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.

7 thoughts on “CvS2 Notebook Highlights and Leftovers

  1. Maj Post author

    Both background music tracks are from the Capcom vs SNK 2 OST – Fight with the Wind (Kinderdijk Stage) and Happiness (Barentsburg Stage).

    Obviously this is nothing new for oldschool CvS2 players, but i figured it might be fun to rewatch some of this stuff without the wait time between clips. All of the footage is organized in chronological order by subject/batch.

    If there’s any questions about anything in the video, please don’t hesitate to ask. (And yes, u2b’s screenshot options are still garbage.)

  2. Snoooootch

    That was awesome! I loved the Dan Taunting right to Yamakazi’s face, and the clips that mess with Dhalsim’s stretchy body. So some of the glitches here were the same kind used to the akuma vs akuma clip in the Damage exhibition v.one, but none of them seemed to koll the opponent, or even get close. Is it something only Akuma can do, or were you focusing on doing different things within the glitch?

  3. Keiko

    The funny thing about this is that 2 weeks ago i downloaded all the notebooks clips because i missed the old cd backup i owned, hahaha, thanks for this Maj.

  4. SofaKingAC

    Very nice. I remember having some of these on an old computer. Love the throw tech reversal clips especially.

    My question: In the Gief/Dan clip, does Dan not take damage from the running SPD, or is it just training mode health recovery kicking in right away?

  5. Maj Post author

    Snoooootch: Each Taunt in Dan’s Taunt super builds 1/8 meter (like all normal Taunts), but the final Taunt builds 3/8 meter. It’s used to give Yamazaki a second lvl2 super so that he can maintain the OTG property of his grab super through two lvl2 cancels. Unfortunately there’s no way to make Dan hurry up, so i had to show the entire thing. I’m glad you enjoyed it though.

    Keiko: Haha i’m happy to save you some hard drive space.

    SofaKingAC: I always wondered that too, but i can’t say for sure. It’s easy enough to verify since Gief’s far kick SPD always grabs in one frame, but i never got around to testing it and my Dreamcast isn’t hooked up anymore. If anyone bothers trying it, please share the results here.

  6. SofaKingAC

    After some testing, it turns out that the latter (health recovery) is what’s going on there. Mystery solved.

    Also found a funny side effect: if Gief grabs Dan out of his random invincible DP, Dan stays white.

Leave a Reply