Capcom vs SNK 2: Difference between revisions

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[[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 with 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 ==


Choose the groove that's in your heart.
[[File:Capcom Fighting Collection 2 Logo.png|alt=Capcom Fighting Collection 2 logo|400px]]


===C-Groove===
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:
--------


Inspiration: Street Fighter Alpha Series
* ''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''


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


Unique Systems: Air Block, Lvl 2 super canceling
* Jukebox mode
* Art galleries
* Save states
* TV filters
* Modern training mode features, '''including hitboxes!'''
* '''ROLLBACK NETCODE''' complete with lobbies up to 9 players


Meter Length:    168 units (56x3 levels)
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.


Guard Bar Length: 48 units
More info on ''Capcom Fighting Collection 2'' can be found here:


Damage Bonuses: lv1: 101% lv2: 102%  lv3: 105%
* 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


===A-Groove===
== Wiki Status and Progress ==
--------
Inspiration: Street Fighter Alpha Series


Sub Systems: Roll, Counter Attack, Safe Fall, Dash
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.


Unique Systems: Custom Combos
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]].


Meter Length:    144 units (72x2 levels)
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.


Guard Bar Length: 48 units
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.


Damage Bonuses: none
Some basic information about the game is available on this page (but will eventually be dispersed into their own pages).


Custom Combo Length: 72 units on the timer, roughly 7.2 seconds (442/60 secs)
== The Game ==


===P-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.  
--------
 
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
 
===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)
 
===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)
 
 
===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.
 
 
 
[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.
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.


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.
== Netplay Information ==


===Counterhit/Throw Mixups===
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.


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 ==


== Game Versions ==
[https://drive.google.com/drive/folders/18l1pTYw-6y6SHJN1ruF0GvJLexg61zx1 Translated Capcom Vs SNK 2 Japanese Bible]
* [[Naomi (CvS2)|Arcade (Naomi)]]
* [[Dreamcast (CvS2)|Dreamcast]]
* [[PS2 (CvS2)|PS2]]
* [[Xbox (CvS2)|Xbox]]
* [[Gamecube (CvS2)|Gamecube]]


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


<table width=100%><tr><td width=50% valign=top>
{{Navbox-CvS2}}
* [[Akuma (CvS2)|Akuma]]/[[Shin Akuma]]
[[Category:Capcom vs. SNK 2]]
* [[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 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