Capcom Vs SNK 2 "PRO" - THE DEFINITIVE FAN PATCH

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Capcom vs SNK 2 Pro by Justin Gibbins and Derek Pascarella:
https://www.romhacking.net/hacks/8937/
This is the most incredible thing to be done with Capcom vs SNK 2 ever and people are someone SLEEPING ON THIS! It's been out for NEARLY 3 WEEKS! Where's the FGC at!??? It shouldn't be me covering this! I have been AVOIDING popular fighting games on my channel!

Delta Patcher to be able to patch the ps2 game: (you gotta figure out how to do this yourself, use youtube and google and what not)
https://www.romhacking.net/utilities/704/

Some other notes from Justin Gibbins:
-Main Gameplay-
● Player 2 can no longer take the corner from Player 1 when they are downed in such a way that their sprite faces the corner: PRO
● The left corner will no longer send opponents in a juggle state out of the corner, if the player lands an moving attack on them while they both occupy the same space / corner: PRO
● Roll Canceling is incorporated in the main system: PRO
○ It now costs about a third of Guard meter to perform.
○ It has an extended window of around 3 frames in which to execute it, making it easier, and also allowing you to extend the reach of some moves further to get in on your opponents.
○ Invincibility will not be applied while the guard meter is flashing, but you can still get an extension.
● Throw Tech Reversal glitch mitigated: PS2
○ The PS2 version generally will elect for positive interactions in the event of certain overlapping reversals, depending on the timing and character state, though there are still a few specific cases, especially related to grappling/catching colliding, where the game doesn't have an answer for the overlap, and instead of blowing up, elects to just stop both moves from happening and have both characters go to neutral, preventing soft locks or graphical issues.
○ The EO version cleans this up more consistently, but the PS2's solution is good enough for the time being.
● Meter gain after KO removed: Home versions


-Grooves-
C Groove:
● No change

A Groove:
● Custom Combo can be activated after a air attack connects and in a cancel-able state: EO
○ This applies to most moves, but certain moves with chaining effects, like Bison's Hell Attack (j.MP~j.MP) do not count.
● Chip damage is significantly reduced: Home versions

P Groove:
● Can cancel a special into a Super, like in 3rd Strike: EO
● Guard Crush meter increased to 90% of normal, from 80%: EO
● 2 additional active frames on the tap parry (standing, crouched, and air): PRO
○ Pressing forward and any other direction still only applies 4 frames of detection at minimum before canceling if not returned to neutral.
○ This value was not changed for EO, but certain aspects of how the game ran and calculated frames made it such that it was more lenient on this input, and as such, this is compensated for here.

S Groove:
● The charge rate value for each tick of charging the S Groove meter has been increased by one up to the maximum charge rate, which greatly increases the initial charging of the meter: EO

N Groove:
● No change

K Groove:
● Guard Crush meter decreased to 80% of normal, from 90%, swapping it's value with P Groove: Pro
○ Just Defense is no risk all reward, and with the tremendous defense buff of Rage, this seemed to make sense.


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