Capcom vs SNK 2
- 1 Introduction
- 2 Game Mechanics
- 3 Basic Strategy
- 4 Character Technical Data
- 5 Advanced Strategy
- 6 Game Versions
- 7 The Characters
- 8 Miscellaneous
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.
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.
Choose the groove that's in your heart. Generally the overall viability of the grooves goes something like A>C=K>>N=P>>S
Inspiration: Street Fighter Alpha Series
Sub Systems: Roll, Counter Attack, Tactical Recovery, Dash
Unique Systems: Air Block, Lvl 2 super canceling
Meter Length: 168 units (56x3 levels)
Guard Bar Length: 48 units
Damage Bonuses: lv1: 101% lv2: 102% lv3: 105%
Strengths: Meter efficiency
Weaknesses: Rushing the opponent down
Play if you enjoy: Footsie based gameplay
Characters well suited for C groove: Sagat, Blanka, Hibiki, Honda, Guile, Ken, Chun-Li, Rolento, Yun, Kim, Eagle, Rugal, Yamazaki
Inspiration: Street Fighter Alpha Series
Sub Systems: Roll, Counter Attack, Safe Fall, Dash
Unique Systems: Custom Combos
Meter Length: 144 units (72x2 levels)
Guard Bar Length: 48 units
Damage Bonuses: none
Custom Combo Length: 72 units on the timer, roughly 7.2 seconds (442/60 secs)
Strengths: Meter flexibility, meter savings if hit, safe YOLO
Weaknesses: can be vulnerable without meter, not a great groove for Cammy or Sagat.
Play if you enjoy: Long displays of training mode execution, flexibility of meter, winning.
Characters well suited for A groove: Blanka, M.Bison, Sakura, Vega, Iori, Hibiki, Rolento, Eagle, Todo, Rugal, Haohmaru
Inspiration: Street Fighter 3 Series
Sub Systems: Low Jump, Delayed Wakeup, Dash
Unique Systems: Parry
Meter Length: 192 units
Guard Bar Length: 38 units
Damage Bonuses: none
Strengths: Parrying yields free openings
Weaknesses: No defensive options, slow meter gain
Play if you enjoy: Parrying FTW
Characters well suited for P groove: Sagat, Cammy, Kyo, Geese, Rugal, Iori, Hibiki, Chun Li, Yamazaki, Rock, Vega, Raiden
Inspiration: King of Fighters 94
Sub Systems: Counter Attack, Low Jump, Tactical Recovery, Run
Unique Systems: Dodge, Charge
Meter Length: 100 units
Guard Bar Length: 48 units
Damage Bonuses: Full Meter: 115% Red Life: 5% Full Meter Duration: 166 units on the timer (996/60 secs)
Strengths: Dodge attacks, infinite level 1's
Weaknesses: No reliable meter source
Play if you enjoy: An easier, worse version of P groove with an infinite super ability. A challenge.
Characters well suited for S groove: Sagat, Cammy, Ryu, Terry, Benimaru, Yuri, Todo, Ken, Sakura, Raiden, Chun-Li, Zangief
Inspiration: King of Fighters 98 Advanced Mode
Sub Systems: Roll, Counter Attack, Low Jump, Safe Fall, Run
Unique Systems: Counter Roll, Break Stock
Meter Length: 216 units (72x3 stocks)
Guard Bar Length: 48 units
Damage Bonuses: Power MAX: 120%
Power MAX Duration: 150 units on the timer (900/60 secs)
Strengths: Rushing the opponent down
Weaknesses: Getting huge damage from meter.
Play if you enjoy: Rushdown based gameplay, with a side of Roll Cancels.
Characters well suited for N groove: Sagat, Blanka, Iori, Chun-Li, Vice, Honda, Akuma, Morrigan, Joe, Kyo, Ken, Hibiki, Ryu, Joe
Inspiration: Garou Mark of the Wolves/ Samurai Showdown
Sub Systems: Low Jump, Safe Fall, Run
Unique Systems: Rage, Just Defense
Meter Length: 72 units
Guard Bar Length: 43 units
Damage Bonuses: Full Bar - Normal attacks : 135% Special attacks : 130% Super attacks : 110% Full Meter Duration: 180 units on the timer (1080/60 secs) (random note:) Just Defending gives you 6 units of meter and 100 units of life.
Strengths: Scare Factor, multiple level 3's.
Weaknesses: Defensive options, chip damage
Play if you enjoy: Rush down while glowing red. YOLO supers.
Characters well suited for K groove: Sagat, Cammy, Blanka, Geese, Kyo, Hibiki, Rock, Mai, Nakoruru, Ryo, Balrog,
- Lesson 1: Control your space: learn your basic, big pokes and anti airs. Learn your normals, they're very important. Learn how to throw rolls.
- Lesson 2: Limit your mistakes: Don't do unsafe moves or predictably jump when the opponent is ready. Especially when they have meter.
- Lesson 3: Punish their mistakes: Learn the most efficient combos (preferably into supers) from light attacks and your furthest range attacks. Know your frame data for punishes.
- Lesson 4: Open them up and/or force mistakes. Once a player is solid, they won't give the game to you, you'll need to open them up. Learn:
- whiff punishing (footsies)
- left/right mixups (crossups)
- high/low mixups (overheads vs lows)
- frame traps (choosing to throw or attack when you have frame advantage)
- Guard crush strings
- command throw setups
- footsies some more once you realize that #2,3,4,5, 6 usually need a knockdown to setup
- Lesson 5: Know when to throw the rule book away, and make calculated risks. Is doing random supers bad? Yes. Is doing a 'random' super that's safe on block when your K groove rage is about to expire bad? Probably not. Learn tactics that are risky (as in waste meter or allow a punish if they fail), but weigh the risk vs reward of doing it. Consider:
- how likely it is to work?
- how much can your opponent punish you?
- how much you gain from doing it?
Character Technical Data
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
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).
- 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
- 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
- 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
- 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
- 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
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.
When choosing which characters to learn it is important to pay attention to which characters have the strongest moveset or qualities that make them a step above the other characters in the game. All the characters in the High-Mid Tier can be (and often are) considered Top Tier among different respected players.
The listed groove is their top/ideal groove.
- ✅ means that character is roughly equivalent or also well suited for that groove. There may be advantages and disadvantages, but they more or less wash out.
- 🔻 means that character is usable/well suited for that groove, but should be considered a tier (or two) lower in comparison to their ideal groove.
- if a groove isn't listed, that character isn't recommended for that groove. This doesn't mean they are bad, however. A-groove Sagat is still better than A-groove Yuri
Boss Tier (Banned in all tournaments):
Evil Ryu Orochi Iori Shin Akuma God/Ultimate Rugal
Top Tier/ S Rank
A-Bison (C, N= 🔻 K,S=🔻🔻 ) A-Blanka (C, N, K= ✅) A-Sakura ( C= 🔻🔻) C-Sagat (N, K, P= ✅ S=🔻)
High Tier / A Rank:
A-Vega (C= ✅ K,P= 🔻) A-Hibiki (N, K, C= ✅) C-Ken (A, N, K, P= 🔻 S= 🔻🔻) C-Rolento (A= ✅ P= 🔻 ) C-Guile (N, A= 🔻) C-Honda (N, A= ✅) K-Cammy (P= ✅, C, N= 🔻 ) K-Geese (P= ✅, C, N= 🔻 ) K-Rock (P= ✅, C, N= 🔻 ) K-Kyo (P= ✅ A, N= 🔻 C= 🔻🔻 ) N-Chun (C= ✅ P, K= 🔻 S= 🔻🔻) N-Iori (A= ✅, C= 🔻 P= 🔻🔻)
Mid Tier/ B Rank:
A-Yun (C= ✅) A-Joe (C, N = ✅) A-Athena (C= 🔻, S=🔻🔻) A-Eagle (C= ✅) A-Todo (C, N=🔻, S= 🔻🔻) C-Yamazaki (A= ✅ P, N, K=🔻) C-Kim C-Dhalsim C-Ryu (N= ✅ S=🔻) C-Rugal (A, N, K, P= ✅) K-Nakoruru (N = ✅) K-Chang (A= ✅ ) N-Akuma (K= ✅ C=🔻) N-Mai (K= ✅, (P=🔻) N-Morrigan (K= 🔻, S=🔻🔻) N-Maki (K= ✅ C=🔻) N-Vice (A, C= ✅)
Low-Mid Tier/ C Rank:
A-Terry (N= ✅ K=🔻) A-Benimaru (N, C= ✅ S=🔻) A-Haohmaru (K= ✅ C=🔻) A-Yuri (K,C,N= ✅ S=🔻) C-Balrog (K= ✅ N=🔻) C-Kyosuke (A= ✅ S=🔻) K-Raiden (A, P= ✅ S=🔻) K-Zangief (A= ✅ C, S=🔻) K-Ryo (N, P= ✅ )
Low Tier / D Rank:
A-Dan (K= 🔻) N-King (A= ✅)
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.
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.
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