Articles & Features


CvS Hold Glitch Explained!

By Derek Daniels, David Dial, and John Choi

November 20, 2000 - There has been a new glitch that has been recently discovered in Capcom Vs. SNK (CVS), in which we think will shake up on how the game is played. This glitch will allow you to gain tons of meter from a throw. When we were first talking about it, the implications didn't seem that bad, but the more we got to play around with it and test it with all the characters - the better it got. Due to the nature of this glitch, there is no way to ban it within tournament play, so like it or not, CVS is about to have its first significant change in gameplay.

Video Link
Meter Madness!

The Glitch

First, you must be in Capcom Groove. We tested this with SNK Groove and it does not work. The setup requires your opponent to block either a Fierce or Roundhouse. Now, this can be any type of Fierce or Roundhouse - ground based, jumping, even a special move done with Fierce/Roundhouse (such as fireball) or even a level 2 or 3 super. Unfortunately, if you perform a level 1 super with Fierce/Roundhouse - it doesn't seem to work. Once the opponent has blocked the Fierce/Roundhouse, your next move should be a hold (see list below for the entire list). While you are performing that hold when mashing the joystick/buttons, the amount of meter that you gain will go up TREMENDOUSLY!! As an example, if a meter-less Blanka jumps at the opponent with a Roundhouse and the opponent blocks it, then his next move is his punch throw (the bite). During the bite, if he mashes he can build up to Level 2 by the time the throw is done!! Another good example is with Honda - he can jump towards the opponent with splash (Roundhouse) then throw immediately with Roundhouse (the bear hug) and watch the meter build up!!

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Give me a hug!

Detailed Look at the Glitch

Since the glitch arises from having your opponent block a Fierce/Roundhouse, it is our opinion that while you are doing the hold, the amount of meter you gain is directly related to being Fierce/Roundhouse damage. If you have the opponent block a Jab/Short then perform the hold, you will gain nowhere near the same amount of meter. However, if you force the opponent to block Blanka's Low Forward (Down/Back+Roundhouse) - then bite them afterwards - you will still gain tons of meter.

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Ryu is baited...

If you have the opponent block a Fierce/Roundhouse - lets use a Fireball as an example. After the fireball, you do a whiffing Jab/Short - this will result in nullifying the glitch. However, if you do a whiffed Fierce/Roundhouse after whiffing that Jab/Short - it will reset it back to glitch status!

Even though hitting Jab or Short will nullify the glitch. If you force the opponent to block a Fierce/Roundhouse then roll (Jab+Short) this keeps the glitch intact! So Sakura can do stuff like cross the opponent up, then roll as she lands, then throw and still be able to mash for insane amounts of meter.

Advanced Uses of the Glitch

Since you are able to build up so much meter in so short of time, there are a few really good uses of it. As mentioned above, every cross up attempt that Sakura goes for, if the opponent blocks, she can throw them and gain free meter basically. EX Balrog can do a Roundhouse Turn Around Punch as the opponent is getting up, then throw them with Roundhouse, and super as they fall from the throw, then try to throw them again! Dhalsim can throw the opponent in the corner with Fierce (Yoga Noogie!), then level 2 super as they get up, throw again, and if he didn't build up enough meter to level 2 super after that throw, he can do a Fierce Yoga Flame and if the opponent blocks that, he can throw them after that, then go for another level 2 super.

We are sure that is just the tip of the iceberg - if you guys play around with it you will be able to find more practical uses.

List:

Capcom

  • Sakura - Punch Throw
  • Dhalsim - Punch Throw
  • Blanka - Punch Throw
  • Honda - Kick Throw
  • Zangief - Kick Throw
  • EX Balrog only - Kick Throw
  • Bison - Kick Throw
  • Sagat - Kick Throw

SNK

  • King - Punch Throw
  • Kyo - Kick Throw
  • Raiden - Kick Throw
  • Kim - Kick Throw
  • Nakoruru - Kick Throw

Note: With Bison and all SNK Characters besides Raiden, they have a normal throw that hits the opponent (usually more than once). You can't mash this for TONS of meter like you can with the characters that have holds (such as Zangief), but their throw will still add more meter than it should.

Special thanks to Merill Ronquillo.