-------------------------------------------------------------------------------
=============================
CAPCOM VS SNK 2 SYSTEMS GUIDE
=============================
(or more accurately, listing of random stuff that people might find
interesting or useful)
v1.7, keeping the public informed as of 12/20/03
by Buktooth88
This guide is meant to be viewed in Notepad. THIS IS IMPORTANT. This guide is
mostly comprised of charts and graphs, and it'll be a LOT harder to read if the
format isn't shown as intended! Select all, copy and paste to Notepad. You'll
thank me later.
Unpublished work Copyright 2003 Campbell Tran
This document is protected by US Copyright Law, and the Berne Copyright
Convention of 1976. It is for private and personal use only--it cannot
be reprinted in part or in whole, or reproduced in any way or in any
form (written or otherwise). It is a free document that cannot be used
in any sort of commercial transaction, including selling it or giving
it away as a gift. This FAQ cannot be referenced, altered, or used by
anybody (including webmasters, publishers, and magazine staff) without
my express written permission. This FAQ was created and is owned by
me, Campbell Tran. It can be found exclusively at (www.GameFAQs.com, and
www.top-players.com).
All copyrights and trademarks are acknowledged and respected that are not
specifically mentioned herein.
Plagiarism is a crime and is punishable by law. I'll git you sucka!
The CvS series and all of its characters are (c) Capcom of Japan and
(c) SNK/Playmore of Japan.
BIG DISCLAIMER:
--------------
90% of the info contained herein is actually a translation of Famitsu's
incredible Capcom Vs SNK 2 Millionaire Fighting 2001 Official Guidebook (AKA
The Bible. And if you haven't heard me say it already, E-Bay it! Import it!
It's a must have!) and for the most part, isn't my own work. So there. Nice
big credit to the the actual source of most of this info to cover my ass. I'm
not making any sort of money off of this, so my ass is covered now right?
RIGHT? If I'm STILL violating some kind of plagiarism thingie, somebody please
message me at either
[email protected] or on AIM user name Buktooth88.
Anyway, on with the guide!
===========
FAQ HISTORY
===========
v1.0, 7/10/03 - What started as a simple "what moves Iori can crouch" section
for my N-Iori guide eventually blew up into all of this. I get side-tracked
easily. :P Anyway, some of this is old news, a lot of it is totally new to
Americans. Worst part is, this is all translated from a guide that's TWO YEARS
OLD in Japan!
Charts and lists right now are pretty unintuitve and require the reader to read
an explanation before looking at them, so hopefully I'll have a better format
for the next update. Also left out a few things from the book (because either
I couldn't translate it or I thought it was really mundane) that might get
added later. Also, a complete list of "exceptions to the rule" will probably
make the next update.
v1.3, 7/15/03 - Fixed all of the errors in the v1.0 (I hope) and as promised,
added all of the "exceptions to the rule" to the applicable sections. Also
added a few mundane things here and there like taunt information and damage
settings info.
Added one major piece of information: how many frames you are immune to throws
after waking up/leaving guard or hit stun, etc. See "throw data" section.
Most of importantly of all, attempted to make the guide more read-able for
the more casual gamer who doesn't take perverse pleasure in dissecting Japanese
strategy guides. YOU KNOW WHO YOU ARE. -_-
Since I can't put any visual aids in a guide written in Notepad (and I'm NOT
going to do ASCII drawings), I attempted to make things more lucid by
explaining each individual chart/list in plainer English. Also added a short
preface explaining frame data.
v1.7, 12/20/03 - Added quite a few things this update: a dizzy chart, an
addendum to the mysterious properties of CC activation, a halfway finished list
of juggle potentials (those things take forever!), a number of old glitches,
the formula for life regeneration between rounds that I completely forgot to
add until now, and a list of command shortcuts that CvS2 lets you do. Last but
not least, a more detailed look at the exact effects of Just Defending that I
came up with myself with a bit of experimentation. Be sure to check that one
out, since I spent a few hours re-checking and verifying my results with
different characters and moves to be absolutely sure. If I'm gonna spend that
much time on something SOMEBODY better read it. >:B
Oh, last minute addition, just added some insight into how P/K grooves can
parry/JD before they can even block in certain situations. Oh yeah, you might
notice the date for this update is really off. I've been sitting on this update
forever, and already changed all the dates once. Don't feel like going through
all the trouble to change a little inconsequential detail again.
=================
TABLE OF CONTENTS
=================
0. PREFACE
1. ASSORTED CHARTS
-height chart
-health chart
-stun chart
-roll chart
-dash chart (updated 12/20/03)
-run chart
-dizzy chart (added 12/20/03)
2. GUARD BAR RECHARGE RATES
3. DAMAGE MODIFIERS
-combo damage scaling formulas
-counter hits
-low health scaling
4. GROOVE DATA
-c-groove
-a-groove
-p-groove
-s-groove
-n-groove
-k-groove
5. ASSORTED FRAME DATA
-super time freeze effect
-throw data (MAJOR update 7/15/03)
-counter hits
-jumping attacks
-guard crush
-reversals
-just defend modified frame advantage formula (MAJOR addition 12/20/03)
-groove specific stuff (updated 12/20/03)
6. RANDOM STUFF
-life regeneration formula (added 12/20/03)
-guard damage formula (updated 7/15/03)
-irregular parry moves (added 7/15/03)
-taunts (added 7/15/03)
-meter building chart
-stun damage formula (updated 12/20/03)
-chip damage formula
-actions during which you cannot break throws
-alpha counter/counter roll penalties
-air block penalty
-Parry/Just Defending weirdness (added 12/20/03)
-juggle potential list (added 12/20/03)
-command shortcuts (added 12/20/03)
-ratio bonuses
-speed settings
-damage settings (added 7/15/03)
7. GLITCHES (added 12/20/03)
-the 2P cross up glitch (added 12/20/03)
-the "low juggle" glitch (added 12/20/03)
-the OTG grab glitch (added 12/20/03)
-the Dan CC activation glitch (added 12/20/03)
-the left corner glitch (added 12/20/03)
-the roll cancel glitch (added 12/20/03)
-the Xerocrew glitch (added 12/20/03)
-potential glitches (added 12/20/03)
8. CREDITS
-------------------------------------------------------------------------------
==========
0. PREFACE
==========
There's a lot of really technical info contained in this guide. The word
"frame" will be tossed around about bazillion times, so I should probably take
the time to explain what a frame is.
What is a frame?
Well, the easiest way to explain it would be to say that CvS2 runs at 60 frames
per second (FPS). If you do the math, 1 frame = 1/60th of a second. So when I
say there's a 2 frame window to get a reversal-timed attack, that means that
the window is exactly 1/30th of a second long (2/60). To any non-Street Fighter
player, that kind of precision might seem pretty ludicrous for anybody to get
consistently. But as most CvS2 players know, getting reversals is really quite
easy in this game. Go figure.
Oh, and to avoid confusion, frame advantage/disadvantage should always be in
relation to the attacker. Even though it makes sense, avoid saying the defender
has a +5 frame advantage... just say the attacker has a -5 frame disadvantage
instead to avoid confusion.
Now that's out of the way, you're going to see a number of charts and lists
with an overwhelming amount of numbers (and sometimes letters!). If you don't
understand what any of it means, you didn't read the explanation directly above
the list. If you read the explanation and STILL don't understand the following
list/chart, mail me at
[email protected] and list your grievances
there.
-------------------------------------------------------------------------------
==================
1. ASSORTED CHARTS
==================
Stats lovers like me eat up this sort of thing; big charts where you can
compare all the vital stats of different characters together and see who has
the best/worst whatever.
------------
HEIGHT CHART
------------
Each character has a height value shown in the chart below. The higher the
number, the taller the character is while crouching. The list of moves below
refers to all the moves in the game that are crouchable only by certain
characters. Each move has a height number assigned to it as well. If the
character's height number is lower than the move's height number, he can crouch
it. If the character's height value is equal to or higher than the move's
height value, he cannot.
If a move is not on the list below it's either because everybody can crouch it.
Or, more likely, NOBODY can crouch it.
Moves denoted by a star (*) indicate that I found their heights by myself
through experimentation. Most of the moves I entered were jumping overheads,
but I also added a few special moves and supers that the Famitsu guide left
out. If a character has a number of jumping overheads and I didn't list the
extras it was because I felt it was redundant (not to mention a waste of my
time). Also, the height listed for the jumping overheads is the bare minimum
required to get the overhead to work; the timing may be very strict to get it
to connect. Jumping overheads naturally work more consistently against bigger
characters, as opposed to ground-based moves that only care about whether they
can crouch it or not.
added 7/15/03 - a lot of people are telling me that they aren't understanding
what I'm trying to convey here. Let me give a simple example. Ryu's height
while crouching is 64. A move like, say, Sagat's standing fierce has a height
of 77. Ryu's crouching height of 64 is lower than Sagat's fierce height of 77,
so naturally Ryu can crouch it. Chun Li's standing jab slap is 64. That's the
same height as Ryu, so it's not high enough to go over him. Therefore Ryu can't
crouch Chun Li's standing jab. Kyo's standing roundhouse is 61. That's LOWER
than Ryu's crouching height at 64. Ryu cannot crouch that either.
Is that better?
As an added note, since this is a list of moves that are only crouchable by
certain characters you can make a few quick deductions before reading it. The
moves below are all crouchable by somebody, therefore anybody that possesses a
height of 60 can crouch EVERY move on the following list. Conversely, Raiden is
the tallest character on the list so he can't crouch ANY of the moves on the
list.
CHARACTERS
----------
79 - Raiden
78 - Geese, Chang
77 - Zangief, Sagat
72 - Eagle
71 - Rugal, Yamazaki, Benimaru
70 - E.Honda
69 - Dhalsim, Terry
68 - Kyo, Joe
67 - Guile, Balrog
66 - Blanka, M.Bison, Kyosuke, Todo
65 - Ryo
64 - Ryu, Ken, Akuma, King, Dan, Rolento, Haohmaru
63 - Vega, Cammy
62 - Morrigan, Yun
61 - Chun Li, Sakura, Mai, Kim, Vice, Yuri, Nakoruru, Rock, Hibiki
60 - Maki, Iori, Athena
MOVES
-----
Ryu 77 - standing far jab
72 - standing far roundhouse
64 - hop kick
*65 - overhead straight up low jump roundhouse
Ken 77 - standing far jab
71 - standing far fierce
70 - hcf+k funky kick
*65 - overhead straight up low jump roundhouse
Chun Li 64 - standing jab
66 - close standing strong
*65 - Spinning Bird Kick
70 - the second hit of Lightning Legs (free hit!)
70 - f+forward
Guile 66 - standing far strong
77 - f+fierce backfist
64 - standing jab
72 - standing far fierce
*77 - low jump forward overhead
Zangief 64 - standing forward
63 - standing strong
77 - standing fierce
*77 - straight up low jump overhead fierce
*68 - overhead low jump d+forward (knees)
Dhalsim 69 - standing jab
Blanka 63 - standing strong
Balrog 64 - standing fierce
77 - standing jab
78 - standing short
68 - rush punch
*63 - overhead low jump roundhouse
Vega 77 - standing jab
64 - standing strong
67 - Red Impact (the level 3 only super)
Sagat 66 - standing jab
77 - standing fierce
*69 - flying portion of Tiger Raid super (hotfoot)
*77 - second hit of roundhouse Tiger Knee
*72 - second hit of short Tiger Knee
M.Bison 71 - standing jab
65 - standing far strong
Sakura 62 - standing far fierce
66 - standing jab
64 - standing far strong
77 - second hit of roundhouse hurricane kick
*77 - overhead normal jump roundhouse
Cammy 69 - standing far strong
71 - standing far jab
Morrigan 71 - standing far jab
66 - standing close jab
*77 - overhead normal jumping jab
*77 - err... a quick "triangle jump" doesn't fly over these chars.
Dan 77 - standing jab
77 - standing roundhouse
*70 - second hit of roundhouse dankuu kyaku ("gale kicks")
*77 - second hit of forward dankuu kyaku
Eagle 61 - standing far fierce
77 - Manchester Gold (spinny move)
*71 - overhead jumping roundhouse
Maki 64 - standing jab
68 - standing close fierce
68 - standing close roundhouse
78 - standing far roundhouse
*61 - overhead low jump fierce
*63 - overhead low jump roundhouse
*70 - overhead low jump jab/strong
Kyosuke 68 - standing close jab
68 - standing far strong
77 - qcf+k "flash kick"
Rolento 69 - standing far roundhouse
67 - overhead normal jumping strong
Akuma 77 - standing far jab
72 - standing far roundhouse
*65 - straight up low jump roundhouse overhead
Kyo 63 - standing far short
72 - standing far jab
70 - standing far fierce
61 - standing far roundhouse
*77 - overhead low jump d+fierce
Iori 66 - standing roundhouse
*69 - crouching fierce
Terry 64 - standing far strong
79 - standing far jab
68 - standing far fierce
Ryo 61 - standing far strong
70 - standing far jab
70 - standing far roundhouse
*67 - ZanRetsuKen (crazy hands)
Mai 68 - standing far fierce
*61 - overhead low jump roundhouse
Kim 65 - standing far fierce
62 - KuuSaJin (triple kick move)
68 - first hit of forward HanGetsuZan (half moon kick thingie)
77 - first hit of roundhouse HanGetsuZan
68 - standing far strong
68 - HoouHiTenKyaku (launcher super)
*63 - overhead low jump fierce
*77 - overhead normal jump fierce/jab (into super!)(11/10 EDIT)
Geese 77 - standing jab
67 - standing far fierce
Yamazaki 77 - standing far strong
Raiden 64 - poison breath (far)
79 - poison breath (near)
72 - standing close fierce
69 - standing far strong
Rugal 62 - standing close fierce
77 - standing far jab
79 - standing far roundhouse
62 - second hit of low fierce (the part that goes really far)
*77 - overhead low jump roundhouse
Vice 64 - standing far strong
77 - standing far jab
Benimaru 66 - standing fierce
77 - standing far strong
77 - standing far jab
Yuri 65 - standing far jab
65 - Saifa (reflector)
King 77 - standing far jab
62 - standing far forward
69 - standing far fierce
77 - standing far roundhouse
Nakoruru 62 - standing close jab
Joe 77 - standing far jab
66 - standing far fierce
Todo 64 - standing close strong
62 - standing far strong
Athena 72 - standing far forward
Rock 77 - standing close roundhouse
79 - standing far roundhouse
*69 - overhead low jump roundhouse
Haohmaru 63 - standing far jab
64 - standing far forward
73 - standing close roundhouse
Chang 77 - standing fierce
-------------------------------------------------------------------------------
------------
HEALTH 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
added 7/15/03 - In an effort to make this guide more readable by the common
player, explanations will be added to the simplest of things. Even this! 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).
-------------------------------------------------------------------------------
----------
STUN CHART
----------
A character's stun value represents how many stun points they can take
before they get dizzied.
For more information on stun damage, see the 'stun damage formula' section
under chapter 6.
80 - Zangief, Honda, Raiden, Chang
70 - Ryu, Ken, Chun Li, Guile, Blanka, Balrog, Sagat, Bison, Dan, Eagle,
Maki, Kyo, Iori, Terry, Ryo, Kim, Geese, Yamazaki, Rugal, Vice, King,
Joe, Todo, Rock, Haohmaru
60 - Dhalsim, Vega, Sakura, Cammy, Morrigan, Kyosuke, Yun, Rolento, Akuma,
Mai, Benimaru, Yuri, Nakoruru, Athena, Hibiki
-------------------------------------------------------------------------------
----------
ROLL CHART
----------
Format for the roll chart is as follows:
(1) (2) [(3)/(4)U/(5)R]
(1) is the name of the character.
(2) is the horizontal length of the character's roll in pixels.
(3) is the number of fully invincible frames in the roll. Remember that rolls
are vulnerable to throws at any time.
(4) the "U" stands for "upper-body invincibility". Upper-body invincibility is
exactly what it sounds like: your character is only invincible from the
waist up. Not all characters have a portion of their rolls which have only
upper-body invincibility; if there is no number preceded by a "U" then the
character's roll goes directly from (3) to (5).
(5) the "R" stands for "recovery time". The recovery time is the number of
frames at the end of a roll that are fully vulnerable.
- 11/10/03 EDIT: Changed some of the wording on (4) and (5), and also added
that rolls can be thrown at any time.
added 7/15/03 - Getting a number of questions about the 'U' portion of the
roll. As it says above, during that portion of the roll the character is
invincible from the waist up; if you try to punch him in the head it'll go
right through him... he's INVINCIBLE! However, he's only invulnerable from the
waist up so low moves work perfectly fine.
Quick example for those who still don't get this whole chart. Ryu's roll is:
Ryu 120 [27/2U/4R]
His roll travels a distance of 120 pixels. The first 27 pixels of it are fully
invincible, the next 2 frames after that (the 28th and 29th frames) are only
invincible from the waist up; low-hitting attacks will still hit him. The
following 4 frames after that (the 30th-34th frame) are fully vulnerable to
anything and everything.
Ryu 120 [27/2U/4R]
Ken 120 [27/2u/4R]
Chun Li 132 [27/2U/4R]
Guile 167 [27/4U/4R]
Zangief 120 [27/4U/4R]
Dhalsim 135 [27/4U/4R]
E.Honda 116 [27/4U/3R]
Blanka 135 [27/4U/4R]
Balrog 112 [27/3R]
Vega 102 [27/2U/4R]
Sagat 112 [27/3R]
Bison 116 [27/1U/3R]
Sakura 112 [27/4R]
Cammy 112 [27/8U/4R]
Morrigan 135 [27/4U/5R]
Dan 120 [27/2U/4R]
Eagle 120 [27/2U/4R]
Maki 120 [27/2U/4R]
Kyosuke 117 [27/2U/3R]
Yun 120 [27/2U/4R]
Rolento 118 [27/5R]
Akuma 120 [27/2U/4R]
Kyo 136 [27/4U/4R]
Iori 132 [27/2R]
Terry 112 [27/4R]
Ryo 120 [27/2U/4R]
Mai 113 [27/4R]
Kim 98 [27/2R]
Geese 135 [27/4U/4R]
Yamazaki 113 [27/3R]
Raiden 116 [27/3U/5R]
Rugal 120 [27/2U/4R]
Vice 84 [27/4R]
Benimaru 113 [27/3R]
Yuri 112 [27/3R]
King 102 [27/2R]
Joe 120 [27/2U/4R]
Nakoruru 120 [27/2U/4R]
Todo 120 [27/2U/4R]
Athena 102 [27/2R]
Rock 112 [27/7U/4R]
Haohmaru 120 [27/2U/4R]
Hibiki 120 [27/6U/4R]
Chang 120 [27/13U/3R]
-------------------------------------------------------------------------------
----------
DASH CHART
----------
Format for the dash chart is as follows:
(1) (2)/(3) (4)/(5)
(1) is the name of the character.
(2) is the horizontal range on his/her forward dash (in pixels).
(3) is the vertical range on his/her forward dash (in pixels). Translation: how
high the "hop" is during the dash. Even dashes with a 0 vertical range are
considered airborne, though; if you hit the character out of the dash
they'll flip into the air instead of taking the hit on the ground.
(4) is the horizontal range of the character's back dash (in pixels).
(5) is the vertical range of the character's back dash (in pixels).
added 7/15/03 - Example time! Here's a simple walkthrough for those who can't
decipher all the numbers below:
Blanka's dash has stats of:
Blanka 113/22.5 113/22.5
So what does this mean? The first number, 113, means his forward dash moves
forward 113 pixels. The number adjacent to that, 22.5, means that his forward
dash has a little hop in it that's 22.5 pixels higher than the ground. It'll
go over moves that are shorter than 22.5 pixels high, such as a ground
fireball.
The second set of numbers are the exact same thing, but for Blanka's backdash.
113 pixels back, 22.5 pixels high.
Ryu 97/0 65/0
Ken 97/0 65/0
Chun Li 98/0 133/22.5
Guile 101/14 85/14
Zangief 66/22.5 65/22.5
Dhalsim 69/22.5 58/22.5
E.Honda 85/19.6 85/19.6
Blanka 113/22.5 113/22.5
Balrog 113/22.5 113/22.5
Vega 112/22.5 113/22.5
Sagat 64/0 85/0
M.Bison 102/23.9 89/0
Sakura 88/11.3 88/11.3
Cammy 113/22.5 104/0
Morrigan 118/22.5 117/22.5
Dan 102/15.8 98/37.4
Eagle 113/22.5 132/18
Maki 113/22.5 113/22.5
Kyosuke 97/0 65/0
Yun 113/22.5 102/0
Rolento 99/0 100/0
Akuma 80/0 81/0
Kyo 101/11.7 118/11.7
Iori 102/0 119/22.5
Terry 102/15 95/15
Ryo 88/11.3 88/22.5
Mai 101/9.6 102/22.5
Kim 88/22.5 98/22.5
Geese 65/0 72/0
Yamazaki 71/0 72/0
Raiden 96/22.5 96/22.5
Rugal 65/0 85/11.3
Vice 113/22.5 113/22.5
Benimaru 113/22.5 113/22.5
Yuri 113/22.5 113/22.5
King 88/22.5 96/22.5
Nakoruru 113/22.5 113/22.5
Joe 97/0 64/0
Todo 112/22.5 69/22.5
Athena 112/22.5 113/22.5
Rock 102/18 102/18
Haohmaru 96/0 64/0
Hibiki 81/0 88/22.5
Chang 57/16.9 40/16.9
12/20/03 EDIT: The minimum dash height that lets you "corpse hop" opponents is
apparently 14. The minimum dash height to hop over ground fireballs is
apparently 22.5. E.Honda's 19.6 height dash looks like he might be able to make
it over, but since his dash doesn't go anywhere he just ends up landing on top
of it.
-------------------------------------------------------------------------------
---------
RUN CHART
---------
The following chart shows a speed rating for each character while running.
The speed rating is the measure of how many horizontal pixels the character
covers in a single frame of running.
added 7/15/03 - I really don't know how to make this any simpler except to say
the higher the number, the faster the character runs.
Ryu 8.2
Ken 8.5
Chun Li 9.0
Guile 8.0
Zangief 5.6
Dhalsim 6.4
E.Honda 6.9
Blanka 7.2
Balrog 8.8
Vega 10.1
Sagat 7.2
M.Bison 9.2
Sakura 8.0
Cammy 9.8
Morrigan 8.0
Dan 8.0
Eagle 8.2
Maki 9.0
Kyosuke 8.5
Yun 9.0
Rolento 9.0
Akuma 8.5
Kyo 8.2
Iori 7.4
Terry 8.8
Ryo 7.4
Mai 9.6
Kim 8.5
Geese 7.2
Yamazaki 7.2
Raiden 5.6
Rugal 8.5
Vice 8.0
Benimaru 8.8
Yuri 8.5
King 8.0
Nakoruru 9.2
Joe 8.0
Todo 7.4
Athena 8.5
Rock 8.5
Haohmaru 7.4
Hibiki 7.2
Chang 5.6
-----------
DIZZY CHART
-----------
(added 12/20/03)
As most people already know, most characters get dizzy for different amounts of
time. What people might NOT know, is that every time somebody gets dizzy
there's a base "dizzy time" that is completely randomized.
Every time a character gets dizzy the base dizzy time is a randomized number
that is either 2, 3, or 5 seconds. Of course, mashing reduces time from the
base dizzy time. Pressing a button removes 1/60th of a second (1 frame) from
the base time, while hitting a direction on the joystick removes 2 frames from
the base time.
Lastly, many characters in the game have a built-in modifier that
adds/subtracts time from the base dizzy time. Here's a a list of modifiers and
the characters that have them:
-60/60 secs: Dhalsim, Dan, Geese
-30/60 secs: Zangief, Joe, Chang
-0/60 secs: Ryu, Ken, Chun Li, Guile, E.Honda, Blanka, Sagat, Sakura, Cammy,
Eagle, Maki, Rolento, Akuma, Kyo, Terry, Mai, Yamazaki, Raiden,
Rugal, Vice, Yuri, Todo, Athena, Rock, Haohmaru, Hibiki
+30/60 secs: Balrog, Kyosuke, Yun, King
+60/60 secs: Vega, M.Bison, Morrigan, Evil Ryu, Shin Akuma, Iori, Ryo, Kim,
Benimaru, Nakoruru, Orochi Iori, God Rugal
I think we've all seen this happen: You get Geese dizzy, you jump in for a free
combo, and he's out of dizzy before you even hit the apex of your jump. What
happened is Geese must have got the 2 second base dizzy time, which gets a full
second reduced from it because of Geese's -60/60 sec modifier... making the
base dizzy time a single measly second. Add in some furious mashing, Geese gets
out of dizzy like right after he gets up.
===========================
2. GUARD BAR RECHARGE RATES
===========================
Not all guard bars are created equal. Not only do P and K grooves have shorter
guard bars than the rest, they also recharge MUCH slower than the other guard
bars do when they're low.
P and K bars recharge at a constant rate of 1 unit every 30/60 seconds. For the
mathematically uninclined, that's 1 unit every half second. The other bars
charge at that rate also, but only when they're at 50% capacity or more. When
they drop below that... things get a little complicated. The lower the guard
bar, the faster it recharges. Not only that, but there's three different speeds
of guard bar recharge rate which are character dependant. The complete
breakdown is below.
Format for the following lists is as follows:
(1) (2)
(1) is the number of guard bar units left in the bar.
(2) is the rate of guard bar regeneration for that number of units. For
example, 6/60 would mean that the guard bar would recharge one unit every
6/60 seconds (1 tenth of a second) as opposed to the normal one unit every
30/60 seconds (half second).
Simple, right? :P
added 7/15/03 - Let me try to explain this in layman's terms. See the 'FAST
TYPE' chart below? See the '6/60' next to the '0,1,2'? What this means is that
if you have 0, 1, or 2 units left in your guard bar, your bar will recharge at
a rate of 1 unit per 6/60 seconds. Once your bar fills up to 3 units it
fills at the rate of 1 unit per 7/60 seconds until you have 4 units in your
guard bar. It then charges at 1 unit per 8/60 seconds until you have 6 units,
and so forth.
If you STILL don't understand these, then just remember that the fast type
guard bar charges faster than the normal type which charges faster than the
slow type which charges faster than K and P groove guard bars. Heh.
FAST TYPE:
0,1,2 6/60
3 7/60
4,5 8/60
6 10/60
7 12/60
8 14/60
9 16/60
10 17/60
11 18/60
12 19/60
13 20/60
14,15 21/60
16,17 22/60
18,19 23/60
20 24/60
21,22 25/60
23 26/60
Fast Type characters: Ryu, Ken, Guile, Dhalsim, E.Honda, Blanka, Balrog, Sagat,
Morrigan, Dan, Eagle, Maki, Kyosuke, Yun, Rolento, Akuma, Kyo, Iori, Benimaru,
Yuri, King, Nakoruru, Joe, Todo, Athena, Rock, Haohmaru, Hibiki, Chang
NORMAL TYPE:
0 6/60
1 7/60
2 8/60
3 10/60
4 12/60
5 14/60
6 16/60
7 18/60
8 19/60
9 20/60
10,11 21/60
12,13 22/60
14,15 23/60
16 24/60
17 25/60
18 26/60
19 27/60
20 28/60
21,22 29/60
23 30/60
Normal Type characters: Chun Li, Bison, Sakura, Cammy, Terry, Ryo, Mai, Kim,
Geese, Yamazaki, Rugal, Vice
SLOW TYPE:
0 6/60
1 11/60
2 14/60
3 16/60
4 18/60
5 19/60
6 20/60
7 21/60
8 22/60
9 23/60
10 24/60
11 25/60
12 26/60
13 27/60
14 28/60
15 29/60
16 and up 30/60
Slow Type characters: Zangief, Vega, Raiden
-------------------------------------------------------------------------------
===================
3. DAMAGE MODIFIERS
===================
COMBO DAMAGE SCALING FORMULAS
-----------------------------
In the following formulas, 'C' represents the current hit number in the combo.
For example, if I want to find out how much scaling occurs on the 13th hit in
the combo, substitute 'C' in the formula with 13. Math is fun!
- For each hit after the sixth hit of a combo:
attack power X (24-(C-5))
_________________________
24
- For Custom Combos:
(attack power X (10-C)
____________________ X 72%
10
- For supers during a Custom Combo:
(attack power X (10-C)
____________________ X 80%
10
COUNTER HITS
------------
Counter hit attack power is represented by (attack power X 1.2). That means
counter hits get a 20% damage bonus.
LOW HEALTH SCALING
------------------
When a character has a life total that is between 16~30%, each hit he takes
from then on suffers a -10% penalty.
When a character has a life total that is 15% or lower, each hit he takes
from then on suffers a -25% penalty.
==============
4. GROOVE DATA
==============
C-Groove
--------
Meter Length: 168 units (56x3 levels)
Guard Bar Length: 48 units
Damage Bonuses: lv1: 101%
lv2: 102%
lv3: 105%
A-Groove
--------
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)
P-Groove
--------
Meter Length: 192 units
Guard Bar Length: 38 units
Damage Bonuses: none
S-Groove
--------
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)
N-Groove
--------
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)
K-Groove
--------
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.
-------------------------------------------------------------------------------
======================
5. ASSORTED FRAME DATA
======================
------------------------
SUPER TIME FREEZE EFFECT
------------------------
Ever wonder why you can't block Sagat's level 3 hotfoot super if you
weren't already blocking low when the super flash happened? Popular
belief says it's because blocking and crouching aren't instant; they
have start up times that are too slow to stop Sagat's hotfoot in time.
That's only partly true. All supers have a small amount of time after
the super flash where all inputs by the opponent are invalid. This
explains why you can never jump out of Yamazaki's level 2 grab super
on reaction, even though the grab has 4 frames of start up and it
only takes 2 frames to jump.
added 7/15/03 - In case anybody was wondering, Sagat's hotfoot super comes out
in 4 frames after the super flash, at any level.
The following chart shows how many frames each level of super "stops
time" for.
level 1 - 3 frames
level 2 - 5 frames
level 3 - 7 frames
----------
THROW DATA
----------
Punch throws - [3/1/13], 52 pixel horizontal range
Kick throws - [5/1/13], 52 pixel horizontal range
To clarify, the punch throw has 3 frames of start up, has an active "hitting
box" that's out for only the fourth frame, and if that whiffs the next 13
frames are recovery time.
Most standard throws have the stated 52 pixel range, but there are a few
exceptions:
Rolento's punch and kick throw: 60 pixels
Maki's punch throw: 60 pixels
Yun's punch and kick throw: 44 pixels
Hibiki's punch and kick throw: 44 pixels
Raiden's punch throw: 85 pixels
Chang's punch and kick throw: 64 pixels
Although many players would swear otherwise, all throws have the same windows
in which the opponent can break them. The window to break a throw begins after
the throw has been initiated, and if you try to break the throw even a single
frame before you'll probably end up getting thrown out of your own throw
animation instead.
For example, each '|' below refers to a single frame in a throw, and
the '-'s differentiate the different stages of the grab (activation time,
point where it grabs, recovery if it whiffs). Directly under those "frames"
I'll put '*'s, referring to the frame window in which you can break the throw.
added 7/15/03 - Whoops! In v1.0 the above paragraph I accidentally wrote
"pixel" every time I meant "frame". Fixed now, hope I didn't confuse too many
people. ^_^;
punch throw:
|||-|-|||||||||||||
*******
kick throw:
|||||-|-|||||||||||||
***
Punch throws - 7 frames
Kick throws - 3 frames
Air throws - cannot break
added 7/15/03 - Don't know how I missed this before, this is important!
In any situation where a character can get a reversal (on wake up, leaving
guard stun or hit stun, landing from getting hit out of the air) that character
cannot be thrown for a full 6 frames.
6 frames! That's quite a long time. That's theoretically long enough for you to
interrupt any attempt at a tick throw (non super/roll cancel) with a quick jab
or short, even beat them to the punch with a throw of your own while you're
still in "can't be thrown" mode. EVERY throw attempt can be pre-emptively
jumped out of.
For example, Iori's close jab gives him +7 advantage on block or hit. His Scum
Gale grab comes out in 8 frames. If this were Super Turbo or Alpha 2/3 that
would be a nearly inescapable tick since Iori's grab would connect the first
frame that the opponent left guard stun. However, since you can't grab your
opponent in CvS2 for a full 6 frames after they leave guard stun, Iori simply
gets a whiffed grab animation.
------------
COUNTER HITS
------------
In addition to the 20% damage bonus that counter hits give, you also get an
additional frame advantage tacked onto whatever frame advantage/disadvantage
the move already had, represented below:
Counter Hit Jabs/shorts: additional +2
Counter Hit Strongs/forwards: +3
Counter Hit Fierces/roundhouses: +4
added 7/15/03 - So what does this mean? Let's take Ryu's low jab. The jab
normally gives Ryu a good +7 frame advantage whether the opponent got hit by it
or blocked it. However, if Ryu lands a COUNTER HIT jab he gets an additional
+2 per the chart above, making his advantage +9 frames instead of the usual
+7.
---------------
JUMPING ATTACKS
---------------
Jumping attacks all have a universal amount of hit stun and block stun,
regardless of which character is doing them. Jumping moves all do more block
stun than hit stun, which harkens back to the SF2 days where "taking the hit
and throwing 'em" was a good strategy.
The following chart shows how many frames of hit stun and guard stun each
different strength of jumping attack does:
---------------------------
ATTACK | HIT | BLOCKED |
---------------------------
weak | 13F | 15F |
---------------------------
medium | 15F | 20F |
---------------------------
heavy | 15F | 24F |
---------------------------
-----------
GUARD CRUSH
-----------
After blocking/eating attacks, it takes an uninterrupted time of 107 frames for
your guard bar to start recharging. If you block/eat any attacks during that
period of time, the "wait time" resets again.
The state of being guard crushed lasts for 60 frames, or exactly one second.
You can only be thrown after the 8th frame of being guard crushed.
---------
REVERSALS
---------
The window for reversals in CvS2 is 2 frames long; the first frame where you
can move, and the frame directly preceding it.
--------------------------------------------
JUST DEFEND MODIFIED FRAME ADVANTAGE FORMULA
--------------------------------------------
(added 12/20/03)
Yes, it's a mouthful. I'm not known for making up good names for anything. I'll
change the name when I think of a better one.
I've been meaning to get exact JD frame numbers (they're not in the book) for
quite some time. After a bit of experimentation in training mode, here's what I
found:
Fierce/Roundhouse JDs: 18-20 frames guard stun
Strong/Forward JDs: 14-16 frames guard stun
Jab/Short JDs: 10 frames guard stun
Special Move JDs: 19-21 frames guard stun
These varying numbers for modified JD guard stun tell me that one of two things
is possible: the first one being that some of the frame numbers in the official
CvS2 guide book might me off by a frame or two. While that's very possible,
I'll give the book the benefit of the doubt and assume the other possible
reason for varying numbers is true:
Much like different fierces have different amounts of guard stun, the same
applies for JDs; there is no set amount of JD stun for a set of moves. This
makes it a huge pain to tell what the resulting frame advantage/disadvantage is
with a JDed move, since there is no basic formula to follow. However, here's a
simple formula for getting a rough estimate on the the resulting frame
advantage/disadvantage:
Just Defend Modified Frame Advantage Formula:
--------------------------------------------
Frame Advantage/Disadvantage = JD stun - (active frames + recovery frames)
Let's take Sagat's low fierce as an example:
Sagat's low fierce is 7/8/14 +2F. Plug the relevant numbers into the formula
and:
Frame Advantage/Disadvantage = 18~20F - (8F + 14F)
= 18~20F - 22F
= -4~-2F
So, Sagat's low fierce (normally a +2F move) gets a disadvantage somewhere
between -4F and -2F when JDed. With some testing, you'll find that it's
actually exactly -3F, but since JD stun is slightly different for every
move we can use the formula for a good estimate.
Here's a more extreme example of JD effects:
Benimaru's qcf+roundhouse is 12/4/29 +5. Plug the relevant numbers into the
formula and you'll end up with:
Frame Advantage/Disadvantage = -19~21F - (4F + 29F)
= -19~21F - 33F
= -14~12F
Ouch. From +5 all the way down to -14ish. JDing really hurts the moves that are
safe or give advantage due to putting a ton of block/hitstun on the opponent.
Oh, and to avoid confusion, frame advantage/disadvantage should always be in
relation to the attacker. Even though it makes sense, avoid saying the defender
has a +5 frame advantage... just say the attacker has a -5 frame disadvantage
instead to avoid confusion.
---------------------
GROOVE SPECIFIC STUFF
---------------------
- Tactical Recovery (delayed get ups) add 15 frames to your rising
animation.
- Safe Falls (tech rolls) are all 28 frames long, the first 17 of which are
fully invincible.
- Breaking a stock in N-Groove (to enter MAX mode) takes 20 frames from start
to finish. However, you can cancel into a special move or super at any time
after the first 8 frames of the move.
- Normal jumps have 2 frames of start up and leave the ground on the 3rd frame.
360 characters like Raiden, Zangief and E.Honda have 5 frame start ups on
their jumps to facilitate the use of their moves. Attacking in the middle of
your jump gives you a 2 frame recovery time when you land (disabling your
trip guard to all you old people). Low jump grooves have 6 frames of start up
in their jumps to make low jumping easier.
- Running has 4 frames of start up and 14 frames of recovery (skidding) if you
don't cancel it into something. The recovery time, as well as the run, can be
cancelled at any time.
- Low jumps have the same start up time as regular jumps (6 frames in a low
jump groove) but have 8 frames of recovery when a move is performed in the
air. The recovery can be cancelled at any time after the first 2 frames with
a special move or a super.
- S-Groove Dodges are 35 frames long, represented by: [18/13/4]
All 35 frames are invincible, and the middle 13 frames can be cancelled into
a dodge move.
- Custom Combo activation is not instant, which explains why most characters
cannot do difficult links with a CC activation in between. For example, good
luck trying to get Ryu's low strong, activate, low forward to combo. Like
all conventional supers, CCs have 5 invincible frames of start up BEFORE the
"custom flash". After the flash, there's an additional 1 frame where no
inputs are valid. Whether or not CCs "freeze time" or not like normal supers
is currently unknown.
Including the 5 frames of start up, the first 19 frames of a CC are totally
invincible.
12/20/03 EDIT: After receiving many emails and also being a witness myself,
I've come to the conclusion that the complete properties of CC activation
are yet to be discovered.
On one hand, you have 1~2 frame links that are seemingly impossible to stick
a CC in there... like trying to do Rolento's standing jab, activate CC, then
link low forward. It cannot be done conventionally, even with a
frame-programmable stick mashing forward at every possible instant after the
CC activation. However, the link HAS been done before (without counter hit).
Several times. Even stranger, links that are normally IMPOSSIBLE have been
done with a CC activation in between: such as Sagat's standing jab x2,
activate, link far fierce. Likewise with Sakura: standing jab x2, activate,
link far roundhouse.
On a related note, there does seem to be a short "time freeze effect" on CCs
similar to supers: characters like Rolento activating CC against a standing
opponent can SOMETIMES do a low forward which the opponent cannot block low
in time. It's nowhere near consistent, though. This still doesn't explain the
linking into CCs phenomena, unfortunately. If CCs did indeed "freeze time"
for 4~5 frames, then shouldn't those 1 frame links with a CC in between
become brain-dead easy? Shrug.
- Forward and down parries both have the same stats: They have a 5 frame parry
window if you HOLD the direction on the stick, and a 10 frame parry window if
you let the stick go back to neutral after tapping a direction. This is
obviously designed to help prevent accidental parries.
Air parries have the same 5 frame window for holding the direction on the
stick, but also have a less forgiving 8 frame window if you let the stick go
back to neutral.
All parries attempts have a 23 frame "lag time" afterwards where the game
won't accept another parry input in the same direction. This can be
circumvented by quickly tapping in a different direction, then back to your
original desired parry direction. For example, after tapping down, the 23
frame "lag time" can be bypassed by quickly going back to neutral, tapping
forward, going back to neutral, and then finally going back to down again.
Doing all that in under 23 frames isn't the easiest thing though, so I
wouldn't really recommend putting a lot of time into practicing this.
- All Just Defends have the same stats, airborne or ground based, high or low.
When tapping OR holding back, the game accepts the first 7 frames after doing
so as an active Just Defend input.
All Just Defend attempts have a 8 frame "lag time" similar to P-Groove's, but
I don't see how that can be taken advantage of without back dashing.
===============
6. RANDOM STUFF
===============
-------------------------
LIFE REGENERATION FORMULA
-------------------------
(added 12/20/03)
Most of us should know that the amount of life you gain back between rounds is
directly related to how fast you finished off the opponent. Well, here's the
exact formula that I forgot to put in the original FAQ release:
(time left on the clock + 1) * 300
life gained = ( __________________________________ ) * 10
(total time in a round + 1)
The resulting number is always rounded down to the nearest 100.
So lets say I beat my opponent with 500 ticks left on the timer. Here's what
happens:
(500 +1) * 300
life gained = ( ______________ ) * 10
(999+1)
501 * 300
= ( _________ ) * 10
1000
150300
= ______ * 10
1000
= 1503, rounded down gives us 1500... about a fierce worth of life.
Note that the life regained is NOT a percentage of the total bar. Ratio 4
characters get the exact same amount of life back as a ratio 1 for the same
given time specifics.
--------------------
GUARD DAMAGE FORMULA
--------------------
An attack's inflicted guard damage = (Attack Power)/200
-Added 7/15/03:
There's a small number of exceptions to his rule:
(I really don't want to list how much damage each and every move here does, so
just take my word for it when I say these are irregular -_-)
-Blanka's strong electricity does 4 units per hit (as opposed to 7) and his
fierce electricity does 2 units per hit (instead of 8)
-Sakura's strong uppercut does 5+(1x3) units,
her fierce uppercut does 3+(1x5) units
-M.Bison's Psycho Crusher does 3 units per hit
-Eagle's Manchester Black (spinny move) does 2 units per hit
-Each rep of Rolento's Patriot Circles does 3 units
-Shin Akuma's TenMaShuRetTou (counter) does 11 units
-Kyo's NiHyakuJuuNiShiki-KotoTsuki You (running grab) does 1+9 units
-Iori's NiHyakuJuuNiShiki-KotoTsuki In (running grab) does 1+9 units
-Ryo's ZanRetsuKen (crazy hands) does 1 unit each hit (first hit of crazy hands
should always do 0 damage, hence 0 guard bar)
-Raiden's Super Drop Kick does 20 units when charged up to the 4th level
-Haohmaru's jab KoGetsuZan (uppercut) does 7+5 units
-Chang's TekKyuuDaiKaiTen (spinny ball) does 2 units each hit
-Orochi Iori's Running Grab does 2+8 units
---------------------
IRREGULAR PARRY MOVES
---------------------
(added 7/15/03)
Just what it sounds like, I guess. High or Low refers to which direction(s) you
have to parry the move in.
Chun Li low roundhouse - High/Low
Shin Akuma's TenMaShuRetTou (counter) - unparryable
Shin AKuma's Misogi (super chop) - unparryable
Terry's Rising Upper (df+fierce) - High/Low
Nakoruru's ChiTenZan (df+fierce) - High/Low
Todo's far standing forward - High/Low
Hibiki's close standing roundhouse - Low
God Rugal's G-End (crazy grabby super) - unparryable
------
TAUNTS
------
(added 7/15/03)
Taunts give the opponent 8 units of meter.
Here's a pretty random chart showing how many taunts each groove needs to
completely fill its meter:
C-Groove: 21
A-Groove: 18
P-Groove: 24
S-Groove: 12
N-Groove: 27
K-Groove: 9
--------------------
METER BUILDING CHART
--------------------
If an attack makes contact with the opponent in any way, you get the meter
bonus for connecting the attack in ADDITION to however much you would have got
by whiffing the move. For example, hitting your opponent with a fierce gives
you 12 units of meter, and also the 2 units of meter you get by whiffing the
move (or more accurately, just doing the move at all).
---------------------------------------------------------------
ATTACK | WHIFF | OPP. BLOCK | YOU BLOCK | HIT OPP. | HIT YOU |
---------------------------------------------------------------
weak | 0 | 2 | 2 | 4 | 2 |
---------------------------------------------------------------
medium | 1 | 2 | 2 | 8 | 2 |
---------------------------------------------------------------
heavy | 2 | 2 | 2 | 12 | 2 |
---------------------------------------------------------------
special | 4 | 2 | 2 | 8 | 2 |
---------------------------------------------------------------
supers | 0 | 0 | 2 | 0 | 2 |
---------------------------------------------------------------
Of course, K-Groove and S-Groove are the exceptions to these rules. K-Groove
only gets meter for getting hit and Just Defending, S-Groove gets meter by
blocking, getting hit, and "charging Ki" (holding fierce and roundhouse).
-------------------
STUN DAMAGE FORMULA
-------------------
(Attack Power)/100
12/20/03 EDIT: Every time somebody suffers some stun damage, an invisible
counter starts counting to 180 frames (exactly 3 seconds). If the character
who incurred the stun damage manages not to get hit OR block anything for the
full 180 frames, his stun gauge resets back to zero. If he does get hit or
block something before the counter reaches 180 frames, the counter will reset
back to zero and start the counter over, and all the stun damage will continue
to accumulate on the character.
Simple, right? Well, there's a large number of moves that don't follow this
formula for balance purposes:
-added 7/15/03 -
These moves do NO stun damage:
-Kyo's Running Grab
-Iori's Running Grab
-King's Trap Shot
-Rugal's God Press (wall grab)
-Yuri's HyakuRetsu Pinta (slaps)
-Ryo's KyokuGenRyuRenbuKen (hcb+p)
-Chang's spinny ball
These moves simply have irregular stun damage that don't follow the above
formula:
-Rolento's Patriot Circles do 1 stun point per hit
-Evil Ryu's Denjin does 80 stun points
-First 2 hits of Iori's Aoi Hana (rekka kens) do 2 points each, the third hit
does 3,4,5 for the jab, strong and fierce versions, respectively.
-Kyo's Aragami (first hit of his jab/strong rekkas) does 2 points
-Kyo's KonoKizu (end hit) does 2 points
-Kyo's YanoSabi (overhead 2nd hit) does 4 points
-Kyo's NanaSe (kick finisher) does 2 points
-Kyo's MigiriUgachi (ground punch) does 5 points
-Kyo's Dokugami chain (the fierce rekkas) does 3,2, then 2+1 for the first,
second, and third parts repectively.
-Ryo's crazy hands do 10,11,12 for the jab, strong and fierce versions,
respectively.
-Ryo's TenChiHaouKen (super punch) does 80 points
-King's short Surprise Rose does 2 points on the way up and 1 point for each
hit afterwards.
-King's Mirage Kick (crazy kicks) do one point each hit
-------------------
CHIP DAMAGE FORMULA
-------------------
(Attack Power)/800
This is a big departure from most other Capcom games, where chip damage for
EVERY move was static.
--------------------------------------------
ACTIONS DURING WHICH YOU CANNOT BREAK THROWS
--------------------------------------------
-any attacks/specials/supers
-rolls
-running
-dodges
-charging ki (building meter in S-Groove)
-while in a guard crush state
-breaking a stock in N-Groove
-while in a dizzy state
Hrm.... interestingly enough, whiffed normal grabs aren't listed in there. I'll
have to test that out.
------------------------------------
ALPHA COUNTER/COUNTER ROLL PENALTIES
------------------------------------
Alpha Counters deduct 15 points off of your guard bar.
Counter rolls deduct 10 points off of your guard bar.
Neither can reduce your guard bar to below 0.
Alpha Counters do 600 damage, but can never kill.
added 7/15/03 - Alpha Counters are almost always counter hits, so add 20% more
damage in most cases. Alpha Counters do no stun damage or chip damage.
-----------------
AIR BLOCK PENALTY
-----------------
Any move blocked in the air does 50% more guard crush damage than usual.
(should be at least 100% more if you ask me.)
------------------------------
PARRY/JUST DEFENDING WEIRDNESS
------------------------------
(added 12/20/03)
It's somewhat well known that P/K Groove are able to parry/JD before they can
even block. Certain punishable situations are able to get parried/JDed out of.
After some experimentation, this is what I've found:
Parrying/Jding is exactly 1 frame faster than blocking, but ONLY if you are
currently in the recovery of a move.
What does that mean? Well, Sagat's level 3 hotfoot super has a -4 disadvantage.
This means another Sagat can uppercut him for free (3 frame uppercut) after
blocking it. However, if the other Sagat is K-Groove Sagat, then he can JD one
frame before his recovery is finished, meaning he can JD the "free" Sagat
uppercut afterwards. 2 frame moves are still free, however.
Again, this ONLY applies to when you're recovering from a move. It does not
apply to hit stun, blockstun, or a neutral state. For instance, you cannot
parry your way out of a 1 frame link, nor can you parry your way out of a
block combo held together with a 1 frame link. The early parry/JD only applies
to when you're recovering from a move.
---------------------
JUGGLE POTENTIAL LIST
---------------------
(added 12/20/03)
The term "Juggle Potential" was coined by James Chen. The CvS2 official book
has a list of moves with Juggle potentials, but if you're really interested in
the topic check JChensor's own CvS2 guide instead. A lot more thorough and it
explains the whole thing a lot better than I can.
That said, a move's Juggle Potential is its... err... potential to juggle? Ok
wait. If a move has a juggle potential of 5, it can juggle an opponent UNLESS
the combo counter is currently higher than 5. For example, let's take M.Bison's
jumping double strongs (the second strong is called the "Hell Attack). The
Hell Attack has a juggle potential of 1. If you air-to-air an opponent with
Bison's jumping strong, since the combo is currently at 1 hit you can juggle
with the Hell Attack easily, every time. If you somehow manage to get the Hell
Attack into a juggle combo with 2 hits or more, the Hell Attack will go right
through the opponent since it exceeded its Juggle Potential. There's a number
of exceptions to this rule, like moves specifically designed to launch
opponents for juggles, etc.
Bleh. Just go read JChensor's guide instead. -_-
Oh, and another note, the CvS2 book doesn't indicate whether juggle potentials
are on the 1st hit of the move or not (and they often aren't). Well anyway, I'm
just including this for the sake of completeness.
Ryu: Shinkuu TatsuMakiSenpuuKyaku - Lv1: 4, Lv2: 9, Lv3: 13
Shin ShoRyuKen - 4 (shitty version)
Ken: ShinRyuKen - Lv1: 6, Lv2: 10, Lv3: 14
Chun Li: YoushiKen - (jumping double fierce): 1
Kikosho - Lv1: 4, Lv2: 7, Lv3: 10
Guile: Somersault Strike - Lv1: 6, Lv2: 7, Lv3: 9
(there's a note under this that I can't understand... translate later)
Sonic Hurricane - 12
Dhalsim: Yoga Volcano - Lv1: 3, Lv2: 4, Lv3: 5
Yoga Tempest - 5
E.Honda: Oni Musou (head butt super) - Lv1: 3, Lv2: 5, Lv3: 9
Blanka: Shout of Earth - Lv1: 5, Lv2: 9, Lv3: 13
(another note here I can't understand -_-)
Ground Shave Rolling - Lv1: 2, Lv2: 3, Lv3: 4
Balrog: Gigaton Blow - 9
Vega: Scarlet Terror (flip kick) - fwd,rh versions: 1 (2nd hit only)
Scarlet Mirage (flip kick super) - Lv1: 5, Lv2: 6, Lv3: 9
Flying Barcelona Special (super wall dive) - Lv1: 2, Lv2: 3, Lv3: 4
Sakura: Dive Kick - 2 (really??)
Shinkuu Hadouken - Lv1: 2, Lv2: 3, Lv3: 4 (all versions have 0 Juggle
Potential on the 1st hit)
Cammy: Reverse Shaft Breaker - Lv1: 6, Lv2: 10, Lv3: 14
Morrigan: Mid-air Darkness Illusion - 1
Dan: Hisshou BuraiKen (crazy super) - Lv1: 5, Lv2: 7, Lv3: 11
Eagle: Manchester Gold (spinny super) - Lv1: 6, Lv2: 8, Lv3: 8
Kyosuke: Double Genei Kick (kick super) - Lv1: 0, Lv2: 1, Lv3: 2
Mid-air Double Genei Kick - Lv1: 8, Lv2: 10, Lv3: 12
Yun: Sourai Rengeki - Lv1: 1,1,2 (from the 2nd hit), Lv2: 3, Lv3: 5
You Hou - 1,2 (from the 2nd hit)
Rolento: Mine Sweeper - Lv1: 1, Lv2: 2, Lv3: 3
Akuma: GouShoRyuKen - 2
TatsuMakiZankuuKyaku (mid-air version also) - 2
Messatsu GoushoRyuKen - Lv1: 4, Lv2: 6, Lv3: 7
Evil Ryu: ShoRyuKen - 2
TatsuMakiSenpuuKyaku (mid-air version also) - 2
Messatsu ShoRyuKen - Lv1: 4, Lv2: 6, Lv3: 7
Shin Akuma: GouShoRyuKen - 2
TatsuMakiZankuuKyaku (mid-air version also) - 2
Messatsu GoushoRyuKen - Lv1: 4, Lv2: 6, Lv3: 7
Juggle potentials for the SNK characters coming in the next update.
-----------------
COMMAND SHORTCUTS
-----------------
(added 12/20/03)
A lot of the command inputs for a special move/super in CvS2 allow you to leave
out a direction and still get the move. Here's a list, with the direction(s)
you can omit being enclosed in parentheses ().
db,d,df,(F),uf *1
d,df,f,d,df,(F) *2
d,db,b,d,db,(B)
d,df,f,df,d,db,(B)
d,db,b,db,d,df,(F)
d,(DB),b,db,f
f,df,d,db,b,(F),df,d,db,b
b,db,d,df,(F) *3
(B),db,(D),(DF),f *4
f,(DF),d,(DB),b,(UB),u,(UF) *5
*1: In case you were wondering, the only move that needs to be tigerkneed in
this game is Cammy's Hooligan Combination. Tigerkneed air moves cannot use
this shortcut.
*2: This shortcut doesn't apply to Dan's ChouHatsu DenSetsu (super taunt).
*3: This shortcut only applies to the following moves: Ryu's Red Fireball,
Evil Ryu's Red Fireball, Vice's Nail Bomb, Joe's Hurricane Upper, Maki's
Tengu Taoshi (command air grab), and Athena's Super Psychic Throw.
*4: This shortcut only applies to Joe's Slash Kick (sexy kick!).
*5: Weird as it may sound, this actually works. It doesn't make it any more
convenient (at least not for me anyway), but I guess it gives extra leeway
to shitty sticks that miss the diagonals a lot when moved quickly. The same
directions can be omitted in a 720 motion.
As far as I know, most of this can't really be exploited in any way, nor does
it really affect the way CvS2 is played... with the exception of the HCF
motion. For the characters that the shortcut applies to, this makes Roll
Cancelling the HCF move in question much more awkward. Many of you may have
heard me wondering out loud why Athena's and Vice's command grabs were so much
harder to RC than other HCF moves. Here's your answer. You just have to hit
roll even EARLIER than you are already and you should avoid getting normal jab
grabs.
-------------
RATIO BONUSES
-------------
Ratio 2 is the default groove. Other ratios are compared to Ratio 2.
Ratio 1: Health: -20% Damage: -18%
Ratio 2: Health: +0% Damage: +0%
Ratio 3: Health: +17% Damage: +17%
Ratio 4: Health: +40% Damage: +30%
While definitely an improvement over the CvS1 ratio system, it still needs to
be tweaked quite a bit. Ratio 1's are still too strong, and there's not enough
benefit to using ratio 3's and 4's. There isn't a single tourney winning player
out there who doesn't use the 1/1/2 format for his team.
--------------
SPEED SETTINGS
--------------
Speed 3 is default, so everything will compared to that.
Speed 1 = 80% of speed 3's speed.
Speed 2 = 93.6%
Speed 3 = 100%
Speed 4 = 106.4%
Speed 5 = 120%
Interesting. It's pretty amazing how sensitive we are to a little 6.4%
difference in speed. When I went to an arcade who had all its machines on speed
4, most of us NorCal players were like, "DAYUUUUM!!! That's HELLLLLLA fast!"
..or had a similar reaction. -_-
---------------
DAMAGE SETTINGS
---------------
Damage setting 2 is default, all other settings are compared to setting 2.
Setting 1 = 80%
Setting 2 = 100%
Setting 3 = 120%
Setting 4 = 140%
-------------------------------------------------------------------------------
===========
7. GLITCHES
===========
----------------------
THE 2P CROSS UP GLITCH
----------------------
(added 12/20/03)
Probably the first glitch found in CvS2, this allows allows the 2P character to
switch sides with his opponent in the corner when it would normally be
impossible otherwise. Leads to a lot of confusion, mix ups and generally
trickery even to this day.
The 2P cross up glitch is generally performed by knocking the opponent down in
the corner somehow, then jumping over the opponent as he still on the ground.
The glitch isn't limited to jumping over the opponent, however. Any airborne
means of movement can work; such as Cammy's dash and Blanka's Ball. With a few
exceptions, ground based movement like rolls won't work.
The book includes a small list of moves that set up the 2P cross up glitch.
This may or may not be comprehensive, but if it isn't I might finish it up in a
future update.
Ryu: P or K throw
Ken: P or K throw
Guile: P throw
Dhalsim: K throw
Blanka: K throw
Sagat: P throw
M.Bison: K throw
Cammy: K throw
Yun: K throw
Rolento: P throw
Akuma: P or K throw
Demon Flip Kick grab
Evil Ryu: P or K throw
Kyo: K throw (small jump only)
Terry: K throw
Mai: K throw
Kim: P throw
Geese: P or K throw
High Counter
Yamazaki: P throw
Vice: (when in the corner) Deicide (arm whip)
King: K throw
Joe: P throw
Athena: P throw
Chang: K throw
Dai Hakai Nage (command grab)
Level 3 Tekkyu Dai Bousou (rush super)
Todo: P throw
Rock: P throw
(when in corner) Shinkuu Nage (360 grab)
Haohmaru: P throw
God Rugal: K throw
-----------------------
THE "LOW JUGGLE" GLITCH
-----------------------
(added 12/20/03)
I couldn't think of anything better to name it. =P
Certain characters can be juggled at a much lower height than other characters.
As long as those characters are in a juggle-able state (during a CC, after a
level 2 C-Groove cancel, etc) moves like a Shoto sweep or a Bison slide can
juggle these characters. Naturally, these lead to extended combo options on
these characters.
The book states that Chun Li, Guile and Cammy are all much more succeptible to
the Low Juggle Glitch than other characters (all top tiers, how nice!).
However, most people have only been able to reproduce any meaningful results on
Chun Li. Shrug.
-------------------
THE OTG GRAB GLITCH
-------------------
(added 12/20/03)
In case you didn't know, "OTG" stands for "Off The Ground". A move that can OTG
connect with a fully grounded opponent, which is normally impossible in CvS2.
2 characters in the game are succeptible to the OTG Glitch: Rolento and Dan.
These 2 characters can be picked up off the ground by pretty much all special
grabs and most normal grabs. The catch is, their opponent must be in the middle
of Custom Combo mode. This makes a huge number of extended combos possible:
Iori can rekka ken Rolento into the corner, activate CC, pick Rolento up off
the ground with his Scum Gale, and proceed to do the generic ground CC.
----------------------------
THE DAN CC ACTIVATION GLITCH
----------------------------
(added 12/20/03)
This is completely new to me. Dan can be thrown out of the start up frames of
his CC activation (before the actual CC flash). For every other character the
few frames before the CC flash are completely invincible, but Dan can be
thrown easily. Poor Dan :(
Even weirder, Dan has a trick to make his CC activation invincible to throws.
Since every throw can be jumped out of, Dan needs to hit up on the stick to
jump, then IMMEDIATELY (like within 1~2 frames) cancel the initial jumping
frames into the CC activation before Dan leaves the ground. Weird. I wonder if
this little trick can apply to other moves?
----------------------
THE LEFT CORNER GLITCH
----------------------
(added 12/20/03)
Also known as the "Tom Cannon A-Terry Glitch", this glitch isn't really
understood yet. The only thing that is known is that juggled opponents have a
much higher rate of popping out of the corner in the left corner. This
phenomenon happens especially often during CCs.
----------------------
THE ROLL CANCEL GLITCH
----------------------
(added 12/20/03)
Easily the most controversial thing about CvS2; many stopped playing the game
because of this very glitch, while many think it makes the game much better.
It's a topic that has been argued to death WAY too many times, so I won't get
into it.
The glitch is performed by cancelling the first 1~3 frames of a roll into a
special move. Hence, "roll cancelling".
Some people find roll cancelling very difficult to do consistently, and have to
practice for months to be able to do it with even a decent margin of success.
Some can just do it easily right after learning about it.
The effect? Well, it makes the roll cancelled ("RCed") special move invincible
to everything except throws for a short period of time: about 15 frames, in
addition to about 1~3 frames of additional start up time (the few frames of the
roll that come out before getting cancelled). There's a big, persistent myth
floating around that an RCed move has as much invincibility time as a
character's roll. Don't believe it. It's not true. Otherwise, Chang's and
Guile's RCs would be invincible for an inordinate amount of time and normal RCs
would be beating level 3 supers... neither of which are the case.
-------------------
THE XEROCREW GLITCH
-------------------
(added 12/20/03)
Accidentally found by Xerocrew, this glitch is largely useless due to requiring
the cooperation of the opponent, but is highly entertaining nonetheless. The
glitch is performed by a character successfully breaking a throw, then either
character (or both!) performing a "reversal" timed special move or super
immediately afterwards.
For the most part, nothing will happen at all when the glitch is performed.
You'll get the "reversal" message on the screen and your character won't be
doing anything. If you did a reversal SUPER, for the most part you just lose
your meter without anything happening (which was how the glitch was found).
Certain moves do produce some weird effects though. Many special grabs
instantly warp your character right next to your opponent, which might be
useful. Raiden's 720+K move will warp him right next to his opponent AND switch
sides with them, which has potential also. The most game-affecting variation of
the Xerocrew glitch (which doesn't require any cooperation from the opponent)
would have to be what we termed "The Underworld Glitch": after a successful
throw break, Raiden performs a reversal dp+P. His opponent's sprite immediately
disappears! Of course, they can still hit each other normally, but the
opponent's sprite is totally MIA with the exception of his shadow on the ground
(which is facing in the opposite direction for some reason). The opponent will
stay that way for the rest of the round until one throws the other. Oh, and why
do we call it The Underworld Glitch? Because if the glitched character
superjumps high enough they'll pop up upside down from the bottom of the
screen for a second, then go back down. Fun!
When BOTH players perform a reversal special/super after a tech throw is when
the REAL fun stuff happens. Weird things can be seen, like both characters
getting into a breakdance battle, Rolento's knife super multiplying into like
a billion knives, Dhalsim flying in the air while doing his Yoga Inferno super,
Zangief abducting Rugal into outer space, and so on.
Here's a few fun ones for you to try, remember that these must be performed as
a REVERSAL after a tech throw by both opponents:
-Kim rush super and Rolento Grenade Super
-Iori running grab and Geese Double Reppuken
-Rolento Knife Super and Yamazaki Anti-Air Super
-Zangief 720 and Rugal wall grab
-Vice jumping super and Dhalsim Yoga Inferno
-Two Raidens both doing dp+P
There's a tons of funny things that have yet to be uncovered using this glitch.
Try some combinations for yourself!
------------------
POTENTIAL GLITCHES
------------------
(added 12/20/03)
Here's a couple of glitches that I've seen myself, but don't know how to
reproduce.
-I've only seen this in the arcade version, but I've seen it SEVERAL times:
right after the FIGHT! in the beginning of the round, both players cannot move
at all. Even if time runs out and somebody wins, the players still cannot move
until the machine is resetted. A major bummer when it happens in a tournament,
obviously. The theory is that the glitch happens when both players superjump
back at the first possible moment of the round, but nobody has been able to
prove that yet.
-In training mode on the Dreamcast, Kyo jumps at Athena in the corner, and she
anti-airs him with her crystal bit super. Kyo couldn't do any supers OR any
special moves afterward until we switched characters. Never could reproduce
this glitch, but it's a potential game breaker. Imagine being able to neuter
Bison and Sakura by taking out all their special moves! No more CC for YOU!
==========
8. CREDITS
==========
Inkblot
-For creating shoryuken.com, and in doing so, keeping the spirit of Street
Fighter alive.
Ponder
-For thanklessly running the B/Evolution series of tournaments every year,
which give us players a common goal to strive for.
Kao Megura
-For (unwittingly) providing this newbie FAQ writer with a template to go off
of.
Famitsu
-For creating the excellent Official Guidebook for CvS2 that I got all of my
frame data from (and is the source data for 90% of the info in this guide!).
Gunter
-For translating the stuff that I had problems with, which is a lot since my
Japanese is horrible.
Choi
-For pointing out that I should add standard throw data.
Box
-For pointing out a few grammatical errors and characters I left out of
certain charts in my v1.0.
HeaT
-For reminding me that I should of added taunt information.
Maj
-For pointing out a typo in my roll section. Also for proofreading many of my
other guides.
GameFAQS
-For being THE FAQ/guide archive on the net! (and hosting my various crap)
Jackie
-For being the coolest and somewhat understanding/putting up with me and my
gaming habit. <3.
Peace.
[email protected] - If you need to contact me, make the subject of your
mail something that will catch my eye, lest it gets thrown away with my junk
mail.
You can also reach me on AIM . My handle is Buktooth88, which is also my handle
on shoryuken.com if you want to message me there.