Capcom VS SNK 2 : EO - Balance & System Changes
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Lets play Capcom VS SNK 2 : EO
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Groove Changes
-A-Groove
*Gained the ability to activate a custom combo (still need full meter) in the air after an air-to-air or air-to-ground attack; can potentially set up unblockable setups.
*Invincibility removed when performing a Roll Cancel but can still be used to Kara cancel with command grabs.
-P-Groove
*Added ability to cancel a special move with a super;
*On the Gamecube version they increased guard crush meter to 43 points/90% of normal (up from 38 points/80% of normal) to match K-Groove's guard crush meter. On the Xbox version it is the same as vanilla;
*On the Gamecube version they added a few frames of recognition time for parries. (2 additional frames in default speed), Xbox version is the same as vanilla;
-S-Groove
*Slightly increased the initial acceleration time for meter charge. The "max speed" of charging remains unchanged but can gain meter noticeably faster than before especially when charging in bursts;
-C-Groove and N-Groove
*are unchanged, invincibility removed when performing a Roll Cancel but can still be used to Kara cancel with command grabs.
-K-Groove in EO is exactly the same as in the arcade version.
Character Balance/Bugfixes
*M. Bison and Guile's health is reduced to 300 less health from Vanilla 14400 to 14100 in EO version:
*Sagat and Blanka's health is reduced to 300 less health from Vanilla 14800 to 14500 in EO version:
*Dan's health is increased to 200 more health from Vanilla 14800 to 15000 in EO version;
*Kyosuke's health is increased to 400 more health from Vanilla 13600 to 14000 in EO version;
*Blanka, Sagat, and Cammy attacks, specials and supers are reduced 5% across the board;
*On the Gamecube version Sagat can no longer super cancel off his cr. fierce attack but on the Xbox version his cr. fierce is cancelable like vanilla;
*On the Gamecube version Guile's Sonic Boom damage is the same across all strengths but on the Xbox version is the same damage like vanilla;
*On the Gamecube version Eagle's "Liverpool White" overhead no longer knocks down and instead hits as a grounded attack. On the Xbox version it knocks down like the vanilla version;
*Eagle, Maki, Kyosuke, Zangief, and Vice are the only characters with damage buffs by about 5% gaining 100-200 points in damage. Depending on which groove can potentially take up to 9000-10,000 damage in Ratio 2;
*Hibiki and Maki can no longer activate A-Groove custom combos off throws;
*Hibiki's Heavenly Spirit of Victory special win pose non-KO bug against raged-popped K-Groove opponents has been fixed;
*Rolento and Dan can no longer be attacked OTG with throws or during A-Groove custom combos;
System Bugfixes
*The invincibility applied to a special move cancelled into after a roll has been removed (aka "no more roll cancelling");
*The throw tech reversal bug has been fixed;
*A rare bug resulting in the background music stopping after a KO has been fixed. (We think?)
System Bugs still present
*2P side switch from throw in the corner is still present.
*Chun-Li's kick throw doesn't resets the opponent's stun value.
*Same character exploit through random select is still present.
Time Stamps
00:00 Intros
01:09 Character Balance
01:14 Blanka
02:08 Sagat
04:19 Cammy
05:49 Guile
06:08 Maki
06:47 Zangief
07:53 Vice
10:10 Kyosuke
12:57 Eagle
14:55 Health Buffs & Nerfs
15:05 System Changes
15:10 Roll Cancel Removed
15:29 A Groove OTG removed
15:46 A Groove air hit/block activate
16:00 A Groove double overhead setup
16:08 A Grooveunblockable setup
16:19 P Groove guard meter buff
16:32 S Groove Charge Buff
17:26 P Groove Special Cancel into Super
19:58 Closing Credits
20:32 Demo comparison
21:41 End
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