Capcom vs. SNK 2 EO - Strategy Guide (Page 01)
Below are the cheat codes, hints and help for Capcom vs. SNK 2 EO - Strategy Guide (Page 01).
Capcom VS. SNK 2 EO Millionaire Fighting 2001
on Xbox Live
Move list FAQ 2.0 (2/17/03)
Written by ngriffin
E-mail: nigel@cs.stanford.edu
Feel free to e-mail me with any errors, suggestions, requests or comments.
home page:
This FAQ covers the special moves and the grooves in this
Xbox Live game. It is meant to be a starting point for those
new to Capcom versus SNK 2. It focuses on AC-ism and will
largely ignore EO-ism.
This FAQ can also be found at:
GameFAQS
Cheat Code Central
Link to gamefaqs version from
=========================================================
TABLE OF CONTENTS - the sections in the faq
=========================================================
1. LEGAL ISSUES
2. INTRODUCTION
3. CONVENTIONS
- Position/Circumstance Markers
- Buttons
- Directions
- Common Notations
4. GAME DATA
- Basic Offense and Defense
- Ratio System
- Shared Groove Features
- Grooves
5. CHARACTER MOVELIST
6. CREDITS
7. HIDDEN SECRETS
8. CONTROLLER CHOICE
9. VERSION HISTORY
=========================================================
1. LEGAL ISSUES - don't sell my work!!
=========================================================
You may not reproduce, sell, or distribute this faq without my consent.
You can however print this guide for your own personal use.
Capcom VS. SNK 2 EO is a registered copyright of Capcom 1987-2003.
Copyright (C) 2003 By ngriffin.
=========================================================
2. INTRODUCTION - what the guide covers
=========================================================
This FAQ covers the special moves and the grooves in this
Xbox Live game. It is meant to be a starting point for those
new to Capcom versus SNK 2 (henceforth called CVS2).
This FAQ only covers playing the game using AC-ism (Arcade
rules). EO-ism will not be covered.
=========================================================
3. CONVENTIONS - common notations I will use
=========================================================
---------------------------------------------------------
POSITION/CIRCUMSTANCE MARKERS:
---------------------------------------------------------
Some moves only can be done when at certain positions,
such as in the air or when standing next to the
opponent. Also, some other moves require the super bar
to be at a certain level. I will note these with the
following markers:
(air)................Move can be done in the air or on the ground
(air only)...........Move must be done in air
(close)..............Move must be done close to opponent
(Level 3/MAX only)...Can only be done at level 3 in C or P grooves, or
MAX in S, N or K grooves
(hold)...............Hold down the button
(/)..................Or (Two moves are interchangeable)
(+)..................Press the input commands at the same time
(,)..................Press one after the other in sequence
(charge).............Hold for 2 seconds
(chargeable).........Can hold down the button to make the move stronger
(unblockable)........Can't be blocked
---------------------------------------------------------
BUTTONS:
---------------------------------------------------------
Basic Attacks
The game's option menu will allow you to assign the following
6 attack buttons to any of the 6 Xbox controller face buttons.
Press any of these buttons to do a basic attack.
Light attacks are fast but weak. Medium attacks have medium speed
and medium strength. Hard attacks are strong but slow.
The six attack buttons are:
***************************
LP = light punch LK = light kick
MP = medium punch MK = medium kick
HP = hard punch HK = hard kick
I will also use the following notation:
***************************************
P = any punch PPP = all punches
K = any kick KKK = all kicks
There is also a taunt button, assigned to the Back button
on the Xbox controller by default. I will refer to this button
as "taunt."
---------------------------------------------------------
DIRECTIONS:
---------------------------------------------------------
Basic Joystick/D-pad commands:
******************************
This notation denotes the direction you press
on the joystick or d-pad. Toward mean press left or
right in the direction that moves you closer to the opponent.
Away mean press left or right in the direction that takes
you away from your opponent.
t = toward ut = up+toward
a = away ua = up+away
u = up dt = down+toward
d = down da = down+away
Advanced Joystick/d-pad commands:
*********************************
This notation is based on the above basic notation, and covers
the typical motions used to do the games special and super
moves.
QCT = quarter circle toward (d, dt, t)
QCA = quarter circle away (d, da, a)
HCT = half circle toward (a, da, d, dt, t)
HCA = half circle away (t, dt, d, da, a)
DP = "dragon punch*" motion (t, d, dt)
RDP = reverse "dragon punch" motion (a, d, da)
360 = rotate the joystick in a full circle counter clockwise, starting
from "up."
720 = rotate the joystick in a full circle counter clockwise twice, starting
from "up."
Using the advances joystick and button combination, players can perform
special attacks that do some damage even when blocked. Some extremely
powerful attacks, called super attacks, can also be performed if the player
has built up his appropriate super attack meter.
*This is called the dragon Punch motion in honor of Ryu's Dragon Punch
move, which was invincible in the original Street Fighter II.
---------------------------------------------------------
COMMON NOTATIONS:
---------------------------------------------------------
Jump Up u
Jump Away ua
Jump Toward ut
Block High/Mid a
Block low da
Crouch d
Throw t/a + HP/HK(close)
Throw Escape t/a + HP/HK the moment the opponent throws you
Quick Jump d, u (quickly)
=========================================================
4. GAME DATA
=========================================================
---------------------------------------------------------
BASIC OFFENSE AND DEFENSE:
---------------------------------------------------------
You can use the six buttons to attack. In addition to having
varying levels of strength and speed, attacks can also strike at
3 levels: high, mid, and low. While there are exceptions, typically
attacks done with jumping will hit high, attacks done while standing will
hit either high or mid. Attacks done while crouching typically hit low.
You can reduce the damage you take from attacks by blocking. To block
high or mid attacks, press away. The block low attacks, press down+away.
Super and Special moves take away a little health even when blocked. this
is called guard damage.
Under your health meter is a green meter called your guard crash gauge.
Every time you block a hit, your guard crash gauge decreases a little but.
When it drops to zero, you temporarily cannot block. When this happens, it
is known as a guard crash. The guard crash gauge slowly recovers over time.
Throws cannot be blocked.
---------------------------------------------------------
RATIO SYSTEM:
---------------------------------------------------------
In a ratio match, each player is offered 4 ratio points
and can use 1, 2 or 3 characters. Each ratio point
you give a character, makes that character stronger.
For example, you can choose 2 characters, and make each
character a ratio 2, or make one a ratio 1 while the other
is a ration 3. Each character you pick must get at least
1 ratio point, and all 4 ratio points must be used.
---------------------------------------------------------
SHARED GROOVE FEATURES:
---------------------------------------------------------
Dash (C, A, P)
**************
What it is:
Make the character do a quick hop towards to the
opponent.
How to do dash: t,t
Grooves using dash: C, A, P
Run (S, N, K)
*************
What it is:
Allows your character to run forward.
How to do run: press t, t(hold).
Grooves using run: S, N, K
Hop Away (C, A, P, S, N, K)
***************************
What it is:
Make the character do a quick hop away from
the opponent.
How to do hop away: press a,a
Grooves using hop away: C, A, P, S, N, K
Tactical Recovery (C, S)
************************
What it is:
Delays your character from getting up when he or she
has been knocked down
How to do tactical recovery: press PPP when the character in down
Grooves using tactical recovery: C, S
Roll (C, A, N)
**************
What it is:
Character rolls towards the opponent. Character cannot be hit with
while rolling, but can still be thrown.
How to do roll: press LP + LK
Grooves using roll: C, A, N
CounterAttack (A, S, N)
***********************
What it is:
Allows you to switch instantly from blocking to attacking.
How to do counterattack: press MP + MK while blocking
Grooves using counterattack: A, s, N
Safe Fall (A, N, K)
*******************
What it is:
Allows your character to get up faster after being knocked
down.
How to do safe fall: press PPP after falling.
Grooves using safe fall: A, N, K
Small Jump (P, S, N, K)
***********************
What it is:
Allows the character to do shorter than normal jumps.
How to so small jump: slightly tilt the joystick or d-pad ua/u/ut
Grooves using small jump: P, S, N, K
---------------------------------------------------------
GROOVES:
---------------------------------------------------------
Capcom VS. SNK 2 EO has 6 different grooves.
C GROOVE
--------
Unique Feature(s):
******************
Feature: Air Blocking.
what it is: This allows you to block in the air. Note that super
moves cannot be air-blocked. Also, if the opponent is in contact
with the ground when he does his, it will not be air blocked
(e.g. standing HP will not be air blacked since the opponent is
on the ground). Regular projectiles can be air-blocked.
How to do air blacking: press away while in the air
Feature: C style CounterAttack
What it is: Like a regular counterAttack, it allows you to
instantly switch from blacking to attacking. Unlike regular
counterattacks, it can be done in the air.
How to do C style Counterattacks: press t+MP+MP while blocking.
Note that this is different from regular counterattacks, where you
only have to press MP+MK.
Feature: Super Combo Level System
The C groove super combo meter has three levels.
To do a level 1 super move, enter the super move
motion and press LP/LK. Substitute MP/MK for LP/LK to
get a level 2 super move, or substitute HP/HK for LP/LK
to get a level 3 move. The meter must have enough energy
to perform the move (e.g. must be at level 2 to do a
level 1 or level 2 super).
Other Features:
***************
Dash
Hop away
Roll
Tactical recovery
A GROOVE
--------
Unique Feature(s):
******************
Feature: Custom Combo Gauge System:
You can perform level 1 super moves (i.e. super moves
with the LP/LK buttons) when the gauge is at 50%. When the
gauge is at 100%, you can start a custom combo by pressing
HP+HK. During custom combos, all moves will juggle the
opponent (i.e. knock then in the air), and every move can
combo into other moves. This makes otherwise impossible
combos possible.
Other Features:
***************
Dash
Hop away
Safe Fall
Roll
CounterAttack
P Groove
--------
Unique Feature(s):
******************
Feature: Ground Attack Dodge
What it is: Allows you to dodge a ground attack.
How to do ground attack dodge: press PPP before an attack
hits you
Feature: Parry
What it is: Allows you to parry an attack an opponent makes,
giving you the opportunity for a free hit.
How to do parry: Press t for high/mid attacks the moment you get
hit. Press d for lower attacks. You will not take damage and the
opponent will be open to attacks. Parries can also be done in the
air by pressing t when you get hit.
Feature: Super Meter:
This meter fills as you do parries. When it is full, you
can perform level 3 super moves (i.e. use the HP/HK buttons
with the super move motion).
Other Features:
***************
Dash
Hop away
Small jump
S GROOVE
--------
Unique Feature(s):
******************
Feature: Dodge
What it is: Allows you to quickly dodge an opponent's attack.
How to do a dodge: Press LP + LK
Feature: Manual Groove Gauge Charge
What it is: you can manually cause the S groove meter to
charge up. You are defenseless while charging. When the
gauge is full, your attacks become stronger and you can use
a super move.
How to do it: hold (HP + HK)
Feature: Blinking health meter
What it is: When your character's health is low, you can do
unlimited super special moves. If your super meter is
also full at this time, you can do a MAX super special move.
How to do it: Becomes available when your health is low enough.
Other Features:
***************
Run
Hop away
Tactical recovery
Counterattack
Small Jump
N GROOVE
--------
Unique Feature(s):
******************
Feature: Guard Cancel (counter Movement)
What it is: Allows you to cancel your opponent's guard
and move behind him.
How to do it: Press t/a + LP + LK while blocking
Feature: Advanced Power Gauge System
What it is: The super meter gains you one charge of a
super special move as it builds up. This looks like a
little red ball on you health meter. You can store up
to three charges of these super special moves.
How to do it: Meter builds up as you attack. Use a charge to
do a super move.
Feature: Power MAX
What it is: Performing a power max makes your attacks more
powerful. Also, while in power max mode, if you have any charges
of super special moves, they become MAX super moves.
How to do it: Press Hp + HK. This uses a super meter charge ball.
Also, it starts a timer bar above your groove gauge bar that shows
how long the power max condition will last.
Other Features:
***************
Run
Hop away
Roll
Counterattack
Small jump
K GROOVE
--------
Unique Feature(s):
******************
Feature: Just Defend
What it is: This is a technique of blocking that allows you
avoid taking and guard or guard crush damage. Also, you will not
be pushed back and will be able to move before your opponent,
giving you an advantage. This can be done even in the air.
Note that K groove players can't black in the air in general,
they can only just defend.
How to do it: Block just before the attack hits you.
Feature: Rage Gauge System
This groove gauge fills up as you attack and just defend. When
it is full, the character enters rage max condition for a while,
and his attacks become more powerful. Max super moves also
become available.
Other Features:
***************
Run
Hop away
Safe Fall
Small Jump
=========================================================
5. CHARACTER MOVELIST
=========================================================
If any of the moves I listed here are incorrect, please send
me an E-mail (nigel@cs.stanford.edu).
---
Ryu
---
Special Moves
*************
Hadouken................................QCT + P
Shakunetsu Hadouken.....................HCT + P
Shouryuken..............................DP + P
Tatsumaki Senpukyaku....................QCA + K (air)
Super Moves
***********
Shinku Hadouken.........................QCT, QCT + P
Shinku Tatsumaki Senpukyaku.............QCA, QCA + K
Shin Shoryuken..........................QCT, d, dt + K (Level 3/MAX only)
-------
Chun Li
-------
Special Moves
*************
Hyakuretsukyaku.........................Press K rapidly
Kikouken................................HCT + P
Spinning Bird Kick......................Charge d, u + K
Super Moves
***********
Kikoushou...............................QCT, QCT + P
Houyokusen..............................QCT, QCT + K
--------
M. Bison
--------
Special Moves
*************
Psycho Vanish...........................DP + P
Psycho Crusher..........................charge a, t + P
Double Knee Press.......................charge a, t + K
Head Press..............................charge d, u + K
Somersault Skull Diver..................After "Head Press," P (air only)
Devil Reverse...........................charge d, u + P, press P after jumping
Bison Warp..............................DP/RDP + PPP/KKK
Super Moves
***********
Knee Press Nightmare....................charge a, t, a, t + K
Mega Psycho Crusher.....................charge a, t, a, t + P
(Level 3/MAX only)
----------
Shin Akuma
----------
Special Moves
*************
Gouhadouken.............................QCT + P
Zanku Hadouken..........................QCT + P (air only)
Shakunetsu Hadouken.....................HCA + P
Goushouryuken...........................DP + P
Tatsumaki Zankukyaku....................QCA + K (air)
Tenma Shurettou.........................d,d + PPP/KKK
Ashura Senku............................DP/RDP + PPP/KKK
Super Moves
***********
Nessatsu Gouhadou.......................HCA, HCA + P
Nessatsu Goushouryu.....................QCT, d, dt + P
Tenma Gouzanku..........................QCT, QCT + P (air only)
Shungokusatsu...........................LP, LP, t, LK, HP (Level3/MAX only)
Nisogi..................................HCA, HCA + K (Level 3/MAX only)
---
Ken
---
Special Moves
*************
Hadouken................................QCT + P
Shouryuken..............................DP + P
Tatsumaki Senpukyaku....................QCA + K (air)
Ryusenkyaku.............................RDP + K
Nataotoshi Kick.........................HCT + LK
Kamabarai Kick..........................HCT + MK
Oosotomawashi Kick......................HCT + HK
Inazuma Kakato Kick.....................HCT + K(hold)
Zenpou Tenshin..........................QCA + P
Super Moves
***********
Shouryu Reppa...........................QCT, d, dt + P
Shinryuken..............................QCT, d, dt + K, then press K rapidly
Shippu Jinraikyaku......................QCA, QCA + K (Level 3/MAX only)
------
Balrog
------
Special Moves
*************
Dash Straight...........................charge a, t + P
Dash Uppercut...........................charge a, t + K
Dash Ground Straight....................charge a, dt + P
Dash Ground Uppercut....................charge a, dt + K
Turn Punch..............................Hold PPP/KKK and release
Buffalo Head Butt.......................charge d, u + P
Super Moves
***********
Crazy Buffalo...........................charge a, t, a, t + P. Then press K
to change move
Gigaton Blow............................charge a, t, a, t + K
(Level 3/MAX only)
-----
Akuma
-----
Special Moves
*************
Gouhadouken.............................QCT + P
Zanku Hadouken..........................QCT + P (air only)
Shakunetsu Hadouken.....................HCA + P
Goushouryuken...........................DP + P
Tatsumaki Zankukyaku....................QCA + K (air)
Hyakkishu...............................DP + K
Hyakki Gouzan...........................No additional input after Hyakkishu
Hyakki Goushou..........................P after Hyakkishu
Hyakki Gousai...........................a/t + P near opponent's head, after
Hyakkishu
Hyakki Goudan...........................K, after Hyakkishu
Hyakki Goutsui..........................a/t + K near opponent's chest, after
Hyakkishu
Ashura Senku............................DP/RDP + PPP/KKK
Zenpou Tenshin..........................QCA + P
Super Moves
***********
Nessatsu Gouhadou.......................HCA, HCA + P
Nessatsu Goushouryu.....................QCT, d, dt + P
Tenma Gouzanku..........................QCT, QCT + P (air only)
Shungokusatsu...........................LP, LP, t, LK, HP (Level 3/MAX only)
------
Sakura
------
Special Moves
*************
Hadoushou...............................QCT + P
Shououken...............................DP + P
Shunpu Renkyaku.........................QCA + K, then QCA + K
Shunpukyaku.............................QCA + K (air only)
Oukakyaku...............................QCT + K
Sakura Otoshi...........................DP + K, then P/K up to 3 times
Super Moves
***********
Shinku Hadouken.........................QCT, QCT + P
Nidarezakura............................QCT, d, dt + K
Haruichiban.............................QCA, QCA + K
-----
Cammy
-----
Special Moves
*************
Spiral Arrow............................QCT + K
Cannon Spike............................DP + K
Axel Spinning Knuckle...................HCA + P
Hooligan Combination....................da, d, dt, t, ut + P
Fata Leg Twister........................a/t + P near opponent's head or a
crouching opponent, after "Hooligan
Combination"
Cross Scissors Pressure.................a/t + P near opponent's body or an
opponent in the air, after "Hooligan
Combination"
Razor Edge Slicer.......................No additional input after "Hooligan
Combination"
Cannon Strike...........................QCA + K (air only), or press K after
"Hooligan Combination"
Super Moves
***********
Spin Drive Smasher......................QCT, d, dt + K
Reverse Shaft Breaker...................QCA, QCA + K, then press K rapidly
----
Vega
----
Special Moves
*************
Rolling Crystal Flash...................charge a, t + P
Sky High Claw...........................charge d, u + P, then press P after
jumping from the wall
Flying Barcelona Attack.................charge d, u + K, then press P after
jumping from the wall
Izuna Drop..............................charge d, u + K, after jumping from the
wall, other than u + P near enemy
Scarlet Terror..........................da, t + K
Back Slash..............................PPP
Short Back Slash........................KKK
Super Moves
***********
Flying Balcerona Special................charge da, dt, da, ut + K, then press
P after jumping from the wall
Rolling Izuna Drop......................charge da, dt, da, ut + K, after
jumping from wall, other than u + P
near opponent
Scarlet Mirage..........................charge a, t, a, t + K
Red Impact..............................Charge a, t, a, t + P
(Level 3/Max only)
--------
Evil Ryu
--------
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