************************************************************************** ************************************************************************** *** *** *** 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 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) ===== Guile ===== ------- Normals ------- s.LP 3/4/6 o/o/o 200 +5/+5 close s.MP 3/3/16 x/o/o 700 +2/+2 far s.MP 4/5/18 x,x/o,x/o,o 800,600 +2/+2 close s.HP 4/3/0 x/o/o 1100 -9/-9 far s.HP 6/6/18 x/x/o 1200 +4/+4 s.LK 4/4/7 o/o/o 300 +4/+4 close s.MK 4/6/14 x/o/o 800 +-0/+-0 far s.MK 11/5/14 x/x/x 700 +1/+1 close s.HK 8/8/16 x/x/x 1300 +-0/+-0 far s.HK 15/6/14 x/x/x 1100 +4/+4 * Airborne from frames 0~8. c.LP 3/4/6 o/o/o 200 +5/+5 c.MP 4/5/10 x/o/o 700 +5/+5 c.HP 5/16/11 x,x/x,x/o,x 1200,700 -3/-3 c.LK 6/4/9 o/x/o 300 +2/+2 c.MK 7/5/9 x/x/o 700 +6/+6 c.HK [7/5][28/5]/11 x,x/x,x/o,x 1300,1200 DN/+8 j.LP 8/22 500 j.MP (u) 8/16 700 j.MP (uf/ub) 8/16 700 j.HP (u) 8/8 1200 j.HP (uf/ub) 8/8 1200 j.LK (u) 8/22 500 j.LK (uf/ub) 8/22 400 * Cross-up. j.MK (u) 9/5 800 j.MK (uf/ub) 8/16 700 j.HK (u) 7/5 1200 j.HK (uf/ub) 7/5 1100 --------------- Command Normals --------------- f+HP 8/5/19 x/x/x 1300 +-0/+-0 f/b+LK 6/5/20 x/x/x 600 -12/-5 * Airborne from frames 3~16 f/b+MK 11/5/14 x/x/x 700 +1/+1 Close to opponent, f/b+HK 15/6/17 x/x/x 1300 +1/+1 ------ Throws ------ f/b+HP 3/1/13 52 pixels 1700 f/b+HK 5/1/13 52 pixels 1900 In air, any direction except up, +HP 1 active frame 24 pixels (horizontal) 1800 62~70 pixels (vertical) In air, any direction except up, +HK 1 active frame 24 pixels (horizontal) 2000 78~88 pixels (vertical) -------- Specials -------- Charge b,f+P LP 13/*/30 600 +5/+-0 MP 13/*/30 700 +5/+-0 HP 13/*/30 700 +5/+-0 * Projectile moves are active for as long as they are on the screen. Charge d,u+K LK 6/7/44 1500,800 DN/-26 INV [full:11] Airborne from frames 4~47 MK 6/6/52 1700,800 DN/-33 INV [full:9] Airborne from frames 5~54 HK 6/5/59 1800,800 DN/-39 INV [full:8] Airborne from frames 6~60 ------ Supers ------ Charge b,f,b,f+K Level 1 4:[4/2][14/3][16/7]/21 2200 DN/-4 INV [full:8] Level 2 4:[4/2][8/6][11/3][16/7]/19 3500 DN/-2 INV [full:14] Level 3 4:[4/2][8/6][6/3][14/3][16/5]/19 5200 DN/+-0 INV [full:22] Charge db,df,db,uf+K Level 1 5:[4/2+2+4][17/2+2+7]/32 2700 DN/-16 INV [full:9] Airborne from frames 9~30, 34~67 Level 2 5:[4/2+2+2+2][17/2+2+4+3]/32 4000 DN/-16 INV [full:15] Airborne from frames 9~30, 34~67 Level 3 5:[4/2+2+4][11/2+2+7][14/2+2+4+3]/32 5800 DN/-16 INV [full:23] Airborne from frames 9~44, 53~66 Charge b,f,b,f+P (level 3 only) 5:4/*/93 5400 DN/-4 INV [full:23] * Projectile moves are active for as long as they are on the screen.