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    Systems FAQ by Buktooth88

    Version: 1.7 | Updated: 02/12/04 | Search Guide | Bookmark Guide

    (or more accurately, listing of random stuff that people might find
    interesting or useful)
    v1.7, keeping the public informed as of 12/20/03
                                                   by Buktooth88
    This guide is meant to be viewed in Notepad. THIS IS IMPORTANT. This guide is
    mostly comprised of charts and graphs, and it'll be a LOT harder to read if the
    format isn't shown as intended! Select all, copy and paste to Notepad. You'll
    thank me later.
    Unpublished work Copyright 2003 Campbell Tran
    This document is protected by US Copyright Law, and the Berne Copyright
    Convention of 1976. It is for private and personal use only--it cannot
    be reprinted in part or in whole, or reproduced in any way or in any
    form (written or otherwise). It is a free document that cannot be used
    in any sort of commercial transaction, including selling it or giving
    it away as a gift. This FAQ cannot be referenced, altered, or used by
    anybody (including webmasters, publishers, and magazine staff) without
    my express written permission. This FAQ was created and is owned by
    me, Campbell Tran. It can be found exclusively at (www.GameFAQs.com, and
    All copyrights and trademarks are acknowledged and respected that are not 
    specifically mentioned herein.
    Plagiarism is a crime and is punishable by law. I'll git you sucka!
    The CvS series and all of its characters are (c) Capcom of Japan and
    (c) SNK/Playmore of Japan.
    90% of the info contained herein is actually a translation of Famitsu's
    incredible Capcom Vs SNK 2 Millionaire Fighting 2001 Official Guidebook (AKA
    The Bible. And if you haven't heard me say it already, E-Bay it! Import it!
    It's a must have!) and for the most part, isn't my own work. So there. Nice
    big credit to the the actual source of most of this info to cover my ass. I'm
    not making any sort of money off of this, so my ass is covered now right?
    RIGHT? If I'm STILL violating some kind of plagiarism thingie, somebody please
    message me at either campbell_tran@hotmail.com or on AIM user name Buktooth88.
    Anyway, on with the guide!
    v1.0, 7/10/03 - What started as a simple "what moves Iori can crouch" section
    for my N-Iori guide eventually blew up into all of this. I get side-tracked
    easily. :P Anyway, some of this is old news, a lot of it is totally new to
    Americans. Worst part is, this is all translated from a guide that's TWO YEARS
    OLD in Japan!
    Charts and lists right now are pretty unintuitve and require the reader to read
    an explanation before looking at them, so hopefully I'll have a better format
    for the next update. Also left out a few things from the book (because either
    I couldn't translate it or I thought it was really mundane) that might get
    added later. Also, a complete list of "exceptions to the rule" will probably
    make the next update.
    v1.3, 7/15/03 - Fixed all of the errors in the v1.0 (I hope) and as promised,
    added all of the "exceptions to the rule" to the applicable sections. Also
    added a few mundane things here and there like taunt information and damage
    settings info.
    Added one major piece of information: how many frames you are immune to throws
    after waking up/leaving guard or hit stun, etc. See "throw data" section.
    Most of importantly of all, attempted to make the guide more read-able for
    the more casual gamer who doesn't take perverse pleasure in dissecting Japanese
    strategy guides. YOU KNOW WHO YOU ARE. -_-
    Since I can't put any visual aids in a guide written in Notepad (and I'm NOT
    going to do ASCII drawings), I attempted to make things more lucid by
    explaining each individual chart/list in plainer English. Also added a short
    preface explaining frame data.
    v1.7, 12/20/03 - Added quite a few things this update: a dizzy chart, an
    addendum to the mysterious properties of CC activation, a halfway finished list
    of juggle potentials (those things take forever!), a number of old glitches,
    the formula for life regeneration between rounds that I completely forgot to
    add until now, and a list of command shortcuts that CvS2 lets you do. Last but
    not least, a more detailed look at the exact effects of Just Defending that I
    came up with myself with a bit of experimentation. Be sure to check that one
    out, since I spent a few hours re-checking and verifying my results with
    different characters and moves to be absolutely sure. If I'm gonna spend that
    much time on something SOMEBODY better read it. >:B
    Oh, last minute addition, just added some insight into how P/K grooves can
    parry/JD before they can even block in certain situations. Oh yeah, you might
    notice the date for this update is really off. I've been sitting on this update
    forever, and already changed all the dates once. Don't feel like going through
    all the trouble to change a little inconsequential detail again.
    0. PREFACE
      -height chart
      -health chart
      -stun chart
      -roll chart
      -dash chart                   (updated 12/20/03)
      -run chart
      -dizzy chart                    (added 12/20/03)
      -combo damage scaling formulas
      -counter hits
      -low health scaling
      -super time freeze effect
      -throw data               (MAJOR update 7/15/03)
      -counter hits
      -jumping attacks
      -guard crush
      -just defend modified frame advantage formula (MAJOR addition 12/20/03)
      -groove specific stuff        (updated 12/20/03)
      -life regeneration formula      (added 12/20/03)
      -guard damage formula          (updated 7/15/03)
      -irregular parry moves           (added 7/15/03)
      -taunts                          (added 7/15/03)
      -meter building chart
      -stun damage formula          (updated 12/20/03)
      -chip damage formula
      -actions during which you cannot break throws
      -alpha counter/counter roll penalties
      -air block penalty
      -Parry/Just Defending weirdness (added 12/20/03)
      -juggle potential list          (added 12/20/03)
      -command shortcuts              (added 12/20/03)
      -ratio bonuses
      -speed settings
      -damage settings                 (added 7/15/03)
    7. GLITCHES                       (added 12/20/03)
      -the 2P cross up glitch         (added 12/20/03)
      -the "low juggle" glitch        (added 12/20/03)
      -the OTG grab glitch            (added 12/20/03)
      -the Dan CC activation glitch   (added 12/20/03)
      -the left corner glitch         (added 12/20/03)
      -the roll cancel glitch         (added 12/20/03)
      -the Xerocrew glitch            (added 12/20/03)
      -potential glitches             (added 12/20/03)
    8. CREDITS
    0. PREFACE
    There's a lot of really technical info contained in this guide. The word
    "frame" will be tossed around about bazillion times, so I should probably take
    the time to explain what a frame is.
    What is a frame?
    Well, the easiest way to explain it would be to say that CvS2 runs at 60 frames
    per second (FPS). If you do the math, 1 frame = 1/60th of a second. So when I
    say there's a 2 frame window to get a reversal-timed attack, that means that
    the window is exactly 1/30th of a second long (2/60). To any non-Street Fighter
    player, that kind of precision might seem pretty ludicrous for anybody to get
    consistently. But as most CvS2 players know, getting reversals is really quite
    easy in this game. Go figure.
    Oh, and to avoid confusion, frame advantage/disadvantage should always be in
    relation to the attacker. Even though it makes sense, avoid saying the defender
    has a +5 frame advantage... just say the attacker has a -5 frame disadvantage
    instead to avoid confusion.
    Now that's out of the way, you're going to see a number of charts and lists
    with an overwhelming amount of numbers (and sometimes letters!). If you don't
    understand what any of it means, you didn't read the explanation directly above
    the list. If you read the explanation and STILL don't understand the following
    list/chart, mail me at campbell_tran@hotmail.com and list your grievances
    Stats lovers like me eat up this sort of thing; big charts where you can
    compare all the vital stats of different characters together and see who has
    the best/worst whatever.
    Each character has a height value shown in the chart below. The higher the
    number, the taller the character is while crouching. The list of moves below
    refers to all the moves in the game that are crouchable only by certain
    characters. Each move has a height number assigned to it as well. If the
    character's height number is lower than the move's height number, he can crouch
    it. If the character's height value is equal to or higher than the move's
    height value, he cannot.
    If a move is not on the list below it's either because everybody can crouch it.
    Or, more likely, NOBODY can crouch it.
    Moves denoted by a star (*) indicate that I found their heights by myself
    through experimentation. Most of the moves I entered were jumping overheads,
    but I also added a few special moves and supers that the Famitsu guide left
    out. If a character has a number of jumping overheads and I didn't list the
    extras it was because I felt it was redundant (not to mention a waste of my
    time). Also, the height listed for the jumping overheads is the bare minimum
    required to get the overhead to work; the timing may be very strict to get it
    to connect. Jumping overheads naturally work more consistently against bigger
    characters, as opposed to ground-based moves that only care about whether they
    can crouch it or not.
    added 7/15/03 - a lot of people are telling me that they aren't understanding
    what I'm trying to convey here. Let me give a simple example. Ryu's height
    while crouching is 64. A move like, say, Sagat's standing fierce has a height
    of 77. Ryu's crouching height of 64 is lower than Sagat's fierce height of 77,
    so naturally Ryu can crouch it. Chun Li's standing jab slap is 64. That's the
    same height as Ryu, so it's not high enough to go over him. Therefore Ryu can't
    crouch Chun Li's standing jab. Kyo's standing roundhouse is 61. That's LOWER
    than Ryu's crouching height at 64. Ryu cannot crouch that either.
    Is that better?
    As an added note, since this is a list of moves that are only crouchable by
    certain characters you can make a few quick deductions before reading it. The
    moves below are all crouchable by somebody, therefore anybody that possesses a
    height of 60 can crouch EVERY move on the following list. Conversely, Raiden is
    the tallest character on the list so he can't crouch ANY of the moves on the
    79 - Raiden
    78 - Geese, Chang
    77 - Zangief, Sagat
    72 - Eagle
    71 - Rugal, Yamazaki, Benimaru
    70 - E.Honda
    69 - Dhalsim, Terry
    68 - Kyo, Joe
    67 - Guile, Balrog
    66 - Blanka, M.Bison, Kyosuke, Todo
    65 - Ryo
    64 - Ryu, Ken, Akuma, King, Dan, Rolento, Haohmaru
    63 - Vega, Cammy
    62 - Morrigan, Yun
    61 - Chun Li, Sakura, Mai, Kim, Vice, Yuri, Nakoruru, Rock, Hibiki
    60 - Maki, Iori, Athena
    Ryu        77 - standing far jab
               72 - standing far roundhouse
               64 - hop kick
              *65 - overhead straight up low jump roundhouse
    Ken        77 - standing far jab
               71 - standing far fierce
               70 - hcf+k funky kick
              *65 - overhead straight up low jump roundhouse
    Chun Li    64 - standing jab
               66 - close standing strong
              *65 - Spinning Bird Kick
               70 - the second hit of Lightning Legs (free hit!)
               70 - f+forward
    Guile      66 - standing far strong
               77 - f+fierce backfist
               64 - standing jab
               72 - standing far fierce
              *77 - low jump forward overhead
    Zangief    64 - standing forward
               63 - standing strong
               77 - standing fierce
              *77 - straight up low jump overhead fierce
              *68 - overhead low jump d+forward (knees)
    Dhalsim    69 - standing jab
    Blanka     63 - standing strong
    Balrog     64 - standing fierce
               77 - standing jab
               78 - standing short
               68 - rush punch
              *63 - overhead low jump roundhouse
    Vega       77 - standing jab
               64 - standing strong
               67 - Red Impact (the level 3 only super)
    Sagat      66 - standing jab
               77 - standing fierce
              *69 - flying portion of Tiger Raid super (hotfoot)
              *77 - second hit of roundhouse Tiger Knee
              *72 - second hit of short Tiger Knee
    M.Bison    71 - standing jab
               65 - standing far strong
    Sakura     62 - standing far fierce
               66 - standing jab
               64 - standing far strong
               77 - second hit of roundhouse hurricane kick
              *77 - overhead normal jump roundhouse
    Cammy      69 - standing far strong
               71 - standing far jab
    Morrigan   71 - standing far jab
               66 - standing close jab
              *77 - overhead normal jumping jab
              *77 - err... a quick "triangle jump" doesn't fly over these chars.
    Dan        77 - standing jab
               77 - standing roundhouse
              *70 - second hit of roundhouse dankuu kyaku ("gale kicks")
              *77 - second hit of forward dankuu kyaku
    Eagle      61 - standing far fierce
               77 - Manchester Gold (spinny move)
              *71 - overhead jumping roundhouse
    Maki       64 - standing jab
               68 - standing close fierce
               68 - standing close roundhouse
               78 - standing far roundhouse
              *61 - overhead low jump fierce
              *63 - overhead low jump roundhouse
              *70 - overhead low jump jab/strong
    Kyosuke    68 - standing close jab
               68 - standing far strong
               77 - qcf+k "flash kick"
    Rolento    69 - standing far roundhouse  
               67 - overhead normal jumping strong
    Akuma      77 - standing far jab
               72 - standing far roundhouse
              *65 - straight up low jump roundhouse overhead
    Kyo        63 - standing far short
               72 - standing far jab
               70 - standing far fierce
               61 - standing far roundhouse
              *77 - overhead low jump d+fierce
    Iori       66 - standing roundhouse
              *69 - crouching fierce
    Terry      64 - standing far strong
               79 - standing far jab
               68 - standing far fierce
    Ryo        61 - standing far strong
               70 - standing far jab
               70 - standing far roundhouse
              *67 - ZanRetsuKen (crazy hands)
    Mai        68 - standing far fierce
              *61 - overhead low jump roundhouse
    Kim        65 - standing far fierce
               62 - KuuSaJin (triple kick move)
               68 - first hit of forward HanGetsuZan (half moon kick thingie)
               77 - first hit of roundhouse HanGetsuZan
               68 - standing far strong
               68 - HoouHiTenKyaku (launcher super)
              *63 - overhead low jump fierce
              *77 - overhead normal jump fierce/jab (into super!)(11/10 EDIT)
    Geese      77 - standing jab
               67 - standing far fierce
    Yamazaki   77 - standing far strong
    Raiden     64 - poison breath (far)
               79 - poison breath (near)
               72 - standing close fierce
               69 - standing far strong
    Rugal      62 - standing close fierce
               77 - standing far jab
               79 - standing far roundhouse
               62 - second hit of low fierce (the part that goes really far)
              *77 - overhead low jump roundhouse
    Vice       64 - standing far strong
               77 - standing far jab
    Benimaru   66 - standing fierce
               77 - standing far strong
               77 - standing far jab
    Yuri       65 - standing far jab
               65 - Saifa (reflector)
    King       77 - standing far jab
               62 - standing far forward
               69 - standing far fierce
               77 - standing far roundhouse
    Nakoruru   62 - standing close jab
    Joe        77 - standing far jab
               66 - standing far fierce
    Todo       64 - standing close strong
               62 - standing far strong
    Athena     72 - standing far forward
    Rock       77 - standing close roundhouse
               79 - standing far roundhouse
              *69 - overhead low jump roundhouse
    Haohmaru   63 - standing far jab
               64 - standing far forward
               73 - standing close roundhouse
    Chang      77 - standing fierce
    All health readings are assuming the character is ratio 2.
    15600 - Zangief, Raiden, Chang
    15200 - Geese, Rugal
    14800 - Honda, Blanka, Balrog, Sagat, Dan, Yamazaki, Todo
    14400 - Ryu, Ken, Guile, Bison, Eagle, Kyo, Terry, Ryo, Kim, Joe, Rock
    14000 - Chun Li, Dhalsim, Maki, Rolento, Iori, Haohmaru, Hibiki
    13600 - Vega, Sakura, Cammy, Kyosuke, Mai, Vice, Benimaru, Yuri, King,
            Nakoruru, Athena
    13200 - Morrigan, Yun
    12800 - Akuma
    added 7/15/03 - In an effort to make this guide more readable by the common
    player, explanations will be added to the simplest of things. Even this! The
    number reading corresponding to each character simply refers to the exact
    amount of life units that the character has. Zangief, Raiden and Chang have
    15600 life, or about 10 Sagat standing fierces worth (a Sagat standing fierce
    does 1600 without counter hit).
    A character's stun value represents how many stun points they can take
    before they get dizzied.
    For more information on stun damage, see the 'stun damage formula' section
    under chapter 6.
    80 - Zangief, Honda, Raiden, Chang
    70 - Ryu, Ken, Chun Li, Guile, Blanka, Balrog, Sagat, Bison, Dan, Eagle,
         Maki, Kyo, Iori, Terry, Ryo, Kim, Geese, Yamazaki, Rugal, Vice, King,
         Joe, Todo, Rock, Haohmaru
    60 - Dhalsim, Vega, Sakura, Cammy, Morrigan, Kyosuke, Yun, Rolento, Akuma,
         Mai, Benimaru, Yuri, Nakoruru, Athena, Hibiki
    Format for the roll chart is as follows:
    (1) (2) [(3)/(4)U/(5)R]
    (1) is the name of the character.
    (2) is the horizontal length of the character's roll in pixels.
    (3) is the number of fully invincible frames in the roll. Remember that rolls
        are vulnerable to throws at any time.
    (4) the "U" stands for "upper-body invincibility". Upper-body invincibility is
        exactly what it sounds like: your character is only invincible from the
        waist up. Not all characters have a portion of their rolls which have only
        upper-body invincibility; if there is no number preceded by a "U" then the
        character's roll goes directly from (3) to (5).
    (5) the "R" stands for "recovery time". The recovery time is the number of
        frames at the end of a roll that are fully vulnerable.
    - 11/10/03 EDIT: Changed some of the wording on (4) and (5), and also added
      that rolls can be thrown at any time.
    added 7/15/03 - Getting a number of questions about the 'U' portion of the
    roll. As it says above, during that portion of the roll the character is
    invincible from the waist up; if you try to punch him in the head it'll go
    right through him... he's INVINCIBLE! However, he's only invulnerable from the
    waist up so low moves work perfectly fine.
    Quick example for those who still don't get this whole chart. Ryu's roll is:
    Ryu        120 [27/2U/4R]
    His roll travels a distance of 120 pixels. The first 27 pixels of it are fully
    invincible, the next 2 frames after that (the 28th and 29th frames) are only
    invincible from the waist up; low-hitting attacks will still hit him. The
    following 4 frames after that (the 30th-34th frame) are fully vulnerable to
    anything and everything.
    Ryu        120 [27/2U/4R]
    Ken        120 [27/2u/4R]
    Chun Li    132 [27/2U/4R]
    Guile      167 [27/4U/4R]
    Zangief    120 [27/4U/4R]
    Dhalsim    135 [27/4U/4R]
    E.Honda    116 [27/4U/3R]
    Blanka     135 [27/4U/4R]
    Balrog     112 [27/3R]
    Vega       102 [27/2U/4R]
    Sagat      112 [27/3R]
    Bison      116 [27/1U/3R]
    Sakura     112 [27/4R]
    Cammy      112 [27/8U/4R]
    Morrigan   135 [27/4U/5R]
    Dan        120 [27/2U/4R]
    Eagle      120 [27/2U/4R]
    Maki       120 [27/2U/4R]
    Kyosuke    117 [27/2U/3R]
    Yun        120 [27/2U/4R]
    Rolento    118 [27/5R]
    Akuma      120 [27/2U/4R]
    Kyo        136 [27/4U/4R]
    Iori       132 [27/2R]
    Terry      112 [27/4R]
    Ryo        120 [27/2U/4R]
    Mai        113 [27/4R]
    Kim         98 [27/2R]
    Geese      135 [27/4U/4R]
    Yamazaki   113 [27/3R]
    Raiden     116 [27/3U/5R]
    Rugal      120 [27/2U/4R]
    Vice        84 [27/4R]
    Benimaru   113 [27/3R]
    Yuri       112 [27/3R]
    King       102 [27/2R]
    Joe        120 [27/2U/4R]
    Nakoruru   120 [27/2U/4R]
    Todo       120 [27/2U/4R]
    Athena     102 [27/2R]
    Rock       112 [27/7U/4R]
    Haohmaru   120 [27/2U/4R]
    Hibiki     120 [27/6U/4R]
    Chang      120 [27/13U/3R]
    Format for the dash chart is as follows:
    (1)  (2)/(3) (4)/(5)
    (1) is the name of the character.
    (2) is the horizontal range on his/her forward dash (in pixels).
    (3) is the vertical range on his/her forward dash (in pixels). Translation: how
        high the "hop" is during the dash. Even dashes with a 0 vertical range are
        considered airborne, though; if you hit the character out of the dash
        they'll flip into the air instead of taking the hit on the ground.
    (4) is the horizontal range of the character's back dash (in pixels).
    (5) is the vertical range of the character's back dash (in pixels).
    added 7/15/03 - Example time! Here's a simple walkthrough for those who can't
    decipher all the numbers below:
    Blanka's dash has stats of:
    Blanka       113/22.5  113/22.5
    So what does this mean? The first number, 113, means his forward dash moves
    forward 113 pixels. The number adjacent to that, 22.5, means that his forward
    dash has a little hop in it that's 22.5 pixels higher than the ground. It'll
    go over moves that are shorter than 22.5 pixels high, such as a ground
    The second set of numbers are the exact same thing, but for Blanka's backdash.
    113 pixels back, 22.5 pixels high.
    Ryu           97/0      65/0
    Ken           97/0      65/0
    Chun Li       98/0     133/22.5
    Guile        101/14     85/14
    Zangief       66/22.5   65/22.5
    Dhalsim       69/22.5   58/22.5
    E.Honda       85/19.6   85/19.6
    Blanka       113/22.5  113/22.5
    Balrog       113/22.5  113/22.5
    Vega         112/22.5  113/22.5
    Sagat         64/0      85/0
    M.Bison      102/23.9   89/0
    Sakura        88/11.3   88/11.3
    Cammy        113/22.5  104/0
    Morrigan     118/22.5  117/22.5
    Dan          102/15.8   98/37.4
    Eagle        113/22.5  132/18
    Maki         113/22.5  113/22.5
    Kyosuke       97/0      65/0
    Yun          113/22.5  102/0
    Rolento       99/0     100/0
    Akuma         80/0      81/0
    Kyo          101/11.7  118/11.7
    Iori         102/0     119/22.5
    Terry        102/15     95/15
    Ryo           88/11.3   88/22.5
    Mai          101/9.6   102/22.5
    Kim           88/22.5   98/22.5
    Geese         65/0      72/0
    Yamazaki      71/0      72/0
    Raiden        96/22.5   96/22.5
    Rugal         65/0      85/11.3
    Vice         113/22.5  113/22.5
    Benimaru     113/22.5  113/22.5
    Yuri         113/22.5  113/22.5
    King          88/22.5   96/22.5
    Nakoruru     113/22.5  113/22.5
    Joe           97/0      64/0
    Todo         112/22.5   69/22.5
    Athena       112/22.5  113/22.5
    Rock         102/18    102/18
    Haohmaru      96/0      64/0
    Hibiki        81/0      88/22.5
    Chang         57/16.9   40/16.9
    12/20/03 EDIT: The minimum dash height that lets you "corpse hop" opponents is
    apparently 14. The minimum dash height to hop over ground fireballs is
    apparently 22.5. E.Honda's 19.6 height dash looks like he might be able to make
    it over, but since his dash doesn't go anywhere he just ends up landing on top
    of it.
    The following chart shows a speed rating for each character while running.
    The speed rating is the measure of how many horizontal pixels the character
    covers in a single frame of running.
    added 7/15/03 - I really don't know how to make this any simpler except to say
    the higher the number, the faster the character runs.
    Ryu        8.2
    Ken        8.5
    Chun Li    9.0
    Guile      8.0
    Zangief    5.6
    Dhalsim    6.4
    E.Honda    6.9
    Blanka     7.2
    Balrog     8.8
    Vega      10.1
    Sagat      7.2
    M.Bison    9.2
    Sakura     8.0
    Cammy      9.8
    Morrigan   8.0
    Dan        8.0
    Eagle      8.2
    Maki       9.0
    Kyosuke    8.5
    Yun        9.0
    Rolento    9.0
    Akuma      8.5
    Kyo        8.2
    Iori       7.4
    Terry      8.8
    Ryo        7.4
    Mai        9.6
    Kim        8.5
    Geese      7.2
    Yamazaki   7.2
    Raiden     5.6
    Rugal      8.5
    Vice       8.0
    Benimaru   8.8
    Yuri       8.5
    King       8.0
    Nakoruru   9.2
    Joe        8.0
    Todo       7.4
    Athena     8.5
    Rock       8.5
    Haohmaru   7.4
    Hibiki     7.2
    Chang      5.6
    (added 12/20/03)
    As most people already know, most characters get dizzy for different amounts of
    time. What people might NOT know, is that every time somebody gets dizzy
    there's a base "dizzy time" that is completely randomized.
    Every time a character gets dizzy the base dizzy time is a randomized number
    that is either 2, 3, or 5 seconds. Of course, mashing reduces time from the
    base dizzy time. Pressing a button removes 1/60th of a second (1 frame) from
    the base time, while hitting a direction on the joystick removes 2 frames from
    the base time.
    Lastly, many characters in the game have a built-in modifier that
    adds/subtracts time from the base dizzy time. Here's a a list of modifiers and
    the characters that have them:
    -60/60 secs: Dhalsim, Dan, Geese
    -30/60 secs: Zangief, Joe, Chang
     -0/60 secs: Ryu, Ken, Chun Li, Guile, E.Honda, Blanka, Sagat, Sakura, Cammy,
                 Eagle, Maki, Rolento, Akuma, Kyo, Terry, Mai, Yamazaki, Raiden,
                 Rugal, Vice, Yuri, Todo, Athena, Rock, Haohmaru, Hibiki
    +30/60 secs: Balrog, Kyosuke, Yun, King
    +60/60 secs: Vega, M.Bison, Morrigan, Evil Ryu, Shin Akuma, Iori, Ryo, Kim,
                 Benimaru, Nakoruru, Orochi Iori, God Rugal
    I think we've all seen this happen: You get Geese dizzy, you jump in for a free
    combo, and he's out of dizzy before you even hit the apex of your jump. What
    happened is Geese must have got the 2 second base dizzy time, which gets a full
    second reduced from it because of Geese's -60/60 sec modifier... making the
    base dizzy time a single measly second. Add in some furious mashing, Geese gets
    out of dizzy like right after he gets up.
    Not all guard bars are created equal. Not only do P and K grooves have shorter
    guard bars than the rest, they also recharge MUCH slower than the other guard
    bars do when they're low.
    P and K bars recharge at a constant rate of 1 unit every 30/60 seconds. For the
    mathematically uninclined, that's 1 unit every half second. The other bars
    charge at that rate also, but only when they're at 50% capacity or more. When
    they drop below that... things get a little complicated. The lower the guard
    bar, the faster it recharges. Not only that, but there's three different speeds
    of guard bar recharge rate which are character dependant. The complete
    breakdown is below.
    Format for the following lists is as follows:
    (1)     (2)
    (1) is the number of guard bar units left in the bar.
    (2) is the rate of guard bar regeneration for that number of units. For
        example, 6/60 would mean that the guard bar would recharge one unit every
        6/60 seconds (1 tenth of a second) as opposed to the normal one unit every
        30/60 seconds (half second).
    Simple, right? :P
    added 7/15/03 - Let me try to explain this in layman's terms. See the 'FAST
    TYPE' chart below? See the '6/60' next to the '0,1,2'? What this means is that
    if you have 0, 1, or 2 units left in your guard bar, your bar will recharge at
    a rate of 1 unit per 6/60 seconds. Once your bar fills up to 3 units it
    fills at the rate of 1 unit per 7/60 seconds until you have 4 units in your
    guard bar. It then charges at 1 unit per 8/60 seconds until you have 6 units,
    and so forth.
    If you STILL don't understand these, then just remember that the fast type
    guard bar charges faster than the normal type which charges faster than the
    slow type which charges faster than K and P groove guard bars. Heh.
    0,1,2    6/60
    3        7/60
    4,5      8/60
    6       10/60
    7       12/60
    8       14/60
    9       16/60
    10      17/60
    11      18/60
    12      19/60
    13      20/60
    14,15   21/60
    16,17   22/60
    18,19   23/60
    20      24/60
    21,22   25/60
    23      26/60
    Fast Type characters: Ryu, Ken, Guile, Dhalsim, E.Honda, Blanka, Balrog, Sagat,
    Morrigan, Dan, Eagle, Maki, Kyosuke, Yun, Rolento, Akuma, Kyo, Iori, Benimaru,
    Yuri, King, Nakoruru, Joe, Todo, Athena, Rock, Haohmaru, Hibiki, Chang
    0        6/60
    1        7/60
    2        8/60
    3       10/60
    4       12/60
    5       14/60
    6       16/60
    7       18/60
    8       19/60
    9       20/60
    10,11   21/60
    12,13   22/60
    14,15   23/60
    16      24/60
    17      25/60
    18      26/60
    19      27/60
    20      28/60
    21,22   29/60
    23      30/60
    Normal Type characters: Chun Li, Bison, Sakura, Cammy, Terry, Ryo, Mai, Kim,
    Geese, Yamazaki, Rugal, Vice
    0        6/60
    1       11/60
    2       14/60
    3       16/60
    4       18/60
    5       19/60
    6       20/60
    7       21/60
    8       22/60
    9       23/60
    10      24/60
    11      25/60
    12      26/60
    13      27/60
    14      28/60
    15      29/60
    16 and up 30/60
    Slow Type characters: Zangief, Vega, Raiden
    In the following formulas, 'C' represents the current hit number in the combo.
    For example, if I want to find out how much scaling occurs on the 13th hit in
    the combo, substitute 'C' in the formula with 13. Math is fun!
    - For each hit after the sixth hit of a combo:
    attack power X (24-(C-5))
    - For Custom Combos:
    (attack power X (10-C)
     ____________________  X 72%
    - For supers during a Custom Combo:
    (attack power X (10-C)
     ____________________  X 80%
    Counter hit attack power is represented by (attack power X 1.2). That means
    counter hits get a 20% damage bonus.
    When a character has a life total that is between 16~30%, each hit he takes
    from then on suffers a -10% penalty. 
    When a character has a life total that is 15% or lower, each hit he takes
    from then on suffers a -25% penalty. 
    Meter Length:     168 units (56x3 levels)
    Guard Bar Length: 48 units
    Damage Bonuses: lv1: 101%
                    lv2: 102%
                    lv3: 105%
    Meter Length:     144 units (72x2 levels)
    Guard Bar Length: 48 units
    Damage Bonuses: none
    Custom Combo Length: 72 units on the timer, roughly 7.2 seconds (442/60 secs)
    Meter Length:     192 units
    Guard Bar Length: 38 units
    Damage Bonuses: none
    Meter Length:     100 units
    Guard Bar Length: 48 units
    Damage Bonuses: Full Meter: 115%
                    Red Life:     5%
    Full Meter Duration: 166 units on the timer (996/60 secs)
    Meter Length:     216 units (72x3 stocks)
    Guard Bar Length: 48 units
    Damage Bonuses: Power MAX: 120%
    Power MAX Duration: 150 units on the timer (900/60 secs)
    Meter Length:     72 units
    Guard Bar Length: 43 units
    Damage Bonuses: Full Bar - Normal attacks : 135%
                              Special attacks : 130%
                                Super attacks : 110%
    Full Meter Duration: 180 units on the timer (1080/60 secs)
    (random note:) Just Defending gives you 6 units of meter and 100 units of life.
    Ever wonder why you can't block Sagat's level 3 hotfoot super if you
    weren't already blocking low when the super flash happened? Popular
    belief says it's because blocking and crouching aren't instant; they
    have start up times that are too slow to stop Sagat's hotfoot in time.
    That's only partly true. All supers have a small amount of time after
    the super flash where all inputs by the opponent are invalid. This
    explains why you can never jump out of Yamazaki's level 2 grab super
    on reaction, even though the grab has 4 frames of start up and it
    only takes 2 frames to jump.
    added 7/15/03 - In case anybody was wondering, Sagat's hotfoot super comes out
    in 4 frames after the super flash, at any level.
    The following chart shows how many frames each level of super "stops
    time" for.
    level 1 - 3 frames
    level 2 - 5 frames
    level 3 - 7 frames
    Punch throws - [3/1/13], 52 pixel horizontal range
    Kick throws  - [5/1/13], 52 pixel horizontal range
    To clarify, the punch throw has 3 frames of start up, has an active "hitting
    box" that's out for only the fourth frame, and if that whiffs the next 13
    frames are recovery time.
    Most standard throws have the stated 52 pixel range, but there are a few
    Rolento's punch and kick throw: 60 pixels
    Maki's punch throw:             60 pixels
    Yun's punch and kick throw:     44 pixels
    Hibiki's punch and kick throw:  44 pixels
    Raiden's punch throw:           85 pixels
    Chang's punch and kick throw:   64 pixels
    Although many players would swear otherwise, all throws have the same windows
    in which the opponent can break them. The window to break a throw begins after
    the throw has been initiated, and if you try to break the throw even a single
    frame before you'll probably end up getting thrown out of your own throw
    animation instead.
    For example, each '|' below refers to a single frame in a throw, and
    the '-'s differentiate the different stages of the grab (activation time,
    point where it grabs, recovery if it whiffs). Directly under those "frames"
    I'll put '*'s, referring to the frame window in which you can break the throw.
    added 7/15/03 - Whoops! In v1.0 the above paragraph I accidentally wrote
    "pixel" every time I meant "frame". Fixed now, hope I didn't confuse too many
    people. ^_^;
    punch throw:
    kick throw:
    Punch throws - 7 frames
    Kick throws  - 3 frames
    Air throws   - cannot break
    added 7/15/03 - Don't know how I missed this before, this is important!
    In any situation where a character can get a reversal (on wake up, leaving
    guard stun or hit stun, landing from getting hit out of the air) that character
    cannot be thrown for a full 6 frames.
    6 frames! That's quite a long time. That's theoretically long enough for you to
    interrupt any attempt at a tick throw (non super/roll cancel) with a quick jab
    or short, even beat them to the punch with a throw of your own while you're
    still in "can't be thrown" mode. EVERY throw attempt can be pre-emptively
    jumped out of.
    For example, Iori's close jab gives him +7 advantage on block or hit. His Scum
    Gale grab comes out in 8 frames. If this were Super Turbo or Alpha 2/3 that
    would be a nearly inescapable tick since Iori's grab would connect the first
    frame that the opponent left guard stun. However, since you can't grab your
    opponent in CvS2 for a full 6 frames after they leave guard stun, Iori simply
    gets a whiffed grab animation.
    In addition to the 20% damage bonus that counter hits give, you also get an
    additional frame advantage tacked onto whatever frame advantage/disadvantage
    the move already had, represented below:
    Counter Hit Jabs/shorts: additional +2
    Counter Hit Strongs/forwards:       +3
    Counter Hit Fierces/roundhouses:    +4
    added 7/15/03 - So what does this mean? Let's take Ryu's low jab. The jab
    normally gives Ryu a good +7 frame advantage whether the opponent got hit by it
    or blocked it. However, if Ryu lands a COUNTER HIT jab he gets an additional
    +2 per the chart above, making his advantage +9 frames instead of the usual
    Jumping attacks all have a universal amount of hit stun and block stun,
    regardless of which character is doing them. Jumping moves all do more block
    stun than hit stun, which harkens back to the SF2 days where "taking the hit
    and throwing 'em" was a good strategy.
    The following chart shows how many frames of hit stun and guard stun each
    different strength of jumping attack does:
      weak  |  13F  |   15F   |
     medium |  15F  |   20F   |
      heavy |  15F  |   24F   |
    After blocking/eating attacks, it takes an uninterrupted time of 107 frames for
    your guard bar to start recharging. If you block/eat any attacks during that
    period of time, the "wait time" resets again.
    The state of being guard crushed lasts for 60 frames, or exactly one second.
    You can only be thrown after the 8th frame of being guard crushed.
    The window for reversals in CvS2 is 2 frames long; the first frame where you
    can move, and the frame directly preceding it.
    (added 12/20/03)
    Yes, it's a mouthful. I'm not known for making up good names for anything. I'll
    change the name when I think of a better one.
    I've been meaning to get exact JD frame numbers (they're not in the book) for
    quite some time. After a bit of experimentation in training mode, here's what I
    Fierce/Roundhouse JDs: 18-20 frames guard stun
    Strong/Forward JDs:    14-16 frames guard stun
    Jab/Short JDs:         10 frames guard stun
    Special Move JDs:      19-21 frames guard stun
    These varying numbers for modified JD guard stun tell me that one of two things
    is possible: the first one being that some of the frame numbers in the official
    CvS2 guide book might me off by a frame or two. While that's very possible,
    I'll give the book the benefit of the doubt and assume the other possible
    reason for varying numbers is true:
    Much like different fierces have different amounts of guard stun, the same
    applies for JDs; there is no set amount of JD stun for a set of moves. This
    makes it a huge pain to tell what the resulting frame advantage/disadvantage is
    with a JDed move, since there is no basic formula to follow. However, here's a
    simple formula for getting a rough estimate on the the resulting frame
    Just Defend Modified Frame Advantage Formula:
    Frame Advantage/Disadvantage = JD stun - (active frames + recovery frames)
    Let's take Sagat's low fierce as an example:
    Sagat's low fierce is 7/8/14 +2F. Plug the relevant numbers into the formula
    Frame Advantage/Disadvantage = 18~20F - (8F + 14F)
                                 = 18~20F - 22F
                                 = -4~-2F
    So, Sagat's low fierce (normally a +2F move) gets a disadvantage somewhere
    between -4F and -2F when JDed. With some testing, you'll find that it's
    actually exactly -3F, but since JD stun is slightly different for every
    move we can use the formula for a good estimate.
    Here's a more extreme example of JD effects:
    Benimaru's qcf+roundhouse is 12/4/29 +5. Plug the relevant numbers into the
    formula and you'll end up with:
    Frame Advantage/Disadvantage = -19~21F - (4F + 29F)
                                 = -19~21F - 33F
                                 = -14~12F
    Ouch. From +5 all the way down to -14ish. JDing really hurts the moves that are
    safe or give advantage due to putting a ton of block/hitstun on the opponent.
    Oh, and to avoid confusion, frame advantage/disadvantage should always be in
    relation to the attacker. Even though it makes sense, avoid saying the defender
    has a +5 frame advantage... just say the attacker has a -5 frame disadvantage
    instead to avoid confusion.
    - Tactical Recovery (delayed get ups) add 15 frames to your rising
    - Safe Falls (tech rolls) are all 28 frames long, the first 17 of which are
      fully invincible.
    - Breaking a stock in N-Groove (to enter MAX mode) takes 20 frames from start
      to finish. However, you can cancel into a special move or super at any time
      after the first 8 frames of the move.
    - Normal jumps have 2 frames of start up and leave the ground on the 3rd frame.
      360 characters like Raiden, Zangief and E.Honda have 5 frame start ups on
      their jumps to facilitate the use of their moves. Attacking in the middle of
      your jump gives you a 2 frame recovery time when you land (disabling your
      trip guard to all you old people). Low jump grooves have 6 frames of start up
      in their jumps to make low jumping easier.
    - Running has 4 frames of start up and 14 frames of recovery (skidding) if you
      don't cancel it into something. The recovery time, as well as the run, can be
      cancelled at any time.
    - Low jumps have the same start up time as regular jumps (6 frames in a low
      jump groove) but have 8 frames of recovery when a move is performed in the
      air. The recovery can be cancelled at any time after the first 2 frames with
      a special move or a super.
    - S-Groove Dodges are 35 frames long, represented by: [18/13/4]
      All 35 frames are invincible, and the middle 13 frames can be cancelled into
      a dodge move.
    - Custom Combo activation is not instant, which explains why most characters
      cannot do difficult links with a CC activation in between. For example, good
      luck trying to get Ryu's low strong, activate, low forward to combo. Like
      all conventional supers, CCs have 5 invincible frames of start up BEFORE the
      "custom flash". After the flash, there's an additional 1 frame where no
      inputs are valid. Whether or not CCs "freeze time" or not like normal supers
      is currently unknown.
      Including the 5 frames of start up, the first 19 frames of a CC are totally
      12/20/03 EDIT: After receiving many emails and also being a witness myself,
      I've come to the conclusion that the complete properties of CC activation
      are yet to be discovered.
      On one hand, you have 1~2 frame links that are seemingly impossible to stick
      a CC in there... like trying to do Rolento's standing jab, activate CC, then
      link low forward. It cannot be done conventionally, even with a
      frame-programmable stick mashing forward at every possible instant after the
      CC activation. However, the link HAS been done before (without counter hit).
      Several times. Even stranger, links that are normally IMPOSSIBLE have been
      done with a CC activation in between: such as Sagat's standing jab x2,
      activate, link far fierce. Likewise with Sakura: standing jab x2, activate,
      link far roundhouse.
      On a related note, there does seem to be a short "time freeze effect" on CCs
      similar to supers: characters like Rolento activating CC against a standing
      opponent can SOMETIMES do a low forward which the opponent cannot block low
      in time. It's nowhere near consistent, though. This still doesn't explain the
      linking into CCs phenomena, unfortunately. If CCs did indeed "freeze time"
      for 4~5 frames, then shouldn't those 1 frame links with a CC in between
      become brain-dead easy? Shrug.
    - Forward and down parries both have the same stats: They have a 5 frame parry
      window if you HOLD the direction on the stick, and a 10 frame parry window if
      you let the stick go back to neutral after tapping a direction. This is
      obviously designed to help prevent accidental parries.
      Air parries have the same 5 frame window for holding the direction on the
      stick, but also have a less forgiving 8 frame window if you let the stick go
      back to neutral.
      All parries attempts have a 23 frame "lag time" afterwards where the game
      won't accept another parry input in the same direction. This can be
      circumvented by quickly tapping in a different direction, then back to your
      original desired parry direction. For example, after tapping down, the 23
      frame "lag time" can be bypassed by quickly going back to neutral, tapping
      forward, going back to neutral, and then finally going back to down again.
      Doing all that in under 23 frames isn't the easiest thing though, so I
      wouldn't really recommend putting a lot of time into practicing this.
    - All Just Defends have the same stats, airborne or ground based, high or low.
      When tapping OR holding back, the game accepts the first 7 frames after doing
      so as an active Just Defend input.
      All Just Defend attempts have a 8 frame "lag time" similar to P-Groove's, but
      I don't see how that can be taken advantage of without back dashing.
    (added 12/20/03)
    Most of us should know that the amount of life you gain back between rounds is
    directly related to how fast you finished off the opponent. Well, here's the
    exact formula that I forgot to put in the original FAQ release:
                    (time left on the clock + 1) * 300
    life gained = ( __________________________________ ) * 10
                        (total time in a round + 1)
    The resulting number is always rounded down to the nearest 100.
    So lets say I beat my opponent with 500 ticks left on the timer. Here's what
                    (500 +1) * 300
    life gained = ( ______________ ) * 10
                    501 * 300
                = ( _________ ) * 10
                =  ______ * 10
                = 1503, rounded down gives us 1500... about a fierce worth of life.
    Note that the life regained is NOT a percentage of the total bar. Ratio 4
    characters get the exact same amount of life back as a ratio 1 for the same
    given time specifics.
    An attack's inflicted guard damage = (Attack Power)/200
    -Added 7/15/03:
    There's a small number of exceptions to his rule:
    (I really don't want to list how much damage each and every move here does, so
    just take my word for it when I say these are irregular -_-)
    -Blanka's strong electricity does 4 units per hit (as opposed to 7) and his
     fierce electricity does 2 units per hit (instead of 8)
    -Sakura's strong uppercut does 5+(1x3) units,
     her fierce uppercut does 3+(1x5) units
    -M.Bison's Psycho Crusher does 3 units per hit
    -Eagle's Manchester Black (spinny move) does 2 units per hit
    -Each rep of Rolento's Patriot Circles does 3 units
    -Shin Akuma's TenMaShuRetTou (counter) does 11 units
    -Kyo's NiHyakuJuuNiShiki-KotoTsuki You (running grab) does 1+9 units
    -Iori's NiHyakuJuuNiShiki-KotoTsuki In (running grab) does 1+9 units
    -Ryo's ZanRetsuKen (crazy hands) does 1 unit each hit (first hit of crazy hands
     should always do 0 damage, hence 0 guard bar)
    -Raiden's Super Drop Kick does 20 units when charged up to the 4th level
    -Haohmaru's jab KoGetsuZan (uppercut) does 7+5 units
    -Chang's TekKyuuDaiKaiTen (spinny ball) does 2 units each hit
    -Orochi Iori's Running Grab does 2+8 units
    (added 7/15/03)
    Just what it sounds like, I guess. High or Low refers to which direction(s) you
    have to parry the move in.
    Chun Li low roundhouse - High/Low
    Shin Akuma's TenMaShuRetTou (counter) - unparryable
    Shin AKuma's Misogi (super chop) - unparryable
    Terry's Rising Upper (df+fierce) - High/Low
    Nakoruru's ChiTenZan (df+fierce) - High/Low
    Todo's far standing forward - High/Low
    Hibiki's close standing roundhouse - Low
    God Rugal's G-End (crazy grabby super) - unparryable
    (added 7/15/03)
    Taunts give the opponent 8 units of meter.
    Here's a pretty random chart showing how many taunts each groove needs to
    completely fill its meter:
    C-Groove: 21
    A-Groove: 18
    P-Groove: 24
    S-Groove: 12
    N-Groove: 27
    K-Groove:  9
    If an attack makes contact with the opponent in any way, you get the meter
    bonus for connecting the attack in ADDITION to however much you would have got
    by whiffing the move. For example, hitting your opponent with a fierce gives
    you 12 units of meter, and also the 2 units of meter you get by whiffing the
    move (or more accurately, just doing the move at all).
     weak   |   0   |     2      |     2     |     4    |    2    |
     medium |   1   |     2      |     2     |     8    |    2    |
     heavy  |   2   |     2      |     2     |    12    |    2    |
    special |   4   |     2      |     2     |     8    |    2    |
     supers |   0   |     0      |     2     |     0    |    2    |
    Of course, K-Groove and S-Groove are the exceptions to these rules. K-Groove
    only gets meter for getting hit and Just Defending, S-Groove gets meter by
    blocking, getting hit, and "charging Ki" (holding fierce and roundhouse).
    (Attack Power)/100
    12/20/03 EDIT: Every time somebody suffers some stun damage, an invisible
    counter starts counting to 180 frames (exactly 3 seconds). If the character
    who incurred the stun damage manages not to get hit OR block anything for the
    full 180 frames, his stun gauge resets back to zero. If he does get hit or
    block something before the counter reaches 180 frames, the counter will reset
    back to zero and start the counter over, and all the stun damage will continue
    to accumulate on the character.
    Simple, right? Well, there's a large number of moves that don't follow this
    formula for balance purposes:
    -added 7/15/03 -
    These moves do NO stun damage:
    -Kyo's Running Grab
    -Iori's Running Grab
    -King's Trap Shot
    -Rugal's God Press (wall grab)
    -Yuri's HyakuRetsu Pinta (slaps)
    -Ryo's KyokuGenRyuRenbuKen (hcb+p)
    -Chang's spinny ball
    These moves simply have irregular stun damage that don't follow the above
    -Rolento's Patriot Circles do 1 stun point per hit
    -Evil Ryu's Denjin does 80 stun points
    -First 2 hits of Iori's Aoi Hana (rekka kens) do 2 points each, the third hit
     does 3,4,5 for the jab, strong and fierce versions, respectively.
    -Kyo's Aragami (first hit of his jab/strong rekkas) does 2 points
    -Kyo's KonoKizu (end hit) does 2 points
    -Kyo's YanoSabi (overhead 2nd hit) does 4 points
    -Kyo's NanaSe (kick finisher) does 2 points
    -Kyo's MigiriUgachi (ground punch) does 5 points
    -Kyo's Dokugami chain (the fierce rekkas) does 3,2, then 2+1 for the first,
     second, and third parts repectively.
    -Ryo's crazy hands do 10,11,12 for the jab, strong and fierce versions,
    -Ryo's TenChiHaouKen (super punch) does 80 points
    -King's short Surprise Rose does 2 points on the way up and 1 point for each
     hit afterwards.
    -King's Mirage Kick (crazy kicks) do one point each hit
    (Attack Power)/800
    This is a big departure from most other Capcom games, where chip damage for
    EVERY move was static.
    -any attacks/specials/supers
    -charging ki (building meter in S-Groove)
    -while in a guard crush state
    -breaking a stock in N-Groove
    -while in a dizzy state
    Hrm.... interestingly enough, whiffed normal grabs aren't listed in there. I'll
    have to test that out.
    Alpha Counters deduct 15 points off of your guard bar.
    Counter rolls deduct 10 points off of your guard bar.
    Neither can reduce your guard bar to below 0.
    Alpha Counters do 600 damage, but can never kill.
    added 7/15/03 - Alpha Counters are almost always counter hits, so add 20% more
    damage in most cases. Alpha Counters do no stun damage or chip damage.
    Any move blocked in the air does 50% more guard crush damage than usual.
    (should be at least 100% more if you ask me.)
    (added 12/20/03)
    It's somewhat well known that P/K Groove are able to parry/JD before they can
    even block. Certain punishable situations are able to get parried/JDed out of.
    After some experimentation, this is what I've found:
    Parrying/Jding is exactly 1 frame faster than blocking, but ONLY if you are
    currently in the recovery of a move.
    What does that mean? Well, Sagat's level 3 hotfoot super has a -4 disadvantage.
    This means another Sagat can uppercut him for free (3 frame uppercut) after
    blocking it. However, if the other Sagat is K-Groove Sagat, then he can JD one
    frame before his recovery is finished, meaning he can JD the "free" Sagat
    uppercut afterwards. 2 frame moves are still free, however.
    Again, this ONLY applies to when you're recovering from a move. It does not
    apply to hit stun, blockstun, or a neutral state. For instance, you cannot
    parry your way out of a 1 frame link, nor can you parry your way out of a
    block combo held together with a 1 frame link. The early parry/JD only applies
    to when you're recovering from a move.
    (added 12/20/03)
    The term "Juggle Potential" was coined by James Chen. The CvS2 official book
    has a list of moves with Juggle potentials, but if you're really interested in
    the topic check JChensor's own CvS2 guide instead. A lot more thorough and it
    explains the whole thing a lot better than I can.
    That said, a move's Juggle Potential is its... err... potential to juggle? Ok
    wait. If a move has a juggle potential of 5, it can juggle an opponent UNLESS
    the combo counter is currently higher than 5. For example, let's take M.Bison's
    jumping double strongs (the second strong is called the "Hell Attack). The
    Hell Attack has a juggle potential of 1. If you air-to-air an opponent with
    Bison's jumping strong, since the combo is currently at 1 hit you can juggle
    with the Hell Attack easily, every time. If you somehow manage to get the Hell
    Attack into a juggle combo with 2 hits or more, the Hell Attack will go right
    through the opponent since it exceeded its Juggle Potential. There's a number
    of exceptions to this rule, like moves specifically designed to launch
    opponents for juggles, etc.
    Bleh. Just go read JChensor's guide instead. -_-
    Oh, and another note, the CvS2 book doesn't indicate whether juggle potentials
    are on the 1st hit of the move or not (and they often aren't). Well anyway, I'm
    just including this for the sake of completeness.
    Ryu: Shinkuu TatsuMakiSenpuuKyaku - Lv1: 4, Lv2: 9, Lv3: 13
         Shin ShoRyuKen - 4 (shitty version)
    Ken: ShinRyuKen - Lv1: 6, Lv2: 10, Lv3: 14
    Chun Li: YoushiKen - (jumping double fierce): 1
             Kikosho - Lv1: 4, Lv2: 7, Lv3: 10
    Guile: Somersault Strike - Lv1: 6, Lv2: 7, Lv3: 9
           (there's a note under this that I can't understand... translate later)
           Sonic Hurricane - 12
    Dhalsim: Yoga Volcano - Lv1: 3, Lv2: 4, Lv3: 5
             Yoga Tempest - 5
    E.Honda: Oni Musou (head butt super) - Lv1: 3, Lv2: 5, Lv3: 9
    Blanka: Shout of Earth - Lv1: 5, Lv2: 9, Lv3: 13
            (another note here I can't understand -_-)
            Ground Shave Rolling - Lv1: 2, Lv2: 3, Lv3: 4
    Balrog: Gigaton Blow - 9
    Vega: Scarlet Terror (flip kick) - fwd,rh versions: 1 (2nd hit only)
          Scarlet Mirage (flip kick super) - Lv1: 5, Lv2: 6, Lv3: 9
          Flying Barcelona Special (super wall dive) - Lv1: 2, Lv2: 3, Lv3: 4
    Sakura: Dive Kick - 2 (really??)
            Shinkuu Hadouken - Lv1: 2, Lv2: 3, Lv3: 4 (all versions have 0 Juggle
            Potential on the 1st hit)
    Cammy: Reverse Shaft Breaker - Lv1: 6, Lv2: 10, Lv3: 14
    Morrigan: Mid-air Darkness Illusion - 1
    Dan: Hisshou BuraiKen (crazy super) - Lv1: 5, Lv2: 7, Lv3: 11
    Eagle: Manchester Gold (spinny super) - Lv1: 6, Lv2: 8, Lv3: 8
    Kyosuke: Double Genei Kick (kick super) - Lv1: 0, Lv2: 1, Lv3: 2
             Mid-air Double Genei Kick - Lv1: 8, Lv2: 10, Lv3: 12
    Yun: Sourai Rengeki - Lv1: 1,1,2 (from the 2nd hit), Lv2: 3, Lv3: 5
         You Hou - 1,2 (from the 2nd hit)
    Rolento: Mine Sweeper - Lv1: 1, Lv2: 2, Lv3: 3
    Akuma: GouShoRyuKen - 2
           TatsuMakiZankuuKyaku (mid-air version also) - 2
           Messatsu GoushoRyuKen - Lv1: 4, Lv2: 6, Lv3: 7
    Evil Ryu: ShoRyuKen - 2
              TatsuMakiSenpuuKyaku (mid-air version also) - 2
              Messatsu ShoRyuKen - Lv1: 4, Lv2: 6, Lv3: 7
    Shin Akuma: GouShoRyuKen - 2
                TatsuMakiZankuuKyaku (mid-air version also) - 2
                Messatsu GoushoRyuKen - Lv1: 4, Lv2: 6, Lv3: 7
    Juggle potentials for the SNK characters coming in the next update.
    (added 12/20/03)
    A lot of the command inputs for a special move/super in CvS2 allow you to leave
    out a direction and still get the move. Here's a list, with the direction(s)
    you can omit being enclosed in parentheses ().
    db,d,df,(F),uf               *1
    d,df,f,d,df,(F)              *2
    b,db,d,df,(F)                *3
    (B),db,(D),(DF),f            *4
    f,(DF),d,(DB),b,(UB),u,(UF)  *5
    *1: In case you were wondering, the only move that needs to be tigerkneed in
        this game is Cammy's Hooligan Combination. Tigerkneed air moves cannot use
        this shortcut.
    *2: This shortcut doesn't apply to Dan's ChouHatsu DenSetsu (super taunt).
    *3: This shortcut only applies to the following moves: Ryu's Red Fireball,
        Evil Ryu's Red Fireball, Vice's Nail Bomb, Joe's Hurricane Upper, Maki's
        Tengu Taoshi (command air grab), and Athena's Super Psychic Throw.
    *4: This shortcut only applies to Joe's Slash Kick (sexy kick!).
    *5: Weird as it may sound, this actually works. It doesn't make it any more
        convenient (at least not for me anyway), but I guess it gives extra leeway
        to shitty sticks that miss the diagonals a lot when moved quickly. The same
        directions can be omitted in a 720 motion.
    As far as I know, most of this can't really be exploited in any way, nor does
    it really affect the way CvS2 is played... with the exception of the HCF
    motion. For the characters that the shortcut applies to, this makes Roll
    Cancelling the HCF move in question much more awkward. Many of you may have
    heard me wondering out loud why Athena's and Vice's command grabs were so much
    harder to RC than other HCF moves. Here's your answer. You just have to hit
    roll even EARLIER than you are already and you should avoid getting normal jab
    Ratio 2 is the default groove. Other ratios are compared to Ratio 2.
    Ratio 1: Health: -20% Damage: -18%
    Ratio 2: Health:  +0% Damage:  +0%
    Ratio 3: Health: +17% Damage: +17%
    Ratio 4: Health: +40% Damage: +30%
    While definitely an improvement over the CvS1 ratio system, it still needs to
    be tweaked quite a bit. Ratio 1's are still too strong, and there's not enough
    benefit to using ratio 3's and 4's. There isn't a single tourney winning player
    out there who doesn't use the 1/1/2 format for his team.
    Speed 3 is default, so everything will compared to that.
    Speed 1 = 80% of speed 3's speed.
    Speed 2 = 93.6%
    Speed 3 = 100%
    Speed 4 = 106.4%
    Speed 5 = 120%
    Interesting. It's pretty amazing how sensitive we are to a little 6.4%
    difference in speed. When I went to an arcade who had all its machines on speed
    4, most of us NorCal players were like, "DAYUUUUM!!! That's HELLLLLLA fast!"
    ...or had a similar reaction. -_-
    Damage setting 2 is default, all other settings are compared to setting 2.
    Setting 1 = 80%
    Setting 2 = 100%
    Setting 3 = 120%
    Setting 4 = 140%
    (added 12/20/03)
    Probably the first glitch found in CvS2, this allows allows the 2P character to
    switch sides with his opponent in the corner when it would normally be
    impossible otherwise. Leads to a lot of confusion, mix ups and generally
    trickery even to this day.
    The 2P cross up glitch is generally performed by knocking the opponent down in
    the corner somehow, then jumping over the opponent as he still on the ground.
    The glitch isn't limited to jumping over the opponent, however. Any airborne
    means of movement can work; such as Cammy's dash and Blanka's Ball. With a few
    exceptions, ground based movement like rolls won't work.
    The book includes a small list of moves that set up the 2P cross up glitch.
    This may or may not be comprehensive, but if it isn't I might finish it up in a
    future update.
    Ryu:       P or K throw
    Ken:       P or K throw
    Guile:     P throw
    Dhalsim:   K throw
    Blanka:    K throw
    Sagat:     P throw
    M.Bison:   K throw
    Cammy:     K throw
    Yun:       K throw
    Rolento:   P throw
    Akuma:     P or K throw
               Demon Flip Kick grab
    Evil Ryu:  P or K throw
    Kyo:       K throw (small jump only)
    Terry:     K throw
    Mai:       K throw
    Kim:       P throw
    Geese:     P or K throw
               High Counter
    Yamazaki:  P throw
    Vice:      (when in the corner) Deicide (arm whip)
    King:      K throw
    Joe:       P throw
    Athena:    P throw
    Chang:     K throw
               Dai Hakai Nage (command grab)
               Level 3 Tekkyu Dai Bousou (rush super)
    Todo:      P throw
    Rock:      P throw
               (when in corner) Shinkuu Nage (360 grab)
    Haohmaru:  P throw
    God Rugal: K throw
    (added 12/20/03)
    I couldn't think of anything better to name it. =P
    Certain characters can be juggled at a much lower height than other characters.
    As long as those characters are in a juggle-able state (during a CC, after a
    level 2 C-Groove cancel, etc) moves like a Shoto sweep or a Bison slide can
    juggle these characters. Naturally, these lead to extended combo options on
    these characters.
    The book states that Chun Li, Guile and Cammy are all much more succeptible to
    the Low Juggle Glitch than other characters (all top tiers, how nice!).
    However, most people have only been able to reproduce any meaningful results on
    Chun Li. Shrug.
    (added 12/20/03)
    In case you didn't know, "OTG" stands for "Off The Ground". A move that can OTG
    connect with a fully grounded opponent, which is normally impossible in CvS2.
    2 characters in the game are succeptible to the OTG Glitch: Rolento and Dan.
    These 2 characters can be picked up off the ground by pretty much all special
    grabs and most normal grabs. The catch is, their opponent must be in the middle
    of Custom Combo mode. This makes a huge number of extended combos possible:
    Iori can rekka ken Rolento into the corner, activate CC, pick Rolento up off
    the ground with his Scum Gale, and proceed to do the generic ground CC.
    (added 12/20/03)
    This is completely new to me. Dan can be thrown out of the start up frames of
    his CC activation (before the actual CC flash). For every other character the
    few frames before the CC flash are completely invincible, but Dan can be
    thrown easily. Poor Dan :(
    Even weirder, Dan has a trick to make his CC activation invincible to throws.
    Since every throw can be jumped out of, Dan needs to hit up on the stick to
    jump, then IMMEDIATELY (like within 1~2 frames) cancel the initial jumping
    frames into the CC activation before Dan leaves the ground. Weird. I wonder if
    this little trick can apply to other moves?
    (added 12/20/03)
    Also known as the "Tom Cannon A-Terry Glitch", this glitch isn't really
    understood yet. The only thing that is known is that juggled opponents have a
    much higher rate of popping out of the corner in the left corner. This
    phenomenon happens especially often during CCs.
    (added 12/20/03)
    Easily the most controversial thing about CvS2; many stopped playing the game
    because of this very glitch, while many think it makes the game much better.
    It's a topic that has been argued to death WAY too many times, so I won't get
    into it.
    The glitch is performed by cancelling the first 1~3 frames of a roll into a
    special move. Hence, "roll cancelling".
    Some people find roll cancelling very difficult to do consistently, and have to
    practice for months to be able to do it with even a decent margin of success.
    Some can just do it easily right after learning about it.
    The effect? Well, it makes the roll cancelled ("RCed") special move invincible
    to everything except throws for a short period of time: about 15 frames, in
    addition to about 1~3 frames of additional start up time (the few frames of the
    roll that come out before getting cancelled). There's a big, persistent myth
    floating around that an RCed move has as much invincibility time as a
    character's roll. Don't believe it. It's not true. Otherwise, Chang's and
    Guile's RCs would be invincible for an inordinate amount of time and normal RCs
    would be beating level 3 supers... neither of which are the case.
    (added 12/20/03)
    Accidentally found by Xerocrew, this glitch is largely useless due to requiring
    the cooperation of the opponent, but is highly entertaining nonetheless. The
    glitch is performed by a character successfully breaking a throw, then either
    character (or both!) performing a "reversal" timed special move or super
    immediately afterwards.
    For the most part, nothing will happen at all when the glitch is performed.
    You'll get the "reversal" message on the screen and your character won't be
    doing anything. If you did a reversal SUPER, for the most part you just lose
    your meter without anything happening (which was how the glitch was found).
    Certain moves do produce some weird effects though. Many special grabs
    instantly warp your character right next to your opponent, which might be
    useful. Raiden's 720+K move will warp him right next to his opponent AND switch
    sides with them, which has potential also. The most game-affecting variation of
    the Xerocrew glitch (which doesn't require any cooperation from the opponent)
    would have to be what we termed "The Underworld Glitch": after a successful
    throw break, Raiden performs a reversal dp+P. His opponent's sprite immediately
    disappears! Of course, they can still hit each other normally, but the
    opponent's sprite is totally MIA with the exception of his shadow on the ground
    (which is facing in the opposite direction for some reason). The opponent will
    stay that way for the rest of the round until one throws the other. Oh, and why
    do we call it The Underworld Glitch? Because if the glitched character
    superjumps high enough they'll pop up upside down from the bottom of the
    screen for a second, then go back down. Fun!
    When BOTH players perform a reversal special/super after a tech throw is when
    the REAL fun stuff happens. Weird things can be seen, like both characters
    getting into a breakdance battle, Rolento's knife super multiplying into like
    a billion knives, Dhalsim flying in the air while doing his Yoga Inferno super,
    Zangief abducting Rugal into outer space, and so on.
    Here's a few fun ones for you to try, remember that these must be performed as
    a REVERSAL after a tech throw by both opponents:
    -Kim rush super and Rolento Grenade Super
    -Iori running grab and Geese Double Reppuken
    -Rolento Knife Super and Yamazaki Anti-Air Super
    -Zangief 720 and Rugal wall grab
    -Vice jumping super and Dhalsim Yoga Inferno
    -Two Raidens both doing dp+P
    There's a tons of funny things that have yet to be uncovered using this glitch.
    Try some combinations for yourself!
    (added 12/20/03)
    Here's a couple of glitches that I've seen myself, but don't know how to
    -I've only seen this in the arcade version, but I've seen it SEVERAL times:
     right after the FIGHT! in the beginning of the round, both players cannot move
     at all. Even if time runs out and somebody wins, the players still cannot move
     until the machine is resetted. A major bummer when it happens in a tournament,
     obviously. The theory is that the glitch happens when both players superjump
     back at the first possible moment of the round, but nobody has been able to
     prove that yet.
    -In training mode on the Dreamcast, Kyo jumps at Athena in the corner, and she
     anti-airs him with her crystal bit super. Kyo couldn't do any supers OR any
     special moves afterward until we switched characters. Never could reproduce
     this glitch, but it's a potential game breaker. Imagine being able to neuter
     Bison and Sakura by taking out all their special moves! No more CC for YOU!
    8. CREDITS
     -For creating shoryuken.com, and in doing so, keeping the spirit of Street
     Fighter alive.
     -For thanklessly running the B/Evolution series of tournaments every year,
     which give us players a common goal to strive for.
    Kao Megura
     -For (unwittingly) providing this newbie FAQ writer with a template to go off
     -For creating the excellent Official Guidebook for CvS2 that I got all of my
     frame data from (and is the source data for 90% of the info in this guide!).
     -For translating the stuff that I had problems with, which is a lot since my
     Japanese is horrible.
     -For pointing out that I should add standard throw data.
     -For pointing out a few grammatical errors and characters I left out of
     certain charts in my v1.0.
     -For reminding me that I should of added taunt information.
     -For pointing out a typo in my roll section. Also for proofreading many of my
     other guides.
     -For being THE FAQ/guide archive on the net! (and hosting my various crap)
     -For being the coolest and somewhat understanding/putting up with me and my 
     gaming habit. <3.
    Campbell_Tran@hotmail.com - If you need to contact me, make the subject of your
    mail something that will catch my eye, lest it gets thrown away with my junk
    You can also reach me on AIM . My handle is Buktooth88, which is also my handle
    on shoryuken.com if you want to message me there.

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