CvS2 Notebook Highlights and Leftovers
These Capcom vs SNK 2 game engine exploration clips were recorded in 2004 and distributed individually on a weekly basis. Nobody has the patience to download forty files anymore, so i’ve assembled the highlights along with a few unreleased leftovers into this compilation.
Detailed explanations of each experiment can still be found in the old notebook archive. Even the unsorted clips at the bottom are either self-explanatory or covered in some other entry. The only real exception is the batch of OTG throw leftovers starting at 0:28.
Everyone knows that Rolento and Dan can be thrown off the ground during Custom Combo mode, with a few simple stipulations. What many people don’t know is that most OTG throw restrictions can be bypassed on the final frame of wakeup animation.
A-Zangief proves this by comboing SPD after a normal throw on Rolento, which should be impossible under regular circumstances. However, various strange glitches occur when Dan or Rolento perform a wakeup reversal – in spite of those last-frame throws clearly registering on the combo counter otherwise.
The next question is, can normal throws connect on the last frame of wakeup? Unfortunately, the opponent must be in a throwable state before a normal throw can even be attempted. Since they all have 3 or 5 frames of startup, they always whiff. I tried mitigating their startup using CC activation superfreeze, but it didn’t work for whatever reason.