This thread is made to answer and solve everyone’s curiosities about cvs2, mainly technical side of the game.
I’ll list a few to kick things off.
I always wondered… why does the hit effects for Bison CC change the game speed if you are just about far s.mp away from the opponent? Like…if you corner someone, jump in rh - c.lp - c.lp - s.mp - lk scissors - activate - s.mp - start painting. The timing to get all 5 hits gets a little slower than if you were right next to them. I guess the game is just weird like that…the effects slow down the game more at that distance than it would if you were right next to them I guess.
which motions for specials have higher priority over others? It seems like commands for supers take higher priority than regular specials (ie. doing hcbx3 punch to get raging storm with Geese). By doing the hcbx3, if you were fast enough, you are basically overlapping 3 commands in them: fireball,counter attack, and super. And the super will always come out. Also, if you don’t have any meter with Akuma and do hcbx2 punch, you get a dp instead of a red fireball. I guess dp’s take higher priority over fb’s. The only exception I can think of when specials take higher priority over supers in an overlapped command is during CC’s. In the middle of Sakura CC, try to get a kick(shoryureppa style) super by doing a dp+fierce XX qcf+kick (3s super cancel style). Although you clearly have motion for qcfx2 in that, the super will NOT come out. Instead, you will get the dp+kick move of hers. If the rules about command priorities were to be applied to CC mode, super should come out like it would in 3s super cancels. I think capcom did this on purpose to allow stuff that involves commands like Iori/Kyo GC customs ONLY during CC.
We all know that you have to do almost a hcb+punch if you want to get a turned around dp against cross ups, but sometimes the dp will come out as turned-around even if the command was done as usual. Maybe it has to do with the time the motion was done (at the time of the motion, the opponent was still considered to be infront of my char), and when the button was pressed (the char was considered to be behind when I pushed the button for dp)?? Someone should clear this out. That’s just my theory on that.
With ChunLi, if you cancel it late enough, c.mp XX lv1 kick super will NOT combo. It happened repeatedly when I noticed that I canceled the low strong to lv1 super REALLY late.
Gunter’s wrong about what happens when you activate A groove meter. He said that “you don’t lose any frames by activating” in his Iori vs. Blanka video, but I even have evidence to back MY statement that “You GAIN frames by activating.”
It seems like the crouch cancels happen pretty much exactly the same way it did in A3. Of course you can’t do infinites and extra juggles and such in cvs2 with crouch cancels, but the way crouch cancels/avoiding neutral state work are almost identical. In A3, if you swtiched sides, you didn’t have to worry about crouch canceling to avoid neutral state, because the fact that you are turning around to face the other way avoided neutral states completely. In cvs2, that aspect about turning-around is intact. It’s evidenced by killing someone with a cross up attack and then just holding back/forward to walk when you land, instead of having to crouch cancel to walk around after killing someone in cvs2. It’s just a note about the game engine really…since you can’t use that aspect to your advantage or affect the gameplan. It’s for all you who are like me. I get better in a game if I know the game inside and out.
A friend of mine uses ChunLi’s c.mp as anti-air against my Sagat. I tried empty jump - super to counter that anti-air, but it doesn’t work. I thought if I didn’t lose my trip guard, I could super immediately when I land…but I guess I can’t…according to Jame’s Chen’s cvs2 systems guide, I can’t do anything but guard when I just empty jump. Like…you can’t even dp that c.mp, all you can do is guard. It’s not like ST where you can land and get a reversal dp to punish meaty attacks as you land , but ST didn’t have trip guard in the first place. So I’m not stating much here, I guess.
I’ll post some more when I remember them. It’s already long enough as it is:D .