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Capcom vs snk 2 iso gamecube
Capcom vs snk 2 iso gamecube















Weaknesses: Defensive options, chip damage Strengths: Scare Factor, multiple level 3's. (random note:) Just Defending gives you 6 units of meter and 100 units of life.

CAPCOM VS SNK 2 ISO GAMECUBE FULL

Inspiration: Garou Mark of the Wolves/ Samurai Showdownĭamage Bonuses: Full Bar - Normal attacks : 135% Special attacks : 130% Super attacks : 110%įull Meter Duration: 180 units on the timer (1080/60 secs)

capcom vs snk 2 iso gamecube

Play if you enjoy: Rushdown based gameplay, with a side of Roll Cancels.Ĭharacters well suited for N groove: Sagat, Blanka, Iori, Chun-Li, Vice, Honda, Akuma, Morrigan, Joe, Kyo, Ken, Hibiki, Ryu Weaknesses: Getting huge damage from meter. Power MAX Duration: 150 units on the timer (900/60 secs) Unique Systems: Counter Roll, Break Stock Sub Systems: Roll, Counter Attack, Low Jump, Safe Fall, Run Inspiration: King of Fighters 98 Advanced Mode A challenge.Ĭharacters well suited for S groove: Sagat, Cammy, Ryu, Terry, Benimaru, Yuri, Todo, Ken, Sakura, Raiden, Chun-Li, Zangief Play if you enjoy: An easier, worse version of P groove with an infinite super ability. Strengths: Dodge attacks, infinite level 1's Sub Systems: Counter Attack, Low Jump, Tactical Recovery, Runĭamage Bonuses: Full Meter: 115% Red Life: 5%įull Meter Duration: 166 units on the timer (996/60 secs) Weaknesses: No defensive options, slow meter gainĬharacters well suited for P groove: Sagat, Cammy, Kyo, Geese, Rugal, Iori, Hibiki, Chun Li, Yamazaki, Rock, Vega, Raiden Sub Systems: Low Jump, Delayed Wakeup, Dash Play if you enjoy: Long displays of training mode execution, flexibility of meter, winning.Ĭharacters well suited for A groove: Blanka, M.Bison, Sakura, Vega, Iori, Hibiki, Rolento, Eagle, Todo, Rugal, Haohmaru Weaknesses: can be vulnerable without meter, not a great groove for Cammy or Sagat.

capcom vs snk 2 iso gamecube

Strengths: Meter flexibility, meter savings if hit, safe YOLO Sub Systems: Roll, Counter Attack, Safe Fall, DashĬustom Combo Length: 72 units on the timer, roughly 7.2 seconds (442/60 secs) Sagat, Blanka, Hibiki, Honda, Guile, Ken, Chun-Li, Rolento, Yun, Kim, Eagle, Rugal, Yamazaki Play if you enjoy: Footsie based gameplay Unique Systems: Air Block, Lvl 2 super cancelingĭamage Bonuses: lv1: 101% lv2: 102% lv3: 105% Sub Systems: Roll, Counter Attack, Tactical Recovery, Dash Generally the overall viability of the grooves goes something like A>C=K>N=P>S Guard Meter Stun Meter Timer Walking, Jumping, Crouching, Attacking Blocking Special Moves Super Combos Buffering (canceling) High Jumping Counter Hits Cross Ups Throws And Tech Hits Autoguard Trip Guard Taunts Groove SystemĬhoose the groove that's in your heart.

capcom vs snk 2 iso gamecube

The resulting number is always rounded down to the nearest 100.

capcom vs snk 2 iso gamecube

Life gained = ( (time left on the clock + 1) * 300 / (total time in a round + 1)) * 10 The amount of life you gain back between rounds is directly related to how fast you finished off the opponent. Note: if a single hit does enough damage to lower a character's health from 31% to 0%, it will not be scaled at all. Tons of fighting games do this, They figure it makes rounds "more exciting" When a character has a life total that is 15% or lower, each hit they take from then on is scaled by -25%. When a character has a life total that is between 16~30%, each hit they take from then on is scaled by -10%. Zangief, Raiden and Chang haveġ5600 life, or about 10 Sagat standing fierces worth (a Sagat standing fierce The number reading corresponding to each character simply refers to the exactĪmount of life units that the character has.

  • 1.3 Sub Systems & Groove specific systems.
  • 1.1.5 Walking, Jumping, Crouching, Attacking.














  • Capcom vs snk 2 iso gamecube