Difference between revisions of "Capcom vs SNK 2"
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Revision as of 09:53, 19 March 2006
Introduction goes here.
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.
--Ponder 20:48, 6 February 2006 (CST)
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
Same here, but some stuff needs updating... --campbell
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.
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. The list below has been gathered and analyzed by all of the best American Capcom Vs. Snk 2 players and is generally agreed upon as a solid list of what characters have the best chance of winning if two players are of equal skill.
Official American CVS2 Tiers (All characters are shown in their optimal grooves, although some characters are strong in many grooves)
C-Sagat A-Sakura P-Cammy A-Bison A-Blanka C/N-Chun C-Guile C-Honda
A-Hibiki C-Rolento N-Iori K-Geese K-Rock P-Kyo A-Vega C-Ken
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
A-Yuri A-Terry A-Benimaru K-Zangief C-Balrog K-Raiden A-Dan K-Ryo C-Kyosuke A-Haohmaru
Viscant's forum posts on top tier teams and why they are good: http://www.shoryuken.com/forums/showthread.php?p=1531227#post1531227 http://www.shoryuken.com/forums/showthread.php?p=1540278#post1540278
Roll Canceling is a glitch that allows you to cancel a roll into a special moves while retaining the invincibility of the roll. To perform a roll cancel you must perform the special move 3 frames into the roll. The invincibility of the special move varies not on the speed of the characters roll but the momentum of the special move that was used. Roll Canceling like normal rolls leaves you open for throws. The other downside of a roll cancel is the fact you can not roll cancel a special move inside of a combo. Any special move that propels the character foward are always the best moves to roll cancel because the invincibilty seemingly last longer than stationary moves such as Blanka's eletricity and fireballs.
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 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