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Capcom vs SNK 2/Todo

From SuperCombo Wiki

Introduction

CVS2 Todo SNK Art.jpg
Health (at Ratio 2)
14800 High
Stun
70 Average
Dash Length
17 Frames Long
Dash Type
Hop Corpse Hop=Yes, Proj. Hop=Yes
Run Speed
7.4 Slow
Roll Distance
140 pixels Far
Roll Duration
27f Long
Wakeup Speed compared to Ryu
4f Slow

Story

Ryuhaku Todoh, stylized as just Todo in this game, is the inventor and primary teacher of Todoh style Kobudo, a style derivative of Aiki-jujutsu and Kendo. He has a long standing dojo in South Town, and a heavily developed rivalry with the nearby Kyokugenryu dojo. This rivalry is for various reasons: the Kyokugenryu dojo is more successful and takes a lot of profit from his dojo, and the Kyokugenryu style is just a lot more popular. Likely the biggest reason however is his rivalry with Takuma Sakazaki, the head of the dojo, dating back to their younger days.

When Yuri Sakazaki is kidnapped, Ryo immediately sets his sights on Todo, believing him to do it because of his animosity towards the dojo and fighting style. Todo had nothing to do with it in reality, but an enraged Ryo still beat him up badly. This was the final blow to both Todo's ego and the dojo as a whole. Students stopped enrolling, his funds plummeted, and his own humiliation hurt more than anything. Todo decided to disappear one day, with the only hint to where he was being his wife, who claimed he was training far away for a rematch with Ryo. His daughter, Kasumi Todoh, loved her father dearly. She refused to sit and wait, and mastered the Todoh style Kobudo, embarking on a quest to find him and to take revenge on every Kyokugenryu fighter she could find.

Gameplay

Todo is a seemingly simple character with some surprising execution required to master him. He only has 4 special moves, with 3 of those specials just being variations on the same move. His various Kasane Ate wave specials allow him to control space and are very plus in most situations, making for oppressive projectiles. 236P simply sends out the wave in front of him, with the different strengths determining the distance. These are +6, meaning you can realistically link from them if close enough. 623P is Aogi Kasane Ate, or Scrape. While these look like anti-airs, they are a bit too slow for that, but still work well if done preemptively enough. j.236P is Tobi Kasane Ate, or air wave. These are amazing air-to-airs and pressure tools, especially when done with a tiger knee input (doing the input as 2369P in order to do it as soon as you jump). These also leave you incredibly plus, especially on block. His final special is 63214P Taikuzushi, or Command Grab. This is an amazing command grab that allows him to combo from it, making for very high damage combos. When roll cancelled it's especially strong, as it can go through mashing and even be used as a realistic anti-air!

Todo has various useful normals and links as well, solidifying him as a neutral and pressure character. However, he does come with a few major weaknesses holding him back. While he has decent damage potential, nothing he does ends in a knockdown, limiting his ability to properly mix an opponent up. While his health is high, he lacks a reversal, leaving him struggling on defense or forced to spend meter. He only really has one useful super as well, 236236P Cho Kasane Ate. His other super, 2363214P Shingan Kazura Otoshi, is a counter with startup super flash. This basically screams "I'm doing my counter move!" and makes your opponent very unlikely to press a button if they're paying attention. He lacks a reversal, leaving him very weak on defense without roll cancels, though roll cancels make him a lot scarier overall. Todo is a straightforward neutral/pressure character with a difficult but damaging Custom Combo, and if you like some difficult execution on a seemingly simple character, you might have a lot of fun with him.

Groove Selection

Best - A: It's hard to justify playing Todo in any Groove besides A-Groove. A-Todo gets a very powerful Custom Combo, and a lot of ways to utilize it. Links after Kasane Ate in the corner, activating after a command grab for 10k+ damage, great guard crush potential with repeated Kasane Ate's, Todo has it all. He also gets roll, which he absolutely needs for RC command grab. RC command grab becomes much scarier in general because of the Custom Combo from it. A-Todo is a clear optimal Groove for him.

Useful - N/C/S: N-Groove gives Todo much better movement, mainly having hop, which helps his mixups a lot. Having consistent level 1 supers isn't bad, but Todo can also activate Max Mode, which gives him a decent and useful damage increase. He maintains roll for RC command grab and RC Scrape, and cheaper access to guard cancels for better defense. His supers are fairly useful, and the level 2 version of Cho Kasane Ate does decent damage. C-Todo gets rolls too, and his guard crush potential is a lot better with multiple supers. S-Todo similarly gets to spam level 1 Cho Kasane Ate, and can do it infinitely at low health, making for much scarier pressure. Charging is a chore however, but since Todo has decent neutral and offensive presence, people might not be as quick to press against you. Run and hop, similar to N-Todo, give him better mixup ability to go with his ridiculous safety on block.

Worst - K/P: All 3 of these Grooves sacrifice roll, which Todo really likes having for Roll Cancels. K-Todo gets Rage, which does up his damage, and Just Defend is a useful tool both offensively and defensively. Hop and run aid his mixups as well, but level 3 Cho Kasane Ate does pitiful damage for the cost, making his damage much less worthwhile. P-Todo similarly has very little, as his meterless punishes aren't bad but aren't amazing either. Having a level 3 stored doesn't do much to give him more damage either. S-Todo gets to end combos in level 1



Todo is a neutral and pressure based character who uses his powerful Kasane Ate specials to generate plus frames and crush guard, or mixing in his Taikuzushi command grab that he can combo from for big damage. Todo is best in A-Groove.
Pros Cons
  • Plus Frames: Todo can easily get himself very plus on block, and go through guard bars very quickly. While normal Kasane Ate is good at this, doing a tiger knee Tobi Kasane Ate is even better, and allows you to be immensely safe
  • Meter Spend: His Cho Kasane Ate is a great super for resetting pressure, cranking guard bar, and ending combos. The level 1 version alone is +15, allowing him to very safely continue his guard crush string afterwards, and in S-Groove is incredibly annoying to deal with
  • Command Grab: 63214P Taikuzushi is a great command grab that can be followed up with a combo for great damage. When roll cancelled, it's even harder to beat, and will eat through buttons and even anti-air for big damage
  • Simple CC: While the optimized versions are difficult, his easiest Custom Combos still do good damage, and in the corner he can just do repeated Kasane Ate both on hit and block for great damage
  • Bad Defense: Despite his decent health value, having no reversal leaves Todo very stuck on defense, though roll cancel helps this a lot
  • Execution: Being able to consistently roll cancel, hit links after Kasane Ate, and tiger knee Tobi Kasane Ate are all execution pitfalls a Todo player has to learn, not to mention his optimized Custom Combo
  • Limited Moveset: Todo only has 4 specials and 2 supers to work with, and one of those supers isn't useful at all. This leaves him with very few answers to a lot of things, and while what he does have is fine, it's still a limit to play around
  • Mixup: While he can guard crush with the best of them, Todo relies on mixing up with his command grab, which requires pretty close range. He lacks a high/low mixup otherwise,



!!!THIS PAGE IS STILL A WIP. IF YOU NEED FRAME DATA NOW, REFER TO THE CVS2 BIBLE OR LOOK THROUGH EDIT HISTORY TO FIND THE LAST EDIT CONTAINING FRAME DATA IF THERE WAS ONE!!!

Normal Moves

Far Normals

5LP

Far Jab
Far Light Punch
5LP / Far LP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lp.png 315 3 RF/SP/SU Mid High 4 4 10 18 +3 +3 None

Placeholder

5MP

Far Strong
Far Medium Punch
5MP / Far MP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Mp.png 1000 64 SP/SU Mid High 5 4 17 26 +3 +3 None

Placeholder

5HP

Far Fierce
Far Heavy Punch
5HP / Far HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Hp.png 1400 14 None Mid High 10 4 30 44 -10 -10 -

Placeholder

5LK

Far Short
Far Light Kick
5LK / Far LK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lk.png 500 5 SU Low Low 5 4 15 24 -4 -4 -

Placeholder

5MK

Far Forward
Far Medium Kick
5MK / Far MK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Mk.png 800 8 None Mid High 8 6 16 30 -2 -2 None

Placeholder

5HK

Far Roundhouse
Far Heavy Kick
5HK / Far HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Hk.png 1300 13 None Mid High 15 4 22 41 -2 -2 None

Placeholder

Close Standing Normals

clLP

Close Jab
Close Light Punch
cl.LP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Lp.png 300 3 RF/SP/SU Mid High 4 4 10 18 +3 +3 None

Placeholder

clMP

Close Strong
cl.MP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Mp.png 900 9 SP/SU Mid High 6 4 10 20 +8 +8 -

Placeholder

clHP

Close Fierce
Close Heavy Punch
cl.HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Hp.png 1400 14 None Mid High 8 4 26 38 - - None

Placeholder

clLK

Close Short
Close Light Kick
cl.LK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Lk.png 500 5 SU Low Low 5 4 15 24 -4 -4 None

Placeholder

clMK

Close Forward
Close Medium Kick
cl.MK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Mk.png 800 8 SU Mid High 5 4 22 31 -6 -6 None

Placeholder

clHK

Close Roundhouse
Close Heavy Kick
cl.HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Hk.png 1300 13 None Mid High 12 4 14 50 -14 -14 None

Placeholder

Crouching Normals

2LP

Crouch Jab
Crouching Light Punch
2LP / cr.LP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Lp.png - - - - - - - - - - - -

Placeholder

2MP

Crouch Strong
Crouching Medium Punch
2MP / cr.MP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Mp.png - - - - - - - - - - - -

Placeholder

2HP

Crouch Fierce
Crouching Heavy Punch
2HP / cr.HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Hp.png - - - - - - - - - - - -

Placeholder

2LK

Crouch Short
Crouching Light Kick
2LK / cr.LK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Lk.png - - - - - - - - - - - -

Placeholder

2MK

Crouch Forward
Crouching Medium Kick
2MK / cr.MK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Mk.png - - - - - - - - - - - -

Placeholder

2HK

Crouch Roundhouse
Crouching Heavy Kick
2HK / cr.HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Hk.png - - - - - - - - - - - -

Jumping Normals

j.LP

Jump Jab
Jumping Light Punch
j.LP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Lp.png - - - - - - - - - - - -

Placeholder

j.MP

Jump Strong
Jumping Medium Punch
j.MP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Mp.png - - - - - - - - - - - -

Placeholder

j.HP

Jump Fierce
Jumping Heavy Punch
j.HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Hp.png - - - - - - - - - - - -

Placeholder

j.LK

Jump Short
Jumping Light Kick
j.LK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Lk.png - - - - - - - - - - - -

Placeholder

j.MK

Jump Forward
Jumping Medium Kick
j.MK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Mk.png - - - - - - - - - - - -

Placeholder

j.HK

Jump Roundhouse
Jumping Heavy Kick
j.HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Hk.png - - - - - - - - - - - -

Placeholder

Command Normals

X

Generic Command
Generic Name
Generic Input
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
- - - - - - - - - - - - -

Placeholder

Throws

X

Generic Throw Name
Punch Throw
Near Opponent, 4/6HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close B.png/F.png+Hp.png - - - - - - - - - - - -

Placeholder

X

Generic Throw Name
Kick Throw
Near Opponent, 4/6HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close B.png/F.png+Hk.png - - - - - - - - - - - -

Placeholder

Colors

Todo CvS2 colors.png

CvS2 Wiki Navigation

General
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HUD
Glossary
System
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CvS2 Versions
Netplay/ Training
FAQ
Grooves
Groove Overview
Groove Subsystems
C-Groove
A-Groove
P-Groove
S-Groove
N-Groove
K-Groove
Capcom Characters
Akuma (Gouki)
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Blanka
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M. Bison (Dictator)
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Yun
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SNK Characters
Athena
Benimaru
Chang
Geese
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Raiden
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Ryo
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Todo
Vice
Yamazaki
Yuri
Boss Characters
Shin Akuma
Ultimate Rugal
Evil Ryu
Orochi Iori