************************************************************************** ************************************************************************** *** *** *** 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; -Buktooth for writing the amazing N-Iori guuide hosted at GameFaqs, which contains full frame data for Iori's moves, and also for writing the frame data article 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) ==== Iori ==== ------- Normals ------- close s.LP 2/4/6 o/o/o 400 +7/+7 far s.LP 2/4/8 o/o/o 300 +5/+5 s.MP 7/3/25 x/o/o 800 -5/-5 close s.HP 3/6/24 x,x/o,x/o,o 1200,1100 +-0/+-0 far s.HP 7/5/26 x,x/o,x/o,x 1300,1400 -5/-5 close s.LK 3/4/10 x/o/o 500 +3/+3 far s.LK 6/6/8 x/x/o 500 +3/+3 s.MK 6/3/26 x/x/o 1000 -6/-6 close s.HK 6/3/21 x/x/o 1400 +3/+3 far s.HK 9/7/22 x/x/x 1300 -2/-2 c.LP 3/4/8 o/o/o 300 +3/+3 c.MP 4/6/9 x/o/o 900 +5/+5 c.HP 4/5/20 x/o/o 1100 -1/-1 c.LK 4/4/8 o/o/o 200 +5/+5 c.MK 5/4/20 x/x/o 800 -2/-2 c.HK 9/4/36 x/x/x 1300 DN/-16 j.LP 3/22 600 j.MP 4/7 900 j.HP 11/3 1300 j.LK 4/22 500 j.MK 5/10 900 j.HK 7/8 1200 --------------- Command Normals --------------- f+MP (s.MP,f+MP) 8/7/24 x/o/o 800(500*) -8/-8 * 800 damage points if done by itself, 500 damage points if chained off s.MP. f+MK 33/3/17 x/x/x 1000 +-0/+-0 * Overhead. In air, b+LK 5/12 500 Airborne from frames 0~GR * Cross-up. Only hits if Iori jumps past the opponent. ------ Throws ------ f/b+HP 3/1/13 52 pixels 1800 f/b+HK 5/1/13 52 pixels 2000 -------- Specials -------- qcf+P LP 12/*/45 800 -12/-12 MP 12/*/45 900 -12/-12 HP 12/*/45 1000 -12/-12 * Projectile moves are active for as long as they are on the screen. dp+P LP 4/10/38 1700 DN/-33 INV [full:4][low:10] MP 4/3+9/48 700+1100 DN/-42 INV [full:7][feet:9] HP 4/2+2+5/59 400+600+100 DN/-51 INV [full:6][feet:7] hcb+K If whiffed: LK 5/32/12 MK 5/48/12 HK 5/64/12 On contact: LK 4/5/27 200+1600 DN/-18 MK 4/5/29 200+1700 DN/-18 HK 4/5/29 200+1800 DN/-18 qcb+P (can be chained up to 3 times) 1st hit 12/4/29 400/500/600* -5/-5 2nd hit 12/4/37 400/500/600* DN/-13 3rd hit 16/8/40 800/900/1000* DN/-33 * LP, MP, and HP versions, respectively. hcb,f+P 8/1/32 52 pixels * Switches sides with opponent. Does no damage. ------ Supers ------ qcb,hcf+P (can hold P) Level 1 4:22/*/50 1400 DN**/-15 INV [full:9] Level 2 4:22/*/50 1600 DN**/+29 INV [full:15] Level 3 4:22/*/50 1800 DN**/+29 INV [full:23] * Active for as long as it is on the screen. ** If it hits, opponent is unable to move for a short period of time. Opponent can escape from this move by mashing. qcf,hcb+P Level 1 4:8/8/33 2200 DN/-10 INV [full:8] [upper:12] Level 2 4:8/24/33 3700 DN/-10 INV [full:14][upper:22] Level 3 4:8/40/33 5000 DN/-10 INV [full:22][upper:30]