Capcom vs SNK 2/System

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Game Mechanics

Universal Abilities/Concepts

Life Meter

When you lose all your life, you die. Simple Enough, Right? Not quite.

Every character has a different amount of hit points. These hit points (and damage bonus) are adjusted on a percentage basis by your ratio selection. Also, as the life bar is depleted, you gain bonus damage scaling, making the lifebar longer than it appears. Lastly, you gain health after defeating an opponent in a round.

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

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).

Ratio Health Bonuses/Changes=

Ratio 1: Health: -20% Damage: -18% Ratio 2: Health: +0% Damage: +0% Ratio 3: Health: +17% Damage: +17% Ratio 4: Health: +40% Damage: +30%

Low Health Scaling

When a character has a life total that is between 16~30%, each hit they take from then on is scaled by -10%.

When a character has a life total that is 15% or lower, each hit they take from then on is scaled by -25%.

Tons of fighting games do this, They figure it makes rounds "more exciting"

Note: if a single hit does enough damage to lower a character's health from 31% to 0%, it will not be scaled at all.

Life Regeneration Formula

The amount of life you gain back between rounds is directly related to how fast you finished off the opponent.

life gained = ( (time left on the clock + 1) * 300 / (total time in a round + 1)) * 10

The resulting number is always rounded down to the nearest 100.

Guard Meter

Stun Meter

Timer

Walking, Jumping, Crouching, Attacking

Blocking

Special Moves

Super Combos

Buffering (canceling)

High Jumping

Counter Hits

Cross Ups

Throws And Tech Hits

Autoguard

Trip Guard

Taunts

Groove System

Choose the groove that's in your heart. Generally the overall viability of the grooves goes something like A>C=K>>N=P>>S

C-Groove


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

A-Groove


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

P-Groove


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

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)

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

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)

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

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.

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,

Sub Systems & Groove specific systems

Dash

Run

Rolling

Dodge

Counter Attack

Counter Movement

Air Guard

Small Jump

Tactical Recovery

Safe Fall

James Chen CVS2 Systems FAQ

Campbell "Buktooth" Tran Systems FAQ