Preface / What this is and isn't

Howdy. This will be tersely written and I will be glossing over stuff because there is a lot of data to cover. This document solely covers sound effects and vocal cues as used in Marvel vs Capcom 2. There are 59 character files (3 total for Abyss) and 3 base game files (attract screen (SYUK), ending/credits (STAF), and common effects (COMN)). You can play along at home with the Collection sound files by using CollectionTool, ArcTool, or Paxtez's Mod Manager to extract out "game_5s.arc" which hosts all the Collection sound files. If you want to compare with the NAOMI sound files, I have put up a copy of those here for evaluative purposes.

It is important to note that this document is first looking at things at the individual sound cue level NOT I repeat NOT as the "playback within the game" level. This is because there are ~1480 sound cues. Anything highlighted below (green == improvement, yellow == noted but not important, red == worse) indicates a possible problem that should be fixed. Every individual update needs to be tested to make sure it's improving things: they are doing runtime post-processing on some of the sound effects, and that can make them sound correct again once you're in the game. (In theory they should just be using the correct cues in the first place and saving CPU cycles, but whatever.) Furthermore, post-processing can make correct cues sound incorrectly: the game itself is the only test of what is right.

I have finished taking a full pass over each audio cue included in the collection as played back outside of the game at a sample/cue level. I marked all changed/updated cues as such. I then isolated all changed cues to determine where they were used in game. I then compared that playback versus the playback within the Dreamcast version of the game within the reDream emulator. Anything marked "Confirmed changed" below (or similar indicator) indicates that that cue appears to have changed for the worse. The next step now that this list has been created is to go back through and try to make fixes available for each of them. To recap:

Fix steps:

  1. Find and identify all changed sound effects. DONE!
  2. Verify that they're a problem in the game.
    1. Figure out where each changed sound effect is being used - what move(s) it's associated with. DONE!
    2. Compare that sound in-game versus the sound as heard from "reference" playback on a silent mix within reDream. DONE!
  3. Create a fixed sound effect for each issue found. Partially done: 2025-01-09 Proposed Fixes here. (You can either listen to them or copy them into your game_5s arc, w/e.)
  4. Verify that the change makes things better.
Note: I understand some people like the Collection sounds better, and that is excellent to hear. My interest is in solving this problem for people who disagree. Plus there are things like audio artifacts and Sentinel's sound effects that are in inarguable technical error. I plan to make things better: if things are already great for you, that is excellent. :)

Quick Summary!

After listening to every audio cue in the Collection in isolation within the game and without, I believe the following cues are changed in the MvC2 collection. This list may be imperfect: these are just the differences I was able to identify. Note that the cues in the Collection have significantly boosted volume: that can trick your ears into thinking things are changed when they simply are more apparent now. NKI's audio analysis video is a particularly great highlight of some of the changes. If I missed something that changed negatively, please let me know so we can track it.

Errors or changes in MvC2 Collection audio
PL07 Wolverine: SFX 31: berserker barrage (x), tornado claw Fixable
SFX 34: taunt claw clink Fixable
PL0D Hulk: SFX 31: Gamma crush boulder blowing up Fixable
PL0F Dr Doom: SFX 36: flight Fixable
PL10 Tron Bonne: SFX 30: walking forwards, coming to rest from FP I can't tell
PL15 Amingo: SFX 36: sun's blessing super Looped: hard to fix quickly
PL16 Marrow: VFX 14: "Show me your gut" (Collection cuts off the "s" from "guts") Fixable
SFX 31: LP Fixable
PL17 Cable: SFX 35: hyper viper beam I can't tell
PL1C Megaman: SFX 30: rush drill Looped: hard to fix quickly
SFX 39: charging buster Looped: hard to fix quickly
PL1D Roll: SFX 30: rush drill Looped: hard to fix quickly
PL1F BBHood: SFX 30: FP shooting Looped: hard to fix quickly
SFX 36: fierce hunting Looped: hard to fix quickly
PL2A Storm: SFX 30: LP Not improved
SFX 32: cFP/FP/MP Fixable
SFX 34: FP throw Fixable
PL2C Magneto: SFX 30: LP Still bad: playback speed?
SFX 31: MP Still bad: playback speed?
SFX 34: EM disruptor (subtle?) Fixable
PL2D Shuma-Gorath: SFX 33: Chaos Dimension capture Looped: hard to fix quickly
SFX 34: Chaos Dimension release Looped (shorter): hard to fix quickly
SFX 35: FP Looped: hard to fix quickly
SFX 36: RH throw Looped: hard to fix quickly
PL2E War Machine: SFX 35: cFP Fixable
PL2F Silver Samurai SFX 31: Raimeikin Looped: hard to fix quickly
SFX 32: Shuriken Identical at sample level: not sure how to fix
PL34 Sentinel: SFX 00: should say "Unit Destroyed", says "Unit" instead Fixable
SFX 01: should say "Damaged", says "Unit Destroyed" instead Fixable
PL39 Bonerine: SFX 31: berserker barrage (x), tornado claw Fixable
SFX 34: taunt claw clink Fixable
SND_COMN: SFX 00 79: gambit FP throw No improvement?

General MvC2 versions info

Marvel vs Capcom 2 for NAOMI and Dreamcast both use DTPK (Digital Track PacKage) storage. All character sounds are identical. The COMN sound files have different samples used for the loading tunnel sounds. The Dreamcast COMN DTPK also adds ~4 cues for the menuing sound effects. The structure of MvC2 DTPK character files generally use group 0 for P1, group 1 for P2, and then have about 42 tracks per character. Many of those are empty/unused tracks. For some sound effects such as Tron drill, the exact cue is used at the sample level and shared for multiple tracks, but each DTPK track data specifies to play the cue at different rates.

The PS2 uses different audio storage, some IECS PSF nonsense that I've never cared about but might be referentially relevant now. It is quite possible that this was the source for the iPad version sound that are in turn used for the Collection. Supposedly a friend may be getting me these PS2 files: will update here if I see anything interesting in them.

I don't know about Xbox OG.

PS3/XBLA uses the DC DTPK files.

iPad, and this is where it gets interesting, uses extracted WAV files. These are not the same audio cues as used for NAOMI/Dreamcast. All empty tracks are dropped out of the sound packs and the tracks are named instead of numbered. No cue is reused: every track is now its own unique file.

The Steam Collection uses the iPad WAV files with a little bonus data injected, evidently for Capcom MT framework compatibility. That data is incorrectly injected into the WAV file (they didn't reset the file size value) so WAV parsers will be slightly confused by it, but it should play back correctly. The volume was significantly boosted for most cues. There is some run-time post-processing potentially being added in game as well, but we'll ignore that for now. Steam uses numbered files again, not named, and does not include individual empty tracks. All empty/unused cues on Steam are handled by the "blank.724DF879" files. Any ".724DF879" file in the collection is a muffed RIFF WAV file and should be playable by any non-strict player that can play back WAV files. (The Collection ignores the RIFF file size value, so if you really care you can fix those values and your WAV tools will be slightly happier.) WinAmp won't play 724DF879 files. I'd recommend playback via foobar since that lets you turn on visualization options so you more easily notice if content is clipping.

Not important but I am writing this down for reference: the collection also uses SRQR (1bcc4966) and SBKR (15d782fb) files as the wrappers for each character's set of WAV files. In the SRQR (1bcc4966) file for Storm, we have 0x2c (0n44) entries as established at offset 0x08. Entries start at offset 0x48. These data chunks seem to have modifiable variables at 0x16 (1 byte), 0x26 (2 bytes), and 0x2c (2 bytes). Everything else seems functionally const. Offset 0x16 might be priority level. There doesn't appear to be anything useful here.

In the SBKR (15d782fb) file for Storm, we have 0x2c (0n44) entries as established at offset 0x0c. Offset 0x16 may be the "total" count of cues accounting for P1/P2. Entries start at 0x2c. Entry length is variable: they start with the filename (no extension) terminated with a NULL byte. Then the "y.Mr W" magic bytes begin the 0x50 byte data chunk. A NULL entry handled on NAOMI/DC by an empty system command is now handled by the "blank" audio file. For some reason offsets 0x4b, 0x4c, and 0x4d are all the sample ID. Terminals bytes 0x4e and 0x4f are NULL. There doesn't appear to be anything interesting in these chunks.

Fix methodology

Obviously we don't have the resources and sources that Capcom has, but we can try to help them out here.

Prep:

  1. extract out the Collection sounds from game_5s.arc via Mod Manager or CollectionTool
  2. batch dump of all DTPKs from the NAOMI version via dsfdtpk to DSF
  3. batch dump of all the DSFs to WAV via foobar2000
  4. batch dump of all DTPKs to WAV from the NAOMI version via dtpkdump
Scope the problem:
  1. listened to each dsfDTPK-WAV and steam-WAV side by side to figure out which cues are muffed. For Storm (PL2A), that was everything from 30-39
  2. created my Steam folder with just those
  3. note which if any dsfDTPKs are 3m in length (which means they were looped on export) - for Storm that's just track 35
Verify! Find the usage of that specific cue in game. You can use a "canary" cue to help isolate it such as Ryu yelling "Hadouken!": something that sticks out and is easy to notice. You might not be able to differentiate "mm" versus "mmm" by ear, but if you use something weird or notable that can help you isolate when/where that sound cue is used and whether or not it really does sound different than it should on Dreamcast/NAOMI. Once you know where it's being used, that means you can test your improvement later. (For what it's worth, you can also use the SF4 Remix: MvC2 site to figure out what is used where, but that is hard mode. So if we're looking at Zangief, we would walk through each animation group. Column "Unk0c" is which sound cue is played back at that point in the animation, if any (0 if unused). So in animation group 0, "animation group #0 animation #8" (which turns out to be Mech Gief Walk) shows that keyframe1 uses cue 33 to play the metal walking sound. This is the most technically correct way to look at the problem, but is also a huge pain in the ass so I don't recommend it.)

Fix process:

  1. opened up Goldwave.
  2. opened up all 10 steam-WAVs in Goldwave
  3. opened up all 10 dsfDTPK-WAVs in Goldwave too, can close out track 35
  4. opened up track 35 DTPKDump-WAV in Goldwave
  5. for each track:
    1. play the Steam version of the track: watch the volume meter so you have a general feel for the loudness of the track
    2. for looping sounds, pay attention to how long the clip plays: you may want to trim the updated cue so that it matches the length of the pre-change Steam clip
    3. select the waveform data in the Steam version of the track and delete it with DEL
    4. select the waveform data in the NAOMI version of that track and copy it with CTRL+C
    5. paste that data into the Steam version of the track
    6. play it back: watch the volume meter. the NAOMI version is usually a lot quieter.
    7. Use Effect : Volume : Change Volume. Use the + button there to increase the volume. Usually this will be by about 9dB, but the key here is that you are trying to match the volume of the untouched Steam track. You can use the Play button in that dialog to check if the volume levels are about correct before you finish this part.
    8. For looped files, the Steam version sometimes is a different length than the NAOMI version. So you may want also want to Trim down to the same length. A very few files in the Steam version have linear fadeouts on looped tracks, so you may want to add a fade out too to match their implementation. Note that DSFDTPK "incorrectly" exports looped audio cues, so if a cue is marked as Looped you may want to use the DTPKDump extracted cue not the DSFDTPK extracted cue.
    9. Save and close that file
Post-processing the WAVs to make them Collection compatible:
  1. use the simple python script I wrote to merge the fmt/data chunks from the updated WAVs with the smpl/tIME/ver. chunks from vanilla Steam wavs

Characters

OK, now let's get to what's actually interesting. These tables document what the audio files are and what appears to be wrong with them if anything. The Content section for each cue might have wrong text (my Japanese is very poor/baka): you're welcome to correct if if you care, but I think my good faith efforts here should be usable.

I'm going to use Collection filenames since it'll be faster for you. The Collection Note for any given entry will be red if it's something that we might want to fix. Green is better, yellow is noted-but-ok, and orange is worth-noting. My ears are trained but imperfect. Any sound effect flagged might sound right to me but not to you, or vice versa: feel free to correct me if you hear better on anything here. Ears vary, so different perspectives are helpful.

The general layout for MvC2 character audio cues is:

PL00: Ryu
Audio cue DC Content Collection note
mvc2_pl00_00 (death)
mvc2_pl00_01 (light impact)
mvc2_pl00_02 (heavy impact)
mvc2_pl00_03 (light attack)
mvc2_pl00_04 (attack)
mvc2_pl00_05 (attack)
mvc2_pl00_10 "Ik su"
mvc2_pl00_11 "mmmm"
mvc2_pl00_12 "sho gu di"
mvc2_pl00_13 (Japanese)
mvc2_pl00_14 (Japanese)
mvc2_pl00_15 (Japanese) "Sho gota"
mvc2_pl00_16 (Japanese) "Koi"
mvc2_pl00_17 "hmm"
mvc2_pl00_20 "Shinkuu"
mvc2_pl00_21 "Hadoken"
mvc2_pl00_22 "Shoryuken"
mvc2_pl00_23 (Japanese): "Tat..."
mvc2_pl00_24 "Shin"
mvc2_pl00_25 "Shoryuken"
mvc2_pl00_26 (Japanese): "Ikso"
mvc2_pl00_30 (sfx)

PL01: Zangief
Audio cue DC Content Collection note
mvc2_pl01_00 (death)
mvc2_pl01_01 (light impact)
mvc2_pl01_02 (heavy impact)
mvc2_pl01_03 (light attack)
mvc2_pl01_04 (attack)
mvc2_pl01_05 (attack)
mvc2_pl01_15 (Japanese): "Bodishoy"?
mvc2_pl01_16 (Japanese): "Habieno"?
mvc2_pl01_17 (Japanese): "Hadesho"?
mvc2_pl01_18 (laugh)
mvc2_pl01_19 (Japanese): "Bu ulbu"?
mvc2_pl01_20 "Final"
mvc2_pl01_21 "Atomic"
mvc2_pl01_22 "Buster"
mvc2_pl01_23 "Atomic Buster"
mvc2_pl01_24 "La vitch"?
mvc2_pl01_25 "Tornad"?
mvc2_pl01_26 "Bom"?
mvc2_pl01_27 "Royart"?
mvc2_pl01_30 (sfx)
mvc2_pl01_31 (sfx)
mvc2_pl01_32 (sfx: metal step?)
mvc2_pl01_33 (sfx: metal step)

PL02: Guile
Audio cue DC Content Collection note
mvc2_pl02_00 (death) Collection fixes a trailing artifact in the original version
mvc2_pl02_01 (light impact)
mvc2_pl02_02 (heavy impact)
mvc2_pl02_03 (light attack)
mvc2_pl02_04 (attack)
mvc2_pl02_05 (attack)
mvc2_pl02_10 "I wish you all luck" This and all Guile statements have notable recording issues in all versions.
mvc2_pl02_11 "Do your best"
mvc2_pl02_12 "I'm impressed"
mvc2_pl02_15 "That's all"
mvc2_pl02_16 "Amateur"
mvc2_pl02_17 "Too easy"
mvc2_pl02_20 "Sonic boom"
mvc2_pl02_21 "Somersault"
mvc2_pl02_22 "Saw ret"?
mvc2_pl02_23 "Sonic"
mvc2_pl02_24 "Hurricane"
mvc2_pl02_30 (sfx: sonic boom) Changed as a cue: plays back either correctly or quietly enough that you can't tell
mvc2_pl02_31 (sfx: flash kick) Changed as a cue: plays back either correctly or quietly enough that you can't tell

PL03: Morrigan
Audio cue DC Content Collection note
mvc2_pl03_00 (death)
mvc2_pl03_01 (light impact)
mvc2_pl03_02 (heavy impact)
mvc2_pl03_03 (light attack)
mvc2_pl03_04 (attack)
mvc2_pl03_05 (attack)
mvc2_pl03_10 (Japanese)
mvc2_pl03_11 (Japanese)
mvc2_pl03_15 (Japanese)
mvc2_pl03_16 (laugh)
mvc2_pl03_20 "Soul fist"
mvc2_pl03_21 "Shadow blade"
mvc2_pl03_22 (Japanese)
mvc2_pl03_23 (Japanese) "Ikyou"?
mvc2_pl03_24 (Japanese)
mvc2_pl03_25 (Japanese)
mvc2_pl03_26 (Japanese)
mvc2_pl03_30 (sfx: fireball impact sound) Cue is different, sped-up back to sounding normal (or so quiet you can't tell)
mvc2_pl03_31 (sfx: dash, flight?, looped) Cue is different, sped-up back to sounding normal

PL04: Anakaris
Audio cue DC Content Collection note
mvc2_pl04_00 (death)
mvc2_pl04_03 (light attack)
mvc2_pl04_04 (attack)
mvc2_pl04_05 (attack)
mvc2_pl04_10 (Japanese)
mvc2_pl04_15 (Japanese)
mvc2_pl04_16 (Japanese)
mvc2_pl04_17 (Japanese)
mvc2_pl04_20 "rooooooy"
mvc2_pl04_21 (shriek)
mvc2_pl04_22 "hmmm"
mvc2_pl04_23 (chant) Original version fades out, Collection version is clipped: worth checking. Not sure where this is
mvc2_pl04_24 (chant, louder, looped: used for Sarcophagus, Royal Judgement, some supers) Collection uses single loop in cue: likely plays back correctly.
mvc2_pl04_30 (sfx: grab hands, looped)
mvc2_pl04_45 (sfx: doll)
mvc2_pl04_46 (sfx: doll voice)
mvc2_pl04_47 (sfx: doll worship?)
mvc2_pl04_48 (sfx: impact)

PL05: Strider
Audio cue DC Content Collection note
mvc2_pl05_00 (death)
mvc2_pl05_01 (light impact)
mvc2_pl05_02 (heavy impact)
mvc2_pl05_03 (light attack)
mvc2_pl05_04 (heavy attack)
mvc2_pl05_05 (attack)
mvc2_pl05_06 (attack)
mvc2_pl05_10 (Japanese)
mvc2_pl05_11 (Japanese)
mvc2_pl05_12 (Japanese)
mvc2_pl05_13 (Japanese)
mvc2_pl05_15 (Japanese)
mvc2_pl05_16 (Japanese)
mvc2_pl05_20 "huuuuuuuuuuu"
mvc2_pl05_30 (sfx: sword)
mvc2_pl05_31 (sfx: tiger roar)
mvc2_pl05_32 (sfx: dissolve?)
mvc2_pl05_33 (sfx)

PL06: Cyclops
Audio cue DC Content Collection note
mvc2_pl06_00 (death)
mvc2_pl06_01 (impact)
mvc2_pl06_03 (light attack)
mvc2_pl06_04 (heavy attack)
mvc2_pl06_10 "Come and get me"
mvc2_pl06_11 "Your turn"
mvc2_pl06_12 "Here we go"
mvc2_pl06_13 "Come on"
mvc2_pl06_15 "Yes"
mvc2_pl06_16 "I did it"
mvc2_pl06_20 "Optic blast"
mvc2_pl06_21 "Gene splice"
mvc2_pl06_22 "Optic sweep"
mvc2_pl06_23 "Cyclone kick"
mvc2_pl06_24 "Behold"
mvc2_pl06_30 (sfx: FP projectile)
mvc2_pl06_31 (sfx: optic blast) Ending glitched? I don't notice in game
mvc2_pl06_32 (sfx: super optic blast) Ending glitched? I don't notice in game
mvc2_pl06_33 (sfx: jacket fall)

PL07: Wolverine (Admantium)
Audio cue DC Content Collection note
mvc2_pl07_00 (death)
mvc2_pl07_01 (light impact)
mvc2_pl07_02 (heavy impact)
mvc2_pl07_03 (light attack)
mvc2_pl07_04 (attack)
mvc2_pl07_05 (attack)
mvc2_pl07_06 (attack)
mvc2_pl07_10 "Let's go, bub"
mvc2_pl07_15 "Rookie"
mvc2_pl07_20 "Tornado claw"
mvc2_pl07_21 "Berserker barrage" Collection version seems lightly cleaned up
mvc2_pl07_22 "Drill claw"
mvc2_pl07_23 "hmm"
mvc2_pl07_30 (sfx)
mvc2_pl07_31 (sfx: berserker barrage (x), tornado claw) Confirmed Muffed: hard to hear in game though
mvc2_pl07_32 (sfx: weapon x, drill claw, berserker slash)
mvc2_pl07_33 (sfx: match open)
mvc2_pl07_34 (sfx: taunt claw clink) Confirmed Muffed (up an octave?)

PL08: Psylocke
Audio cue DC Content Collection note
mvc2_pl08_00 (death)
mvc2_pl08_01 (light impact)
mvc2_pl08_02 (heavy impact)
mvc2_pl08_03 (light attack)
mvc2_pl08_04 (heavy attack)
mvc2_pl08_05 (heavy attack)
mvc2_pl08_10 "Come on"
mvc2_pl08_15 "No sweat"
mvc2_pl08_20 "Psyblast"
mvc2_pl08_21 "Psyblade"
mvc2_pl08_22 "Psythrust"
mvc2_pl08_23 (Japanese) "Kochou gakure" (translated: "butterfly cloak")
mvc2_pl08_24 "Maelstrom"
mvc2_pl08_30 (sfx)
mvc2_pl08_31 (sfx)
mvc2_pl08_32 (sfx)
mvc2_pl08_33 (sfx)
mvc2_pl08_34 (sfx)
mvc2_pl08_35 (sfx)

PL09: Iceman
Audio cue DC Content Collection note
mvc2_pl09_00 (death)
mvc2_pl09_01 (light impact)
mvc2_pl09_02 (heavy impact)
mvc2_pl09_03 (attack)
mvc2_pl09_10 (sfx: shatter)
mvc2_pl09_15 "Yeah"
mvc2_pl09_20 "Arctic attack" Collection version seems improved
mvc2_pl09_21 "Freeze" Collection version seems improved
mvc2_pl09_22 "Ice beam" Collection version seems improved
mvc2_pl09_30 (sfx) Muffed: ending is weird. Unused? Didn't hear it in testing.
mvc2_pl09_31 (sfx: ice avalanche breaking)
mvc2_pl09_32 (sfx: ice avalanche, punch throw, ice fist)
mvc2_pl09_33 (sfx: arctic attack super)

PL0A: Rogue
Audio cue DC Content Collection note
mvc2_pl0a_00 (death)
mvc2_pl0a_01 (light impact)
mvc2_pl0a_02 (heavy impact)
mvc2_pl0a_03 (light attack)
mvc2_pl0a_04 (attack)
mvc2_pl0a_05 (attack)
mvc2_pl0a_10 "Get ready"
mvc2_pl0a_11 "Here you go"
mvc2_pl0a_12 "Come on"
mvc2_pl0a_15 "Bye bye darling"
mvc2_pl0a_16 "Easy win"
mvc2_pl0a_17 "Ta-da"
mvc2_pl0a_20 "Power drain"
mvc2_pl0a_21 "I did it"
mvc2_pl0a_22 "Good night, sugah"
mvc2_pl0a_30 (sfx: kiss)

PL0B: Captain America
Audio cue DC Content Collection note
mvc2_pl0b_00 (death)
mvc2_pl0b_01 (light impact)
mvc2_pl0b_02 (heavy impact)
mvc2_pl0b_03 (light attack)
mvc2_pl0b_04 (attack)
mvc2_pl0b_05 (attack)
mvc2_pl0b_06 (attack)
mvc2_pl0b_10 "Hold it"
mvc2_pl0b_15 "Good work, soldier"
mvc2_pl0b_16 "Freedom prevails"
mvc2_pl0b_17 "Thumbs up, soldier"
mvc2_pl0b_18 "Victory"
mvc2_pl0b_20 "Charging star"
mvc2_pl0b_21 "Final justice"
mvc2_pl0b_22 "Shield slash"
mvc2_pl0b_23 "Stars and stripes"
mvc2_pl0b_30 (sfx)
mvc2_pl0b_31 (sfx: shield catch)
mvc2_pl0b_32 (sfx)
mvc2_pl0b_33 (sfx)

PL0C: Spiderman
Audio cue DC Content Collection note
mvc2_pl0c_00 (death)
mvc2_pl0c_01 (light impact)
mvc2_pl0c_02 (heavy impact)
mvc2_pl0c_03 (light attack)
mvc2_pl0c_04 (attack)
mvc2_pl0c_05 (attack)
mvc2_pl0c_10 "Showtime"
mvc2_pl0c_11 "Come on"
mvc2_pl0c_12 "Do your job"
mvc2_pl0c_13 "Hey"
mvc2_pl0c_15 "One for JJ"
mvc2_pl0c_16 "So close"
mvc2_pl0c_17 "Spider-sense is tingling"
mvc2_pl0c_20 "Maximum spider"
mvc2_pl0c_21 "Spider sting"
mvc2_pl0c_22 "Web ball"
mvc2_pl0c_23 "Web swing"
mvc2_pl0c_24 "Web throw"
mvc2_pl0c_25 "Shoot"
mvc2_pl0c_30 (sfx)
mvc2_pl0c_31 (sfx: web throw rotations, ultimate web throw rotations) Changed: hard to notice in game, leaving
mvc2_pl0c_32 (sfx: web ball hits, web throw, ultimate web throw)
mvc2_pl0c_33 (sfx: web ball)
mvc2_pl0c_34 (sfx: camera)
mvc2_pl0c_35 (sfx)

PL0D: Hulk
Audio cue DC Content Collection note
mvc2_pl0d_00 (death)
mvc2_pl0d_01 (light impact)
mvc2_pl0d_02 (heavy impact)
mvc2_pl0d_03 (light attack)
mvc2_pl0d_04 (attack)
mvc2_pl0d_05 (attack)
mvc2_pl0d_15 "Let's rock"
mvc2_pl0d_16 "Right"
mvc2_pl0d_17 "Who's next?"
mvc2_pl0d_20 "Gamma charge"
mvc2_pl0d_21 "Power slam"
mvc2_pl0d_22 "Gamma crush"
mvc2_pl0d_23 "Hulk smash"
mvc2_pl0d_30 (sfx: gamma slam, gamma wave, gamma quake)
mvc2_pl0d_31 (sfx: gamma crush boulder blowing up) Confirmed Muffed: this is a copy of cue 30 in the collection
mvc2_pl0d_32 (sfx: gamma charge) Muffed: this is a copy of cue 30 in the collection. Can't really notice in game.

PL0E: Venom
Audio cue DC Content Collection note
mvc2_pl0e_00 (death)
mvc2_pl0e_01 (light impact)
mvc2_pl0e_02 (heavy impact)
mvc2_pl0e_03 (light attack)
mvc2_pl0e_04 (attack)
mvc2_pl0e_05 (attack)
mvc2_pl0e_10 "We are Venom"
mvc2_pl0e_11 "Come on"
mvc2_pl0e_12 "Come and get us"
mvc2_pl0e_13 "Villain"
mvc2_pl0e_14 "Hey"
mvc2_pl0e_15 "Give up"
mvc2_pl0e_16 "Spoilsport"
mvc2_pl0e_17 "Ha ha ha"
mvc2_pl0e_20 "Venom fang"
mvc2_pl0e_21 "Venom rush"
mvc2_pl0e_22 "Web throw"
mvc2_pl0e_23 "Gotcha"
mvc2_pl0e_24 "Venom web"
mvc2_pl0e_30 (sfx)
mvc2_pl0e_31 (sfx)
mvc2_pl0e_32 (sfx)
mvc2_pl0e_33 (sfx)
mvc2_pl0e_34 (sfx)
mvc2_pl0e_35 (sfx)

PL0F: Dr Doom
Audio cue DC Content Collection note
mvc2_pl0F_00 (death)
mvc2_pl0F_01 (light impact)
mvc2_pl0F_02 (heavy impact)
mvc2_pl0F_03 (light attack)
mvc2_pl0F_04 (heavy attack)
mvc2_pl0F_05 (heavy attack)
mvc2_pl0F_06 (heavy attack)
mvc2_pl0F_15 "Another victory"
mvc2_pl0F_16 (laugh)
mvc2_pl0F_17 "Now we face Doom"
mvc2_pl0F_20 "Molecular shield"
mvc2_pl0F_21 "Photon array"
mvc2_pl0F_22 "Photon shot"
mvc2_pl0F_30 (sfx)
mvc2_pl0F_31 (sfx)
mvc2_pl0F_32 (sfx, looped)
mvc2_pl0F_33 (sfx)
mvc2_pl0F_34 (sfx)
mvc2_pl0F_35 (sfx)
mvc2_pl0F_36 (sfx, flight) Confirmed Muffed

PL10: Tron Bonne
Audio cue DC Content Collection note
mvc2_pl10_00 (death)
mvc2_pl10_01 (light impact)
mvc2_pl10_02 (heavy impact)
mvc2_pl10_03 (light attack)
mvc2_pl10_04 (heavy attack)
mvc2_pl10_10 (japenese)
mvc2_pl10_11 "Yeah"
mvc2_pl10_12 (laugh)
mvc2_pl10_13 (Japanese) Swapped with cue 26, not noticeable in game
mvc2_pl10_15 (Japanese)
mvc2_pl10_16 (Japanese)
mvc2_pl10_20 (Japanese)
mvc2_pl10_21 (Japanese)
mvc2_pl10_22 (Japanese)
mvc2_pl10_23 (laugh)
mvc2_pl10_24 (Japanese)
mvc2_pl10_25 (Japanese)
mvc2_pl10_26 "Fly!" Swapped with cue 13, not noticeable in game
mvc2_pl10_27 (Japanese)
mvc2_pl10_28 (Japanese)
mvc2_pl10_30 (sfx: walking forwards, coming to rest from FP) Confirmed Muffed
mvc2_pl10_31 (sfx: walking backwards)
mvc2_pl10_32 (sfx: sitting down, standing up, moves that touch the ground)
mvc2_pl10_33 (sfx: landing after jump)
mvc2_pl10_34 (sfx: unused?)
mvc2_pl10_35 (sfx: fp spin)
mvc2_pl10_36 (sfx: unused?) Muffed, but appears to be unused
mvc2_pl10_37 (sfx: kobun copter)
mvc2_pl10_38 (sfx: grab FP rock) Confirmed Muffed, hard to notice?
mvc2_pl10_39 (sfx: FP rock explodes) Confirmed Muffed, hard to notice?
mvc2_pl10_46 (sfx: LP kobun capture)
mvc2_pl10_47 (sfx: FP kobun capture, Lunch Rush capture gun)
mvc2_pl10_48 (sfx: King Kobun growth)
mvc2_pl10_49 (sfx: King Kobun bonky hammer) Muffed, not noticeable in game

PL11: Jill
Audio cue DC Content Collection note
mvc2_pl11_00 (death)
mvc2_pl11_01 (light impact)
mvc2_pl11_02 (heavy impact)
mvc2_pl11_03 (light attack)
mvc2_pl11_04 (attack)
mvc2_pl11_05 (attack)
mvc2_pl11_10 "Come on"
mvc2_pl11_15 "I'm a member of STARS"
mvc2_pl11_20 (yip)
mvc2_pl11_21 "Poultice"
mvc2_pl11_22 "Yes"
mvc2_pl11_23 "No"
mvc2_pl11_24 "You're finished"
mvc2_pl11_25 "What's that"
mvc2_pl11_30 (sfx)
mvc2_pl11_31 (sfx)
mvc2_pl11_32 (sfx)
mvc2_pl11_33 (sfx)
mvc2_pl11_34 (sfx)
mvc2_pl11_35 (sfx)
mvc2_pl11_36 (sfx)
mvc2_pl11_37 (sfx)
mvc2_pl11_38 (sfx: roar)
mvc2_pl11_44 (sfx)
mvc2_pl11_45 (sfx)
mvc2_pl11_46 (sfx: caw)
mvc2_pl11_47 (sfx)
mvc2_pl11_48 (sfx: zombie rahr)
mvc2_pl11_49 (sfx: zombie moan)
mvc2_pl11_50 (sfx: dog yip)
mvc2_pl11_51 (sfx: pistol cock)
mvc2_pl11_52 (sfx: dog growl)

PL12: Hayato
Audio cue DC Content Collection note
mvc2_pl12_00 (death)
mvc2_pl12_01 (light impact)
mvc2_pl12_02 (heavy impact)
mvc2_pl12_03 (light attack)
mvc2_pl12_04 (attack)
mvc2_pl12_05 (attack)
mvc2_pl12_10 (grunt) "Hooooo"
mvc2_pl12_15 (Japanese) Cleaned up a little for the collection?
mvc2_pl12_20 (Japanese)
mvc2_pl12_21 (Japanese)
mvc2_pl12_22 (Japanese)
mvc2_pl12_23 (Japanese)
mvc2_pl12_24 (Japanese)
mvc2_pl12_25 (Japanese)
mvc2_pl12_26 (Japanese)
mvc2_pl12_27 (Japanese)
mvc2_pl12_30 (sfx: end of rasetsu zan)
mvc2_pl12_31 (sfx: plasma field) Pitch-shifted...?
mvc2_pl12_32 (sfx: engetsu)
mvc2_pl12_33 (sfx: guren)
mvc2_pl12_34 (sfx: unused?)
mvc2_pl12_35 (sfx: sword, crouching FP, FP, j.FP, cHK, HK, jHK, Dokuryuu) Changed: I can't notice the change in game
mvc2_pl12_36 (sfx: sword)
mvc2_pl12_37 (sfx: sword, lp, taunt sword, shiden) Changed: I can't notice the change in game
mvc2_pl12_38 (sfx: motorcycle)
mvc2_pl12_39 (sfx: unused?)

PL13: Ruby Heart
Audio cue DC Content Collection note
mvc2_pl13_00 (death)
mvc2_pl13_01 (light impact)
mvc2_pl13_02 (heavy impact)
mvc2_pl13_03 (light attack)
mvc2_pl13_04 (attack)
mvc2_pl13_05 (Tour de Mage barrel hit: Japanese) "Ikyuu" ("let's go")
mvc2_pl13_06 (attack: Japanese)
mvc2_pl13_10 (Japanese) "Chanto mite oku nda yo" ("make sure you keep a close eye on it")
mvc2_pl13_11 (Japanese)? "Pon"?
mvc2_pl13_12 (Tour de Mage error: Japanese) "Shoganai" ("it can't be helped")
mvc2_pl13_13 (Japanese) "Baka dita"? (maybe "baka mitai", "I've been a fool"?)
mvc2_pl13_15 (Win: Japanese) "Un ga warukatta wa ne" ("that was bad luck")
mvc2_pl13_16 (Win: Japanese) "Tsugi iku yo" ("i'll go next")
mvc2_pl13_20 "Fantum"
mvc2_pl13_21 "Ship ..."
mvc2_pl13_22 "Primal"?
mvc2_pl13_23 "Schwarzelle"
mvc2_pl13_24 (Japanese) "Tokihanateryo" ("unleash"?)
mvc2_pl13_25 (Japanese) "Heart ..."?
mvc2_pl13_26 (Japanese) "Mir fantum"?
mvc2_pl13_30 (sfx)
mvc2_pl13_31 (sfx: whip) Pitch-shifted?
mvc2_pl13_32 (sfx)
mvc2_pl13_33 (sfx: swords into super bucket?)
mvc2_pl13_34 (sfx)
mvc2_pl13_35 (sfx: chain?)
mvc2_pl13_36 (sfx: chain short?)
mvc2_pl13_37 (sfx)
mvc2_pl13_38 (sfx: bucket rotation)

PL14: SonSon
Audio cue DC Content Collection note
mvc2_pl14_00 (death)
mvc2_pl14_01 (light impact)
mvc2_pl14_02 (heavy impact)
mvc2_pl14_03 (light attack)
mvc2_pl14_04 (heavy attack)
mvc2_pl14_10 "Gaaaaang"
mvc2_pl14_11 "uhhhhh"
mvc2_pl14_12 "Ga ga"
mvc2_pl14_13 (Japanese) "A shidi bangban"
mvc2_pl14_15 "Jagadagadaga"
mvc2_pl14_16 (laugh)?
mvc2_pl14_17 (Japanese) "Ah ..."
mvc2_pl14_20 "haaaaa"
mvc2_pl14_21 (Japanese) "fan dang dang dickey"
mvc2_pl14_22 "pew"
mvc2_pl14_23 "aiii"
mvc2_pl14_24 (Japanese) "Iku za"?
mvc2_pl14_25 "pop"
mvc2_pl14_26 "A ja"?
mvc2_pl14_27 "aka"?
mvc2_pl14_30 (sfx: swoop)
mvc2_pl14_31 (sfx: eat)
mvc2_pl14_32 (sfx)
mvc2_pl14_33 (sfx: boil, looped) Truncated for Collection
mvc2_pl14_34 (sfx: monkey grow)
mvc2_pl14_35 (sfx: monkey shrink)
mvc2_pl14_36 (sfx)
mvc2_pl14_37 (sfx: monkey roar)

PL15: Amingo
Audio cue DC Content Collection note
mvc2_pl15_00 (death)
mvc2_pl15_01 (light impact)
mvc2_pl15_02 (heavy impact)
mvc2_pl15_03 (light attack)
mvc2_pl15_04 (attack)
mvc2_pl15_05 (attack) "Boing"
mvc2_pl15_10 "Amingo"
mvc2_pl15_11 "???"
mvc2_pl15_15 "Aaaamingo"
mvc2_pl15_16 "???"
mvc2_pl15_20 "???"
mvc2_pl15_21 "Sunkern"?
mvc2_pl15_22 "Huuuuh mmmm"
mvc2_pl15_23 "???"
mvc2_pl15_30 (sfx: sproing in cactus bounce)
mvc2_pl15_31 (sfx: cactus bounce)
mvc2_pl15_32 (sfx: bouncy)
mvc2_pl15_33 (sfx)
mvc2_pl15_34 (sfx)
mvc2_pl15_35 (sfx: cactus dash, recovery from cHK)
mvc2_pl15_36 (sfx: sun's blessing super, looped) Confirmed Muffed
mvc2_pl15_37 (sfx: law of vegetation super capture moment)
mvc2_pl15_38 (sfx: small spring, law of vegetation super eating)
mvc2_pl15_39 (sfx: law of vegetation stomach super bounce)
mvc2_pl15_45 (sfx: boop)
mvc2_pl15_46 (sfx)
mvc2_pl15_47 (sfx: baby bounce)
mvc2_pl15_48 (sfx: baby sound?)
mvc2_pl15_49 (sfx: eat super crawl?)
mvc2_pl15_50 (sfx: break)
mvc2_pl15_51 (sfx: maraca?)
mvc2_pl15_52 Baby: "Baaa"
mvc2_pl15_53 Baby: "Ow"
mvc2_pl15_54 Baby: "Papa"
mvc2_pl15_55 Baby: "Amingo"
mvc2_pl15_56 Baby: "Wawagu"
mvc2_pl15_57 (sfx: impact)

PL16: Marrow
Audio cue DC Content Collection note
mvc2_pl16_00 (death)
mvc2_pl16_01 (light impact)
mvc2_pl16_02 (heavy impact)
mvc2_pl16_03 (light attack)
mvc2_pl16_04 (attack)
mvc2_pl16_05 (attack)
mvc2_pl16_10 "Brace yourself"
mvc2_pl16_11 "See ya"
mvc2_pl16_12 "Let me in"
mvc2_pl16_13 "Get over here"
mvc2_pl16_14 Taunt: "Show me your guts" "Show me your gut" for Collection
mvc2_pl16_15 "Get loss" This seems like a bad recording: should be "lost". More notable in Collection
mvc2_pl16_20 "Bonearang"
mvc2_pl16_21 "Towering spine"
mvc2_pl16_22 "Haaaa"
mvc2_pl16_23 "Let me ride"
mvc2_pl16_24 "Share my pain"
mvc2_pl16_30 (sfx)
mvc2_pl16_31 (sfx: LP) Confirmed Muffed
mvc2_pl16_32 (sfx: MP) Muffed... I don't hear the difference in game
mvc2_pl16_33 (sfx: FP)
mvc2_pl16_34 (sfx: bone-arang)
mvc2_pl16_35 (sfx: bones recovering (from FP, towering spine, etc))
mvc2_pl16_36 (sfx: towering spine)
mvc2_pl16_37 (sfx)
mvc2_pl16_38 (sfx: bone burst super)
mvc2_pl16_39 (sfx: stinger bones super)
mvc2_pl16_45 (sfx: post-win screen break)

PL17: Cable
Audio cue DC Content Collection note
mvc2_pl17_00 (death)
mvc2_pl17_01 (light impact)
mvc2_pl17_02 (heavy impact)
mvc2_pl17_03 (light attack)
mvc2_pl17_04 (heavy attack)
mvc2_pl17_05 (heavy attack)
mvc2_pl17_10 "Gotta get rough"
mvc2_pl17_11 "I'm ready"
mvc2_pl17_12 "It's your job"
mvc2_pl17_13 "Leave it to me"
mvc2_pl17_14 "Cover me"
mvc2_pl17_15 "Open up for now"
mvc2_pl17_16 "Push too far"
mvc2_pl17_20 "Viper beam"
mvc2_pl17_21 "Scimitar"
mvc2_pl17_22 "Hyper"
mvc2_pl17_23 "Time flip"
mvc2_pl17_24 "Electro web"
mvc2_pl17_25 "Kinetic shock"
mvc2_pl17_30 (sfx: opening, time flip startup)
mvc2_pl17_31 (sfx: pistol cock, time flip shadow disappearing)
mvc2_pl17_32 (sfx: viper beam)
mvc2_pl17_33 (sfx: psimitar)
mvc2_pl17_34 (sfx: grenade exploding)
mvc2_pl17_35 (sfx: hyper viper beam, looped) Confirmed Muffed? The louder collection levels make it hard to compare cleanly in game. Peaks seem to be clipping.
mvc2_pl17_36 (sfx: FP gunshot, time flip beatdown)

PL18: Abyss 1
Audio cue DC Content Collection note
mvc2_pl18_00 (death) Artifact at end?
mvc2_pl18_01 (light impact)
mvc2_pl18_02 (heavy impact)
mvc2_pl18_03 (light attack)
mvc2_pl18_04 (heavy attack)
mvc2_pl18_20
mvc2_pl18_21 (sfx: bubble?) Muffed?
mvc2_pl18_22 (sfx: electricity?, looped)
mvc2_pl18_23 (sfx: bubble?)
mvc2_pl18_24 (sfx: slash)
mvc2_pl18_25 (sfx)
mvc2_pl18_30 (sfx) Artifact at end?
mvc2_pl18_31 (sfx) Truncates at 4s, NAOMI fades at 8s

PL19: Abyss 2
Audio cue DC Content Collection note
mvc2_pl19_00 (death)
mvc2_pl19_01 (impact)
mvc2_pl19_03 (attack)
mvc2_pl19_10 (laugh)
mvc2_pl19_11 (high laugh)
mvc2_pl19_15 (sfx)
mvc2_pl19_16 (sfx)
mvc2_pl19_17 (sfx) Artifact at end?
mvc2_pl19_20 (sfx: bubble)
mvc2_pl19_21 (sfx: laser)
mvc2_pl19_22 (sfx: bubbles)
mvc2_pl19_23 (sfx: short laser)
mvc2_pl19_24 (sfx) Artifact at end?
mvc2_pl19_25 (sfx)
mvc2_pl19_26 (sfx) Artifact at end?
mvc2_pl19_27 (sfx: beam) Artifact at end?

PL1A: Abyss 3
Audio cue DC Content Collection note
mvc2_pl1a_00 (death)
mvc2_pl1a_01 (impact)
mvc2_pl1a_03 (light attack)
mvc2_pl1a_04 (heavy attack)
mvc2_pl1a_20 (sfx)
mvc2_pl1a_21 (sfx) Artifact at end?
mvc2_pl1a_22 (sfx)
mvc2_pl1a_23 (sfx)
mvc2_pl1a_24 (sfx: bubbles)
mvc2_pl1a_25 (sfx) Artifact at end?
mvc2_pl1a_26 (sfx)
mvc2_pl1a_27 (sfx)
mvc2_pl1a_28 (sfx)

PL1B: Chun-Li
Audio cue DC Content Collection note
mvc2_pl1b_00 (death)
mvc2_pl1b_01 (light impact)
mvc2_pl1b_02 (heavy impact)
mvc2_pl1b_03 (light attack)
mvc2_pl1b_04 (attack)
mvc2_pl1b_05 (attack)
mvc2_pl1b_10 (Japanese) "Ikki ma"
mvc2_pl1b_11 (Japanese) "Shayshen"
mvc2_pl1b_12 (Japanese) "???"
mvc2_pl1b_13 "OK"
mvc2_pl1b_14 (Japanese) "Ik kay kay"
mvc2_pl1b_15 (Japanese) "Gomen ne"
mvc2_pl1b_16 (Japanese) "Yatta"
mvc2_pl1b_17 (laugh)
mvc2_pl1b_20 "huuuuuuh"
mvc2_pl1b_21 (Japanese) "Ik kyo yo"
mvc2_pl1b_22 (Japanese) "Ik kyo yoooo"
mvc2_pl1b_23 (Japanese) "Shokoken"
mvc2_pl1b_24 (Japanese) "Skosho"
mvc2_pl1b_25 (Japanese) "Shin lekick"?
mvc2_pl1b_26 (Japanese) "Ten shokick"?
mvc2_pl1b_27 (Japanese) "Hasam"?
mvc2_pl1b_30 (sfx: kikou ken in motion)
mvc2_pl1b_31 (sfx: kikou shou)
mvc2_pl1b_32 (sfx: f+FP (reishiki kikou ken): sample sped up a lot during playback) Muffed: uses Collection cue 31. Sounds almost OK in game, but the ending clips out.

PL1C: Megaman
Audio cue DC Content Collection note
mvc2_pl1c_00 (death)
mvc2_pl1c_01 (light impact)
mvc2_pl1c_02 (heavy impact)
mvc2_pl1c_03 (light attack) "Eh!"
mvc2_pl1c_04 (heavy attack)
mvc2_pl1c_10 (Japanese) "Ik kyo"
mvc2_pl1c_11 "Bidi bidi bi" Collection seems a little cleaner
mvc2_pl1c_15 "Yatta"
mvc2_pl1c_20 "Hyper"
mvc2_pl1c_21 "Beat plane"
mvc2_pl1c_22 "Lush"
mvc2_pl1c_23 (Japanese) "Lokku ..."?
mvc2_pl1c_24 (Japanese)? "Charge upper"?
mvc2_pl1c_25 "Toranado holdo"
mvc2_pl1c_26 "Lock buster"
mvc2_pl1c_27 "Lock ball"
mvc2_pl1c_28 "Leaf shield"
mvc2_pl1c_30 (sfx: rock drill, looped) Confirmed Muffed. Seems to loop first bit, not later bit. Plays at different speeds...?
mvc2_pl1c_31 (sfx: rockball impact)
mvc2_pl1c_32 (sfx: dissipation on death)
mvc2_pl1c_33 (sfx: warp arrive at match start, Flip landing)
mvc2_pl1c_34 (sfx: metal slash)
mvc2_pl1c_35 (sfx: unused?) Muffed? Pitch-shifted. Seems unused.
mvc2_pl1c_36 (sfx: unused?) Muffed? Pitch-shifted. Seems unused.
mvc2_pl1c_37 (sfx: buster)
mvc2_pl1c_38 (sfx: charged buster release)
mvc2_pl1c_39 (sfx: charging buster) Confirmed Muffed. Loop changes and is slower.
mvc2_pl1c_45 (sfx: hyper megaman grow: sample slowed down a lot during playback) Pitch-shifted? I can't really notice in the game.

PL1D: Roll
Audio cue DC Content Collection note
mvc2_pl1d_00 (death)
mvc2_pl1d_01 (light impact)
mvc2_pl1d_02 (heavy impact)? "Ha ma tai"
mvc2_pl1d_03 (light attack) "Yah"
mvc2_pl1d_04 (heavy attack) "Sari"
mvc2_pl1d_10 (Japanese) "Ik kyo yo"
mvc2_pl1d_11 (Japanese) "Me tu de"
mvc2_pl1d_12 (Japanese) "Ma kai tu de" Collection seems cleaned up
mvc2_pl1d_13 (Japanese) "Char ca de" Collection seems cleaned up
mvc2_pl1d_15 (Japanese) "Ma ken nai wa"
mvc2_pl1d_16 (Japanese) "Ya ken ne"
mvc2_pl1d_20 (Japanese) "Cha te tumbl"?
mvc2_pl1d_21 "Beat"
mvc2_pl1d_22 "Lush"
mvc2_pl1d_23 "Loll buster"
mvc2_pl1d_24 (Japanese) "I see"?
mvc2_pl1d_25 (Japanese) "Kyu ren ne"?
mvc2_pl1d_30 (sfx: drill, looped) Confirmed Muffed, same as Megaman.
mvc2_pl1d_31 (sfx: ball impact)
mvc2_pl1d_33 (sfx: Flip landing)
mvc2_pl1d_34 (sfx: metal glint)
mvc2_pl1d_35 (sfx: unused?) Muffed? Uses cue 37. Seems unused.
mvc2_pl1d_36 (sfx: unused?) Muffed? Uses cue 37. Seems unused.
mvc2_pl1d_37 (sfx: roll buster)
mvc2_pl1d_38 (sfx: nused?)
mvc2_pl1d_39 (sfx: unused?) Muffed? Probably fine and just has a tweaked loop. Seems unused.
mvc2_pl1d_45 (sfx: transform to Hyper Roll)

PL1E: Akuma / Gouki
Audio cue DC Content Collection note
mvc2_pl1e_00 (death)
mvc2_pl1e_01 (light impact)
mvc2_pl1e_02 (heavy impact)
mvc2_pl1e_03 (light attack)
mvc2_pl1e_04 (attack)
mvc2_pl1e_05 (attack)
mvc2_pl1e_06 (attack?) "Hmmmmmmm"
mvc2_pl1e_07 (attack)
mvc2_pl1e_10 (Japanese) "Messasts"?
mvc2_pl1e_11 (Japanese) "Yeza"?
mvc2_pl1e_12 "Whoa"
mvc2_pl1e_13 (Japanese) "Koi"
mvc2_pl1e_15 (Japanese) "Mesho ..."
mvc2_pl1e_16 (Japanese) "Shosh"?
mvc2_pl1e_20 "Sho"
mvc2_pl1e_21 "Messasts"
mvc2_pl1e_22 "Messots"
mvc2_pl1e_23 "Tenma"
mvc2_pl1e_30 (sfx)
mvc2_pl1e_31 (sfx: warp)
mvc2_pl1e_32 (sfx: Raging Demon)

PL1F: BB Hood / Bulleta
Audio cue DC Content Collection note
mvc2_pl1f_00 (death)
mvc2_pl1f_01 (light impact)
mvc2_pl1f_02 (heavy impact)
mvc2_pl1f_03 (light attack)
mvc2_pl1f_04 (attack)
mvc2_pl1f_05 (attack)? "Ah bye yo"
mvc2_pl1f_10 "la la la"
mvc2_pl1f_15 (Japanese) "So say"
mvc2_pl1f_16 (Japanese) "Haatch shosho"?
mvc2_pl1f_17 (Japanese) "???"
mvc2_pl1f_18 (Japanese) "Kone ay yay"?
mvc2_pl1f_19 (Japanese) "Ki"?
mvc2_pl1f_20 "Come on, hunter"
mvc2_pl1f_21 (Japanese, male) "Yes sir"?
mvc2_pl1f_22 (Japanese) "???"
mvc2_pl1f_23 (cry)
mvc2_pl1f_24 (Japanese) "Big john reed"?
mvc2_pl1f_25 "mmmshaw"?
mvc2_pl1f_26 (Japanese)? "Careful"?
mvc2_pl1f_27 (Japanese)? "Sit down"?
mvc2_pl1f_28 (Japanese) "Ha sit right down"?
mvc2_pl1f_29 "Yaaaaa"
mvc2_pl1f_30 (sfx: FP shooting, looped) Confirmed Muffed: Seems pitch-shifted, hollower
mvc2_pl1f_31 (sfx: smile and missile)
mvc2_pl1f_32 (sfx: metal clank for HK mines, Hyper Apple mines)
mvc2_pl1f_33 (sfx: recovery on completely whiffed Beautiful Memory)
mvc2_pl1f_34 (sfx: bark (on Taunt, etc))
mvc2_pl1f_35 (sfx: end of Beautiful Memory)
mvc2_pl1f_36 (sfx: fierce hunting bullets) Confirmed Muffed? Seems pitch-shifted, the whole super sounds different, hollower.

PL20: Felicia
Audio cue DC Content Collection note
mvc2_pl20_00 (death)
mvc2_pl20_01 (light impact)
mvc2_pl20_02 (heavy impact)
mvc2_pl20_03 (light attack)
mvc2_pl20_04 (heavy attack)
mvc2_pl20_10 "Ut"
mvc2_pl20_11 (sfx: cloak?)
mvc2_pl20_15 "Yay"
mvc2_pl20_16 "Meoooow"
mvc2_pl20_20 "Let's go"
mvc2_pl20_21 ""? (can't make out)
mvc2_pl20_22 "Bad Kitty"?
mvc2_pl20_23 "Ha ya gu"?
mvc2_pl20_24 ""?
mvc2_pl20_25 "yep"
mvc2_pl20_26 ""?
mvc2_pl20_27 "(cry)"?
mvc2_pl20_28 (Japanese)
mvc2_pl20_30 (sfx)
mvc2_pl20_31 (sfx)
mvc2_pl20_32 (sfx)
mvc2_pl20_33 (sfx: ball dash?)
mvc2_pl20_34 (sfx)
mvc2_pl20_35 (sfx) Overdriven for Collection: not sure if needs a fix

PL21: Charlie / Nash
Audio cue DC Content Collection note
mvc2_pl21_00 (death)
mvc2_pl21_01 (impact)
mvc2_pl21_03 (light attack)
mvc2_pl21_04 (attack)
mvc2_pl21_05 (attack)
mvc2_pl21_10 "hm"
mvc2_pl21_15 "Too easy"
mvc2_pl21_20 "Somersault"
mvc2_pl21_21 "Sonic boom" There's an amusing growl in the "oom" here in all versions
mvc2_pl21_22 "Sonic break"
mvc2_pl21_30 (sfx)

PL22: Sakura
Audio cue DC Content Collection note
mvc2_pl22_00 (death)
mvc2_pl22_01 (light impact)
mvc2_pl22_02 (heavy impact)
mvc2_pl22_03 (light attack)
mvc2_pl22_04 (attack)
mvc2_pl22_05 (attack)
mvc2_pl22_10 "Hyok"
mvc2_pl22_11 "Da"
mvc2_pl22_12 "Sakura"
mvc2_pl22_13 "yaaaaa"
mvc2_pl22_14 (yawn)
mvc2_pl22_15 (laugh)
mvc2_pl22_16 "Daaaaaaaa"
mvc2_pl22_20 "Shoken"
mvc2_pl22_21 "Shinkuken"?
mvc2_pl22_22 "Hadoken"
mvc2_pl22_23 "Shinku"
mvc2_pl22_24 "Shayno"?
mvc2_pl22_25 "Ikuya"?
mvc2_pl22_26 "Huuuuuhn"
mvc2_pl22_27 (Japanese)
mvc2_pl22_28 (Japanese taunt?)
mvc2_pl22_30 (sfx)

PL23: Dan
Audio cue DC Content Collection note
mvc2_pl23_00 (death)
mvc2_pl23_01 (light impact)
mvc2_pl23_02 (heavy impact)
mvc2_pl23_03 (attack) "Ha"
mvc2_pl23_10 (Japanese)
mvc2_pl23_11 (Japanese) "Ik gu kura"
mvc2_pl23_15 (Japanese) "Ya yes"
mvc2_pl23_16 (Japanese) "Yat ta dai ..."
mvc2_pl23_20 "Raow raow ..."
mvc2_pl23_21 (Japanese) "To da..."
mvc2_pl23_22 "Da"
mvc2_pl23_23 (Japanese) "Fiya"?
mvc2_pl23_24 "Gadoken"
mvc2_pl23_25 "Kyoken"
mvc2_pl23_26 "Gomen ne"
mvc2_pl23_27 "Dun da"?
mvc2_pl23_28 (Japanese) "Dazz e shou"
mvc2_pl23_29 (Japanese) "???"
mvc2_pl23_45 "Ya hoi"
mvc2_pl23_46 (Japanese) "Na min injisu"?
mvc2_pl23_47 "Kyo ryuka"?
mvc2_pl23_48 "Shinku"

PL24: Cammy
Audio cue DC Content Collection note
mvc2_pl24_00 (death)
mvc2_pl24_01 (light impact)
mvc2_pl24_02 (heavy impact)
mvc2_pl24_03 (light attack) "toe"?
mvc2_pl24_04 (attack) "ya"
mvc2_pl24_05 (attack) "ha"
mvc2_pl24_10 "Come on"
mvc2_pl24_11 "Lock on"
mvc2_pl24_15 "Mission completed, sir"
mvc2_pl24_16 "Too short"
mvc2_pl24_20 "Thrust kick"
mvc2_pl24_21 "Spiral arrow"
mvc2_pl24_22 "Cannon drill"
mvc2_pl24_23 "Cannon spike"
mvc2_pl24_24 "Spin drive smasher"
mvc2_pl24_25 "Eat this"
mvc2_pl24_26 "Targeting"
mvc2_pl24_30 (sfx: cloak)

PL25: Dhalsim
Audio cue DC Content Collection note
mvc2_pl25_00 (death)
mvc2_pl25_01 (light impact)
mvc2_pl25_02 (heavy impact)
mvc2_pl25_03 (light attack)
mvc2_pl25_04 (heavy attack)
mvc2_pl25_10 "Yoga"
mvc2_pl25_15 "Yogabyabyabyabye"
mvc2_pl25_16 (Japanese)
mvc2_pl25_20 "Yoga"
mvc2_pl25_21 "Yoga fire"
mvc2_pl25_22 "Yoga flame"
mvc2_pl25_23 "Yoga breath"
mvc2_pl25_24 "Yoooooga"
mvc2_pl25_25 "Inferno"
mvc2_pl25_26 "YoGa"
mvc2_pl25_30 (sfx: yoga fire)
mvc2_pl25_31 (sfx: yoga flame, yoga blast) Changed: seems close enough in game...?
mvc2_pl25_32 (sfx: yoga inferno) Changed: seems close enough in game...?
mvc2_pl25_33 (sfx: teleport out)
mvc2_pl25_34 (sfx: teleport in)

PL26: M.Bison
Audio cue DC Content Collection note
mvc2_pl26_00 (death)
mvc2_pl26_01 (light impact)
mvc2_pl26_02 (heavy impact)
mvc2_pl26_04 (attack)
mvc2_pl26_05 (attack) "hmmmmm"
mvc2_pl26_10 (Japanese) "Koku ..."
mvc2_pl26_15 (Japanese) "Ich ..."
mvc2_pl26_20 "ha"
mvc2_pl26_21 (Japanese) "Nu ryu ..."
mvc2_pl26_22 (laugh)
mvc2_pl26_23 (Japanese) "Umi"?
mvc2_pl26_24 (Japanese) "Cri"
mvc2_pl26_25 "Nightmare"
mvc2_pl26_26 (Japanese) "Medi ..."
mvc2_pl26_27 (Japanese) "Bakane"?
mvc2_pl26_28 (Japanese) "Ku shido"?
mvc2_pl26_29 "Psycho crusher"
mvc2_pl26_30 (sfx: teleport)
mvc2_pl26_31 (sfx: cloak)
mvc2_pl26_32 (sfx: laser saturation)
mvc2_pl26_33 (sfx)
mvc2_pl26_45 "Cri"
mvc2_pl26_46 (Japanese) "Shi ni"?

PL27: Ken
Audio cue DC Content Collection note
mvc2_pl27_00 (death)
mvc2_pl27_01 (impact)
mvc2_pl27_03 (light attack)
mvc2_pl27_04 (attack)
mvc2_pl27_05 (attack)
mvc2_pl27_10 (Japanese) "Ick they"?
mvc2_pl27_11 "OK"
mvc2_pl27_12 (Japanese) "Omatoze"?
mvc2_pl27_13 (Japanese) "Yena"?
mvc2_pl27_15 (Japanese) "Yataze"?
mvc2_pl27_16 (Japanese) "Ye ash..."
mvc2_pl27_20 "hup"
mvc2_pl27_21 "Shoryuken"
mvc2_pl27_22 "Hadoken"
mvc2_pl27_23 "Tatsu..."
mvc2_pl27_24 "Shinyuken"?
mvc2_pl27_25 "Shoryueppa"?
mvc2_pl27_26 (Japanese) "Shin boo ..."?
mvc2_pl27_27 (Japanese) "Jin ya ..."?
mvc2_pl27_30 (sfx)
mvc2_pl27_31 (sfx)

PL28: Gambit
Audio cue DC Content Collection note
mvc2_pl28_00 (death)
mvc2_pl28_01 (light impact)
mvc2_pl28_02 (heavy impact)
mvc2_pl28_03 (light attack)
mvc2_pl28_04 (attack) "ya"
mvc2_pl28_05 (attack) "huh"
mvc2_pl28_06 (attack) "hee ya"
mvc2_pl28_10 "It's showtime"
mvc2_pl28_11 "Come on, mon ami"
mvc2_pl28_12 "Come on"
mvc2_pl28_15 "Don't mess with the cajun"
mvc2_pl28_16 (French) "Le tournament et fini"
mvc2_pl28_17 "See you mon cher"
mvc2_pl28_20 "Kinetic card"
mvc2_pl28_21 "Trick card"
mvc2_pl28_22 "Cajun slash"
mvc2_pl28_23 "Cajun strike"
mvc2_pl28_24 "Royal"
mvc2_pl28_25 "Flush"
mvc2_pl28_26 "Charging"
mvc2_pl28_30 (sfx)
mvc2_pl28_31 (sfx)
mvc2_pl28_32 (sfx)
mvc2_pl28_33 (sfx)

PL29: Juggernaut
Audio cue DC Content Collection note
mvc2_pl29_00 (death)
mvc2_pl29_01 (light impact)
mvc2_pl29_02 (heavy impact)
mvc2_pl29_03 (light attack)
mvc2_pl29_04 (attack)
mvc2_pl29_05 (attack)
mvc2_pl29_15 "I'm unstoppable"
mvc2_pl29_16 "I'm Juggernaut"
mvc2_pl29_20 "Earthquake"
mvc2_pl29_21 "Juggernaut punch"
mvc2_pl29_22 "Headcrush"
mvc2_pl29_23 (laugh)
mvc2_pl29_24 "whoooooa"
mvc2_pl29_25 "Power up" Has a trailing pop in all versions
mvc2_pl29_30 (sfx)
mvc2_pl29_31 (sfx: walk/stomp effect)

PL2A: Storm
Audio cue DC Content Collection note
mvc2_pl2a_00 (death)
mvc2_pl2a_01 (impact)
mvc2_pl2a_03 (attack)
mvc2_pl2a_20 "Lightning attack"
mvc2_pl2a_21 "Lightning storm"
mvc2_pl2a_22 "Typhoon"
mvc2_pl2a_30 (sfx: LP (cue slowed down a lot in game)) Confirmed Muffed
mvc2_pl2a_31 (sfx: lightning sphere) Muffed: seems nearly the same in game
mvc2_pl2a_32 (sfx: cFP, FP, MP) Confirmed Muffed
mvc2_pl2a_33 (sfx: dash (cue slowed down a lot in game)) Muffed: hard to tell in game
mvc2_pl2a_34 (sfx: FP throw, recovery from lightning storm) Confirmed Muffed
mvc2_pl2a_35 (sfx: looped) Muffed: don't see being used in game
mvc2_pl2a_36 (sfx: MK, RH throw (cue slowed down a lot in game)) Muffed: hard to tell in game
mvc2_pl2a_37 (sfx: tornado (cue slowed down a lot in game): cRH, RH, horizontal, vertical) Muffed: seems close enough in game
mvc2_pl2a_38 (sfx) Muffed: don't see being used in game
mvc2_pl2a_39 (sfx: lightning attack (cue slowed down a lot in game), taunt) Muffed: seems fine in game

PL2B: Sabretooth
Audio cue DC Content Collection note
mvc2_pl2b_00 (death)
mvc2_pl2b_01 (light impact)
mvc2_pl2b_02 (heavy impact)
mvc2_pl2b_03 (light attack) "hyu"
mvc2_pl2b_04 (attack) "ho"
mvc2_pl2b_05 (attack)
mvc2_pl2b_06 (attack) "ha"
mvc2_pl2b_10 "Keep this"
mvc2_pl2b_11 "Double team"
mvc2_pl2b_15 "Let's get out of here"
mvc2_pl2b_16 "Loser"
mvc2_pl2b_17 "Thanks Birdy"
mvc2_pl2b_20 "Berserker claw"
mvc2_pl2b_21 "Wild fang"
mvc2_pl2b_22 "Die"
mvc2_pl2b_23 "Birdy"
mvc2_pl2b_24 Birdy: "Yes boss"
mvc2_pl2b_30 (sfx: gunfire)
mvc2_pl2b_31 (sfx: snap)

PL2C: Magneto
Audio cue DC Content Collection note
mvc2_pl2C_00 (death)
mvc2_pl2C_01 (light impact)
mvc2_pl2C_02 (heavy impact)
mvc2_pl2C_03 (light attack)
mvc2_pl2C_04 (heavy attack)
mvc2_pl2C_05 (heavy attack)
mvc2_pl2C_10 "Playtime is ended"
mvc2_pl2C_11 "Begone"
mvc2_pl2C_15 "I am supreme"
mvc2_pl2C_16 (laugh)
mvc2_pl2C_20 "E.M. Disruptor"
mvc2_pl2C_21 "Forcefield"
mvc2_pl2C_22 "Hypergrav"
mvc2_pl2C_23 "Magnetic"
mvc2_pl2C_24 "Tempest"
mvc2_pl2C_25 "Shockwave"
mvc2_pl2C_30 (sfx: LP (cue slowed down a lot in game)) Confirmed Muffed
mvc2_pl2C_31 (sfx: MP) Confirmed Muffed
mvc2_pl2C_32 (sfx: FP, magnetic blast)
mvc2_pl2C_33 (sfx: FP throw, hyper-grav, magnetic tempest)
mvc2_pl2C_34 (sfx: EM disruptor) Confirmed Muffed...? Subtle-ish
mvc2_pl2C_35 (sfx: magnetic force field)

PL2D: Shuma-Gorath
Audio cue DC Content Collection note
mvc2_pl2d_00 (death)
mvc2_pl2d_01 (light impact)
mvc2_pl2d_02 (heavy impact)
mvc2_pl2d_03 (light attack)
mvc2_pl2d_04 (attack)
mvc2_pl2d_05 (attack)
mvc2_pl2d_15 "Waste of flesh"
mvc2_pl2d_20 "Mystic stare"
mvc2_pl2d_21 "Mystic smash"
mvc2_pl2d_22 "Devitalization"
mvc2_pl2d_23 "Chaos dimension"
mvc2_pl2d_30 (sfx: unused?)
mvc2_pl2d_31 (sfx: unused?)
mvc2_pl2d_32 (sfx: mystic stare)
mvc2_pl2d_33 (sfx, looped: chaos dimension capture) Confirmed Changed, has a trailing pop - might not be noticeable
mvc2_pl2d_34 (sfx: chaos dimension release) Confirmed Changed
mvc2_pl2d_35 (sfx: FP) Confirmed changed
mvc2_pl2d_36 (sfx, looped: RH throw) Confirmed changed

PL2E: War Machine
Audio cue DC Content Collection note
mvc2_pl2e_00 (death)
mvc2_pl2e_01 (light impact)
mvc2_pl2e_02 (heavy impact)
mvc2_pl2e_03 (light attack)
mvc2_pl2e_04 (heavy attack)
mvc2_pl2e_05 (attack)
mvc2_pl2e_10 "Yahoo"
mvc2_pl2e_11 "Go buddy"(?)
mvc2_pl2e_15 "Piece of cake"
mvc2_pl2e_16 "Where"(?)
mvc2_pl2e_20 "Shoulder cannon"
mvc2_pl2e_21 "Repulsor blast"
mvc2_pl2e_22 "Smart bomb"
mvc2_pl2e_23 "Geronimo"
mvc2_pl2e_24 "Here's my Sunday best"
mvc2_pl2e_25 "War Destroyer"
mvc2_pl2e_26 "Proton Cannon"
mvc2_pl2e_27 "Unibeam"
mvc2_pl2e_28 "Ha ha"
mvc2_pl2e_29 "Ha ha ha"
mvc2_pl2e_30 (sfx: FP)
mvc2_pl2e_31 (sfx: unused?)
mvc2_pl2e_32 (sfx: RH, cRH, MK)
mvc2_pl2e_33 (sfx: repulsor blast)
mvc2_pl2e_34 (sfx, looped: boot jet activation for jump, flight, air dash, etc)
mvc2_pl2e_35 (sfx: cFP) Muffed(?)
mvc2_pl2e_36 (sfx: shoulder cannon, low shoulder cannon)

PL2F: Silver Samurai
Audio cue DC Content Collection note
mvc2_pl2f_00 (death)
mvc2_pl2f_01 (impact)
mvc2_pl2f_03 (light attack)
mvc2_pl2f_04 (attack)
mvc2_pl2f_05 (attack) "Yosai"?
mvc2_pl2f_15 (Japanese) "Ich tote ..."?
mvc2_pl2f_20 (Japanese) "Rameiken"
mvc2_pl2f_21 "mmmmmm"
mvc2_pl2f_30 (sfx) Muffed(?): appears to be unused
mvc2_pl2f_31 (sfx, looped: raimeiken) Confirmed Muffed
mvc2_pl2f_32 (sfx: shuriken, cho-shuriken) Confirmed Muffed

PL30: Omega Red
Audio cue DC Content Collection note
mvc2_pl30_00 (death)
mvc2_pl30_01 (light impact)
mvc2_pl30_02 (heavy impact)
mvc2_pl30_03 (light attack)
mvc2_pl30_04 (attack)
mvc2_pl30_05 (attack)
mvc2_pl30_06 (attack) "ya"
mvc2_pl30_07 (attack) "hu"
mvc2_pl30_10 "Come on"
mvc2_pl30_11 "My turn"
mvc2_pl30_12 "Here we go"
mvc2_pl30_13 "Let's go"
mvc2_pl30_15 "Your life force stinks"
mvc2_pl30_20 "Omega strike"
mvc2_pl30_21 "Carbnadium smasher"
mvc2_pl30_22 "Death factor"
mvc2_pl30_23 "Energy drain"
mvc2_pl30_24 "Die"
mvc2_pl30_25 "Ha ha ha"
mvc2_pl30_26 "Omega destroyer" Muffed: audio pop at end. Not noticeable in game.
mvc2_pl30_30 (sfx: energy drain, death factor)
mvc2_pl30_31 (sfx: unused?)
mvc2_pl30_32 (sfx: carbonadium coil, omega strike)
mvc2_pl30_33 (sfx: cHK)
mvc2_pl30_34 (sfx: cFP, omega destroyer recovery)
mvc2_pl30_35 (sfx: FP)

PL31: Spiral
Audio cue DC Content Collection note
mvc2_pl31_00 (death)
mvc2_pl31_01 (light impact)
mvc2_pl31_02 (heavy impact)
mvc2_pl31_03 (light attack)
mvc2_pl31_04 (heavy attack)
mvc2_pl31_20 "Dancing sword"
mvc2_pl31_21 "Spiral duster"
mvc2_pl31_22 "Switch"
mvc2_pl31_30 (sfx: unused?) Cue changed: post-processing makes it sound unchanged
mvc2_pl31_31 (sfx, cue slowed down a lot in game: teleport out) Cue changed: post-processing makes it sound unchanged
mvc2_pl31_32 (sfx: unused?) Cue changed: post-processing makes it sound unchanged
mvc2_pl31_33 (sfx, cue slowed down a lot in game: throw sword) Cue changed: post-processing makes it sound unchanged
mvc2_pl31_34 (sfx, cue slowed down a lot in game: dancing sword) Cue changed: post-processing makes it sound unchanged

PL32: Colossus
Audio cue DC Content Collection note
mvc2_pl32_00 (death)
mvc2_pl32_01 (light impact)
mvc2_pl32_02 (heavy impact)
mvc2_pl32_03 (light attack)
mvc2_pl32_04 (attack)
mvc2_pl32_05 (attack)
mvc2_pl32_06 (attack)
mvc2_pl32_07 (attack)
mvc2_pl32_15 (Russian) "Da ..."?
mvc2_pl32_16
mvc2_pl32_30 (sfx: giant swing rotation) Seems fine in game
mvc2_pl32_31 (sfx: super dive going upwards) Changed as cue: Collection version doesn't have a fade. Seems fine in game

PL33: Iron Man
Audio cue DC Content Collection note
mvc2_pl33_00 (death)
mvc2_pl33_01 (light impact)
mvc2_pl33_02 (heavy impact)
mvc2_pl33_03 (light attack)
mvc2_pl33_04 (heavy attack)
mvc2_pl33_05 (attack)
mvc2_pl33_06 (attack)
mvc2_pl33_10 "Your move"
mvc2_pl33_15 "Superior tech"
mvc2_pl33_20 "Proton cannon"
mvc2_pl33_21 "Repulsor blast"
mvc2_pl33_22 "Smart bomb"
mvc2_pl33_23 "Unibeam"
mvc2_pl33_30 (sfx)
mvc2_pl33_31 (sfx)
mvc2_pl33_32 (sfx)
mvc2_pl33_33 (sfx)
mvc2_pl33_34 (sfx, flight, looped)
mvc2_pl33_35 (sfx)
mvc2_pl33_36 (sfx)

PL34: Sentinel
Audio cue DC Content Collection note
mvc2_pl34_00 Death: "Unit Destroyed" Wrong: says "Unit" instead
mvc2_pl34_01 Impact: "Damaged" Wrong: swapped with 00, "Unit Destroyed"
mvc2_pl34_02 Impact: "Unit Damaged"
mvc2_pl34_15 "Mission Completed"
mvc2_pl34_20 "Rocket Punch"
mvc2_pl34_21 "Neutralize"
mvc2_pl34_22 "Plasma Storm"
mvc2_pl34_30 (sfx)
mvc2_pl34_31 (sfx walking)
mvc2_pl34_32 (sfx)
mvc2_pl34_33 (sfx)
mvc2_pl34_34 (sfx)
mvc2_pl34_35 (sfx)
mvc2_pl34_36 (sfx)
mvc2_pl34_37 (sfx air attack)
mvc2_pl34_38 (sfx)
mvc2_pl34_39 (sfx)
mvc2_pl34_45 (sfx)
mvc2_pl34_46 (sfx)
mvc2_pl34_47 (sfx)
mvc2_pl34_48 (sfx air attack, looped)
mvc2_pl34_49 (sfx)
mvc2_pl34_50 (sfx taunt)

PL35: Blackheart
Audio cue DC Content Collection note
mvc2_pl35_00 (death)
mvc2_pl35_01 (light impact)
mvc2_pl35_02 (heavy impact)
mvc2_pl35_03 (light attack)
mvc2_pl35_04 (heavy attack)
mvc2_pl35_05 (attack)
mvc2_pl35_15 "Blackheart rises"
mvc2_pl35_16 "Father"
mvc2_pl35_17 "You're mine"
mvc2_pl35_20 "Dark thunder"
mvc2_pl35_21 "Inferno"
mvc2_pl35_22 "Armageddon"
mvc2_pl35_23 "Hahaha ha ha"
mvc2_pl35_30 (sfx, cue sped up a lot in game: dark thunder) Changed: seems fine in game
mvc2_pl35_31 (sfx: dash) Changed: seems fine in game
mvc2_pl35_32 (sfx: RH demons, jRH demons)
mvc2_pl35_33 (sfx: FP demons, Judgement Day)
mvc2_pl35_34 (sfx: MP)

PL36: Thanos
Audio cue DC Content Collection note
mvc2_pl36_00 (death)
mvc2_pl36_01 (light impact)
mvc2_pl36_02 (heavy impact)
mvc2_pl36_03 (light attack)
mvc2_pl36_04 (attack)
mvc2_pl36_05 (attack)
mvc2_pl36_06 (attack)
mvc2_pl36_10 "Pray"
mvc2_pl36_15 "Destiny awaits"
mvc2_pl36_16 "Thanos reigns"
mvc2_pl36_17 "It's not over"
mvc2_pl36_20 "Power"
mvc2_pl36_21 "Reality"
mvc2_pl36_22 "Soul"
mvc2_pl36_23 "Space"
mvc2_pl36_30 (sfx)
mvc2_pl36_31 (sfx: FP)
mvc2_pl36_32 (sfx: jFP)
mvc2_pl36_33 (sfx: titan crush)
mvc2_pl36_34 (sfx: death sphere)
mvc2_pl36_35 (sfx: gauntlet reality walls breaking? hard to hear) Changed: seems fine in game
mvc2_pl36_36 (sfx: gauntlet power) Changed: seems fine in game
mvc2_pl36_37 (sfx: gauntlet space) Changed: seems fine in game

PL37: Jin Saotome
Audio cue DC Content Collection note
mvc2_pl37_00 (death)
mvc2_pl37_01 (light impact)
mvc2_pl37_02 (heavy impact)
mvc2_pl37_03 (light attack) "ha"
mvc2_pl37_04 (attack) "sire"?
mvc2_pl37_05 (attack)
mvc2_pl37_06 (attack)
mvc2_pl37_07 (attack)
mvc2_pl37_08 (attack)
mvc2_pl37_10 (Japanese)
mvc2_pl37_11 (Japanese)
mvc2_pl37_12 (Japanese)
mvc2_pl37_15 (Japanese)
mvc2_pl37_20 (Japanese)
mvc2_pl37_21 (Japanese) "Sutz"
mvc2_pl37_22 (Japanese) "Koi"
mvc2_pl37_23 "Blodia"
mvc2_pl37_24 "Cyclone"
mvc2_pl37_25 "Saotome"
mvc2_pl37_26 "Dynamito"
mvc2_pl37_27 "Typhoon"
mvc2_pl37_28 "???"
mvc2_pl37_29 (Japanese) "Meat"?
mvc2_pl37_30 (sfx)
mvc2_pl37_31 (sfx)
mvc2_pl37_32 (sfx: snap)
mvc2_pl37_33 (sfx)
mvc2_pl37_45 (Japanese)

PL38: Captain Commando
Audio cue DC Content Collection note
mvc2_pl38_00 (death)
mvc2_pl38_01 (light impact)
mvc2_pl38_02 (heavy impact)
mvc2_pl38_03 (light attack)
mvc2_pl38_04 (heavy attack)
mvc2_pl38_05 (heavy attack)
mvc2_pl38_06 "Captain kick"
mvc2_pl38_07 "Genity"
mvc2_pl38_08 "Sho"
mvc2_pl38_09 "Hoover"
mvc2_pl38_10 "Chengie Commando"?
mvc2_pl38_11 (Japanese)
mvc2_pl38_12 (Japanese)
mvc2_pl38_15 (Japanese) "Heiwa no Tame ni - WATASHI WA TATAKAE!" (For peace: I will fight!)
mvc2_pl38_20 "Captain Sword"
mvc2_pl38_21 "Captain Swoooord"
mvc2_pl38_22 "Commando Strong-u"?
mvc2_pl38_23 "Captain Corridor" Swapped with 32, not noticeable in game
mvc2_pl38_24 "Captain Fire"
mvc2_pl38_25 "Babuuu"
mvc2_pl38_26 "suuu"
mvc2_pl38_27 "niiin"
mvc2_pl38_30 (guitar strum)
mvc2_pl38_31 (sfx, laser appearance)
mvc2_pl38_32 (sfx) Swapped with 23, not noticeable in game

PL39: Wolverine (Bone) / Bonerine
Audio cue DC Content Collection note
mvc2_pl39_00 (death)
mvc2_pl39_01 (light impact)
mvc2_pl39_02 (heavy impact)
mvc2_pl39_03 (light attack)
mvc2_pl39_04 (attack)
mvc2_pl39_05 (attack)
mvc2_pl39_06 (attack)
mvc2_pl39_10 "Let's go, bub"
mvc2_pl39_15 "Rookie"
mvc2_pl39_20 "Tornado claw"
mvc2_pl39_21 "Berserker barrage"
mvc2_pl39_22 "Drill claw"
mvc2_pl39_23 "hmm"
mvc2_pl39_30 (sfx)
mvc2_pl39_31 (sfx: berserker barrage (x)) Confirmed Muffed: hard to hear in game though
mvc2_pl39_32 (sfx: drill claw)
mvc2_pl39_33 (sfx: match open)
mvc2_pl39_34 (sfx: taunt claw clink) Confirmed Muffed (up an octave?)

PL3A: Kobun / Servbot
Audio cue DC Content Collection note
mvc2_pl3a_00 (death)
mvc2_pl3a_01 (light impact)
mvc2_pl3a_02 (heavy impact)
mvc2_pl3a_03 (light attack)
mvc2_pl3a_04 (attack)
mvc2_pl3a_05 (attack) "Come out"?
mvc2_pl3a_10 "bunya bunya bunya"
mvc2_pl3a_11 (Japanese)
mvc2_pl3a_12 (Japanese) "Sayonara"
mvc2_pl3a_13 (Japanese) "In doya ..."?
mvc2_pl3a_14 (Japanese: yawn?) "Waaaya"
mvc2_pl3a_15 "Fly"
mvc2_pl3a_20 "yum yum yum"
mvc2_pl3a_21 "eeeee"
mvc2_pl3a_22 (Japanese) "Isigato"?
mvc2_pl3a_23 (Japanese) "Pigato"?
mvc2_pl3a_24 (Japanese) "Shigato"?
mvc2_pl3a_25 (Japanese) "Bigato"?
mvc2_pl3a_26 (Japanese) "Caniliku"?
mvc2_pl3a_27 (Japanese)? "Udon"
mvc2_pl3a_28 (Japanese) "Gon dizu"?
mvc2_pl3a_29 (Japanese) "Kawa"?
mvc2_pl3a_30 (sfx: unused?)
mvc2_pl3a_31 (sfx, cue sped up in game: cFP/cHK fall with plates)
mvc2_pl3a_32 (sfx: unused?)
mvc2_pl3a_33 (sfx, cue sped up a lot in game: LP, LK) Confirmed changed
mvc2_pl3a_34 (sfx: cLP, cLK)
mvc2_pl3a_35 (sfx: FP/RH tablecloth)
mvc2_pl3a_36 (sfx: King Kobun grow)
mvc2_pl3a_37 (sfx: King Kobun shrink)
mvc2_pl3a_38 (sfx: King Kobun bonky hammer)
mvc2_pl3a_39 (sfx: unused?)
mvc2_pl3a_45 (Japanese) "Arigato"
mvc2_pl3a_46 "aa"
mvc2_pl3a_47 (Japanese) "Pigato"?
mvc2_pl3a_48 "aa"
mvc2_pl3a_49 (Japanese) "Shigato"?
mvc2_pl3a_50 "aa"
mvc2_pl3a_51 "Fly"
mvc2_pl3a_52 "aa"
mvc2_pl3a_53 (Japanese) "Kiniliku"?
mvc2_pl3a_54 "aa"
mvc2_pl3a_55 (Japanese) "Udon"
mvc2_pl3a_56 "aa"

General game

SE_COMN is where all the pushblock and other effects are, and should be the one we care the most about.

COMN: Common sound effects
Audio cue DC Content Collection note
mvc2_prg00_00 (sfx) default impact fx?
mvc2_prg00_01 (sfx) default impact fx?
mvc2_prg00_02 (sfx) default impact fx?
mvc2_prg00_03 (sfx) default impact fx?
mvc2_prg00_04 (sfx) claw/sword sfx?
mvc2_prg00_05 (sfx) claw/sword sfx?
mvc2_prg00_06 (sfx) claw/sword sfx?
mvc2_prg00_07 (sfx) claw/sword sfx? Changed? I don't hear this being used in-game
mvc2_prg00_08 (sfx) laser fx? Changed? I don't hear this being used in-game
mvc2_prg00_09 (sfx) Changed? I don't hear this being used in-game
mvc2_prg00_10 (sfx) claw fx?
mvc2_prg00_11 (sfx)
mvc2_prg00_12 (sfx)
mvc2_prg00_13 (sfx)
mvc2_prg00_14 (sfx)
mvc2_prg00_15 (sfx)
mvc2_prg00_16 (sfx)
mvc2_prg00_17 (sfx)
mvc2_prg00_18 (sfx)
mvc2_prg00_19 (sfx)
mvc2_prg00_20 (sfx)
mvc2_prg00_21 (sfx)
mvc2_prg00_22 (sfx)
mvc2_prg00_23 (sfx)
mvc2_prg00_24 (sfx: used for Cable's taunt and Commando's Genity helicopter sounds) Changed, but don't touch. The Collection speeds up playback here to account for the updated audio.
mvc2_prg00_25 (sfx)
mvc2_prg00_26 (sfx)
mvc2_prg00_30_loop (sfx: opening tunnel)
mvc2_prg00_35 (sfx)
mvc2_prg00_37 (sfx)
mvc2_prg00_38 (sfx)
mvc2_prg00_40 (sfx)
mvc2_prg00_41 (sfx)
mvc2_prg00_42 (sfx)
mvc2_prg00_44 (sfx)
mvc2_prg00_45 (sfx)
mvc2_prg00_47 (sfx)
mvc2_prg00_48 (sfx)
mvc2_prg00_49 (sfx)
mvc2_prg00_50 (sfx)
mvc2_prg00_51 (sfx)
mvc2_prg00_52 (sfx)
mvc2_prg00_53 (sfx)
mvc2_prg00_60 (sfx)
mvc2_prg00_61 (sfx)
mvc2_prg00_62 (sfx)
mvc2_prg00_63 (sfx)
mvc2_prg00_64 (sfx)
mvc2_prg00_65 (sfx: finish)
mvc2_prg00_66 (sfx: finish)
mvc2_prg00_67 (sfx: finish) + "Finish"
mvc2_prg00_68 (sfx)
mvc2_prg00_69 (sfx: meter up)
mvc2_prg00_70 (sfx: shot, used for Tron's Kobun copter launch)
mvc2_prg00_71 (sfx)
mvc2_prg00_72_loop (sfx)
mvc2_prg00_73 (sfx: explosion, used for Sent RH, Gambit's kinetic card)
mvc2_prg00_74 (sfx)
mvc2_prg00_75 (sfx: burning, used for stuff like Cable FP bullet hitting fire)
mvc2_prg00_76 (sfx: dark moves?, used for stuff like Blackheart's Inferno)
mvc2_prg00_77 (sfx: used for startup of Blackheart's Armageddon)
mvc2_prg00_78 (sfx)
mvc2_prg00_79 (sfx: used for Gambit's FP throw) Confirmed Muffed
mvc2_prg00_80 (sfx: ice chime?, used for stuff like Blackheart's Inferno hitting)
 
mvc2_prg01_00 "Capcom"
mvc2_prg01_01 (DC menu sounds: cursor move)
mvc2_prg01_02 (DC menu sounds: select)
mvc2_prg01_03 (DC menu sounds)
mvc2_prg01_05 (DC menu sounds: invalid)
mvc2_prg01_06 "Who will survive"
mvc2_prg01_07 "The battle for survival begins"
mvc2_prg01_08 "Get ready to kick butt"
mvc2_prg01_09 "Engage"
mvc2_prg01_10 "First attack"
mvc2_prg01_11 "Tech hit"
mvc2_prg01_12 "Aerial rave"
mvc2_prg01_13 "Air combo"
mvc2_prg01_14 "Counter"
mvc2_prg01_15 "Danger"
mvc2_prg01_16 "Yes"
mvc2_prg01_17 "Good"
mvc2_prg01_18 "Very good"
mvc2_prg01_19 "Great"
mvc2_prg01_20 "Wonderful"
mvc2_prg01_21 "Fantastic"
mvc2_prg01_22 "Monster"
mvc2_prg01_23 "Marvelous"
mvc2_prg01_24 "Hurry up"
mvc2_prg01_25 "Level up"
mvc2_prg01_26 "Life up"
mvc2_prg01_27 "Speed up"
mvc2_prg01_28 "Defense up"
mvc2_prg01_29 "Power up"
mvc2_prg01_30 "Super armor"
mvc2_prg01_31 Coll-only: (sfx) + "Finish"
mvc2_prg01_32 "Hyper combo finish"
mvc2_prg01_40 "KO"
mvc2_prg01_41 "Draw game"
mvc2_prg01_42 "Double KO"
mvc2_prg01_43 "Time over"
mvc2_prg01_44 "Perfect"
mvc2_prg01_45 "You win"
mvc2_prg01_46 "You lose"
mvc2_prg01_47 "A new opponent is ready to face you"
mvc2_prg01_50 "The chronicle of battles will now unfold...." Swapped with 58
dc: 01_52 P1: "Select your assist type" (Not present: replaced by 77)
mvc2_prg01_53 P1: "Cool decision" Shared: "Cool decision"
mvc2_prg01_54 P2: "That's what I expected" Shared: "That's what I expected"
dc: 01_55 P2: "Select your assist type" (Not present: replaced by 77)
mvc2_prg01_56 (world swirl)
mvc2_prg01_57 (sfx: timer)
mvc2_prg01_58 (sfx: timer) Swapped with 50
mvc2_prg01_59 (sfx: timer, character selection in training mode when you press Start) Changed? Subtle enough not to matter
mvc2_prg01_60 "Don't you want a rematch"
mvc2_prg01_61 "Don't give up: challenge again"
mvc2_prg01_62 "Zero"
mvc2_prg01_63 (sfx: timer)
mvc2_prg01_64 (sfx: cursor)
mvc2_prg01_65 (sfx: selection)
mvc2_prg01_66 (sfx: cursor)
mvc2_prg01_67 (sfx: selection)
mvc2_prg01_68_loop (intro tunnel) Different between NAOMI/DC
mvc2_prg01_69 (sfx: the V E R S U S letters appearing on screen during VS screen) Changed? Subtle enough not to matter
mvc2_prg01_70 "Oh man I almost had a heart attack there"
mvc2_prg01_71 "You've got that killer instinct"
mvc2_prg01_72 "I just can't believe it ...."
mvc2_prg01_73 (sfx: VS screen after character selection) Changed? Subtle enough not to matter
mvc2_prg01_74 "Select your heroes"
mvc2_prg01_75 "Select your heroes"
dc: 01_76 P1: (sfx) (Not present)
mvc2_prg01_77 P2: (sfx) Swapped, replaces 52/55: "Select your assist type"

STAF: Credits
Audio cue DC Content Collection note
mvc2_staf_00.724DF879 "Thanks for playing Marvel vs Capcom 2..."

SYUK: Attract Screen
Audio cue DC Content Collection note
mvc2_syuk_00 "Capcom Presents"
mvc2_syuk_01 "Marvel vs Capcom 2: New Age of Heroes"
mvc2_syuk_02 ('thong' sound effect)

Replacement / Updating sounds

Refer to the ComboMasher guide.