Capcom vs SNK 2: Difference between revisions

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[[File:CapVSsnk2 Logo.png|400px]]
[[File:CapVSsnk2 Logo.png|400px]]


== Introduction ==
== Coming May 2025: CvS2 in Capcom Fighting Collection 2 ==


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


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


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.
* ''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''


== Netplay Information ==
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:


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. Please see [[Capcom_vs_SNK_2/Emulation and Netplay|Emulation and Netplay]] for downloads, guides, and setup information.
* Jukebox mode
* Art galleries
* Save states
* TV filters
* Modern training mode features, '''including hitboxes!'''
* '''ROLLBACK NETCODE''' complete with lobbies up to 9 players


== Basic Strategy ==
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.


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


* Lesson 2: Limit your mistakes: Don't do unsafe moves or predictably jump when the opponent is ready. Especially when they have meter.
* Official website: https://www.capcom-games.com/cfc2/en-us/
* Reveal trailer: https://www.youtube.com/watch?v=Hl0D5FK3a50
* Pre-Order trailer: https://www.youtube.com/watch?v=5kWhheUjD3k
* Nintendo Direct announcement: https://www.youtube.com/watch?v=4bkLKebJ2so


* 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.
== Wiki Status and Progress ==


*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.  
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.


*Lesson 5: Learn the other grooves of your opponents. 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.
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]].


* 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:
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.
**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:  
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.
**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?


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


===Tier List===
== The Game ==
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.  
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.  
*✅ 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%">
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="mw-collapsible-content">


== Netplay Information ==


'''Boss Tier (Banned in all tournaments):'''
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.
  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). The length of the roll cancel is exactly the same as the character roll time. 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.
== Grooves & Character Tiers ==


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.
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:


Counter hits do more damage and give more frame advantage than a normal hit.
https://twitter.com/Ryo151/status/1272451815242518530


===Safe Jump-ins===
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.


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.
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.  


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.
Information on grooves and a groove tier list is available on the [[Capcom_vs_SNK_2/Grooves|Grooves]] page.


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.
== Roll Cancelling ==


safe jump-ins are character specific and differ based on character wakeup speed.
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 [[Capcom_vs_SNK_2/Roll_Cancelling|Roll Cancelling]] are available on this page.


''*List originally posted by Buktooth in the forums''
== Digital Guides ==


== External Links ==
[https://drive.google.com/drive/folders/18l1pTYw-6y6SHJN1ruF0GvJLexg61zx1 Translated Capcom Vs SNK 2 Japanese Bible]


[https://drive.google.com/file/d/1riLlRhNwCd-1qyKlpMPStUKZqPf6RQpq/view?usp=drivesdk Capcom Vs SNK 2 EO Strategy Guide]


{{Navbox-CvS2}}
{{Navbox-CvS2}}
[[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