CvS2 Frequently Asked Questions:
Q: What do all these abbreviations like QCF, HP and CC mean?
Just go to Maj's Sonic Hurricane site here:
Q: I keep hearing about frames. What are they?
I've already written an article about this which should answer pretty much every question you might have about frames. See it here:
Q: How do I go about creating CC's for my characters?
Q: What is a roll cancel?
The basic formula for CCs is as you said... damaging attacks at the beginning, then after the 9th hit do quick attacks since they all do a pixel each. However, that's only part of the problem. The bigger part is knowing WHEN you can use your CCs. Almost everyone has either a ground CC or an anti-air CC (my site needs updating, but since my CvS2 guide was stolen from my house, I'm too lazy to look up the damages for each hit). However, you'll rarely have an opponent cooperate with you and just stand right next to you or jump in on you when you have meter. So you have to look for situations where you can activate and start your combo, eventually leading INTO either the ground or anti-air CC. Blocking a Blanka Ball and activating is a good example. The opponent has done a move and is in recovery. For many characters, that's a free CC. ABSOLUTELY FREE. You just look for a move that will 1) reach Blanka after you block it and 2) will put him in a knockdown state if you hit him out of the air and you can follow up with another move. Bison is probably the best example. He can block the Ball, activate, and immediately slide (c.roundhouse). The slide puts Blanka in a knockdown state, allowing Bison to continue the combo with s.strong to launch, then a bunch of jumping hits and get to the corner to paint Blanka's fence. Once Bison blocks the Ball, there is absolutely nothing Blanka can do to prevent losing half his life.
Linking into CCs is also good (there's a whole thread on it in this forum). Basically, between the two hits in any link, you can insert an activation. So once you see the first one hit, you can activate and then do the second. Characters that can do c.jab x2 into some sort of normal can usually go into a ground CC from there (take Geese for example). The damage is lower than if you would have started the CC and THEN started hitting, but with practice it's guaranteed damage. A-Groove is all about versatility of meter (at least, in my opinion). To "create a CC" as you say, you have to know when you can START a CC.
Roll cancelling (RCing) is a very exploitable glitch in CvS2, accomplished by cancelling the first 3 frames of any roll directly into a special move (and certain other things, like supers and stuff). This gives the roll-cancelled special move the properties of the roll in addition to whatever special properties it already had. Translation? Your roll-cancelled special move becomes invincible. It's important to note that like rolls, most RCed moves can be thrown as well. The only exception are moves that are airborne (shoto hurricanes) or are naturally invincible anyway (shoto uppercuts). Contrary to popular belief, the length of invulnerability time on the RCed move is not
the same as the character's roll. RC invulnerability time is somewhere between 17~21 frames for every character. This last part should be common sense, but RCs can only be performed in grooves that have the ability to roll.
Q: Are Roll Cancels legal in tournament play?
Q: Should they be allowed?
This is a never-ending debate that won't die for as long as CvS2 is being played. It's been discussed to death already, so I'll just glaze over the main arguments real quick:
The main focus of the Pro-RC argument is that it balances the game better, makes it more interesting, adds depth, takes focus away from low fierce, etc. The main focus of the Con-RC argument is that it's an unintended glitch, it's "not street fighter", it's overpowered, etc. Form your own opinions, but realize that for better or worse, RCs ARE allowed in tournament play.
Q: How do I RC a move?
It's just like I said above: you cancel the first three frames of your roll into a special move. Translation? Do a motion for a special move and throw a LP+LK somewhere in there before you finish it. As the 3 frame window above suggests, RCs must be done very quickly to work. If you've ever done kara throws in 3S or Hwoarang's RF 3~4 in Tekken, you should have a general idea of how fast you have to press the buttons.
Q: I suck at RCing. Any tips?
Check my old post here:
Button tap specials like Blanka's RC elec and Chun's RC legs aren't covered there, so I'll explain it real quick:
Button tap specials are performed by doing five of the appropriate inputs. So, pressing a punch button five times in a quick succession will always result in an electricity if using Blanka. Pressing more than one button at the same time only counts as one input, so pressing PPP will count as one punch input. Pressing roll (LP+LK) will still only count as one input, but the game will accept it as either a punch OR a kick input. So, RCing stuff like Blanka's electricity can be accomplished by hitting 3 punch inputs, then roll, then a last punch input quickly after. This all must be done very fast. There's two different general techniques for RCing button tap moves:
is accomplished by "piano'ing" your index, middle and ring fingers from left to right over the punch buttons. You then quickly hit roll, then IMMEDIATELY hit HP after for the fifth input. Many people have problems piano'ing left to right, and they usually do it this way:
This has a few disadvantages compared to the above method, mainly the impracticality of doing RC elec off of whiffed jabs or shorts.
Q: How do I fight against RCs?
People inexperienced against RCs often make the mistake of denying that they exist and will often keep challenging them over and over with different moves. You cannot outprioritize an RC. They are invincible.
Can you beat an RCing player? Definitely. Here's an old post I made which should help:
Q: I keep hearing about this crazy CvS2 guidebook. Where can I buy one?
Q: There's like 5 different platforms for CvS2. Are there any differences?
For obvious reasons, everything will be compared to the arcade version of the game.
For all intents and purposes, arcade perfect. There have been some complaints about speed differences between the arcade and DC versions, but it's an established fact that there IS no standard arcade speed. Different arcade cabinets all set on the default speed of 3 will have slight (sometimes major) speed differences for no apparent reason.
Pretty much identical to the DC version (and therefore, identical to the arcade), the PS2 version does sport slightly higher resolution. Nothing game-affecting, though.
EDIT: Yun has a really random game-crashing glitch: hit the opponent with a You Hou super, then immediately do the qcb+P palm move after. Game crashes for no apparent reason.
Lots of differences here.
- EO Mode: The Easy Operation Mode lets players do special moves and supers at the touch of a single button. Obviously aimed at beginners and mashers.
- System: RCs are completely removed. Not sure if other glitches (OTG grab CCs, tech throw glitch, etc) were removed.
Grooves: S-Groove reportedly charges its gauge faster. P-Groove gets the (amazingly broken) ability to do super cancels. A-Groove can jump and whiff an air attack and still activate CC afterwards. They can also cancel most connected air attacks into CC as well.
- Characters: Sagat, Blanka and Cammy all get a 5% damage reduction across the board. Certain characters I can't remember got a 5% damage boost, I think it was something like Dan, King, Kyosuke, Maki, Eagle, Gief, Yuri, and I think Zangief...? On a more specific level, the only real tweaks found were that A-Maki can no longer juggle a CC after her punch throw in the corner, the Kim infinite doesn't work and Cammy bounces a lot higher on a blocked DP. Hibiki still can juggle a CC off of her kick throw for whatever reason though.
And... that's all I can remember at the moment. There are certain false rumors being spread around by XBox lovers, like the top tier characters' moves having less priority and Sak/Bison's CCs doing less damage. Don't believe them.
I don't know exactly for sure, but it should
be exactly the same as the XBox version. I've heard random rumors about stuff like Sagat not being able to buffer supers off of his low fierce, haven't had a chance to check them though. EDIT: this has been confirmed to be true.
If there's any general questions that I've missed, list em here and I'll add em in.
lastly, here's here's a ton of threads with commonly asked questions.