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                 - Archived Entry -

07.19.2004 - CvS2 Projectile Trajectory Realignment Revisited

Game Version: Capcom vs SNK 2 / Dreamcast / Japan / 2001

Since previous entries regarding the topic lacked a definitive formula explaining the glitch, a formal definition is long overdue. This phenomenon occurs when the first throw frame affecting the opponent coincides with the appearance of the opponent's projectile. The exact effect is determined by the opponent's state on that frame. Usually, any height adjustment occurs gradually, starting with some sort of grounded stun animation. Ken, for example, first establishes a grappling stance before lifting the opponent over his shoulder. Look to the second clip in the CvS2 Reversal Combo Exhibition video for a demonstration. The orientation of the projectile is modified but its vertical level is left unaffected.

However, certain specific throws begin by altering the opponent's vertical position on the first effective frame of the throw. Such throws can adjust the level of the projectile to a degree corresponding to the instant height modification applied to the opponent's sprite. For instance, Balrog's HK throw and Geese's HP throw cause noticeable yet relatively subtle shifts. On the other end of the spectrum, Raiden's Jumping Lariat Drop (DP + P) elevates projectiles to the upper half of the screen.

Super projectiles and air projectiles are prone to similar effects. While the unthrowable invincibility periods of lvl2 and lvl3 super moves generally render them immune, most lvl1 supers are fair game. Obviously, air projectiles require air throws but with so many diverse characters in CvS2, that restriction is easily overcome.

A few minor details in the clips may require clarification. Raiden does roll-cancel the Jumping Lariat Drop in order to pass through Joe's first projectile. Along with the vertical alteration, the throw also gives the second projectile a noticeable horizontal shift, moving it slightly ahead of the first. Another interesting visual effect takes place involving Iori's super projectile. The ring of purple flame it usually creates under the opponent's feet is elevated to Balrog's knee level. When the effect wears off, Balrog falls in the expected direction. It only looks awkward.

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