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|Capcom vs. SNK 2|
JP: September 13, 2001
JP: September 13, 2001
NA: November 6, 2001
PAL: November 30, 2001
|Gamecube (as CvS2 EO)|
JP: July 4, 2003
PAL: August 30, 2003
NA: September 23, 2003
|Xbox (as CvS2 EO)|
JP: July 16, 2003
NA: August 11, 2003
PAL: September 7, 2003
JP: September 19, 2012
NA: July 16, 2013
EU: December 11, 2013
Rollback (via Flycast )
|Delay-based netcode (via NullDC)|
|Delay-based netcode (via Dolphin)|
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.
- 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: Learn your groove. Know the inside and out of your groove to maximize your advantage in battle. Work on your Parrying/Just Defense/Dodging. Practice your custom combos and level 2 cancels. Work low jumps into your play. Utilize corpse hop dashes if you have one, etc etc. And of course, practice roll canceling.
- Lesson 5: Learn the other grooves of your opponents. Know how to approach and counter someone who is proficient with parrying/dodging/just defending. It normally requires to mix up your game plan, especially when poking or anti-airing. Learn safe fall punishes. Avoid giving A groove the "EASY ACTIVATE". Learn to counter rolls and roll cancels.
- Lesson 6: 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
- safe jump/option select setups
- footsies some more once you realize that #2,3,4,5, 6 usually need a knockdown to setup
- Lesson 7: 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?
- Is this based on prior gameplay habits, a read, or a guess?
- Is your opponent aware of conditions that make you more likely to attempt this risk?
- how much can your opponent punish you?
- how much you gain from doing it?
- i.e. would it kill a character that's a problem MU
- does it effect the range of options your opponent has to consider, thereby making your 'by the book' tactics more effective?
- how likely it is to work?
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). The length of the roll cancel is exactly the same as the character roll time. 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
-No Boss Characters (E. Ryu, O.Iori, G. Rugal, S.Akuma) -Whiff meter build after death -6 buttons/ Start taunts -480i (15k) or 480p (31k) modes -Roll Cancelling present
-Arcade perfect (99%) -Has Boss Characters (E. Ryu, O.Iori, G. Rugal, S.Akuma) -Selectable stages (including Both boss stages) -480i/480p -6 buttons. Start pauses. LK+Start taunts -No Whiff meter build after death -Color edit mode -EX Groove mode -Roll Cancelling present
-Arcade perfect (95%) -Runs a smidge faster than DC or Arcade -Has Boss Characters (E. Ryu, O.Iori, G. Rugal, S.Akuma) -Selectable stages (including Both boss stages) -480i -8 buttons. Select taunts. Start pauses. Button macros assignable. -No Whiff meter build after death -Color edit mode -EX Groove mode -Roll Cancelling present
- EO "EASY OPERATION"
-P-Groove can cancel special moves into supers -P-Groove also has a stronger guard crush meter (same in EO as K-Groove) -A-Groove can activate CCs in the air after landing an air-to-air attack -S-Groove charges a bit faster -Blanka, Sagat, and Cammy have been weakened a little bit, -Sagat's crouching fierce no longer cancels into super -Weaker characters (including most SNK characters) have a bit more damage in the medium and heavy attacks -And lots of bug fixes
-NOT arcade perfect (80%) -Has Boss Characters (E. Ryu, O.Iori, G. Rugal, S.Akuma) -Selectable stages (including Both boss stages) -8 buttons. Select taunts. Start pauses. Button macros assignable. -No Whiff meter build after death -Color edit mode -EX Groove mode -Roll Cancelling NOT present
- EO "EASY OPERATION"
-P-Groove can cancel special moves into supers -P-Groove also has a stronger guard crush meter (same in EO as K-Groove) -A-Groove can activate CCs in the air after landing an air-to-air attack -S-Groove charges a bit faster -Blanka, Sagat, and Cammy have been weakened a little bit, -Sagat's crouching fierce no longer cancels into super -Weaker characters (including most SNK characters) have a bit more damage in the medium and heavy attacks -And lots of bug fixes -"EO" mode enables specials performed via C-Stick
-NOT arcade perfect (80%) -Has Boss Characters (E. Ryu, O.Iori, G. Rugal, S.Akuma) -Selectable stages (including Both boss stages) -7 buttons. ? taunts. Start pauses. Button macros assignable. -No Whiff meter build after death -Color edit mode -EX Groove mode -Roll Cancelling NOT present -Best modern emulation & netplay via Dolphin
Digital port of PS2 on PSN.
Avoid at all costs. Basically the PS2 version, but with at least 4-6 frames of additional lag. Unplayable. If you have a backwards compatible PS3 (the 60GB models), use the PS2 Disc and a 480i composite connection to a tube TV. That is serviceable.