Part of the system in Capcom vs. SNK 2 allows extra inputs in special moves to be used and still allow the move to perform. If one of those extra inputs is an up, it is possible to avoid special/super throws by "jumping," then canceling the jump into a special move. This video shows some examples.
Before a jump, you have something called pre-jump frames, which are the frames where your on the ground and about to jump. A certain amount of those frames are invulnerable to throws, so if an opponent tries to throw you during those frames, their throw will whiff.
So you can cancel your jump during it's pre-jump frames to cancel your jump into a special and blow through their throw attempt.
ppoint432 4 years ago
Wow , ô_ô impressive. Can you explain this ?
LeProfessionnel2 4 years ago