Capcom Fighting Collection 2

Capcom Fighting Collection 2

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Capcom vs. SNK 2 EO Changes
由 Belva Company 制作
CvS2 EO Changelist
   
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Changelist
Source[cdn.discordapp.com]

--Grooves--
C Groove:
● No change

A Groove:
● Custom Combo can be activated after a air attack connects and in a cancel-able state: EO
○ This applies to most moves, but certain moves with chaining effects, like Bison's Hell Attack (j.MP~j.MP) do not count.

P Groove:
● Can cancel a special into a Super, like in 3rd Strike
● Guard Crush meter increased to 90% of normal, from 80%

S Groove:
● The charge rate value for each tick of charging the S Groove meter has been increased by one up to the maximum charge rate, which greatly increases the initial charging of the meter

N Groove:
● No change

K Groove:
● No Change


--Characters--
Several characters had 5% up or down adjustment made to every attack they do in the core attack damage calculator, and there's a common them to who gets it. In addition to the move set changes these are all take exactly as they were from the Gamecube EO version of the game.

The Xbox version, while supporting key gameplay fixes and the damage/health adjustments for characters, DID NOT make move set adjustments for most of the cast, which means in the Xbox version, Dan can still be thrown off the ground, and Sagat can super cancel from his far heavy punch. My guess is they did not have the right people to convert the tables in time for release.


Guile:
● Increased recovery after all Sonic Booms by 2 frames to 23 (same for all levels)
● Decreased Damage of light Boom by 100 and medium and heavy by 200, so all Booms are down to 500 base damage
● Health DECREASED from 14400 to 14000

Zangief:
● 5% Overall Attack INCREASE
● Adjusts a character immunity setting when landing after the Aerial Russian Slam if it whiffs, where it was briefly immune to most things for a very, very brief window, where now it should just be grab immune for that short period.

Dhalsim:
● All Long Range Normals (Standing, Ducking, Jumping) - Removed 2 starting animation frames, decreasing start-up by that much (and making the moves shorter as a whole).
● Heavy punch & kick, and all crouching punches had their hit box slightly pulled back on the initial attack frame, but remains the same for the duration after.
● Jumping attacks have had a few parameters adjusted. Hit box adjustment on first active frame, and another value increased, possibly hurt box as the moves seem to lose to more things.

Blanka:
● 5% Overall Attack REDUCTION
● Health DECREASED from 14800 to 14400

Vega (Claw):
● 5% Overall Attack REDUCTION (present since PS2/DC version)
● A few of his clawless attacks also receive a base damage reduction, as below.
○ All Izuna drops are reduced 200 damage to 1800
○ Standing Heaving Kick Throw is reduced by 100 to 1600, making it more in line with the Heavy Punch throw
○ Close crouching medium, as been reduced by 100 damage to 600
These reductions continue to stack with his clawless debuff as well.

Sagat:
● 5% Overall Attack REDUCTION
● Standing Far Fierce has an added frame in the very first portion of start-up (before Sagat readies his hand) and in the portion where he first brings up his fist, making for a total of 2 additional frames prior to the active portion of the attack.
● His Crouching Fierce has one added frame to the wind-up, making it not possible to cancel into a super after the attack connects (it was a single frame margin before where it was possible)
● Health DECREASED from 14800 to 14400

M. Bison (Dictator):
● Health DECREASED from 14400 to 14000

Cammy:
● 5% Overall Attack REDUCTION
● They tried to increase the recovery time on her Canon Spike, but the trajectory to the ground always sets a fixed recovery value for this move. Basically, originally they set it for 4, then tried to increase it to 6, but really, it's always 5.
● They increased the recovery frames by 2 of a certain sit animation that has 3 weight levels, but the game never calls this particular animation series (even in other versions). This is the same style of recovery of Spiral Arrow (and the associated supers), the no input Hooligan Combination, and her dive kicks, and a few other grounded recovery style animations. Spiral arrow has its own call for this style of recovery, and the dive kicks also all call the same individual one for themselves. None of them seem to vary this by weight either. Possibly could have been intended for a variable Spiral Arrow recovery (since it immediately follow that and the simple recovery), but was just never hooked up.

Morrigan:
● Fixed an issue where her rise after getting crumpled wasn't properly marked as rising frames, which likely may have caused some crossover / OTG situations.

Kim:
● Fixed the duplicating sound issue for Kim when he stomps.
● His stomp across all levels now sends the opponent to the ground when they are in a juggle state.
● Fixed Kim's Aerial Super such that specific opponents very low to the ground can still be caught and attacked before Kim has to touch the ground (Cammy Spiral Arrow glitch)

Rugal:
● His Far Fierce had a massive buff of 300 damage, now up to 1400.

Vice:
● 5% Overall Attack INCREASE
● Medium punch base damage reduced by 200 to 1000 (it was more powerful than her Fierce close)
● Fierce punch base damage increased by 100 to 1300

Dan:
● Dan can't be OTG'd while getting up from a knockdown
● Decreased the hurtbox on his standing custom combo activation animation, allowing him to pass through more attacks when they overlap with the activation and freeze.
● Health INCREASED from 14800 to 15200

Eagle:
● 5% Overall Attack INCREASE
● Changed all versions of Liverpool White such that it no longer knocks back and downs the opponent, and added a minimal amount of pushback on hit. Opponent will still be in striking distance, and this move is negative on hit, so it can no longer be used as a tool to get in over fireballs, UNLESS you use it with P or A groove, which both allow you to cancel out of it with meter, in which case it can be very powerful, since you can now combo from it.
● Reduced start-up on all Saint Andrews Green by 5 frames, down to 4 frames of start-up, and reduced recovery frames across multiple animation frames for a total of 10 fewer frames of recovery. It's much easier to hit fireballs with this move and not be punished, follow-up on juggles, and custom combos as well.
● Massively increased the reflected projectile power of light Saint Andrews Green by 600 damage, up to 2000.

Maki:
● 5% Overall Attack INCREASE


Kyosuke:
● 5% Overall Attack INCREASE
● Medium air punch causes the opponent to float up a bit less, to make it easier to complete aerial raves.
● Kyosuke's grounded normal game was generally improved across the board.
● Shortened the recovery by 1 frame for close light kick, low medium, and low forward.
● Shortened the recovery by 2 frames for far light punch, close medium punch, far medium punch, far light kick, close forward kick, and far forward kick.
● Shortened the recovery by 10 frames for close Fierce
● Health INCREASED from 13600 to 14400

Hibiki:

● Her special winpose now takes into account the possibility that an opponent with K groove may get a the defense buff after the attack deals its initial meter damage, so she doesn't leave herself minus infinity in a game winning position.

Haohmaru:
● Health INCREASED from 14000 to 14400

Yun:
● Health INCREASED from 13200 to 14000

God Rugal:
● His Far Fierce had a massive buff of 300 damage, now up to 1400, like regular Rugal.

Rolento
● He cannot be OTG'd with special grabs anymore.
3 条留言
HyperPancakeBoi 6 月 24 日 下午 1:45 
Thank you for the guide!
Belva Company  [作者] 6 月 2 日 上午 1:29 
EO Standard in this collection appears to be closer to the Xbox version of EO.
Belva Company  [作者] 6 月 2 日 上午 1:25 
There are indeed changes specific to the Gamecube version of :CFC2_CVS2: EO, such as Sagat losing his ability to super cancel C. HP. For a long time, it was the most played version of EO, since players can easily do Netplay sessions with the version using the Dolphin emulator.