Capcom vs SNK 2
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. -- jchensor
Same here, but some stuff needs updating... --campbell
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 A-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: N-King
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
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