------------------------------------------------------------------------------ Capcom vs. SNK 2 to Capcom vs. SNK 2 EO Console Differences FAQ: VERSION 1.01 -Created, Edited and Compiled by: Psychochronic of Shoryuken.com (Brettdude in Gamefaqs) Another form of Psychochronic Literature! ------------------------------------------------------------------------------ Last Update: March 24, 2007 ------------------------------------------------------------------------------ Notes before reading this document: ------------------------------------------------------------------------------ 1) This document is NOT a tier list or a movelist. It's a brief description of the slightly known differences in Capcom vs. SNK 2 for PlayStation 2, imported for Sega Dreamcast that's comparing the Nintendo Gamecube and XBOX versions marketed under Capcom vs. SNK 2 EO so don't expect anything answered such as "Which character is top-tier?", "How do you do this specific move?" or anything on doing certain combos. If this is not the information you are looking for, please close this text now. 2a) This document is protected by US Copyright Law, and the Berne Copyright Convention of 1976. This document is for private and personal use only--it cannot be reprinted in part or inwhole 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. Although I am...the author in the majority of the text, please respect the other authors whose work I have included in this guide. 2b) This document cannot be hotlinked to any other forums/ sites other than Gamefaqs, Shoryuken and my Geocities webpage (link provided below on the Contact section). To kinda repeat point #2a, this guide cannot be referenced, altered, or used by anybody (including webmasters, publishers and magazine staff) without my express written permission. This guide is created and is owned by me, Brett "Psychochronic" Navarro (aka. "Brettdude" in Gamefaqs). Plagarizing is a crime and is punishable by law. 3) This document is better read on Notepad with the Font set on "Times New Roman" on Regular setting, Size "10" and the screen resolution set on 1024x768. Use the Find feature (Ctrl + F) to find whatever term you're looking for easy mobility. ------------------------------------------------------------------------------ Table of Contents: ------------------------------------------------------------------------------ 1) Version Changes 2) Differences -Gameplay -Character Wise -Misc. 3) Contact 4) Credits ------------------------------------------------------------------------------ Version Changes: ------------------------------------------------------------------------------ 1.02- March 24, 2007: -Added a few points. 1.01 - March 15, 2007: ^NEW SECTION: Misc. 1.00 - October 24, 2006: Compilated on October 4, 2006 around 11:01am EST and finished on October 24, 2006 around 1:41am EST. ------------------------------------------------------------------------------ Differences: ------------------------------------------------------------------------------ 1) Gameplay: -S-Groove charges much faster. You charge an extra 2- 3 seconds faster. -P-Groove gets the (amazingly broken) ability to do a Super Cancel. How this works is that you can cancel a Special Move and do a Super Combo right after (eg. In the corner, do Rock's HP Rising Tackle. Upon landing, do a Raising Storm while the opponent is still in the air. See how broken that is?). -P-Groove has been built up so it's slightly faster to build meter. -Characters can jump and whiff an air attack and still activate into Custom Combo in A-Groove afterwards. They can also cancel most connected air attacks into Custom Combo as well. -Roll Cancel has been removed. Capcom's development team have confessed that this was not a planned feature, and as such has caused countless arguments within the community as to its place and purpose. While some players decry its use as an unfair advantage and very "cheap" way to fight, others point out that due to the very narrow window in which one has to execute this (5/60ths of a second), it cannot be abused by a casual player to upset an expert player. Roll Cancelling also adds depth to the game when both players use it. Arguments exist to this day in many bulletin boards and websites. Tournaments are still being run without this glitch being banned. -Added the EO feature. Originally intended for Gamecube and ported over to the XBOX, adding XBOX Live support, this feature allows to do attacks using various directions of the right thumbstick, movements with the left thumb- stick, sub-systems to be pressed with the face buttons, normals to be pressed (depending on how hard it's pressed) with the triggers and has auto-block. By using EO-Ism (as playing the game regularly is known as AC-Ism), the use of the directional pad won't work within the duration of that time. -Added XBOX Live support. This feature allows players to play each other via Broadband which are connected to Microsoft's servers. Also has real-time chat, rankings containing weekly, monthly and overall and a friends list. Ever since the release of XBOX 360, the overall rankings are seen with the points, gamertag and grade have all been blank. -Has a minor sound bug (XBOX version only). The music will stop playing once a character does a Finest KO. The only way to have the sound bug fixed is by downloading the mandatory update upon connection to XBOX Live. -The XBOX version is not backwards compatible with the XBOX 360. -The PlayStation 2 version and the Dreamcast version plays exactly alike. The only difference is that the Play- Station 2 version has higher resolution support. -Comparing to other consoles, it's statistically known that the XBOX version has the longest loading times. This problem is mostly known due to early versions of XBOX consoles which house in Thompson DVD-Drives instead of the Samsung DVD-Drives which was fixed and released in mid-2003. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 2) Character Wise: -Sagat, Cammy and Blanka's damage properties are 5% decreased. -King, Dan, Kyosuke, Maki, Zangief, Raiden, Yuri, Eagle and Ryo's damage properties are 5% increased. -Cammy bounces a lot higher when her Cannon Spike gets blocked. Think of that move only with her CvS1 properties. -Maki can no longer juggle a Custom Combo after her P throw in the corner. -Hibiki can juggle a Custom Combo after her K throw in the corner. -Sagat has some minor frame disadvantage and buffering in some of his attacks and moves (Gamecube version only). -Kim's infinite has been removed. For those of you who don't know of it, corner the opponent and immediately cancel a Level 2 Phoenix Kick and keep doing Legs of Conquest in his second stance. Time it right as it needs to juggle the opponent. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 3) Misc.: -In the PlayStation 2 and Dreamcast version (assuming Gamecube also), you can save as much as 4 replays to your memory card. In the XBOX version, you can save as much as 10 replays and also, matches from XBOX Live can also be saved as well. -When choosing GC-ISM, the Gamecube logo is seen in the health meter. There is no GC-ISM in the XBOX version, as it's renamed AC-ISM and no logo is seen above. AC- ISM is supposed to refer as Arcade-ISM. -In the Gamecube and XBOX version, the Training stage adds in the original music featured from CvS1 and it plays the tracks per match randomly: --Ryu's Stage from Street Fighter II --Sagat's Stage from Street Fighter II --Bison's Stage from Street Fighter II --Akuma's Stage from Super Street Fighter II Turbo --Terry's Stage from Fatal Fury II --Geese's Stage from Fatal Fury --Todo's Stage from Art of Fighting --Morrigan's Stage from DarkStalkers --Nakoruru's Stage from Samurai Showdown --Kyo's Stage from King of Fighters '94 --Tune of Guy's music from Final Fight --Pao Pao Cafe from Fatal Fury --Tune of compliated intros from (in order) Street Fighter II, Super Street Fighter II: The New Challengers, Super Street Fighter II Turbo, Street Fighter Alpha, Street Fighter Alpha 2, Street Fighter Alpha 3, Street Fighter III: New Generation, Street Fighter III: 2nd Impact, Street Fighter III: 3rd Strike ------------------------------------------------------------------------------ Contact: ------------------------------------------------------------------------------- Contact me! Here are the following e-mails and internet forums you can find me at: E-Mails: MSN Messenger/Hotmail: b_unit905@hotmail.com Yahoo!: psychochronic2004@yahoo.ca Internet Forums: Gamefaqs.com: brettdude Shoryuken.com: psychochronic MIRC (channels on EFnet): #Capcom (The main channel for Shoryuken.com) #Gamecombos (The main channel for Gamecombos.com) #Srkgd (The General Discussion part of Shoryuken.com) #Srklive (The XBOX Live part of Shoryuken.com) My Fighting Game Site: www.geocities.com/psychochronic2004 ------------------------------------------------------------------------------- Credits: ------------------------------------------------------------------------------- Props to those who made this guide possible: Myself for individually researching everything in this game. My faviourite mainstream game in the scene so I might as well try on a FAQ with info such as this. Peace. -Psychochronic Copyright (c) Brett Navarro 2005-2007