CAPCOM VS SNK 2 ~ Todo's Tourney
How to make Todo Happy, and other stuff...
By Rokiseph
Copyright 2001
Second Revision									
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Hey, this is copyrighted, and you know it. So far, it's going to appear 
in Gamefaqs first and nowhere else as of this date 07 November 2001. 
Since nobody wants to do his FAQ (just like the book publishers didn't 
want to publish Todo's Autobiography and the TV producers didn't want 
to make his "How to win with Todo Style" Videos), I'll do it. The FAQ I 
mean.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Ok, we all love Ryuhaku Todo, lets face it, he's one of the good guys, 
he wears a dress, and he has a cool looking Kasane Ate and a Beautiful 
Daughter Kasumi.

He has been around since ages ago, and appears as one of the more 
useful strikers in KOF 2001. Besides AOF and KOF, he has been lying low 
(recovering from the bruise he got from Ryo in AOF, just check his 
losing pose and his blackened face in KOF), until now! The New 
Millennium! To appear again!! And get laughed at for being a useless 
character......until now!(Again)

=======================================================================
I don't own a PS2 or Dreamcast, and I don't know how much damage each 
move makes, if anyone knows please help me by telling me the details, 
thank you. I'd really greatly appreciate it, and so would Todo users 
around the world.
=======================================================================
Let's Help the World discover the Power of Todo Style!

Well let's First gauge the usefulness of Todo's Normal moves shall we?

NORMAL ATTACKS
I use the words Light, Medium and Heavy for the respective attack 
strengths.
S - Standing
C - Crouching
J - Jumping
B - Back
F - Forward
L - Light
M - Medium
H -Heavy
P - Punch
K -Kick

Soooo...When Todo is Standing Still....
Light Punch - Just a Normal punch, but comboable into another S/CLP or 
S/CLK

Medium Punch - A very good Ranged move that comes out fast and 
straight, abuse this by running and MP to hit an opponent Mid range 
from you. 

Heavy Punch - A move that moves Todo's body forward to give a Chop 
around head level. A reasonable anti-air, but there are better. 
Important in A-Groove though (explained later)

Light Kick - A little kick in your shin

Medium Kick - A further kick than LK but nice to keep someone away.

Heavy Kick - A Long ranged kick that does good damage. If the opponent 
is near, he will do a close sidekick high into the air though.
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And when Todo is Crouching....

LP - A Light punch , comboable into another LP or LK, or into a CHO -
Kasaneate.

MP - His best crouching move, his CMP is the best crouching move to 
follow up into a light Kasane ate. By itself, it comes out fast and 
recovers fast. More uses for it later in Strategies section.

HP - ABUSE!!! ABUSE!!! His crouching HP is one of the best Anti-Airs in 
the game (according to Todo). He pokes his Elbow up and out and high, 
hitting anyone before they expect to want to hit you. Anyone jumping 
towards you repeatedly will go nuts trying to figure what went wrong 
with their kick.

LK - Just like the LP

MK - Somewhat like that CMP, you can cancel it into a light Kasane Ate. 
But not as usable as the MP.

HK - A sweep to knock the opponent off his feet.
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AND if Todo is Jumping

LP - He jumps and extends his hand out.

MP - He jumps and does a chop with his hand.

HP - He Jumps and Gives a Strong punch downwards.

LK, MK and HK - I guess I would recommend he use his HK because it does 
the most damage, but if you want to attack deep into the opponent to 
combo on the ground, you should be careful not to stick out your HK too 
early, but otherwise ok.

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SPECIAL ATTACKS
Ok here's the fun part..
QC -Quarter Circle
HC - Half Circle
DP - Forward, down, diagonal move, like as in Shoryuken.

THROWS!
Body Slam -     B/F + HP
Head Crack -    B/F + HK

Comment : Do the HK version of throws (even for other characters) 
because they usually do more damage than the punch version.

=======================================================================

SPECIAL MOVES
Todo Low Sweep!!     F + MK
Todo shifts his body down and forward, and does a very long ranged 
sweep half a screen away. Good to do to hit unsuspecting, standing 
opponents down. If you can gauge well, you can get the person with the 
tip of your foot and be too far away to be counter attacked. Doing it 
close however, puts you just *next* to the opponent, and into trouble.


Kasane Ate           QCF + P
He does forceful movement with both his hands and sends an energy wave 
crashing down. This move has very high priority and can cancel 
fireballs and hit enemies behind. LP does a Fast but short Kasane Ate. 
HP does a long ranged (Half Screen!) but recovers slower.

Kuuchuu Kasane Ate   QCF + P in the air
Todo does a Kasane Ate in the when he is in the air, which also can hit 
a standing opponent if done low enough. This move causes Todo to pause 
in the air then drop down.

Anti-Air Kasane Ate   DP + P
Todo does a small Kasane Ate Diagonally, just above/in-front his head. 
A nice Anti-Air if you can anticipate the opponents jump, and can 
cancel air fireballs and still hit the guy who did it.(Think Gouki). 
Has it's own uses in A-Groove though.

Tatsumakisouda (Not the real name)        HCB + P
Ahhhh, a good move, yes indeed. Todo grabs the opponent and slams his 
palms into their solar plexus, stunning them for a moment. This 
unblockable move stuns the opponent for a good long while, enough for 
Todo to do a Combo, or just to a Cho-Kasane Ate straight away.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

SUPER MOVES!

Cho Kasane Ate        QCF twice + P
WHOOHOOO!!! THE BEST SUPER IN THE GAME !!!(According to Todo). But 
seriously, this move has a fast startup, and continues even if you get 
hit. This move is very good, hits opponents even if the are in the air 
(higher than Hadouken level). The level 1 hits for 5 hits , level 2 for 
7, both doing moderate damage, and travels 3/4 of the screen. The MAX 
version however.....Todo considers to be another move...
**********
MAX Cho Kasane Ate!!!

This MCKA hits for 9 hits, and travels the full screen. The thing about 
it is that you can do it even when the opponent is jumping AWAY from 
you, because the MCKS travels so fast, it will hit them before they 
reach the ground! It does helluva lot of damage and dobody dares to 
jump around when you are at MAX mode. It hits for more hits for some 
character in Mid Air (11 hits for a Zangief under certain 
circumstances)

Kuzu Otoshi            QCF-HCB + P

Ah..the best counter move in the game (According to Todo). Todo stands 
still and anticipates an attack. And if he IS attacked (By ANY bodily 
projectile, except Mamahaha and Choi of course)he will slam the 
opponent into the Ground and hit them (level 1 and 2 ) or Slam them, 
Punch them, then hit them with his bootiful fan! Nice move if you 
expect the opponent to jump and kick you. Also good as a get-up move.

										

STRATEGY TIME!!!

Before that, of course you'll ask yourself, "What Gets you Groovin' 
baby?" or what gets Todo grooving baby?

C - GROOVE
Well, if you're  using C-Groove, Todo can now roll and hop around like 
a bunny. Ok now if you are used to playing C-Groove, then Here's what 
Todo comments about his strategy :

Hopping is useful here, because of the short hop followed by the 
Tatsumakisouda (From now on TS), which can be followed by a CMP -> 
Light Kasane Ate.

But the main thing about C-Groove is that it is one of the two only 
Grooves where you can store the Max specials indefinitely, unlike all 
other grooves that have a time limit to Max Modes (SNK Grooves). You 
can now take your time to strategise and try to grab an opponent with 
the Tatsumakisouda, or just do the Cho-Kasane Ate when you need to.

Strategies Specific to C-Groove
Todo, just like Kasane Ate, is a moving wall. In C-Groove, he can and 
Will store his power bar very fast because of the repeated Kasane Ates 
is continually done to pressure the opponent. His ability to roll will 
make opponent think twice about making moves with a long lag time 
because if he rolls past the attack he might grab with a TS. Also, Todo 
can hop and follow up with a TS. Todo in C-Groove doesn't mind getting 
cornered, because either you counter then next move, or if you have the 
Cho Kasane Ate (CKA), just do the Max once the opponent does ANYTHING 
that leaves him even slightly open. Also if the opponent jumps towards 
you when you are in the corner, he will never get behind you. Knowing 
this, quickly determine if he will be able to hit you once you get up. 
If you can get the CKA out even One frame before he hits you, at most 
he will kick your head, but he will eat the entire CKA. And it hurts. 
So far Todo hasn't found a use for Cancelling the CKA level 2 into 
anything else. But he hasn't tried canceling his level 2 Kuzu Otoshi 
yet (Maybe into another Kuzu Otoshi? ). C-Groove has the Timed 
Recovery, which is a move Todo likes. Due to the ability to throw off 
the opponent's attacks, Todo may actually do a get up Kuzu Otoshi when 
the opponent expects something else. Todo regrets this Groove doesn't 
have Short Jump.

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A- GROOVE  for Todo

Haahahahahahaha~~ is what Todo says about A-Groove.
He says that A-Groove is similar to C-Groove, since it is also easy to 
fill up the power bar, you can hop, and you can roll. But of course now 
you have the immediate recovery after getting hit down, which is useful 
in getting back into the action. But now he doesn't have the air block 
anyway. ("Bah" he says, "I jump to attack, not to BE attacked.")

Of course, what Todo is really laughing at is - Custom Combos
In reality, Todo's Custom Combo is potentially the strongest in the 
game (This time I say so, not Todo). Why?
Custom combos modify the damage to become 1 dot each after the Seventh 
hit. So lets say you trap an opponent in the corner and start to custom 
combo him, Kasane Ate * 20 times, maybe, well, maybe you will get a 
nice amount of damage in. But what if you break the pattern halfway 
with a TS? The TS is not counted as a combo, but the fact that you got 
it in means the damage counter starts from scratch, giving you the 
chance to get in a few more damaging hits again! The only other 
character that *may* do it is Yun with his overhead grab, but other 
than him, no one else. 

Anyway, his custom Combo is, if you're not close to the corner, works 
like this. If you are a bit far from the opponent, do your SHP 
repeatedly until BEFORE you are to be too close to him (that's when 
your SHP will change from the chop to a close elbow), follow up with a 
SMK to push him further so that you can continue with your SHP.

That's just to push him into the corner, a problem many other 
characters have.

Next, is what you do in the corner...what else, Kasane Ate all the way, 
until when your bar reaches the end when you finish off with a CKA. But 
you could try the variation where you give a break in between and 
attempt to catch the opponent with a TS.

There's a list below for common A-Groove Combos.

BUT, A-Groove has no Max Cho Kasane Ate. Very sad. Unless you love 
Custom Combos so much and can do it well, you won't end up with more 
damage than a Max CKA.

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P-Groove for Todo
Anyone in P-Groove is formidable. Assuming you can Parry most of the 
things coming your way. Todo in P-Groove may take a long time to build 
up his Super bar though, but at least it stays there indefinitely. 
Also, you can dare to jump in to ANY character, force parry your way in 
front of the character, and grab with the TS. Actually, if you dare to, 
learn to Parry -> TS all close moves, especially when you are just 
getting up, and someone is trying to light kick you to death or 
something. That's Todo's (And other Grapplers) advantage in P-Groove. 
Of course, P-Groove has the Short Jump, and Todo does a good Short Jump 
HK. This is a good alternative to Hopping to grab with a TS, since now 
you can't roll, you can jump over attacks and kick em' in the head 
before they can do anything else.

Author's Comment : See the Short jump as another Roll or Dodge. It's a 
very good move to abuse because it's harder for opponents to anticipate 
and give you an anti-air. Furthermore, a short jump leaves your body 
further away to be fully anti-aired, while your leg is sticking out far 
enough to kick the other guy. Imagine a crouching Haohmaru waiting to 
CHP you, if you small jump, you're more likely hit him before he can 
hit you.

Other than this, nothing else much in P-Groove.

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S-Groove for Todo kun
Todo likes S-Groove, but only when he is on the losing end. Otherwise, 
he finds it troublesome to charge up the power bar for a CKA. However... 
Todo does have the Kasane Ate, and charging does recover immediately. 
It is then more of a Kasane Ate -> Charge until opponent does 
something-> Kasane Ate. Ok, Todo doesn't find it so bad after all. 
(Make up your mind old man)

But Todo is VERY Happy with running, because he can abuse the Run MP 
move. Just Run towards the opponent, hitching up your dress and all, 
and suddenly WHAM MP.

He likes the dodge too, because he can dodge -> cancel P attack -> 
Combo with KA or CKA.

And he has the SHORT JUMP!! Whoohooo, explained in P Groove.

And when his life is low and Flashing, the ability to do CKA ANYTIME 
can really unnerve the opponent into cowering like an idiot. It's when 
his life is low in this groove where YOU should pressure the opponent, 
and not start playing defensively.

But, Todo although liking S Groove doesn't like it as much as some 
other grooves ("BUT" he says "The Max Cho Kasane Ate in S Groove Rocks 
my World, because when I'm desperate and powered up, I can destroy even 
a Truck with that one move).
Rokiseph Comments : It's true, his CKA or anyones Max in S groove, is 
even stronger than a Max in K Groove.

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N-Groove for the Dragon Man

N-Groove. Hmmm, Todo finds this Groove well balanced. He can run, he 
can roll, he can short jump, he can guard counter, and he can Guard 
Cancel....
What is this?
Counter Evasion?
Gasp...

Strategies Specific to N Groove.

Todo is versatile in N Groove, his mobility is greatly enhanced because 
it is the only groove where he can and I Quote "Hitch My Skirt and Run 
Like the Wind then Roll like the great Waves".

Being the only groove where you can run then roll makes Todo a very 
irritati.....ummm...formidable opponent. Opponents don't know if he's going 
to suddenly stop and Punch, or jump, or ROLL. Todo also loves to just 
run, All the Way in front of the opponent and suddenly TS!!! (It works, 
try it).

Also, once he gains 3 Power bars, he can activate one, keep one to 
Counter Evade then do a Max CKA!!! Of course it sounds so easy but, I'm 
just saying the versatility of Todo here. No other Groove lets him 
Counter Evade and follow up with any move.

Well, a nice well balanced Groove for everyone and Todo. Heh. That's 
it.
Todo : "Move on Kid"
Allright...sheesh

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K -Groove for Todo

Personally I love using a Ratio 4 Todo  on K -Groove...Why?

Strategies specific for K-Groove

In K-Groove, charging up can be either very fast or very slow. If you 
can just defend 12 times, you will get a full bar, if you get hit, you 
will also raise your power bar by a significant amount depending on how 
much you get hit.

Knowing this, you can very easily get a Max power bar in a very short 
amount of time if you are aggressively attacking, just defending, and 
getting hit once or twice. A nice way to get to Ikari mode. As Todo 
says : "Nothing like a good first 20 second warm up before I get into 
my real fighting mode. When they know I'm angry, they just keep away 
because they fear my CKA. Because they try to wait out my anger, I can 
safely use this to press the attack and trap them into the corner and 
try to break their guard. For those foolish enough to go ahead and 
attack me, I give them a well timed Max CKA."

Rokiseph comments : Having a Ratio 4 Todo using K-Groove is better than 
a Ratio 3 2 or 1 because of one simple reason. You get rage as fast as 
the other Ratios do (corresponding to the kinds of hits) But in the 
end, you have more life to continue the battle with, and your Max CKA 
can cause 90% damage to a Ratio 1 character. It is a fair deal because 
assume you just got hit by a Ratio 4 Haohmaru's SHP, if you were Ratio 
1, 2 3 or 4, you would probably have a full Rage bar. But if you were 
Ratio 1, 2, or 3, you would have a whole lot less life than if you were 
Ratio 4. I'm just stating the obvious here of course, but it is easy to 
see that it just might be better to have 3 characters in S groove 
because you have 3 chances to have a flashing bar. On the other end, it 
is better to have a Ratio 4 K-Groove worthy character because he will 
be raged within a short amount of time.

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GENERAL STRATEGIES for Todo...

Todo says :

1. Use the basic moves often. The Kasane Ate should be often used. If 
you think you can get in a Kasane Ate that will be blocked, Do It 
anyway, because any amount of damage you can do counts towards the end, 
and the Guard Breaking capabilities for such a ranged 3 hit move are 
high.

2. Use the Light Kasane Ate even if you are far away, at least you are 
doing something, which makes you seem like you are attacking. At the 
same time, you are charging up your bar (CAPN Groove). 

3. Always be prepared to do an Anti Air (CHP). After hitting the 
opponent out of the air, he will fall in range for a Heavy Kasane Ate. 
Do it, if he blocks it, he gets chip damage, if he doesn't, too bad. 
However, watch for opponents who can roll - because some opponents 
catch on and roll once they hit the ground, thinking you will do a 
Kasane Ate to hit them. Once they catch on, either delay your kasane 
Ate or just grab them with the TS when they roll. But be careful for 
characters with a short roll, you might just grab empty air.

4. There are many opponents who like to safe fall. Note that the safe 
fall is not invincible, and if he continuously does it, follow up with 
the most damaging move you have at hand if he is close enough. 

5. You are NOT afraid of Fireballs. You Will do a Kasane Ate to whiff 
those fireballs and hit whoever just did them. Read this and Weep 
Sagat. No offence. 

6. Don't be afraid to Slam someone if they roll towards you. Better 
yet, do a TS then your basic combo. Your basic combo is CMP -> Light 
Kasane Ate. A Ratio 4 Todo Doing a TK -> CMP -> Light Kasane Ate takes 
HALF the life of a Ratio 1 character. DO it when you can.

7. Some characters like to walk back and forth to confuse you. Just 
walk back a bit, then do your Forward MK to sweep him off his feet from 
far away. Your far starting point should get your toe tip to hit him, 
so if he blocks, you will be far enough to block any oncoming attacks.

8. There are many fast characters that will keep jumping at you. And 
sometimes, your CHP won't work (especially against the likes of Balrog 
the Spanish Fighter. Don't forget you have the Anti-Air Kasane Ate. 
Although it takes some guesswork, just pull off a heavy one if you 
think he is going to jump at you, once you show them that you have 
another reliable Anti-Air, they won't try to do it so much.

9. The Air Kasane Ate is Not useless. Often times, people forget about 
it. When you are jumping towards a recovering character, they might try 
to hit you with an anti-air of their own (ShoRyuken, Tiger Uppercut 
etc) The thing is, you have nothing to lose if you do your jump such 
that you will do a Air Kasane Ate on them just as they are about to get 
up. The Air Kasane Ate does hit standing characters see. The Air Kasane 
Ate also makes you stop where you are jumping and fall down, so it's 
good to stop yourself from jumping to the wrong place. Heh.

10. Practice your Kuzu Otoshi such that you can do it very very fast. 
Many opponents like to do Non -Valid combos (A good example is Ryu's 
CLK -> CLK -> CMK -> Hadoken, or Balrogs CLK -> CLK-> CMK -> CMP etc). 
The thing is, when you can see the pattern, you can activate the Kuzu 
Otoshi during that split frame where the moves don't actually connect 
(Between the CLK and the CMK). Your opponents will be very surprised at 
this because it seems like it came out from nowhere, but in actuality 
you just read his moves correctly. By then his leg is already sticking 
out and it's too late.


Well combo time
Although Todo doesn't really have lots of them

COMBOS

1. Tatsumakisouda -> Crouch MP -> Light Kasane Ate /Cho kasane Ate
2. Tatsumakisouda -> Cho Kasane Ate
3. LP -> LK -> Cho Kasane Ate.
4. Jump HK -> Crouch MP -> Light Kasane Ate /Cho kasane Ate
5. Jump Medium kick, hitting behind the opponent -> C.LP -> C.MP -> 
Light Kasane Ate / Cho Kasane Ate.

Non -Combo pressure tactics.(Just to decrease the Guard bar a notch or 
two)
1. CLP -> CLP -> CMP -> Light Kasane Ate
2. CMP -> CMP -> Light Kasane Ate
3. CLP -> CMP -> SHK
4. Light Kasane Ate -> Light Kasane Ate -> Light Kasane Ate......... if the 
opponent is trapped in the corner and you are very close. But of 
course, stop when you feel that he's going to attack or move.

A-GROOVE COMBOS
Tatsumakisouda -> Custom Combo -> Tatsumakisouda-> Standing HPx2 -> 
Tatsumakisouda  -> Standing HPx2 -> If in corner go to A, if not go to 
B

A -> Light Kasane Ate * N -> Cho Kasane Ate.
B -> (Standing Hp x 2 -> Standing Mk) x n, until you reach the corner 
then continue with A, or just end with Light Kasane Ate -> Cho Kasane 
Ate.

Why not continue with (Tatsumakisouda-> Standing HPx2) x n all the way? 
Because it wastes time. Every Dot counts and you're doing only 1 dot of 
damage for the TS after the seventh hit. In that time you can do 2 
Standing HPs already so don't waste the opportunity.

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Against Some Characters

What do I do against...

Blanka's Roll
Block high and Forward Medium Kick.

Balrog's Flying Barcelona Attack
Kuuchu Kasane Ate

Vega's Head Stomp
Block the Head Stomp, do a Kuchuu Kasane Ate after that Anyway.




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Well that's it until the next update!!!

Thanks to everyone that helped me with CVS 2
Thanks to GameFAQS
Thanks to Capcom and SNK of course.
Thanks to just about everyone else that makes my life happy.

By Rokiseph
Copyright 2001
Mail me at Rpika2@hotmail.com
