************************************************************************** ************************************************************************** *** *** *** Capcom vs SNK 2: Mark of the Millennium 2001 *** *** *** ************************************************************************** ************************************************************************** ******** Credits: ******** -Famitsu Magazine for publishing the CvS2 gguide, which contains frame data for every character as well as lots of very useful information on CvS2; -SmoothCat for scanning the CvS2 guide; -ragnafrak & Mr fantastic for hosting the sscans on their websites; -WraithCo for posting frame data for E. Honnda's specials & supers on the SRK forums; -Buktooth for writing the frame data articlle on Video-Opera, which is very helpful for anybody who wants to understand more about frame data. (http://www.video-opera.com/features/f0009.php) ======== E. Honda ======== ------- Normals ------- s.LP 4/6/6 x/o/o 600 +3/+3 s.MP 6/7/10 x/x/o 1100 +3/+3 s.HP 6/7/19 x,x/x,x/o,x 1600,1500 -2/-2 s.LK 4/8/6 x/o/o 400 +1/+1 close s.MK 6/2+2/18 x+x/o+x/o+x 500+700 +-0/+-0 far s.MK 4/2+6/9 x+x/x+x/o+o 400+700 +5/+5 s.HK 6/2+8/20 x+x/x+x/o+x 400+1200 -4/-4 c.LP 4/8/6 x/o/o 500 +1/+1 c.MP 5/8/13 x/x/o 1000 -1/-1 c.HP 6/4/33 x/x/o 1500 DN/-13 c.LK 4/6/6 x/o/o 300 +3/+3 c.MK 4/2+1/19 x+x/x+x/o+o 400+700 +-0/+-0 c.HK 6/6/26 x/x/o 1400 DN/-7 j.LP 5/22 700 j.MP 6/6 1100,1100 j.HP 7/6 1600 j.LK 4/22 600 j.MK 9/16 1000 j.HK (u) 10/10 1400 j.HK (ub/uf) 8/10 1400 --------------- Command Normals --------------- f+HK 12/6/26 x/x/x 1300 DN/-10 ------ Throws ------ f/b+HP 3/1/13 52 pixels 2000 f/b+HK 5/1/13 52 pixels 900+200x(2~15) ------------- Special Moves ------------- Hundred Hand Slap: Mash Px5 All versions: Block mid. Parry high. Not airblockable. LP: 500 damage per slap. +3/+3. 5/4/5/4/5/4..../14 MP: 400 damage per slap. +7/+7. 8/2/2/2/2/2.../14 HP: 400 damage per slap. +1/+1. 11/2/2/2/2/2.../20 Wake up nonjab RC handslap should be command throwable. Normal throws will likely fail for MP version. 6 frames of nonthrow + 3 frames of startup = 8 frames of startup + 1 frame of RC. Risk reward not really in your favour. HeadButt: Charge b, f+P All versions: Block mid. parry high. not airblockable when done deep. Airborne frames for MP and HP versions not listed. Might be same as LP headbutt, unsure, but doubtful. At any rate, wakeup RC headbutt should be throwable by command throws, but normal throwing will likely fail if they wake up with RC fierce headbutt. They'll hit on frame 9 or 10, your throw comes out on 10 if perfectly timed. Not likely = fail. LP: 1600,1400,1100. down/-9. 10/19/28 Invincibility: 5 frames of fullbody, 7 of above the knees. Airborne from 16-41. MP: 1600,1400. down/-10 12/19/28 Invincibility: 4 frames of fullbody, 8 of above the knees. HP: 1700,1600. down/-9. 7/37/28 Invincibility: 2 frames of fullbody, 5 above the knees. Notes: Clearly the jab version is the best antiair. Its the only one which starts hitting before the invincibility above the knees runs out. Since the invincibility is only above the knees, you lose to stuff like electricity if you don't RC. So don't try headbutting pikachu blanka on your head without RC. Ooichou Nage: 360+P All versions: 3/1/13 LP: 2000, 58 pixel reach MP: 2100, 57 pixel reach HP: 2200, 56 pixel reach ButtDrop: Charge d, u+K All versions: Initial hit can be blocked mid, second hit must be blocked high. Parry high. Airblockable. LK: 1200, 1300. down/-2 21/7/14/8/14 Invincibility: 21 frames of fullbody airborne: 22-50 MK: 1300, 1400. down/-4 19/7/14/10/14 airborne: 20-50 Invincibility: 19 frames of fullbody RH: 1500, 1500 down/-7 42/13/14 Invincibility: 19 frames of fullbody airborne: 20-55 Notes: -Only short/forward buttdrops hit on the waay up. Possible usage as a ghetto antiair, but headbutt is pretty much better in every situation. Either hit of the drop knocks down, so this isn't like ST where both hits could connect. -Somehow, the butt drop is less safe than tthe frame data suggests. Remember, most moves that go airborne and come down to strike, like Kyo's R.E.D. kick, the +/- frame advantage is somewhat variable, so these numbers are not what you get if you hit as early as possible I believe. ------ Supers ------ Onimusou(Headbutt Super): Charge b, f, b, f+P All versions: Block mid. Parry high. Not airblockable. NOT airborne at all. Pointed out in Maj/Jchensor's Ode to the 2 hit combo transcript. Lvl 1: 3000, down/+4 5:4/3+25/13/15/35 Invincibility: 9 fullbody Lvl 2: 4300, down/+6 5:4/2+2+43/14/15/20/15/33 Invincibility: 15 fullbody Lvl 3: 5800, down/+2 5:4/1+1+45/14/15/23/1/1/1/1/1/1/1/1/1/1/1/20 Invincibility: 23 fullbody Orochi Kutaki(Grab super): 720+P Lvl 3: 6600, 58 pixel reach 4:2/1/13 Invincibility: 19 fullbody