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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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