all costs. Basically the PS2 version, but with at least 4-6 frames of additional lag. Unplayable.
If you have a backwards compatible PS3 (the 60GB models), use the PS2 Disc and a 480i composite connection to a tube TV. That is serviceable.
 
== The Characters ==
 
{|
|-
!
!
!
|-
|
* [[Akuma (CvS2)|Akuma]]/[[Shin Akuma]] [[File:80%.gif]]
* [[Athena (CvS2)|Athena]] [[File:80%.gif]]
* [[Balrog (CvS2)|Balrog]] [[File:60%.gif]]
* [[Benimaru (CvS2)|Benimaru]] [[File:20%.gif]]
* [[Blanka (CvS2)|Blanka]] [[File:60%.gif]]
* [[Cammy (CvS2)|Cammy]] [[File:60%.gif]]
* [[Chang (CvS2)|Chang]] [[File:50%.gif]]
* [[Chun-Li (CvS2)|Chun-Li]] [[File:80%.gif]]
* [[Dan (CvS2)|Dan]] [[File:20%.gif]]
* [[Dhalsim (CvS2)|Dhalsim]] [[File:50%.gif]]
* [[E.Honda (CvS2)|E.Honda]] [[File:50%.gif]]
* [[Eagle (CvS2)|Eagle]] [[File:80%.gif]]
* [[Geese (CvS2)|Geese]] [[File:80%.gif]]
* [[Guile (CvS2)|Guile]] [[File:80%.gif]]
* [[Iori (CvS2)|Iori]]/[[Orochi Iori]] [[File:80%.gif]]
* [[Joe (CvS2)|Joe]] [[File:80%.gif]]
* [[Haohmaru (CvS2)|Haohmaru]] [[File:60%.gif]]
* [[Hibiki (CvS2)|Hibiki]] [[File:80%.gif]]
* [[Ken (CvS2)|Ken]] [[File:50%.gif]]
* [[Kim (CvS2)|Kim]] [[File:20%.gif]]
* [[King (CvS2)|King]] [[File:60%.gif]]
* [[Kyo (CvS2)|Kyo]] [[File:80%.gif]]
* [[Kyosuke (CvS2)|Kyosuke]] [[File:50%.gif]]
|
<div id="characterSelect" class="table" style="background: black">
<div class="row">
 
<div class="cell portrait"> [[Image:emptyface_small.png]]</div>
 
<div class="cell portrait"> [[Image:Portrait_CVS2_Ryu.png|link=Ryu (CvS2)]]</div>
 
<div class="cell portrait"> [[Image:Portrait_CVS2_Sagat.png|link=Sagat (CvS2)]]</div>
 
<div class="cell portrait"> [[Image:Portrait_CVS2_Guile.png|link=Guile (CvS2)]]</div>
 
<div class="cell portrait"> [[Image:Portrait_CVS2_Raiden.png|link=Raiden (CvS2)]]</div>
 
<div class="cell portrait"> [[Image:Portrait_CVS2_Kim.png|link=Kim (CvS2)]]</div>
 
<div class="cell portrait"> [[Image:Portrait_CVS2_Benimaru.png|link=Benimaru (CvS2)]]</div>
 
<div class="cell portrait"> [[Image:Portrait_CVS2_Yamazaki.png|link=Yamazaki (CvS2)]]</div>
 
<div class="cell portrait"> [[Image:Portrait_CVS2_Rugal.png|link=Rugal (CvS2)]]</div>
 
<div class="cell portrait"> [[Image:Portrait_CVS2_Geese.png|link=Geese (CvS2)]]</div>
 
<div class="cell portrait">[[Image:emptyface_small.png]]</div>
 
<div class="cell portrait">[[Image:emptyface_small.png]]</div>
</div>
<div class="row">
 
<div class="cell portrait"> [[Image:Portrait_CVS2_EvilRyu.png|link=Evil Ryu]]</div>
 
<div class="cell portrait"> [[Image:Portrait_CVS2_Ken.png|link=Ken (CvS2)]]</div>
 
<div class="cell portrait"> [[Image:Portrait_CVS2_Yun.png|link=Yun (CvS2)]]</div>
 
<div class="cell portrait"> [[Image:Portrait_CVS2_Eagle.png|link=Eagle (CvS2)]]</div>
 
<div class="cell portrait"> [[Image:Portrait_CVS2_ChunLi.png|link=Chun-Li (CvS2)]]</div>
 
<div class="cell portrait"> [[Image:Portrait_CVS2_Yuri.png|link=Yuri (CvS2)]]</div>
 
<div class="cell portrait"> [[Image:Portrait_CVS2_Vice.png|link=Vice (CvS2)]]</div>
 
<div class="cell portrait"> [[Image:Portrait_CVS2_King.png|link=King (CvS2)]]</div>
 
<div class="cell portrait"> [[Image:Portrait_CVS2_Chang.png|link=Chang (CvS2)]]</div>
 
<div class="cell portrait"> [[Image:Portrait_CVS2_Joe.png|link=Joe (CvS2)]]</div>
 
<div class="cell portrait">[[Image:emptyface_small.png]]</div>
 
<div class="cell portrait">[[Image:emptyface_small.png]]</div>
</div>
<div class="row">
 
<div class="cell portrait"> [[Image:emptyface_small.png]]</div>
 
<div class="cell portrait"> [[Image:Portrait_CVS2_ShinAkuma.png|link=Shin Akuma]]</div>
 
<div class="cell portrait"> [[Image:Portrait_CVS2_Rolento.png|link=Rolento (CvS2)]]</div>
 
<div class="cell portrait"> [[Image:Portrait_CVS2_Kyosuke.png|link=Kyosuke (CvS2)]]</div>
 
<div class="cell portrait"> [[Image:Portrait_CVS2_Maki.png|link=Maki (CvS2)]]</div>
 
<div class="cell portrait"> [[Image:Portrait_CVS2_Morrigan.png|link=Morrigan (CvS2)]]</div>
 
<div class="cell portrait"> [[Image:Portrait_CVS2_Nakoruru.png|link=Nakoruru (CvS2)]]</div>
 
<div class="cell portrait"> [[Image:Portrait_CVS2_Hibiki.png|link=Hibiki (CvS2)]]</div>
 
<div class="cell portrait"> [[Image:Portrait CVS2 Athena.png|link=Athena (CvS2)]]</div>
 
<div class="cell portrait"> [[Image:Portrait_CVS2_Todo.png|link=Todo (CvS2)]]</div>
 
<div class="cell portrait">[[Image:Portrait_CVS2_OmegaRugal.png|link=God Rugal]]</div>
 
<div class="cell portrait">[[Image:emptyface_small.png]]</div>
</div>
<div class="row">
 
<div class="cell portrait"> [[Image:emptyface_small.png]]</div>
 
<div class="cell portrait"> [[Image:emptyface_small.png]]</div>
 
<div class="cell portrait"> [[Image:Portrait_CVS2_Dan.png|link=Dan (CvS2)]]</div>
 
<div class="cell portrait"> [[Image:Portrait_CVS2_EHonda.png|link=E.Honda (CvS2)]]</div>
 
<div class="cell portrait"> [[Image:Portrait_CVS2_Vega.png|link=Vega (CvS2)]]</div>
 
<div class="cell portrait"> [[Image:Portrait_CVS2_Cammy.png|link=Cammy (CvS2)]]</div>
 
<div class="cell portrait"> [[Image:Portrait_CVS2_Sakura.png|link=Sakura (CvS2)]]</div>
 
<div class="cell portrait"> [[Image:Portrait_CVS2_Mai.png|link=Mai (CvS2)]]</div>


<div class="cell portrait"> [[Image:Portrait_CVS2_Haohmaru.png|link=Haohmaru (CvS2)]]</div>
See [[Capcom_vs_SNK_2/CvS2_Game_Versions|CvS2 Game Versions]] for more information on which systems CvS2 is available on and the differences between versions.


<div class="cell portrait"> [[Image:Portrait_CVS2_Rock.png|link=Rock (CvS2)]]</div>
== Netplay Information ==


<div class="cell portrait">[[Image:Portrait_CVS2_Terry.png|link=Terry (CvS2)]]</div>
CvS2 can be played online with GGPO rollback netplay. However, the only way to play online currently is through emulation. Fightcade is most popular but there are other options. See [[Capcom_vs_SNK_2/Emulation and Netplay|Emulation and Netplay]] for downloads, guides, and setup information.


<div class="cell portrait">[[Image:Portrait_CVS2_OrochiIori.png|link=Orochi Iori]]</div>
== Grooves & Character Tiers ==
</div>
<div class="row">


<div class="cell portrait"> [[Image:emptyface_small.png]]</div>
BAS, one of the top players in Japan and the ''de facto'' ambassador for CvS2, compiled a character tier list in 2020. It is available to view on Twitter:


<div class="cell portrait"> [[Image:emptyface_small.png]]</div>
https://twitter.com/Ryo151/status/1272451815242518530


<div class="cell portrait"> [[Image:Portrait_CVS2_MBison.png|link=M. Bison (CvS2)]]</div>
Each character is listed with the groove (or grooves) that they may be considered at their strongest and/or have the most potential using. This in no way claims that those characters must use those grooves to be in their listed tier, however. While some characters are definitely better in some grooves than others, it ultimately comes down to how many tools a character has available to them regardless of groove, which is how you should be viewing this tier list.


<div class="cell portrait"> [[Image:Portrait_CVS2_Akuma.png|link=Akuma (CvS2)]]</div>
Ultimately, CvS2 has very few truly "low tier" characters, and history has shown that any one character in the game can compete in the right groove/team combination.  


<div class="cell portrait"> [[Image:Portrait_CVS2_Balrog.png|link=Balrog (CvS2)]]</div>
Information on grooves and a groove tier list is available on the [[Capcom_vs_SNK_2/Grooves|Grooves]] page.


<div class="cell portrait"> [[Image:Portrait_CVS2_Blanka.png|link=Blanka (CvS2)]]</div>
== Roll Cancelling ==


<div class="cell portrait"> [[Image:Portrait_CVS2_Dhalsim.png|link=Dhalsim (CvS2)]]</div>
Roll cancelling is a bug that allows players to apply the invulnerability of a roll to a special move, thereby making the startup of the special move invulnerable. While this sounds game-breaking, because it affects all characters it works out to be a net positive for the game, giving weaker characters better wakeup, reversal, and pressure options.


<div class="cell portrait"> [[Image:Portrait_CVS2_Zangief.png|link=Zangief (CvS2)]]</div>
To perform a roll cancel, you must be in a groove with rolls (C-Groove, A-Groove, or N-Groove). Begin the motion of a special move, but part way through, input a roll (LP+LK). If you finish the input of the special move within two frames, the roll animation will cancel and the input special move will come out instead, but still with the invulnerability frames of the roll.


<div class="cell portrait"> [[Image:Portrait_CVS2_Ryo.png|link=Ryo (CvS2)]]</div>
More details on [[Capcom_vs_SNK_2/Roll_Cancelling|Roll Cancelling]] are available on this page.


<div class="cell portrait"> [[Image:Portrait_CVS2_Iori.png|link=Iori (CvS2)]]</div>
== Digital Guides ==


<div class="cell portrait">[[Image:Portrait_CVS2_Kyo.png|link=Kyo (CvS2)]]</div>
[https://drive.google.com/drive/folders/18l1pTYw-6y6SHJN1ruF0GvJLexg61zx1 Translated Capcom Vs SNK 2 Japanese Bible]


<div class="cell portrait">[[Image:emptyface_small.png]]</div>
[https://drive.google.com/file/d/1riLlRhNwCd-1qyKlpMPStUKZqPf6RQpq/view?usp=drivesdk Capcom Vs SNK 2 EO Strategy Guide]
</div>
|
* [[Mai (CvS2)|Mai]] [[File:20%.gif]]
* [[Maki (CvS2)|Maki]] [[File:50%.gif]]
* [[M. Bison (CvS2)|M. Bison]] [[File:20%.gif]]
* [[Morrigan (CvS2)|Morrigan]] [[File:20%.gif]]
* [[Nakoruru (CvS2)|Nakoruru]] [[File:50%.gif]]
* [[Raiden (CvS2)|Raiden]] [[File:50%.gif]]
* [[Rock (CvS2)|Rock]] [[File:50%.gif]]
* [[Rolento (CvS2)|Rolento]] [[File:20%.gif]]
* [[Rugal (CvS2)|Rugal]]/[[God Rugal]] [[File:80%.gif]]
* [[Ryo (CvS2)|Ryo]] [[File:20%.gif]]
* [[Ryu (CvS2)|Ryu]]/[[Evil Ryu]] [[File:40%.gif]]
* [[Sagat (CvS2)|Sagat]] [[File:50%.gif]]
* [[Sakura (CvS2)|Sakura]] [[File:20%.gif]]
* [[Terry (CvS2)|Terry]] [[File:20%.gif]]
* [[Todo (CvS2)|Todo]] [[File:20%.gif]]
* [[Vega (CvS2)|Vega]] [[File:20%.gif]]
* [[Vice (CvS2)|Vice]] [[File:80%.gif]]
* [[Yamazaki (CvS2)|Yamazaki]] [[File:20%.gif]]
* [[Yun (CvS2)|Yun]] [[File:40%.gif]]
* [[Yuri (CvS2)|Yuri]] [[File:20%.gif]]
* [[Zangief (CvS2)|Zangief]] [[File:50%.gif]]
|}


= Miscellaneous =
{{Navbox-CvS2}}
<youtube>nszXkHx5Y-k</youtube>
[[Category:Capcom vs. SNK 2]]
[[Category:Capcom vs SNK 2]]

Latest revision as of 21:06, 20 April 2025

Capcom vs. SNK 2
(CvS2)
CVS2 JPN Poster.png
Developers

Capcom

Systems

Sega NAOMI
JP: August 3, 2001
NA: August 3, 2001

Dreamcast
JP: September 13, 2001
PlayStation 2
JP: September 13, 2001
NA: November 6, 2001
PAL: November 30, 2001
Gamecube (as CvS2 EO)
JP: July 4, 2003
PAL: August 30, 2003
NA: September 23, 2003
Xbox (as CvS2 EO)
JP: July 16, 2003
NA: August 11, 2003
PAL: September 7, 2003
Playstation Network
JP: September 19, 2012
NA: July 16, 2013
EU: December 11, 2013
Online Play

Rollback (via Flycast )

Delay-based netcode (via NullDC)
Delay-based netcode (via Dolphin)
Community Channels

Discord Server

Facebook Group
SRK Forums

CapVSsnk2 Logo.png

Coming May 2025: CvS2 in Capcom Fighting Collection 2

Capcom Fighting Collection 2 logo

In August 2024, Capcom revealed a new fighting game collection which includes a modern rerelease of Capcom vs. SNK 2! Capcom Fighting Collection 2 will include eight 2D and 3D games from the NAOMI era:

  • Capcom vs. SNK 2
  • Capcom vs. SNK Pro
  • Street Fighter Alpha 3 Upper
  • Capcom Fighting Evolution (aka Capcom Fighting Jam)
  • Project Justice
  • Plasma Sword
  • Power Stone
  • Power Stone 2

All games in the package (except Plasma Sword) are the arcade versions, including CvS2. Like the first Capcom Fighting Collection and Marvel vs. Capcom Fighting Collection, the games will have modern features added to them, such as:

  • Jukebox mode
  • Art galleries
  • Save states
  • TV filters
  • Modern training mode features, including hitboxes!
  • ROLLBACK NETCODE complete with lobbies up to 9 players

The game is currently scheduled to be released on May 16, 2025, on Steam, PlayStation 4 (and PS5), Xbox One (and Xbox Series X/S), and Nintendo Switch. More information on Capcom Fighting Collection 2, and specifically the particulars about the CvS2 version within it, will be incorporated to this wiki as we go along. For now, see CvS2 Game Versions for the most up-to-date information on the newest iteration of CvS2.

More info on Capcom Fighting Collection 2 can be found here:

Wiki Status and Progress

The CvS2 Discord community has started the process of finally updating and modernizing the CvS2 Wiki. Much of the information here was originally on the old SRK Wiki, which was haphazardly culled together. When the wiki was moved from SRK to Mizuumi, and finally here to Supercombo, additional information from various FAQs was added and initial an character page template was created. As of early 2022, work is finally beginning to bring that template to more character pages, as well as clean up and better organize other data pages.

To get a good idea of the level of baseline quality we would like to eventually have all the character pages at, see Hibiki, Maki, and Iori.

Most of the links in the wiki navbox (see below) will have good info, albeit very cluttered and disorganized. Fixing these up is being done in parallel with the character pages.

For progress updates, or if you would like to help edit the wiki, visit the CvS2 Discord and inquire in the #cvs2-wiki-discussion channel.

Some basic information about the game is available on this page (but will eventually be dispersed into their own pages).

The Game

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.

See CvS2 Game Versions for more information on which systems CvS2 is available on and the differences between versions.

Netplay Information

CvS2 can be played online with GGPO rollback netplay. However, the only way to play online currently is through emulation. Fightcade is most popular but there are other options. See Emulation and Netplay for downloads, guides, and setup information.

Grooves & Character Tiers

BAS, one of the top players in Japan and the de facto ambassador for CvS2, compiled a character tier list in 2020. It is available to view on Twitter:

https://twitter.com/Ryo151/status/1272451815242518530

Each character is listed with the groove (or grooves) that they may be considered at their strongest and/or have the most potential using. This in no way claims that those characters must use those grooves to be in their listed tier, however. While some characters are definitely better in some grooves than others, it ultimately comes down to how many tools a character has available to them regardless of groove, which is how you should be viewing this tier list.

Ultimately, CvS2 has very few truly "low tier" characters, and history has shown that any one character in the game can compete in the right groove/team combination.

Information on grooves and a groove tier list is available on the Grooves page.

Roll Cancelling

Roll cancelling is a bug that allows players to apply the invulnerability of a roll to a special move, thereby making the startup of the special move invulnerable. While this sounds game-breaking, because it affects all characters it works out to be a net positive for the game, giving weaker characters better wakeup, reversal, and pressure options.

To perform a roll cancel, you must be in a groove with rolls (C-Groove, A-Groove, or N-Groove). Begin the motion of a special move, but part way through, input a roll (LP+LK). If you finish the input of the special move within two frames, the roll animation will cancel and the input special move will come out instead, but still with the invulnerability frames of the roll.

More details on Roll Cancelling are available on this page.

Digital Guides

Translated Capcom Vs SNK 2 Japanese Bible

Capcom Vs SNK 2 EO Strategy Guide

CvS2 Wiki Navigation

General
Controls
Notation
HUD
Glossary
System
Roll Cancel
Combo
CvS2 Versions
Netplay/ Training
FAQ
Grooves
Groove Overview
Groove Subsystems
C-Groove
A-Groove
P-Groove
S-Groove
N-Groove
K-Groove
Capcom Characters
Akuma (Gouki)
Balrog (Boxer)
Blanka
Cammy
Chun-Li
Dan
Dhalsim
Eagle
E.Honda
Guile
Ken
Kyosuke
Maki
M. Bison (Dictator)
Morrigan
Rolento
Ryu
Sagat
Sakura
Vega (Claw)
Yun
Zangief
SNK Characters
Athena
Benimaru
Chang
Geese
Haohmaru
Hibiki
Iori
Joe
Kim
King
Kyo
Mai
Nakoruru
Raiden
Rock
Rugal
Ryo
Terry
Todo
Vice
Yamazaki
Yuri
Boss Characters
Shin Akuma
Ultimate Rugal
Evil Ryu
Orochi Iori