Difference between revisions of "Capcom vs SNK 2"

From Shoryuken Wiki!
Jump to: navigation, search
(Roll Cancelling)
Line 116: Line 116:
Counter hits do more damage and give more frame advantage than a normal hit.
Counter hits do more damage and give more frame advantage than a normal hit.
==Free Jump-ins==
==Free Jump-ins==

Revision as of 10:12, 19 March 2006


Introduction goes here.

Game Mechanics

James Chen CVS2 Systems FAQ

Campbell "Buktooth" Tran Systems FAQ

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

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.

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. 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)

Top Tier:

C-Sagat A-Sakura P-Cammy A-Bison A-Blanka C/N-Chun C-Guile C-Honda

High-Mid Tier:

A-Hibiki C-Rolento N-Iori K-Geese K-Rock P-Kyo A-Vega C-Ken

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:


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 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

The Characters