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{{Content Box|header='''Introduction'''|content=
[[Image:CapVSsnk2 Logo.png|400px|center]]
<center>'''Mark of the...Millionaire Fighting?...And what's an EO? Well at least we know the year is 2001!'''


== Introduction ==
<br>
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.


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


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.
<br>


== Game Mechanics ==
CvS2 was released on a multitude of platforms as shown in the infobox, And is also featured as a headliner for [https://www.capcom-games.com/cfc2/en-us/ Capcom Fighting Collection 2]. With there being differences between platforms, either it be the EO version (Easy Operation), or bug fixes, see [[Capcom_vs_SNK_2/CvS2_Game_Versions|CvS2 Game Versions]] for more information on the differences between all released versions.
}}
{{Content Box|header='''Story'''|content=
A year has passed since the original tournament known as Millennium Fight 2000. This time, the political conflicts of the Garcia Financial Clique and the Masters Foundation have a rematch once again by releasing a million dollar fighting tournament called the '''Mark of the Millennium 2001''' ('''Millionaire Fighting 2001''' in Japan), all of the original fighters from both powers clash once again, but with more fighters both legends and newcomers.
}}
{{Content Box|header='''Resources'''|content=
Here are some useful resources gathered here for anyone new or trying to learn.


Choose the groove that's in your heart. Generally the overall viability of the grooves goes something like A>C=K>>N=P>>S
* [https://www.youtube.com/playlist?list=PL67OuIng3M_uFOXRMgXnzmJt0sxHDkN2U SilentScope88 Combo Trials]
* [https://www.youtube.com/watch?v=6Kh3gSeD9qM&t=18s&pp=ygUPYmFzIHJvbGwgY2FuY2Vs0gcJCY0JAYcqIYzv Bas Roll Cancel Tutorial]
* [https://docs.google.com/document/d/12EE8IqOx8icN8jLRTFWQpB3kqgCHiZ-YT4NPznefB1Q/edit?usp=sharing The jay_ts Documents]
* [https://docs.google.com/document/d/1GCDL3LMIFRzBi7fJFR72qR7ZooUAXhEbr5lnUHoKrqg/edit?usp=sharing Match Footage Document]
* [https://drive.google.com/file/d/1whnHrP5PRJtizBOvjqUADXxzS9IujDI1/view CvS2 Bible Scans]
* [https://docs.google.com/presentation/d/1z8ms59YnAsvH7I4doZrKOdzMnOk8LbDFkI4fg2pXE8g/edit?slide=id.gb4d4c2bd81_0_0#slide=id.gb4d4c2bd81_0_0 GunterJPN Custom Combo Collection]
* [https://gamefaqs.gamespot.com/arcade/562704-capcom-vs-snk-2/faqs/24355 Buktooth 2003 Gamefaqs Guide ]
}}
{{Content Box|header='''Wanna help out?'''|content=
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.


===C-Groove===
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]].
--------


Inspiration: Street Fighter Alpha Series
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.


Sub Systems: Roll, Counter Attack, Tactical Recovery, Dash
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.
}}


Unique Systems: Air Block, Lvl 2 super canceling
{{Navbox-CvS2}}
 
|content2=
Meter Length:    168 units (56x3 levels)
{{Infobox Game
 
| gamename     = Capcom vs. SNK 2  
Guard Bar Length: 48 units
| abbreviation = CvS2, CvS2 EO
 
| image        = CVS2_JPN Poster.png
Damage Bonuses: lv1: 101% lv2: 102%  lv3: 105%
| developer    = Capcom
 
| system      = Sega NAOMI <br> NA/JP: August 3, 2001
Strengths: Meter efficiency
| 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
Weaknesses: Rushing the opponent down
| 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
Play if you enjoy: Footsie based gameplay
| system6      = Playstation Network<br>JP: September 19, 2012<br>NA: July 16, 2013<br>EU: December 11, 2013
 
| website      =
Characters well suited for C groove:
| website2     =
Sagat, Blanka, Hibiki, Honda, Guile, Ken, Chun-Li, Rolento
| netcode      = Rollback (via [https://www.capcom-games.com/cfc2/en-us/ CFC2])
 
| netcode2      = Rollback (via [https://wiki.gbl.gg/w/User:Shiburizu/Flycast-GGPO Flycast])
===A-Groove===
| netcode3    = Delay-based netcode (via [https://dolphin-emu.org/ Dolphin])
--------
| resources    = [https://drive.google.com/drive/folders/18l1pTYw-6y6SHJN1ruF0GvJLexg61zx1 Translated Capcom Vs SNK 2 Strategy Guide]
Inspiration: Street Fighter Alpha Series
| resources2   = [https://drive.google.com/file/d/1riLlRhNwCd-1qyKlpMPStUKZqPf6RQpq/view?usp=drivesdk Capcom Vs SNK 2 EO Strategy Guide]  
 
| community    = [http://tinyurl.com/CvS2Discord Discord Server]
Sub Systems: Roll, Counter Attack, Safe Fall, Dash
| community2  = [https://www.facebook.com/groups/451935014923275/ Facebook Group]
 
}}
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
 
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
 
===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, Hibiki, Yamazaki
 
===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, Ken, Chun-Li
 
===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, Morrigan, Joe, Kyo
 
===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
 
 
[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 ==
 
* Don't jump a lot. It's a bad habit you should get rid of.
 
* Learn how to play footsies (that is using your normals to gain on your opponent)
 
* 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.
 
* DON'T BE RANDOM. That's one of the worst things you can 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.
 
* 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.
 
* 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.
 
== Character Technical Data ==
 
===Life Chart===
All health readings are assuming the character is ratio 2.
 
*15600 - Zangief, Raiden, Chang
*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
 
added 7/15/03 - In an effort to make this guide more readable by the common
player, explanations will be added to the simplest of things. Even this! The
number reading corresponding to each character simply refers to the exact
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).
 
===Height Chart===
 
*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
 
===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===
*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
 
===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.
 
'''Boss Tier (Banned in all tournaments):'''
  Evil Ryu
  Orochi Iori
  Shin Akuma
  God/Ultimate Rugal
 
'''Top Tier:'''
 
  A-Bison 
  A-Blanka
  A-Sakura 
   C-Sagat
 
 
'''High-Mid Tier:'''
 
  A-Vega
  A-Hibiki
  C-Ken
  C-Rolento
  C-Guile
  C-Honda
  K-Cammy
  K-Geese
  K-Rock
  K-Kyo
  N-Chun
  N-Iori
 
 
'''Mid Tier:'''
 
  A-Yun
  A-Joe
  A-Athena
  A-Eagle
  A-Todo
  C-Yamazaki
  C-Kim
  C-Dhalsim
  C-Ryu
  C-Rugal
  K-Nakoruru
  K-Chang
  N-Akuma
  N-Mai
  N-Morrigan
  N-Maki
  N-Vice
 
 
'''Low-Mid Tier:'''
 
  A-Terry
  A-Benimaru
  A-Haohmaru
  A-Yuri
  C-Balrog
  C-Kyosuke
  K-Raiden
  K-Zangief
  K-Ryo
 
 
'''Low Tier:'''
 
  A-Dan
  N-King
 
===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)]]  
* [[Dreamcast (CvS2)|Dreamcast]]
* [[PS2 (CvS2)|PS2]]
* [[Xbox (CvS2)|Xbox]]
* [[Gamecube (CvS2)|Gamecube]]
 
== The Characters ==
 
<table width=100%><tr><td width=50% valign=top>
* [[Akuma (CvS2)|Akuma]]/[[Shin Akuma]]
* [[Athena (CvS2)|Athena]]
* [[Balrog (CvS2)|Balrog]]
* [[Benimaru (CvS2)|Benimaru]]
* [[Blanka (CvS2)|Blanka]]
* [[Cammy (CvS2)|Cammy]]
* [[Chang (CvS2)|Chang]]
* [[Chun-Li (CvS2)|Chun-Li]]
* [[Dan (CvS2)|Dan]]
* [[Dhalsim (CvS2)|Dhalsim]]
* [[E.Honda (CvS2)|E.Honda]]
* [[Eagle (CvS2)|Eagle]]
* [[Geese (CvS2)|Geese]]
* [[Guile (CvS2)|Guile]]
* [[Iori (CvS2)|Iori]]/[[Orochi Iori]]
* [[Joe (CvS2)|Joe]]
* [[Haohmaru (CvS2)|Haohmaru]]
* [[Hibiki (CvS2)|Hibiki]]
* [[Ken (CvS2)|Ken]]
* [[Kim (CvS2)|Kim]]
* [[King (CvS2)|King]]
* [[Kyo (CvS2)|Kyo]]
* [[Kyosuke (CvS2)|Kyosuke]]
</td><td width=50% valign=top>
* [[Mai (CvS2)|Mai]]
* [[Maki (CvS2)|Maki]]
* [[M. Bison (CvS2)|M. Bison]]
* [[Morrigan (CvS2)|Morrigan]]
* [[Nakoruru (CvS2)|Nakoruru]]
* [[Raiden (CvS2)|Raiden]]
* [[Rock (CvS2)|Rock]]
* [[Rolento (CvS2)|Rolento]]
* [[Rugal (CvS2)|Rugal]]/[[God Rugal]]
* [[Ryo (CvS2)|Ryo]]
* [[Ryu (CvS2)|Ryu]]/[[Evil Ryu]]
* [[Sagat (CvS2)|Sagat]]
* [[Sakura (CvS2)|Sakura]]
* [[Terry (CvS2)|Terry]]
* [[Todo (CvS2)|Todo]]
* [[Vega (CvS2)|Vega]]
* [[Vice (CvS2)|Vice]]
* [[Yamazaki (CvS2)|Yamazaki]]
* [[Yun (CvS2)|Yun]]
* [[Yuri (CvS2)|Yuri]]
* [[Zangief (CvS2)|Zangief]]
</td></tr></table>
[[Category:Capcom vs SNK 2]]

Latest revision as of 02:51, 19 May 2025

Introduction

CapVSsnk2 Logo.png
Mark of the...Millionaire Fighting?...And what's an EO? Well at least we know the year is 2001!


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.


CvS2 was released on a multitude of platforms as shown in the infobox, And is also featured as a headliner for Capcom Fighting Collection 2. With there being differences between platforms, either it be the EO version (Easy Operation), or bug fixes, see CvS2 Game Versions for more information on the differences between all released versions.

Story

A year has passed since the original tournament known as Millennium Fight 2000. This time, the political conflicts of the Garcia Financial Clique and the Masters Foundation have a rematch once again by releasing a million dollar fighting tournament called the Mark of the Millennium 2001 (Millionaire Fighting 2001 in Japan), all of the original fighters from both powers clash once again, but with more fighters both legends and newcomers.

Wanna help out?

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.

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

Capcom

Systems

Sega NAOMI
NA/JP: 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 CFC2)

Rollback (via Flycast)
Delay-based netcode (via Dolphin)
Player Resources

Translated Capcom Vs SNK 2 Strategy Guide

Capcom Vs SNK 2 EO Strategy Guide
Community Channels

Discord Server

Facebook Group