Capcom vs. SNK2 Last Beta Preview

By Buktooth88, with contributions from Laicram and Colin. Special thanks to Madman's Cafe

September 06, 2001 |

Well, the highly anticipated game that is CvS2 is almost upon us, and those of us who are fortunate enough to be living in the California Bay Area (EDIT: This report was started roughly 4 weeks ago, before betas started appearing all over the world. I took two and a half weeks off for a much-needed vacation.) have been lucky enough to be able to play it through its merchandising test. While the version we were playing was not the final version, it's highly doubtful that any major changes are going to occur when the game is officially released since this was NOT a beta test. Anyways, read on for some of our findings. Maybe this report will help you get a headstart on the competition, or at the very least help you decide who you want to be on your teams. Also, please note that a lot of the opinions on this report are just that. Opinions. The game is still at a very early stage of skill development and half of the things that I write might already be proven wrong by now.

Note: In order to have a universal language between the Capcom and SNK public, I will be notating the button strengths with LP, MP, and HP (light punch, medium punch, and hard punch), as opposed to the Capcom jab, strong, and fierce. Also, the prefixes of s., c., and j. stand for standing, crouching, and jumping, respectively.

Basic Engine Changes:

While most of this is old news already, I included this for the sake of completeness.

The Character Select Screen:

Strange as it may sound, I'm going to report on the select screen since it's a bit different from anything we've been exposed to so far. First off, let me say that Capcom gives you WAY TOO MUCH TIME when going through your selections. You get a full 20 seconds to choose your Groove, 60 seconds to choose your characters, 20 MORE seconds to allocate Groove points, then another 10 seconds to order your team. You don't know how many times I wanted to put my head down and go to sleep while some schmuck was taking his sweet time browsing though all the Groove options, reading all they had to offer, then looking at each and every character on the select screen. Do you hear me Capcom?!? Change it!
Choosing Your Groove:

Pretty self-explanatory. Capcom did a pretty good job of showing the benefits of each Groove at a quick glance. When you highlight a Groove with a cursor, it will show on your side of the screen the character that represents it (don't ask, I don't understand the chosen represetning chars myself), the individual benefits that the Groove offers, such as Rolls and Air Blocking, and a basic synopsis of the Groove at the bottom of the screen. For example, it say "Custom Combo System" for A Groove.

Choosing Your Team:

The characters are arranged in an awkward diamond fashion, so instead of going for the normal cursor controls, Capcom wisely decided to let you choose your chars with a mouse-like pointer instead. As in MvC2, you choose your chars in the order in which you would like to be the default order. If you want to opt for a two or one man team instead of three, there's an END button for you to choose once you've picked the desired number of characters. I keep forgetting to see what happens if you choose the END button first. :P Common courtesy, know who you're going to choose BEFORE you play. Even better, study the screen layout while other people are choosing so that you know where to find your characters. Games still take a while to finish, and with the undoubtedly long lines nobody wants to sit there while you kibitz through the selection screen at your leisure. As for the character art, whether the characters' icons, drawings, or both are drawn by the SNK or Capcom artist seems to be completely random. And for you fanboys, NO. There is NOT any correlation to the relationships between the chars due to theit placement on the select screen.

Allocating Ratio Points:

This is also pretty self-explanatory, though many people confuse it with trying to select their team order. If you have a three man team, you choose which one you want to be a ratio 2. If you have a 2 man team, you choose which one you want to be a ratio 3, or if you simply want a 2-2 team. If you have a one man team, you... do nothing, moron.

Basic Groove Features:

Dash:
It's the standard forwards/backwards hop performed by pressing f,f. However, it's not necessarily better to have the ability to run with certain chars. The ability to buffer moves while still moving forward (namely, command/super grabs) is still quite useful.
Air Blocking:
The rules for air blocking are pretty standard: You can air block anything except ground based moves and supers. Obviously, this is a very nice ability to have. Especially since many anti-airs (like Guile's/Kim's flash kicks) are NOT ground based.
Roll:
To clear up an oft-repeated question, rolls are still invulnerable to low moves and vulnerable to throws. However, everybody's roll seems to be much more equal in terms of speed, length, and distance. There's also quite a bit more recovery time at the end of them. Rolls are done by pressing lp+lk.
Tactical Recovery:
Done by pressing any two punches as you are knocked down, these are basically the same thing as the delayed get ups in CvS1. Safe Falls are pretty much better all around. Still a nice ability to have, though. You can really mess up someone's wake up game with these.
Counter Attack:
The new term for Alpha Counters. I haven't seen very much of these, but they don't seem to be very good. I've seen a lot of instances where the attacker was able to block the Counter Attack. They also do miniscule damage like in Alpha 3, and cannot be used to KO an opponent. If your opponent has no life left it will simply do zero damage. Done by pressing f+mp+mk when blocking.
Run:
It's pretty much what you'd expect, except there is a bit of recovery time when you stop if you don't cancel the run into anything. Run speeds can vary pretty drastically from character to character. For example, Dhalsim's run is about the speed of Chun-Li's walk, while Vega's run is really quick. Running in general is a bit slower than in KOF (probably to even it out a bit with dashing), and for some reason it doesn't cause any sounds. Some chars' run animations look really goofy, especially the Capcom chars (who we're not used to seeing run).
Low Jump:
Performed by tapping (as opposed to holding) up. Anybody who's played SNK games seriously will know important these are in an offensive strategy. For those of you who haven't been exposed to these yet, well... let's just say you're soon going to have to adjust to quite a few things. First off, defending against a low jump is completely different from a normal jump. Since the trajectory off your opponent's fall is completely different, most chars will need to use totally different moves as anti-air since your opponent is coming at you horizontally instead of vertically. Moves that are slightly angled upwards and have good range are ideal. For example, Ryu's standing HK is probably a good anti-air against Low Jumps, while Guile's crouching HP isn't. Also, to anti-air a low jump successfully you typically have to hit your opponent before or at the time he reaches the apex of his jump. You can still do late dp's and such, but that's a risky affair since people generally low jump in at the max range of their best air-to-ground move. If your opponent doesn't stick a move out, your dp will whiff and you can expect a subsequent smackdown. Low jumps are primarily used as a way to get inside and pressure your opponent, as opposed to being combo starters as with normal jumps. It's possible to combo off of a low jumping move, but it has to be done much deeper in the jump since you don't have as much downward momentum and take longer to reach the ground.
Safe Fall:
The other, vastly better version of Tactical Recovery. Instead of taking longer to get up, your opponent will tech roll backwards a short distance when they hit the ground and rise earlier. The first time you play someone using Safe Falls will throw you off really badly, especially cross-up/okizeme dependant people. If you go for a deep cross-up after a knockdown (for example, after a Sakura fierce dp), a Safe Faller will not only be standing up before you cross-up, he will have rolled to the perfect distance to dp you. Safe Falls are vulnerable to low moves while rolling, however, but the only chars I've seen exploit this are the ones that slide in to get closer after a knockdown (Bison, Vega). Like Tactical Recovery, Safe Falls are performed by pressing any two punch buttons upon being knocked down.
Dodge:
The S Groove-only alternative to rolls, dodges cause your character to sidestep into the background and avoid all incoming attacks from your opponent except throws. The nice part about dodges is that they have absolutely no vulnerability point at the end of them. If you dodge a Dhalsim Yoga Flame you'll be able to block it coming back from the dodge. In addition, you have two options while dodging by pressing either punch or kick. While which button does what is character dependant, the two options are basically the same with every character. One button will perform a decent-ranged move that will knock your opponent all the way across the screen, while the other is a typically dinky ranged move that is bufferable into specials and supers. While I haven't seen many S Groove users, the knockdown move typically has recovery time if blocked.
Counter Roll:
Also known as Guard Cancel Roll to the SNKers, they're basically a Counter Attack with a roll instead of an attack (hence, the highly inspired name) somewhat similar to Rolento's/Rose's/B.B. Hood's Alpha Counters. However, Counter Rolls seem to be MUCH more effective in this game than they ever have been elsewhere. For example, let's say an S groove scrub low on life is attempting to abuse Balrog's rush punch super (this "strategy" doesn't work anymore, by the way). You can simply Counter Roll to the other side after blocking the first hit, then do whatever you want while Balrog is still punching away. Obviously, this tactic can really wreak havoc on certain chars, especially those dependant on safe, abusable specials. Counter Rolls are performed by pressing back or forward and LP+LK. Back+LP+LK will make you Counter Roll backwards, but I've yet to see an effective application of this besides simply running away.

The Grooves:

Along with the return of six buttons (woo!), the additional four grooves really add a lot of spice and variety to this game that was missing from CvS1.

C Groove:
Features: Dash, Air Blocking, Roll, Tactical Recovery, Counter Attack
Exclusive Features: Air Blocking, Level 2 supers, Super Cancels, fastest charging super meter

Basically, Capcom Groove from CvS1 with a few more features. Skeptics say this is the weakest groove overall, but I think there's a lot of reasons to use this groove over the others. For one, the quick-building meter lets you have a level 2 super or Counter Attack ready at almost all times. Level 1 supers are weakened in this game almost to the point being worthless outside of combos, so having a level 2 super for just a few more attacks is a huge benefit in itself. What's more, level 2 supers are even better than level 3's with certain chars (barring level 3-only supers like the ShinShoRyuKen, of course) due to the Super Cancel feature.

One of the most overlooked and commonly forgotten features, Super Cancels allow you to cancel a level 2 super into either a special move or a level 1 super if you have the necessary meter. This ability allows you to do even more damage than with a level 3 with certain chars, and also make your level 2's safer to throw out. Here's two examples: Chun-Li lands her dreaded rush kick super at level 2. Before the last launching hits, cancel it into a HK Spinning Bird Kick for a lot of extra damage. For the other example, Ken tries to wake up with a level 2 ShoRyuReppa super, which is blocked. Instead of being vulnerable after the super like he is normally, Ken Super Cancels the last uppercut into an Air Hurricane Kick which instead flies him away to safety.

Last, but certainly not least, of C Groove's exclusive features is Air Blocking. While games like the Alpha and Vs. series make us take Air Blocking for granted, you realize how important it is when it's taken away from you. It's hard to go back once you've been spoiled.

In addition to the above, C Groove gives you a small damage perk for having meter saved. Definitely not enough to make you want to hold onto your supers, but nice to have nonetheless. Here's the rundown on both the meter speed and power-up effects from the Madman's Cafe:

Meter gains 4 points on a hit, 1.3 on a guard, 0.4 when attack is missed.
Meter also rises when hit by opponent or guarding attacks.
Power up:
Lv1: x1.01, Lv2: x1.02, Lv3: x1.05

The main weakness of C Groove is its lack of offensive options. It doesn't have any pressuring tools like running or low jumps, nor does it doesn't have the relatively free jump-ins that parrying and Just Defend boast. This groove caters to zoning chars, rather than the rush down type.

A Groove:
Features: Dash, Roll, Safe Falls, Counter Attack
Exclusive Feature: Custom Combos

There is only one reason to use this groove, and that's Custom Combos. The thing is, Capcom went at great lengths to try to insure that the CC's would not be broken in this game (which would be a Capcom first). First, you need a full meter to activate the CC, which is severely limiting in itself. Also, the CC's that are known as of right now aren't very effective. That's not to say that they will never be in the future, but I don't think they'll ever reach Alpha 3 V-Ism dominance. Guard damage has been SEVERELY toned down, damage has been reduced, multi-hitting shadows are gone (no more confusion VC's!), command grabs no longer grab through block stun, and the invincibility window seems to be shorter. On the positive side, you can still fall through anti-airs and blow through attacks at the press of two buttons, which is the basic reason to use a CC. Also, two new features have been added to this incarnation of CC's: air cancels and mid-CC super cancels.

Air cancels make for some interesting looking combos. Kyosuke can chain repeated air flash kicks into each other for a combo that goes rises all the way off of the screen and stays there for quite a while. Ryo can cancel his dp into repeated air fireballs. Since his air fireball causes him to stay in one spot while he's throwing it, Ryo just hovers a few inches off the ground while he bombards his opponent.

Mid-CC Super Cancels are exactly what they sound like. Somewhere in your CC (preferably at the end of it so you get extra damage) you cancel your CC into a level 1 super. While definitely a swell looking addition, nothing really groundbreaking here.

However, CC's definitely have an untapped potential according to the reports at Madman's Cafe.

Meter gains 3 points on a hit, 1 on a guard, 0.3 when attack is missed.
Meter also rises when hit by opponent or guarding attacks.
When executing the Custom combo, 5 frames of time where only the player can move exists, allowing for an attack if the opponent is not already guarding.

Ignore the meter information (A Groove is tied for second fastest meter charge with N Groove). The interesting thing is the five frame advantage given when activating a CC. Not proven yet, but this may lead to Alpha 2-style Valle CC's if it pans out like it sounds. For those of you that are unfamiliar with the Valle CC, it's an Alpha 2 technique named after its founder, Alex Valle. You activate the CC when your opponent is standing, while your opponent is stuck standing, you use your frame advantage to land an unblockable sweep into a combo. If this technique still works in CvS2, A Groove will definitely be a groove to be reckoned with.

However, without CC's A Groove is a very weak groove all around. It has all the weaknesses of C Groove, and doesn't have Air Blocking or reliable supers (A Groove only allows you to do level 1 supers. Even worse, they take half of the bar to use.) to bail you out of tough situations. As it stands right now, with the uneffective CC's and unconfirmed Valle CC, A Groove is the worst of the six in my opinion. Yes, I know. I'll be eating these words in a few months when I get owned by some newfangled BAS combo.

P Groove:
Features: Dash, Low Jump, Tactical Recovery
Exclusive Feature: Parries

While it's supposed to be like Street Fighter 3, 3rd Strike fans won't feel much at home using this groove. As reported nearly everywhere, parries are simply worse in general. The timing is tighter, and the frame advantage gained from a successful parry is much smaller. Also, Red Parries didn't make it into the game (thankfully). However, toned down as much as they may be, parries are still a very dangerous weapon in the hands of an expert. That's exactly who Capcom made this Groove for, experts. To get yourself out of a sticky situation, you HAVE to parry. This Groove doesn't have any easy means of escape such as rolls, dodges, or even Counter Attacks. Also, most of the time supering isn't an option since the groove has by far the slowest building meter. What's more, this groove suffers more guard meter damage than the others. So, parrying is the solution to ALL of your problems. It's also the fastest way of building meter in this Groove. However, even given the tone-down P Groove has received in comparison to SF3, I think this will be the strongest Groove to use in the future (that is, if A Groove CC's don't turn out to be anything too special) since parrying solves every problem you could possibly have. Again, here's the specifics:

Meter gains 1.1 points on a hit, 0.4 on a guard, 0.1 when attack is missed.
Meter also rises when Parrying, getting hit by the opponent or guarding attacks.
Parrying input lasts for 8 frames on ground and 7 frames in air if lever is positioned neutral within 3 frames after input. If a direction is held, the parrying will last 4 frames instead.

A huge bonus to this groove is the ability to low jump, which is probably to simulate the universal overheads of SF3. This is the only Groove that can both low jump and do level 3 supers at a moments notice, giving you a nice balance of offensive and defensive capabilities. While anybody can capitalize on the quasi-free jump-ins that air parries provide, I think this is a Groove that will cater to the grappler types in particular. Low jumps, air parries, and dashes are all very complimentary to a grapplers' game.

S Groove:
Features: Run, Low Jump, Counter Attack, Safe Fall, Dodge
Exclusive Features: Dodge, chargable meter, unlimited level 1 supers with low life

An improved version of the Extra Mode from the KOF series, S Groove is now much different (better) than it was at E3. To start, the Groove features running instead of dashes. Also, you no longer need to be quite so low on life to be in the desperation zone. The amount of life necessary is now about the same as it was in CvS1: about 1/3rd. The way the meter charges is also different. While at E3 it was just slow, in the current beta version it would start slow then accelerate. While it takes roughly the same amount of time to charge a full meter as it did in CvS1, the accelerating meter was no doubt implemented to prevent scrubs from running away while charging bit by bit at a time. As in the other games, having your meter maxed out gives you a damage perk. Here's the specifics:

Meter rises when powering up, and also when hit or guarding attacks
Max Meter: x1.15 (Lasts for 166 counts on timer)

(Note that the 15% damage increase does NOT last for 166 seconds. It lasts for 16.6 seconds.)

For the most part, the people who will use this Groove are the same people that that used SNK Groove in CvS1: The ones who love the level 1 super abuse at low life. However, level 1 supers are worse in general now so that won't be quite as annoying as it was before. (note that you thankfully CANNOT do unlimited Counter Attacks when you are low on life. Counter Attacks can only be done with a fully charged meter) Aside from former SNK Groove Iori/EX Mai scrubs (whose traps no longer work), S Groove seems to have a lot to offer to the more defensive grappling types. Dodging into a super/command grab works REALLY well.

The charging meter is a double-edged sword. Yes, it grants you a 15% damage perk and allows you to fire off multiple level 1 supers in a short period of time. However, for those of you who like to rush down, or those of you who are constantly getting rushed down, you will never find the opportunity to charge. In addition to that, I believe the biggest weakness to S Groove is it's inability to level 3 super without having low life AND being powered up. Even then, you only have a limited time to use the super as in all the SNK Grooves. As of right now, this is probably the most unpopular Groove. Whether or not its really all that bad remains to be seen.

N Groove:
Features: Run, Roll, Low Jump, Counter Attack, Counter Roll, Safe Fall
Exclusive Features: Counter Roll, Stock Breaks

The Advanced Mode from KOF, this is easily the most mobile Groove in the game combining Rolls, Low Jumps and Running all in one package. The super meter works similar to those found in the Darkstalkers or Vs. games: When your meter fills up, you gain access to one super, called a Stock. Different levels of supers aren't available normally. However, by using one of your Stocks to power-up ("breaking" the Stock) you gain for a limited time an increase in damage, defense and the ability to use a level 3 super if you have another Stock available. You CANNOT gain more meter while powered-up. The actual act of breaking a Stock is really quick; about the length of time taken for a jab. You can actually see you opponent jump, then break a Stock and quickly do a level 3 super for anti-air. Here are the vital stats from Madman's Cafe:.

Meter gains 3 points on a hit, 1 on a guard, 0.3 when attack is missed.
Meter also rises when hit by opponent or guarding attacks.
Max Meter: x1.2 (Lasts for 150 counts on timer)

One of the nice things about N Groove is that it has the second fastest charging meter along with A Groove. This is especially beneficiary to chars who aren't very dependent on supers like Kyo or Sagat, since they can simply use their constant source of Stocks to stay powered-up throughout most of the round. While skeptics may point out that powering-up only gives you a limited amount of time (15 seconds) to perform a level 3, I find the 20% damage perk and additional defense alone are reason enough to break a Stock. One of the inherent advantages of the SNK Grooves is that people tend to turtle up once their opponent is powered up and able to do a level 3, which allows you to go on the offensive.

The most commonly overlooked feature of N Groove is the Counter Roll. In some cases, this alone is reason enough to choose this groove IMO. Counter Rolls severely inhibit certain chars' offensive abilities, such as the new powerhouse char Hibiki. I guess a way to think of it would be a slower Red Parry that costs a Stock.

N Groove is definitely a contender for the best Groove. It caters most to the rushdown types of chars and has few inherent weaknesses to speak of. One of its shortcomings is its lack of air defensive maneuver, such as air blocking, air parries, or CC's. While the other grooves have safer ways of jumping in, N Groove users are forced to low jump and rely on the priority of their air moves. The only other weakness I can think of is the general SNK Groove inability to level 3 at any time. Otherwise, a very solid Groove.

K Groove:
Features: Run, Low Jump, Safe Fall
Exclusive Features: Just Defend, Rage Gauge

A strange hybrid of the systems from the Samurai Spirits and Garou games from SNK, K Groove is definitely something different. First, the Just Defend feature from Garou:MOTW. JD's are basically SNK's answers to parries. Instead of tapping forward, you instead tap back as the attack is about to connect (hence the name, Just Defended, as in just in time.) similar to the little known Blue Blocking feature in Alpha 3. The benefits from a JD are a little different from a parry, though. First off, Just Defending rewards you with a tick damage worth of life. Thankfully, it doesn't give you the obscene amount of life that it did in MOTW (where JD'ing a super gave you about 25% or more). Second, instead of being able to follow up the JD with anything like you can with parries, JD's can only be canceled into special moves. However, unlike in Garou they DO lessen the amount of blockstun you get. If you JD something that is normally safe, sometimes you will still be able to hit them during their recovery time with a normal move. Air JD's are also slightly different. When you JD in the air you bounce backwards, effectively making it much harder to punish a JD'd anti-air. You can still JD an air attack and hit your opponent afterwards with a normal air move, though.

The other K Groove feature is the Rage Gauge. Taken from the Samurai Spirits series, the Rage Gauge increases by taking damage and allows you to perform a level 3 super when filled. You cannot gain meter through normal means such as landing or whiffing attacks. The only other way to gain meter in K Groove is through Just Defending. However, the meter grows VERY fast. A character will fully charge their meter an average of 2 to 3 times per character. Please note that the meter grows according to damage, not number of hits. A ratio 4 character will not be able to do 5 supers before dying without Just Defending. Also note that a full meter does not carry over into the next round (your character has calmed down by then). The benefits of having a full Rage Gauge are pretty extreme, as shown once again by Madman's Cafe:.

Meter gains 1/12th the bar when Just defended.
Meter also rises when hit by opponent, but not when guarding attacks.
Just Defence input lasts for 6 frames- if the lever is moved during the time, the Just defence will lose its input. When executing multiple Just Defences, the lever must be put to neutral for 6 frames after the Just Defence input has ended, or it will not take effect.
During MAX: (Lasts for 180 counts on timer)
Normal moves: x1.35
Special moves: x1.3
Super moves: x1.1

Yes, you read right. A whopping 35% damage increase on normal moves for 18 seconds 2 to 3 times per character. The 10% damage increase on the level 3 super is pretty obscene also. I've seen quite a few occasions in which a ratio 3 char did 100% damage on a ratio 1 with a single super. Ownage.

K Groove suffers from the same limitation that P Groove does: You have to JD your way out of everything. Even worse, tactics that could be broken using parries don't necessarily fail against JDing since the frame advantage given is much smaller. If that's the case, you'll have to keep JDing and hope that the life your gaining back is enough to discourage your opponent to switch tactics. Of course, you can JD until you fill your meter (or if you can't do that, take hits) then try to level 3 your way out of the situation, but it takes 12 JD's to fill a meter. Ironically for a Groove that shares so similarities to P Groove, this Groove is very scrub friendly. They just love to be able to level 3 twice a round along with a 35% damage perk, just for getting hit (which happens a lot anyway)!

The New Characters:

The part most of you have been waiting for. I'm pleased to report that I like almost all of the new characters. Capcom did well with them, because for the most part they play completely different from your typical fighter char archetypes.

Yun:
One half of the kung fu kid brothers from Street Fighter 3, fans of his are going to be pretty disappointed upon playing him. Not to say he sucks, it's just that you can't use him in the same fashion as you could in the SF3 games (which is pretty much what all the SNK fans have to come to terms with also).

Movelist:

QCF+P:
Same lunging punch, but has a lot more lag now. If you want to be safe you have to know the distances. Still has huge priority, though, and can combo off of LP and LK.
DP+P:
It's hard to explain, but the shoulder tackle is different. He... moves forward, THEN attacks. I know he did this in 3S, but it's just... worse. You get hit out of it a lot more than you did before. However, the basics are the same, though. LP version combos off of a MP, but doesn't launch (and again, it's no longer super cancelable). MP and HP versions launch high enough for you to stick a ground move in there, preferably the S.MK which will launch again.
QCB+P:
Both of the properties of the Stun Palm that made it somewhat useful in 3S: Gigantic hitbox, and unbeatable (even by supers) priority, have been removed. Now it's just a slow useless move that can be faked by pressing two punches.
HCB+K:
Well, the good news is that the damage no longer seems to scale after landing this grab. The bad news is that the grab no longer seems to be instant, making it much harder to land. Big rewards for landing the grab if you have meter, though.
QCF+K:
I never understood the point of the handspring kick, even in SF3. It appeared to be an anti-air, but it had absolutely no priority backing it up. I haven't really experimented with it much in this game, but it seems to be the same story. It might be good for juggles, though.
QCFx2+P:
His super #2 from 3S (sourai rengeki), basically only good in combos. Level 1 version is safe, though since he doesn't do the jump kick part of the sequence.
QCFx2+K:
A brand new super, Yun turns his back to his opponent while Yang dives kicks down from over Yun's head at a very steep angle. The problem is, not only is the super hard to land, if you use it as anti-air (which is what you would think the super is meant for) Yang's diving kick will knock the opponent away and Yang will land and do his super #1 while nobody is anywhere near him. Even if you do manage to get the super to hit properly it does pathetic damage. There has to be an added perk like a followup or something to make this worthwhile.
QCBx2+P (level 3 only):
His super #1 from 3S (You-Hou). As said before, the last punch now looks really goofy. Instead of punching straight up, he now uppercuts and makes an "L" shape with his arm. Heh. Anyway, I haven't been able to experiment much with the juggles afterward, but theoretically you should be able to DP+MP, S.MK, and jump cancel that into whatever. Hrm...
(in air) QCBx2+K (level 3 only):
Another brand spankin new super, this one is actually very useful. Yun does a super version of his dive kick downwards which will beat any anti-air attempts. If it hits, Yun and his opponent will kinda warp down to the floor, then Yang will jump behind the opponent and they'll do a string of attacks very similar to Morrigan's Darkness Illusion super. Big damage, and makes your opponent hesitant to anti-air you when you have a level 3.
Well, here are some of the major differences from 3S: Kyosuke:
One of the most anticipated chars in the game, the Rival Schools alumnus is...crappy. I've been trying to learn this guy for SO long and there's isn't really much good stuff to him.

Movelist:
QCF+P:
The best thing he's got going for him is his projectile. Kyosuke throws two separate waves, one arcing upward, the other downward. They converge at a point in front of him and continue on as a larger projectile. How I think it works is that it stays on the screen for about one second, and the different strength buttons determine how fast it goes. If you do it with jab, it will spend more of that one second in the arcing portion, but spend less time actually moving forward. In plain english, the jab version has short range, but works better as anti-air. The fierce version goes farther, but doesn't benefit as much from the arc.
QCB+P:
His jumping "electric volleyball spike" from Project Justice is in this game, but nowhere near as effective. In fact, the move is pretty much worthless. Kyosuke jumps into the air with lightning trailing from his hand. He then waits all the way until he's about to land to try to slap the top of his opponent's head. No Crack Shoot-like space controlling here. It's an overhead, but it's so slow you'll never surprise anybody with it. It's also got some recovery on top of that.
DP+P:
His "electric geyser" from PJ is pretty much only useful in combos. You can combo it after a LP/LK, and then add on a qcf+k like you could in PJ. This move does NOT work as anti-air. Also, it's got pretty hefty recovery like in PJ. Unlike PJ, you cannot add on the qcf+k unless the dp actually hit.
QCF+K (also in air):
His "flash kick" is also only useful in combos. It should pretty much only be used in the same fashion as the dp+p. Same with the air version; only good in air combos.
(in air) QCF+P:
His air wave is different than it was in PJ. Instead of doing the wave straight forward, he does it downward at a -45 degree angle. The wave has good reach and can be used well as an anti-anti-air, but he bounces up in slowly the air after throwing it, making this a risky move. I haven't been able to land this move in an air combo due to the downward angle, so I don't know if you can still add on a qcf+k afterwards. Sadly enough, this is probably his second best special.
QCFX2+P:
Kyosuke's qcfx2+p super is his super fireball. Instead of throwing two arcing fireballs that converge, he throws about eight at lv3. This also works as anti-air, but since you already have the lightning super this move is best used as anti-projectile. The damage on this move is pretty pathetic, though.
QCBX2+P:
This is basically an enhanced version of the "lightning geyser" special move. The super comes out instantly, unlike in PJ. Again, I can't comment on its priority due to only having used it at lv3, but the ability to air combo after it makes it much superior as a anti-air/wake up move then the flash kick super. The lightning doesn't go away until much after Kyosuke recovers from his animation, so the super is pretty much safe. I've seen many people walk right into the lightning thinking that the super was already over.
QCFX2+K (also in air):
His flash kick super is pretty much the same thing as in PJ. At lv3, he'll do two flash kicks, a bunch of punches, an air wave, then you have to manually chain in another flash kick. I didn't use the super at lv1, so I can't comment on its priority. However, the damage is so miniscule, even at lv3, that you might as well do his lightning super instead. The only thing that this super is good for is, once again, air combos. It might be useful in an air to air battle, but most people won't have the reflexes and speed to do a qcfx2 motion quick enough for the situation.
QCBX2+K (level 3 only):
His "party up" super from PJ is his only one that does good damage on its own. Kyosuke does his s.HP, and if that hits Kyosuke then launches the opponent with his s.MK and then stands off to the side while his schoolmates from PJ, Hinata and Batsu, proceed to beat the crap out of his opponent. I don't remember the exact sequence of events, but somewhere in there Hinata does her flaming spin kick special, hitting the opponent towards Batsu. Batsu then does his flaming uppercut to launch the opponent high in the air. Kyosuke then jumps up in the air and spikes his opponent with his heel at the same instant Hinata and Batsu punch the recipient of the super from opposite sides. Hinata does a sideways double-fisted punch which sends her skirt flying way up in the air. Woo! Needless to say, the super is impressive to watch. I didn't think to try to combo the super until now....
Misc. stuff... So yeah. The reasons I think Kyosuke is the worst new char (INCLUDING the oft-dissed Todo) are:

1)crappy normals
2)unreliable anti-air
3)all specials except for fireball are useless outside of a combo
4)launchers are difficult to achieve without a super

Maki:
The female tonfa-wielding Bushin-Ryu practitioner from Final Fight 2 is a personal favorite of mine. She isn't top tier or anything, just a whole lot of fun to play. All those fan-service shots don't hurt either. Oh, and she is NOT a Mai clone.

Movelist:
QCF+P:
Maki does a huge wind up then lets loose with a big haymaker punch. It's a lot faster than it looks, and the recovery isn't quite as bad as it seems. It's only useful in combos, however.
LP, MP, HP, HK:
The Final Fight/Bushin Chain. Strangely enough, she does Guy's chain instead of her own from FF2. However, it's not NEARLY as fearful as Guy's. The damage is a lot less, doesn't knock down, and can't be followed up by gigantic juggles. So instead of the potential 85% damage Guy could do in A3, Maki is stuck with around 15%. Still her best non-super combo, but her game doesn't revolve around it like Guy. Her chain has strange properties: Unlike Guy, some people cannot crouch under the initial s.LP, but certain chars can crouch under the HP. Also, there will be quite a few times when the HK will completely whiff. Since the HK doesn't knock down, I was fairly sure there was something after it, but I haven't been able to find anything. It isn't bufferable, which is a shame. She also doesn't seem to have Guy's MP, HP chain.
(in air) HCF+P:
A command air grab. Maki grabs her opponent and flies into the opposite wall with them, then jumps off that fall and does a spinning piledriver similar to Yoshimitsu's back throw in Tekken. While the move does very good damage, the range isn't all that great and it's hard to set up.
QCF+K:
Guy's special run move. Unlike Guy, however, Maki can choose which follow up she wants after the run is initiated. The button strength used to start the run is irrelevant.
Pressing LK afterwards causes Maki to quickly stop.
MK is a VERY quick slide (fast enough to combo the run and slide after a s.LK!) that also goes under projectiles. If the slide connects, Maki will automatically go into a suplex. The slide is vulnerable if blocked, however.
HK will cause Maki to go into a quick hopping overhead stomp. The hop is very fast, and is high enough to go over moves and projectiles. It's also completely safe if blocked.
In addition to these three running options, Maki can also cancel the run into:
QCB+K:
A backwards run! While this run has three followups of its own, it also has the ability to cancel back into the forwards run. It's a whole lot of fun to run forward to psyche out your opponent into doing a move, run backwards to dodge it, then run forward again and punish them with a slide. Woo! From the backwards run:
LK also cause Maki to stop.
MK does a HUGE jump forward which doesn't seem to be too useful. Even if you try to drop down with a D+MP, the momentum from the jump still carries you quite a distance.
HK is a super jump backwards. Good for running away, and also good for setting up her off-the-wall specials.
Press KKK:
Her "clear out" move from Final Fight 2, complete with life loss when using it. This has to be one of the most useless moves I've ever seen. You would think that this move would have good priority or would do good damage, but unfortunately it doesn't. Also, you lose life whether the move connected or not. I just thought now to do the move while getting hit like in Final Fight, but that would be a bit too good to be true.
(in air and at a wall) QCB+any button:
These are a lot of fun.
QCB+LP will make Maki do a very fast triangle jump off the wall. It's a great move when combined with her cross up.
QCB+MP or HP will make Maki dive off the wall and grab you. The HP one dives off the wall at about a -30 degree angle, and the MP will do -45 degree dive. For some reason, I can NEVER connect the MP dive. It always seems to whiff.
QCB+LK will make Maki drop straight down from the wall, hopefully coaxing/discouraging anti-air attempts.
QCB+MK or HK has Maki do a dive kick off the wall at different angles. They're both safe if blocked.
QCFX2+P:
Your standard rush super, except the first move of the super has pitiful range. In this super she actually does her own chain from FF2. The priority is pretty good, even at lv1, but the distance leaves something to be desired.
QCFX2+K, then press K:
Maki runs forward until you press something like Mika's A3 super. When you press kick, she then goes into a multi-hitting flying kick which is REALLY fast. A great anti-projectile move at lv3 if you go right into the kick. Actually, I don't think there are any other options other than the kick so I don't know why you would want to run anyway. At lv3 she follows up the kick with her QCF+P move.
720+P (also in air):
As if her running and jumping madness didn't make her fun enough, she has a super grab to compliment all of that! Maki basically does her command air grab but with more wall bouncing, making it look like another Maximum Spider/KBA type move. As far as super grabs go, her isn't too great. The range is pretty small and you can simply jump away from the level 1 version. However, mixed in with her running/stopping/full screen cross up/rolling game, it isn't too hard to land one of these. The air version is different, though. Even though the range (both vertical and horizontal) is really good, it is SO hard to set up and land this thing. Also, the air grab will NOT connect against an opponent on the ground. I suspect the super air grab will be a huge advantage when mastered, though.
General: Eagle:
Also known as "white Dudley with sticks", the most requested remaining SF1 char finally makes his appearance. I seem to be the only guy who uses him (and knows what he's doing). In my opinion, Eagle is one of the better new chars.

Movelist:
QCF+P:
A strange move to figure out at first glance, this is actually a counter move. LP has autoguard against high moves, MP against mid, and HP against low. Eagle guards himself with a stick in a direction according to the button strength while spinning his other stick. He holds that pose until you let go of the button, and while he's holding the pose the autoguard is active. When you let go of the button he attacks in the direction of the autoguard. The nice thing about this move is that the autoguard is instant, so you can use it as a very deep anti-air or a reversal move. The autoguard won't catch supers, however.
DP+P:
Eagle swings his sticks in a baseball fashion to reflect projectiles. However, he takes his sweet time winding up before he swings, which both makes the move much harder to time and limits the usefulness of the move. The projectile is reflected back at about 30% faster speed, so a LP projectile comes back at the speed of a MP one, and a HP one comes back really fast. A LP reflect hits them straight back towards the opponent, while MP hits them at 15 degrees, and HP at about 35 degrees.
QCB+P:
Eagle does a spinning lariat much like Zangief's, except with sticks. The LP version makes Eagle stay in place while spinning, and the MP and HP versions move him forward. I still can't figure out what this move is supposed to be used for. It doesn't have good priority in its first frames like Gief's, and it doesn't travel through\ projectiles either. The only use I've found for it is an unorthodox cross up counter. If you do the HP version, Eagle will move forward under the opponent and they'll land on one of the sticks pointing backwards. Shrug.
HCF+K:
Much like Dudley's QCF+P, Eagle lunges forward, stops, then does a myriad of stick pokes for really good tick damage. The button strength determines both the distance of the initial lunge and the number of hits you get. LK goes about 1/3rd of the screen, does about 4 hits, and is pretty much safe. MK goes 2/3rds, does about 7 hits, and is still pretty safe. The HK version goes all the way across the screen (and then some), does about 10 hits, and is vulnerable when blocked. Sometimes, it's also vulneralble when you hit with it also. Eagle keeps attacking even after he pushes the opponent out of range, giving them ample time to punish him. ALL the versions leave you open for an obscene amount of time if they're jumped over, since Eagle will sit there flailing away at nothing like a moron. Also, they are all Guard Cancel Roll bait. However, used with moderation and intelligence, this is a pretty good move to have.
HCB+K:
Eagle hops forward and does an overhead stick swing in a fancy manner. Your standard anti-projectile move, it's also good for dodging pokes if you're really aggressive. However, if you're not perfectly postitioned, this move leaves you very open, making it another move you should use in moderation.
QCFX2+P:
One of the better rush supers, Eagle does a series of hits before going into his HCF+K move. The first (and most important) hit of the series has very good range and comes out nearly instantly, much like Balrog's rush punch super. The super also leaves you safe afterward if blocked (but is also GCR bait like most supers). A C Groove Eagle can do more damage with a level 2 super by cancelling into a HCF+HK before the last hit of the super.
QCBX2+P:
A super version of his lariat, it's almost exactly like Ryu's super hurricane kick. It has really good priority even at level 1 and is safe when blocked, so you can do the King strat and roll into super with good success. The level 3 version has Eagle scoop his opponent up into the air, then he sticks his stick upward for his opponent to land on it much like Vega's lv3 claw super.
General: Rolento:
I was never much of a Rolento player, but he seems to work almost exactly the same as he did before, just slightly slower. That's a good thing. He's still one of the most annoying characters ever in capable hands.
Dan:
He's...Dan. He's back to the hopelessly useless Dan, rather than the semi-usable CvS Pro Dan.
Hibiki:
The innocent-turned-psychotic sword maiden from SNK's Last Blade 2, just 1000 times more effective. She's definitely got the potential to be the new uber-character, replacing Nakoruru from CvS1.
Movelist:

QCF+P:
a FAST slash with her sword that goes slightly less than half screen. Were talkin one frame, AHVB fast here. As in block just about anything and smack him with the QCF+P fast. All of the different button strengths have a very lengthy recovery time period whether the move connects or not (in LB2 the move had no recovery time if it connected) so certain chars with very fast, long ranged moves (Balrog's rush punch super probably works) can smack her afterwards whether she hits them or not. The vast majority of chars cannot punish her, though. Doing the move with HP does a farther, yet slower version that hits low and knocks down. It also goes under projectiles (not ground-based ones, obviously) in a fashion similar to Dhalsim's c.HP.
QCB+P:
Somewhat similar to Hibiki's dp+slash in LB2, Hibiki runs a predetermined distance depending on which button you press and does another blindingly quick, long ranged slash at the end of it. This move is pure ownage if you know your distances well, and is a very good way to get inside. If Hibiki runs all the way up to the opponent before slashing, she'll cross up and slide to the other side of her opponent. If this happens and the slash hits, you can cancel the move (the cancel must be done VERY late compared to LB2) into either her QCF+P moves or her QCB,HCF+P super. I almost never used this feature of the move outside of combos, preferring instead to opt for the normal slash at max range.
HCF+K:
A counter move, similar to the one she had in LB2. Hibiki sticks her palm out in an attempt to catch any mid/high moves. If she is successful she tosses her opponent behind her (with one hand!), allowing them to be juggled by nearly anything, supers included. While the rewards are good, the counter itself isn't. It doesn't come out instantly and doesn't counter supers like Geese's or Todo's. However, the risk/reward ratio is good enough to make this move useable.
DP+K:
Hibiki turns around and slowly sticks her opponent in the gut with her scabbard, which stuns them long enough for you to do just about anything. Originally thought to be a worthless move in CvS2 (in LB2 it was good after a parry), I just recently found out that this move is an overhead. Woo! Since it's a special move, you can buffer it after one of her normal moves so that it comes out surprisingly quick. In essence, it's like Makoto's QCB+P chop overhead in 3rd Strike except Hibiki can follow hers up with anything, not just supers. Nice. This move works very well with Hibiki's cross-up game.
Press kKK:
Hibiki does an S Groove style dodge, just worse. There's vulnerable frames at the end of it, and she spends less time actually dodging. It's difficult to even dodge a projectile.
(During KKK dodge) F+K:
Hibiki cancels her dodge into a forward run. The run can't be canceled out of until she runs a short distance, effectively neutering its usefulness.
(During KKK dodge) B+K:
Hibiki cancels her dodge into a backwards hop. She can do any of her jump attacks during the jump. Honestly, I think her special dodge and its additional options are all pretty worthless.
QCB,HCF+P:
Hibiki dashes forward through her opponent. If unblocked, Hibiki slashes and slides over to the other side while her opponent is still stunned. She then slowly sheathes her sword. At the moment she sheathes it, there's a big booming sound and the opponent finally feels the effects of the slash, anime style. The opponent then shrivels up as if he died of tick damage. As far as usefulness goes, this super is great. With some good timing this super can even be used as anti-air, even at level 1. At level 3 it's your basic all-purpose wake-up/anti-fireball-anti-air super.
F,HCF+P (level 3 only):
Hibiki's unblockable sword super from Power Mode in LB2. If connected properly, the entire screen turns black and you see a slash mark. Lights turn back on and basically the same thing happens as the above super. If Hibiki finishes her opponent with this move, her hair tie gets slit off and she goes through a special win pose with her hair going straight down. The move is no longer unblockable (wouldn't want to make her TOO good...), but still requires you to be VERY close to get the full effect. Even closer than Ryu's ShinShoryuken. Kind of a useless super, since you can use her dashing super for the same things and not have to worry about distance. It does do a bit more damage, though.
HCB,F+LK (level 3 only), upon hitting: LP, MP, HP, then:
LP, MP, HP, LP, MP, QCF+HP
Or, LK, MK, HK, LK, MK, QCF+HK
Or, LK, MK, LK, HK:
Hibiki's "Custom Combo" from Speed Mode in LB2. For all intents and purposes, this is pretty much Geese's Deadly Rave but with three different endings. Great for anti-projectile purposes. The first ending sticks her DP+K overhead in there, the second hits low, and the third hits low and launches. Being that this is a level 3 only super, there isn't much use for the launcher outside of S and N Groove, since those two are the only ones that allow you to do another super after a level 3.
General stuff: Athena:
While at first the Psycho Soldier seemed to be pretty awful, I'm starting to see a lot of potential in her.

Movelist:
QCB+P:
Her standard projectile attack from KOF. The actual delivery is much faster now at about the speed of Capcom chars, but the projectile itself is REALLY slow. Possibly the slowest in the game. That's actually not a bad thing since you can throw a LP projectile and super jump after it.
DP+P (also in air):
Her uppercut move is really puzzling. Sometimes the priority seems to be great, while at other times it seems to get beat by everything under the sun. I try not to rely on it much due to its unpredictable nature and use it only in combos. The LP version has nearly no recovery time, though.
HCF+P:
Her command grab launcher. It doesn't seem to be instant, but still is fairly easy to land given the tools she has at her disposal. Without supers the most damaging thing I could find the grab was a simple jumping DP. With supers and some quick positioning, you can land her HCBx2+P super WITH the followup QCB+P for really big damage.
QCF+K:
Telepooooooooort! While it's a bit slower than it was in KOF, she is now completely invincible to everything except for throws, kind of like a glorified roll. Fireball zoning combined with teleports to run away is fairly effective, as is teleporting into a surprise command grab.
QCB+K:
Her fireball reflector, it requires some anticipation and timing since it comes out fairly slow with LK. With MK or HK, she does a small hop forward (making it even harder to use to reflect projectiles) and bounces back projectiles at a much increased speed. LK version increases projectile speed also, just not as dramatically. It's not known whether the move is good in juggles as it has been in previous KOF games.
(in air) QCB+K:
Phoenix Arrow! Considered by many to be her signature move, Athena tumbles downward covered in psychic energy, causing many hits in a similar fashion to Kim's steppy move. HK version causes her to end the tumble with a kick similar to Chun Li's sweep (which always goes in the correct direction) which knocks down. However, there is now no pause between the rolling and the kick like there is in KOF; it's one continuous move. If the kick followup is blocked, Athena is left vulnerable. There are a few crafty uses to this move: For one, the move can be done at any height, allowing you to do tigerknee motions and do the move inches off the ground for an instant overhead (not confirmed if the move actually is an overhead, though). You can also cross up with the move and force your opponent to block in the opposite direction if you have the right positioning in the air.
HCBx2+P, followed by QCB+P (also in air):
Her crystal bit super, this is one of the better defensive supers around. It seems to have a good amount of invincibility even at level 1. The followup QCB+P launches the crystals at her opponent, and they will home in to a certain extent. Even better, the followup will actually combo off of the the initial part of the super if your opponent is very close and you input the command VERY quickly. Actually, this super doesn't do all that much damage unless you combo the follow-up.
(in air) QCFx2+K:
A super version of her Phoenix Arrow, Athena somehow does a whole mess of them in a row before finally finishing it with the kick. HUGE chip damage, but doesn't seem to have a whole lot of air-to-ground priority.
General: Todo:
Everybody's favorite obscure character, he's actually not as bad as everybody makes him out to be. Actually, he's not bad at all. Props go to Colin and Laicram for both their contributions and for infecting me with the dire illness that is known as Todo Fever.

Movelist:
QCF+P:
As for specials, his main one is his wave. Qcf+p makes them, LP has short range and damage, but is comboable off of medium attacks. HP has long range and very big damage, but can't combo (unless Todo has a bufferable HP or HK, I couldn't find one). Nevertheless it is pretty safe to end a blocked chain with a HP wave because the main purpose of the wave is to chip. A blocked HP wave chips 5 or 6 chips worth of life. Those add up fast. Also, the waves absorb fireballs and do not lose any of their own momentum when doing so. So any fb's from the opponent within half screen can be punished on reaction with a HP wave. Basically, you want to constantly force the opponent to block waves in an attempt to make them roll or jump foolishly since they can easily be chipped to death by them. Also, if you can set up an opportunity to do so, waves juggle.
DP+P:
Todo raises his hands in the air and, er... scratches at it. While many prematurely branded this move as useless, I was actually having some pretty good success with his "anti-air" wave. I think the way you're supposed to use it is to first toss out some ground waves, then just randomly throw an anti-air one when you think they're expecting another ground one (and hope they don't roll). They'll see Todo stick his hands into the air and jump towards you. Since the anti-air wave comes out so slow, it hits right about when they are about to land on you. You can juggle afterwards with a wave super, so the risk/reward ratio is good enough to use the move every so often. The trick to the anti-air wave is to use it as you would Dhalsim's upward Yoga Blast. It's a bit trickier to land Todo's since his doesn't cover up so much air space, but his extra damage potential and less recovery time balances things out a bit.
(in air) QCF+P:
Another wave move, this one in the air. It can be done at any height and Todo will drop straight down from wherever he did it. Thusly you can tigerknee the motion and use it as antiair if the opponent is jumping towards your front. If you can react well this is probably better than the low HP.
QCFX2+P:
Todo does a super version of his wave attack which goes all the way across the screen. Level 2 and 3 have invincibility frames, 1 does not, however it does not matter that much due to the properties of the super. This super behaves almost exactly like Magneto's super in marvel except it is not as tall. If you wake up with level 1, the opponent might hit you but that will not stop the shockwave from hitting him and knocking him across the screen. The shockwave keeps going no matter if Todo is hit. So you can use any level as anti air or a wakeup, level 1 might trade but it's all in your favor. This super juggles marvelously so it will get all hits as antiair or if comboed after the antiair wave. The super is tall enough to be antiair if you do it deep. His wave super works like a faster version of Magneto's shockwave/Venom's Death Bite in MvC2; to get full damage, you need to be midscreen so the wave has more room to push the opponent backwards. However, if you do manage to connect it midscreen (mainly after his command grab), this thing does HUGE damage. I mean, I've seen a combo of command grab, low forward, lv3 wave do 75% with R1 Todo against another R1. Neat.
QCF, HCF+P:
Todo's super counter. It can be done at any level and counters any attack except throws. Also, since the counter is active throughout the entire super(unlike most counters) the counter super is actually pretty safe at poking range. I will occasionally just randomly do super counters at my opponent's favorite poking range. The super is over before they can throw me and if they attack at any point during my pose, they will be countered. Super counters are also good against any readable attacks like in between hits of Kim's comet crusher or if you see an obvious honda/bison/blanka torpedo. Best of all, the super will counter other supers, and cross-ups! I like to use the super to discourage wakeup dp's/supers, then command grab em after I condition them to just do passive wakeups. Fun! The lv3 counter is still pretty risky to use unless you're absolutely sure it's gonna connect.
General: Chang;
The fat nose picking criminal from KOF with the ball and chain, bringing along his tiny Freddy-like sidekick Choi (NOT John Choi, mind you.). One of the more promising new chars, Chang's incarnation in this game is... original. Choi is what makes Chang really shine, and is absolutely essential to take advantage of him if you want to use Chang well.

Movelist:
Charge B,F+P:
His ball throw from KOF is relatively unchanged. Like all his other moves, it comes out a lot faster than before, but still retains a long period of autoguard before tossing the ball out. You can even use this as anti-air if you time the autoguard right (which isn't very hard). His HP version takes longer to come out (and consequently has more autoguard frames), but has slightly more range. His C version from KOF where he spins the ball first is gone.
Press P rapidly:
His ball swing is still comboable off of a LP. Even better, in CvS2 you can do c.LPx3 then the ball swing for a nice 4 hit combo. Good for punishing rollers. It still works well as anti-air if you've got fast enough fingers, and does HUGE chip damage if you trap your opponent in the corner. Although kind of a useless application, you can move forward and dissolve (non-ground) projectiles with this move also. Chang can cancel his ball swing by pressing PPP.
HCB,F+P:
His command where he slams you around does a LOT of damage. It doesn't have much range, but it's instant and I know tick setups qork quite well with it.
QCF+K:
Choi's "Drill Claw" (AKA Projectile Assist). Choi jumps off of the wall and drill claws at a height slightly higher than a high Tiger Shot. The strength of the kick determines where Choi starts decending. The height of Choi's flight prevents jump attacks and also allows him to fly over projectiles and drill your opponent. Nice move.
HCB+K:
Choi's whirlwind spin (AKA Anti Air Assist). Choi runs forward a distance determined by the kick you press, then does his whirlwind anti-air from KOF. While Choi doesn't have a whole lot of priority with this move, he does take up a lot of space while he's spinning and effectively covers you so you can attack.
DP+K:
Choi's cross slash (AKA Ground Assist). Choi runs forward a distance determined by which kick you pressed, then does his cross slash uppercut from KOF. Of all his assists, this one seems to be the most useless, since the Choi AAA does pretty much the same thing, but better.
QCF,HCB+P:
Chang's "ranbu" super is much, much, MUCH better than in KOF. At level 3, it can be used as anti-air, anti projectile, anti-roll, anti-ANYTHING. Does a ton of damage, and looks much better now, too. He does his normal string of attacks from KOF, then slams them around with his command throw, then Choi does his ground assist to finish it. Chang doesn't have his anti-air belly flop super, but this pretty much does the same thing. If the move is blocked/whiffed, Chang will fall on his face, leaving him quite open.
HCBx2+K:
Choi's super whirlwind super doesn't seem all that useful. Choi needs to run forward first before doing his move, making the super too slow for use in most cases. It does MASSIVE chip damage, however.
General: Haohmaru:
One of the more surprising additions to this game, the nappy haired main character of the Samurai Spirits games is very average in this incarnation.

Movelist:
QCF+P:
Haohmaru winds up, then launches a tornado with his sword. The tornado launches the opponent up in the air upon hitting, but it is still unknown whether you can juggle afterwards or not. While definitely not as slow as it was in SS, the tornado takes quite a bit longer than normal projectiles to come out. Recovery is about the same.
DP+P:
Haohmaru swings his sword in a circle, then does a jumping uppercut with it. The priority on the move isn't very good, but the range is. If you want to use this move as anti-air you have to do it early enough so that your opponent is within range of your sword, but not close enough to hit you.
RDP+P:
Haohmaru does a flip towards his opponent and slams his sword into the ground, functioning as an overhead. Somewhat safe if done at the correct distance, and is fast enough to dodge moves. Definitely not abusable, though.
QCF+K:
A fake projectile. Haohmaru winds up like he's going to throw a tornado, but goes back into his fighting stance instead. However, Haohmaru's projectile isn't a big enough part of his game to make this move useful.
QCFX2+P:
Sort of like a Shoryureppa, Haohmaru does a bunch of circular slices before doing his uppercut slice. Unlike Ken, however, Haohmaru's super has little forward movement, severely limiting its usefullness. The super doesn't juggle very well either. You get about two hits before your opponent bounces away.
(level 3 only) HCB,F+LP:
Haoh's much-talked about mega damaging super. He does a very large windup before doing his a glorified version of his s.HP. While the super DOES do a lot of damage (about 75% on equal ratioed characters), it comes out very slowly. It's impossible to combo, and its very hard to punish mistakes with. The move does have quite a bit of invincibility time, so the only way I found for it to combo was to counter a laggy move with. The laggy move goes straight through Haoh during his windup, and then Haoh punishes them with a huge smack with his sword.
General: Rock:
The Backstreet Boy reject is good. REALLY good. He's much faster all-around than he was in Garou with the exception of one of his special moves, and is one of the most well-balanced chars in the game. Although it's ridiculous to try to tier the chars at this early point in the game, Rock seems to have made a jump from the bottom tier in Garou to the top tier in this game. He's in contention with Hibiki as the new game-breaker. Oh, and for those of you that don't know, Rock is the son of Geese, yet raised by Terry. His fighting style is a hybrid of the two characters, and his personality is constantly fighting between his good and evil sides.

Movelist:
QCF+P:
A projectile exactly like Geese's Reppuken. LP and MP versions throw slow and fast ones, HP causes Rock to do two waves and throw them out as one big one; the Double Reppuken. The single versions have less than average lag, and the Double Reppuken is mostly useless except in combos.
QCB+P:
Rock flies forward and elbows his opponent in a fashion similar to Terry's Burn Knuckle, just MUCH faster. This move is a LOT faster than it was in Garou, and for the most part, safer. The LP version is completely safe given the proper distance. The MP and HP versions cause Rock to due a flaming palm attack after the elbow, making it better for use in combos. However, those versions are punishable if blocked. The LP version will get you a whole lot of mileage, however.
Charge D, U+P:
Terry's Rising Tackle. Not too useful as anti-air since Rock's normals do that job quite nicely, but still a decent wake-up/reversal move.
360+P:
Yep. He's got a command grab, the Shinkuu Nage. Rock basically does the same thing as Geese's punch throw but more stylized. The range isn't great, and I'm still not sure whether it's instant or not, but it's still a GREAT move to have. Especially when you combine it with:
During Shinkuu Nage: Press PPP:
Rock's ability to "break" the grab carried over from Garou. This has to be done immediately after grabbing your opponent, but the timing is much more forgiving than it was in Garou. Basically, you cancel the recovery time after the grab so that you can juggle your opponent with whatever you want. Rock tosses his opponent quite a distance behind him, so if you're midscreen about the only thing you can do is a Shine Knuckle super (darn. That's it?). If you're in the corner (your own corner) you can do whatever you want, from a s.LP to a Raging Storm. Rock also has a canned follow up to his grab. If you press and hold PPP after the grab, Rock will ready himself to shoot a blast of chi at his airborne opponent. Rock will let loose the blast when you let go of the punch buttons, but it has to be correctly timed for it to hit. Again, the timing for this is much more lenient than it is in Garou.
QCF+K:
A Counter much like his father's. LK for high moves, MK for mid, HK for low. If the counter connects, Rock does a mini Crack Choot (hence the name, Crack Counter) which knocks the attacker down. Since it knocks down, you cannot link a Shine Knuckle super afterwards unlike Garou. It's unknown whether or not the counter will grab supers like his father's.
QCB+K:
His Rage Run from Garou. Rock runs forward and does something different depending on the strength of the kick button you press to initiate the move. The run itself is much slower than it was in Garou, but now Rock has a new useful option to use. Doing the run with LK will cause Rock to do a quick, low Power Dunk overhead. It basically looks like one of the universal overheads from SF3. The new option, the MK version, cause Rock to stop when he reaches his opponent, ala Guy. The HK version causes Rock to shift behind his opponent upon reaching them. The shift can be canceled into the command grab for a nice surprise. Unlike in Garou, a successful command grab after the shift will still toss your opponent across the screen.
QCFX2+P:
The Raging Storm with a MUCH simpler motion. Unlike Geese's, it looks more like a wall of blue flames instead of a cage. Rock can hold down the punch button to delay the release, but there isn't much point to that. lv1 has to be done pretty early to function as anti-air, but levels 2 and 3 have plenty of invincibility time. A C Groove Rock can super cancel a lv2 Raging Storm into a Rising Tackle for more damage than a lv3, and for less meter.
QCFX2+K:
God. I HATE this move. Probably the best super in the game, the Shine Knuckle causes Rock to fly forward REALLY fast with his fist out. Almost AHVB fast. Levels 1 and 2 have about 2/3rds screen length, and the level 3 will shoot Rock all the way across. The level 3 has an ungodly amount of invincibilty frames, and follows up the punch with an elbow into a Rising Tackle. It's the perfect "counter everything" move.
(level 3 only) HCF,F+LK then upon hitting:
LP, LP, LK, LK, MP, MK, HP, HK, QCB+HP:
Geese's Deadly Rave. Outside of combos, it's not too useful since you have the faster Shine Knuckle instead. You can do more damage with this move, however, by foregoing the last QCB+HP and doing whatever you want in its place. For example, an N Groove Rock can combo into the Deadly Rave, forego the the last part and do a c.HP into lv1 Shine Knuckle instead. Somebody suggested that I do c.LP x2, c.MK into Shine Knuckle instead, but I haven't been able to try that out.
General Stuff: Joe:
The other half of the CvS1 championship team, Joe is quite a force to be reckoned with. Heck, anybody who moons you is top tier in my book.

Movelist:
Press P rapidly:
His multi-punch special is pretty much just like E.Honda's HHS, except you can combo it off a LP. I doubt there's a follow up, but Joe lunges forward like Honda does during the first few punches.
HCF+P:
His LP Hurricane Upper projectile is really good. It comes out very quickly and has as little lag as a sonic boom. It only goes 1/2 screen, but it's a solid poke. The MP version causes Joe to throw two tornadoes that go about 2/3rds of the screen. The HP version is slightly slower than the MP version, but the tornadoes go full screen. The tornadoes themselves are very good projectiles. They're about the height of Joe, meaning moves that will go over ground projectiles won't work against these, and moves that go under normal projectiles will also get smacked. It's also more difficult to even jump over these (especially with Chang).
QCF+K:
Joe flies forward with his foot out. This move has HUGE lag if blocked. It combos off of LP or LK, but I'd rather use the multi-punch for that purpose.
DP+K:
Joe does a flaming knee anti-air. While the move does have a good amount of invincibility time to it, the knee itself comes out fairly slowly. If you it with normal DP timing, there's a good chance your opponent will pass right through you and be able to block the move when he lands. It makes a good reversal/wake-up move, though.
HCB+K:
Looks and functions almost exactly like a Crack Shoot, which is a huge advantage to have. Terry's kick comes out a bit earlier and stays out a bit longer, however.
QCFX2+P:
The Screw Upper. Joe does one uppercut which produces a stationary tornado, then another uppercut which turns it into a huge tornado that travels forward. It isn't very good anti-air unless you do it at lv2 or above. Combos well, though.
QCF, HCB+P:
Joe completely spazzes out and rushes forward attacking, does a few tornados, does his knee anti-air and then finishes you with his crack shoot. Decently anti-projectile at lv3 if you're within half screen, but otherwise only good for combos.
(level 3 only) HCBX2+P:
I love this move. Joe faces towards the screen and does an uppercut with both arms, creating a huge tornado on both sides of him. INCREDIBLY goofy looking. Obviously, this destroys jump-ins of any sort, be it a cross up or whatever. It also has a vacuum property which prevents any accidental one-hitters. However, if this move is blocked on the ground Joe is left pretty vulnerable.
General:

The Returning Characters:

For the most part I'm pretty pleased with what Capcom did with the old chars. Cheesy stuff such as Terry's roll into Rising Tackle ad infinitum and Iori's column super trap have been removed, and most chars that were lacking in the first game are now solid competitors.

Vice:
She seems to be pretty much the same old freaky Vice, but meshing her EX and Regular personas. Mai:
Though the inspiration of the Dead Or Alive series has gained most of her moves from both her EX and regular versions, the way she plays is basically unchanged. Rugal:
The KOF boss has undergone a huge improvement, and the report comes courtesy of Colin and Laicram. (question: is it pronounced "ROOgle" or "rooGAL"?) Yamazaki:
The best Ratio 3 character from CvS1 has subtly improved all around. He should be a favorite among those that like to use the bad guys. Geese:
The master of Tae Bo is back after yet again falling off of a balcony. Somehow, he improved from the experience. Thanks to Laicram for his contributions, who still cannot escape, wrong, death. Benimaru:
The man of questionable sexuality is now a much more complete character, thanks to one new move. King:
The woman of questionable sexuality has remained relatively unchanged. Basically the normal version from CvS1 plus a few new things. Ryo:
The main character of the awful AOF series has definitely improved, though the actual changes are subtle. And to the fanboys, NO, he does NOT have his goofy KOF stance. Get over it. Yuri:
The contender for "most annoying char ever" is now... MORE annoying! Kim:
The sole representative of KP in CvS1, Kim has slightly changed for the better, merging his EX and Regular personas. Kyo:
The flamer from the KOF series has underwent a much-begged for improvement in this installment. Whether he really needed it or not is debatable. Iori:
The rival flamer has also improved, though the change is mainly from the engine and not within the character. Raiden:
The goofiest char of them all has undergone a big improvement, meshing together all of his moves from EX and regular from CvS1. However, given Chikyu's dominance with him at B5, we might have something scary here. Nakoruru:
AKA, "Bitch Whore". Capcom did a very good job toning her down; She's still a very good char, just not "I am the top AND mid tier" good. Akuma:
He's a lot more like 3rd Strike Akuma now, which isn't necessarily a good thing. Ken:
Shoto #2 has about every move he's ever had now. Unfortunat