Capcom vs SNK 2: Difference between revisions

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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.


Home versions of CvS2 can be found on the Dreamcast, PS2, Xbox and Gamecube. The Xbox and Gamecube versions of the game feature an extra Groove which showcases the EO ("Easy Operation") system that is designed only for Xbox and Gamecube console controllers. The EO system basically allows special moves to be done with ease using the right analog stick (on both the GC and Xbox pads), since those controllers were not designed well for fighting games.
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.  


== Game Mechanics ==
<br>


[http://db.gamefaqs.com/coinop/arcade/file/capcom_vs_snk_2_system_combo.txt  James Chen CVS2 Systems FAQ]
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.


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


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


Thanks
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.


--[[User:Ponder|Ponder]] 20:48, 6 February 2006 (CST)
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.
}}


Do you even need to ask?  Feel free to wiki it up, no problems.  If you do it, it'll save me the time.  ^_^  Once you do, feel free to delete my response here.  (P.S. Although I do appreciate having the link changed to point to an existing copy of my FAQ online, I'd prefer it not to be from my personal homepage.  ^_^  I'll try to put it up somewhere else we can link to.  So apologies if I've broken the link again.) -- jchensor
{{Navbox-CvS2}}
 
|content2=
Same here, but some stuff needs updating... --campbell
{{Infobox Game
 
| gamename    = Capcom vs. SNK 2
== Basic Strategy ==
| abbreviation = CvS2, CvS2 EO
 
| image        = CVS2_JPN Poster.png
Don't jump a lot. It's a bad habit you should get rid of.
| developer    = Capcom
 
| system      = Sega NAOMI <br> NA/JP: August 3, 2001
Learn how to play footsies (that is using your normals to gain on your opponent)
| 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
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.
| 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
DON'T BE RANDOM. That's one of the worst things you can do.
| system6      = Playstation Network<br>JP: September 19, 2012<br>NA: July 16, 2013<br>EU: December 11, 2013
 
| website      =
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.
| website2    =
 
| netcode      = Rollback (via [https://www.capcom-games.com/cfc2/en-us/ CFC2])
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.
| netcode2      = Rollback (via [https://wiki.gbl.gg/w/User:Shiburizu/Flycast-GGPO Flycast])
 
| netcode3    = Delay-based netcode (via [https://dolphin-emu.org/ Dolphin])
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.
| resources    = [https://drive.google.com/drive/folders/18l1pTYw-6y6SHJN1ruF0GvJLexg61zx1 Translated Capcom Vs SNK 2 Strategy Guide]
 
| resources2  = [https://drive.google.com/file/d/1riLlRhNwCd-1qyKlpMPStUKZqPf6RQpq/view?usp=drivesdk Capcom Vs SNK 2 EO Strategy Guide]  
== Advanced Strategy ==
| community    = [http://tinyurl.com/CvS2Discord Discord Server]
===Tier List===
| community2  = [https://www.facebook.com/groups/451935014923275/ Facebook Group]
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.
}}
 
}}
'''Top Tier:'''
 
* C-Sagat  A-Sakura    A-Bison  A-Blanka 
 
'''High-Mid Tier:'''
 
* A-Hibiki  C-Rolento  N-Iori  K-Geese  K-Rock  P-Kyo  A-Vega  C-Ken  C/N-Chun  C-Guile  C-HondaP-Cammy
 
'''Mid Tier:'''
 
* A-Todo  N-Maki  N-Vice  C-Rugal  C-Kim  C-Yamazaki  C-Dhalsim  C/A-Eagle  N-Akuma  N-Mai  K-Nakoruru  C-Yun  A-Joe  C/N-Ryu  N-Morrigan  K-Chang  A-Athena
 
'''Low-Mid Tier:'''
 
* A-Yuri  A-Terry  A-Benimaru  K-Zangief  C-Balrog  K-Raiden  A-Dan  K-Ryo  C-Kyosuke  A-Haohmaru 
 
'''Low Tier:'''
 
* 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.
 
 
 
===Free Jump-ins===
 
A free jump-in is when you jump-in with an attack and the opponents only options are to either block, or take the hit; If the opponent wakes up with a reversal uppercut/super/other invincible move, you'll still be able to land and block in time.
 
The way free jump-ins work is a little hard to explain; upon executing a jump attack, you have 2 frames of recovery time upon landing. A free jump-in is set up so that your jump attack hits on the very last frame of your jump before you land. If the opponent successfully wakes up with a reversal invincible move, by the time said move's start up time is finished, you're on the ground and blocking already.
 
This applies to pretty much every invincible move/super, save for Akuma's and Ken's dps; theirs only have 2 frames of start up and are fast enough to hit you during your ground recovery time.
 
Free jump-ins are character specific and differ based on character wakeup speed.
 
Character 'getting up speed':
 
-Tier 1: Hibiki
 
-Tier 2: Sagat = Guile = Bison = shotos = Rolento = Kyo = Yama = Rugal = Vice = Balrog = Maki = Eagle = Dhalsim = Kim = King = Yun = Haohmaru = Kyosuke = Joe = Nakoruru
 
-Tier 3: Geese = Sakura = Iori = Morrigan = Yuri = Athena = Ryo = Raiden
 
-Tier 4: Zangief = Terry = Mai
 
-Tier 5: Vega = Honda = Todo = Rock
 
-Tier 6: Chun = Cammy = Blanka = Benimaru
 
-Tier 7: Chang
 
Hibiki gets up the fastest in the game, which has been known pretty much ever since the game first hit the beta tests. Chang gets up the slowest. For the most part, the differences between each tier is about 4-5 frames. Hibiki seems to get up quite a bit faster than tier 2 though, probably about 10 frames'ish. Obviously, you want to find free jump in set ups for tiers 2 and 6.
 
''*List originally posted by Buktooth in the forums''
 
== Game Versions ==
* [[Naomi (CvS2)|Arcade (Naomi)]]
* [[Dreamcast (CvS2)|Dreamcast]]
* [[PS2 (CvS2)|PS2]]
* [[Xbox (CvS2)|Xbox]]
* [[Gamecube (CvS2)|Gamecube]]
 
== The Characters ==
 
<table width=100%><tr><td width=50% valign=top>
* [[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]]
[[Category: X-box Ports]]
[[Category: PS2 Ports]]

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