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- Archived Entry -
04.12.2004 - CvS2 Projectile Trajectory Realignment
(originally posted without multimedia at VideoOpera.com on 01.12.2004)
Game Version: Capcom vs SNK 2 / Dreamcast / Japan / 2001
Using Balrog's HK throw, it's possible to alter the level and trajectory of an enemy projectile. Grab them just as they are about to release the fireball so that it still comes out. There's only a couple of frames where this can be done, and on one of those frames, Balrog actually picks them up while they are still sort of attached to the FB. The FB gets released higher than it normally would since he picks them up so fast and since FB positioning is determined relative to character position, not stage position (as opposed to superfreeze animation, which tracks incorrectly if the stage is made to scroll up). So Iori's ground fireball can be made to travel at Ryu fireball height, and Guile's Sonic Boom can be made to go high enough to crouch under.
The trajectory of the fireball can be changed by this throw as well. If Balrog throws them using F+HK, he sort of teleports the opponent behind him and then slams them forward. All throws work this way. If the opponent is throwing a fireball during this side switch, the fireball goes in the wrong direction as well. If Balrog uses B+HK instead, the fireball moves in its original direction.
It's possible to get both effects simultaneously - the fireball can go the wrong way and travel at the wrong height. In the case of Balrog vs Iori, make sure to have Iori throw his MP or HP fireball, because the LP will hit Balrog immediately after his throw invincibility runs out and you won't get to see the FB acting crazy.
Of course, this isn't a Balrog-specific glitch, and you can get the FB to travel in the wrong direction with basically any character. However, most throws don't cause the height distortion because they don't alter the opponent's vertical position fast enough.