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BusterWolf
09-13-2002, 02:55 PM
I know alot of people think S is the weakest and think its a joke..or even underestimate it...And for those peeps a hot ass whoopin is bound to come cause if u can play with any other groove u can with S too...Its all about the player and S has some sick shit to offer if u play it right...So this is for the few who do like the groove...I personally have been coming up with a crazy style with S that I will hopefully be able to post up with some vids online real soon....So post ur opinions and strats good or bad...Post up your teams and what makes ur S style unique..A by the way S on S matches are too good..Try them out in casual play and u'll see what I mean..Peace...


-Dr.B:cool:

Mummy-B
09-13-2002, 03:13 PM
If only you could Dodge Cancel. How bad ass would that be. A no risk RC almost. If you screw up, you special, if you screw up, you Dodge.

Ah well.

I play S Groove for fun. Morrigan, Terry, Cammy. Sometimes someone like Rock or Maki, even Athena even though I'm not too hot with her.

S Cammy is friggin annoying though. Her dodge attacks are as fucked up as Sagat's, up close stand fp and stand fk knockdown, can't beat that with a stick.

There's a Japanese guy who would do a cool trink of Gouki and Vega (Bison) would Dodge, and then teleport as he comes out, it's pretty mind tricky.

Peachy
09-13-2002, 03:13 PM
Hehe yea I love S groove so much, one of the best rewards of playing S is that not many people play against it and plus you can be unique. :) I have been playing a lot of A groove lately but I still love S and it will always be my main groove. Currently I am playing Athena/Blanka/ and I need to find another character. Dodging strategies... hhmm... well basically for characters like cammy, yama, sakura, etc. who have long range you can dodge a lot but at a distance. Dont get into the habbit of always dodge attacking no matter how good you think it is. Dodging and then letting it recover is good sometimes aswell to throw off your opponents. I have many S grrove tactics, it just all depends on who I am playing. I'm sure some of you have seen on eof my tactics with athena. :p

Who says S groove is weak is CRAZY!! I mean I did make it to the final rounds at EVO with it and played Chikyu. :D (Even though I played a total of 3 matches) :lol: Anyway I am just joking, I suck at cvs2 and I still need a ton of practice. I am glad to see this thread though, I'd like to see what other people think about S groove and how they use it and all that. (people play differently and with S groove it's always interesting to see other people play)

I personally disagree with you Dr. B, I hate S on S matches. Each person just waits until the other one dodges then counters it with a dodge attack. :lame: Hehe I guess they're funny to watch though.

BusterWolf
09-13-2002, 03:24 PM
Yeah S Yama owns when u zone with him...And u guys thought my C-Yama was nutty:D I like Charge faking into moves...and as far as a dodge cancel I do moves with dodge to practice RC'ing for my C teams..maybe there is a hidden dodge cancel..Only a true S groover will have to rise to use it anyway...I think S Athena..Yuri..Iori..Todo..and Terry are good in that groove and have quick and useful supers to pull of during desperation..Any other good chars out there being used???

-Dr.B:cool:

Peachy
09-13-2002, 03:41 PM
Dont forget Cammy. ;) I think any character can be good in S just takes time. I mean I played Blanka in S and I hated playing him in that groove so much, but after a while I got used to it and found out cool tricks with him in that groove, and I am sure you can do that with anyone else aswell. I love playing with him now and I think I do pretty well with him in S groove. I was thinking about playing Terry in S but I am not sure, I haven't practiced with him yet.

SoleEMU
09-13-2002, 04:01 PM
S groove rocks!

I usually play akuma, yamazaki, and gief(2)

Though it took a while to get used to dodge piledriver, or command grab, there is soooo much invincibility to gain from this.

What are the strats you guys use though... for any character

S-groove has so much to offer, there must be a bunch of fun things to do :D

Sole.

Ubersaurus
09-13-2002, 04:19 PM
Chun Li is fantastic. If she has super, there is no reason for knockdown dodge attack when you can do punch into the kick super.

I had a S vs S match last saturday...came out on top, but it's neat...two guys, dodging over and over, until finally i came out of it and threw his ass :lol:

Shadow Blanka
09-13-2002, 04:37 PM
Originally posted by Peachy
Hehe yea I love S groove so much, one of the best rewards of playing S is that not many people play against it and plus you can be unique. :) I have been playing a lot of A groove lately but I still love S and it will always be my main groove. Currently I am playing Athena/Blanka/ and I need to find another character. Dodging strategies... hhmm... well basically for characters like cammy, yama, sakura, etc. who have long range you can dodge a lot but at a distance. Dont get into the habbit of always dodge attacking no matter how good you think it is. Dodging and then letting it recover is good sometimes aswell to throw off your opponents. I have many S grrove tactics, it just all depends on who I am playing. I'm sure some of you have seen on eof my tactics with athena. :p

Who says S groove is weak is CRAZY!! I mean I did make it to the final rounds at EVO with it and played Chikyu. :D (Even though I played a total of 3 matches) :lol: Anyway I am just joking, I suck at cvs2 and I still need a ton of practice. I am glad to see this thread though, I'd like to see what other people think about S groove and how they use it and all that. (people play differently and with S groove it's always interesting to see other people play)

I personally disagree with you Dr. B, I hate S on S matches. Each person just waits until the other one dodges then counters it with a dodge attack. :lame: Hehe I guess they're funny to watch though.



Why don't you use Bison. You do well with Bison in S Groove. According to my records with you using Bison its:

Peachy 1
Sie Kensou 0

You could also try Cammy again or even Chun Li.

Peachy
09-13-2002, 05:17 PM
Originally posted by Shadow Blanka




Why don't you use Bison. You do well with Bison in S Groove. According to my records with you using Bison its:

Peachy 1
Sie Kensou 0

You could also try Cammy again or even Chun Li.
:lol: yea maybe I will, I dont know I stopped using him cause according to a couple of people he was my weakest character. I think I will play around and see who I want to use.

Deezo
09-13-2002, 06:07 PM
Originally posted by Peachy
:lol: yea maybe I will, I dont know I stopped using him cause according to a couple of people he was my weakest character. I think I will play around and see who I want to use.

I think ur S-traordinary!

P groove is bomb, and so is S Vega.

Rolling Start
09-13-2002, 06:24 PM
Yes, S-Groove is very, very dope. Multi-dodging big moves is the shit, but if I've learned anything about S-Groove is that dodging needs to be selective, just like parrying in P-Groove. If all you do is sit and dodge/parry, then what the fuck damage are you gonna do?

S-Groove Rolento is very, very sick. Even though dodging/charging don't really seem like they would fit rolento's always-moving style, he really does benefit greatly from it. Doing walking jabs until you can kind of guess when they will counterattack (most people do after the same amount of jabs, although obviously this doesn't always work.) Like against a sagat player, you just jab, until he tries to fierce you or uppercut you. Then you kind of psychic dodge, but a lot of the time you will be able to pick up on what you opponent will do. Then you can dodge combo attack into patriot circle, scouter jump back and charge your meter.

Also, all of rolento's supers have a decent lv1 use in desperation mode. Rolento is most vulnerable when he gets pinned down, so lots of people try to cross him up to keep him grounded. That's where the grenade super comes in, cause if you ever catch them trying to jump over you the grenade super will get them really well most of the time, especially against characters with long, slow jumps. Now, the tripwire super isn't THAT good at lv1, but if they aren't blocking low right at close range after say a delayed get-up, then they get hit for decent damage. And the knife super can be good for a little cheesy damage ater say a midscreen knockdown. Chances are they will roll, and you can usually throw them, if you judge the distance right. And if they have meter, and it looks like they will roll/super or roll/CC, then play dumb and don't do anything, then dodge at the last second!

One thing that always works at least once aginst shoto players, is after a knockdown run up to their body, and at the last second dodge, and 9 times out of 10 they will uppercut. Since dodging has an invincible start-up, you don't have to worry about getting clipped. And then it's free combo!

S-Terry CPU cheese tactic of repeated buster wolf is good against the right characters.

S-Groove Zangief anti-airing with dodge/(spd/ds/rgb/FAB) is pretty shocking when it first happens to you.

S-Groove Ryo is good too. Haohshokokens work well against certain characters, and if you have your meter charged, and a long multi-attack super is done (think chun-li, yun, maki, sagat, guile, etc) then dodge the first hits, and do the level 3 dizzy punch out. Now I don't get to test this a lot, but i know for a fact, like Haomaroh, his level three punch comes out no matter what when activated, and i'm pretty sure that it has quite quick startup as well, AND they will just run into Ryo to get punched, AND you can either haohshokoken or charge another level 3 for 15% damage increase after.

S-Groove is dizope.

Rolling Start
09-14-2002, 09:15 AM
Bump...

Why am i always the kiss of death for threads...

MegaZangief
09-14-2002, 12:02 PM
Ya S groove is sick!!! I play S groove Balrog,Sagat, Blanka, Cammy, and Bison. Trying to get that dodge into SPD with Zangief but I think I got my timing off or something :(. Infinite lvl 1s with sagat and blanka is just WRONG. With sagat it is a constant rush down of C.FP into his ground fireball super. I am a BIG fan of dodging, knocking down my opponent and powering up my bar, but my question is do you guys use the bar for your super, or just hold on to it for the extra power boost you get?? Usually I try and not to use the super unless they practically let me hit them for free :).

Peachy
09-14-2002, 12:14 PM
Originally posted by MegaZangief
Ya S groove is sick!!! I play S groove Balrog,Sagat, Blanka, Cammy, and Bison. Trying to get that dodge into SPD with Zangief but I think I got my timing off or something :(. Infinite lvl 1s with sagat and blanka is just WRONG. With sagat it is a constant rush down of C.FP into his ground fireball super. I am a BIG fan of dodging, knocking down my opponent and powering up my bar, but my question is do you guys use the bar for your super, or just hold on to it for the extra power boost you get?? Usually I try and not to use the super unless they practically let me hit them for free :).
Well it all depends on how you play, there is no wrong way of using the bar. You have multiple options: you can hold the bar for the damage boost, use the bar as your level one super, or use the alpha counter. I think it soley depends on your character and their supers. Like with my team I had Athena/Cammy/Blanka. For Athena I will use the level cause her level one is good, for Cammy I will keep the damage boost unless I can hit with her straight up super cause her spin drive smasher at level one isnt too great even in a combo, and as for Blanka I will use his alpha counter and when they get knocked down I will run and cross them up into a combo or electricity. Although there are exceptions sometimes like with blanka I will use his super if I need it. You play around with your characters and decide what you like doing with your guage the best, everyone is different.

honda man
09-14-2002, 12:55 PM
whenever I play in s groove, I can't help but play as balrog, kyosuke, and raiden. Balrog for the nastalgia of snk groove ex balrog from cvs1; Kyosuke because a launcher after a dodge is the perfect time to do it, and all of his lvl 1 supers are worth it; and raiden because his lvl1's are also worth it, but more than that, he's a wrestler who has a built in means of transportation, so it's not as hard to get in with him as it is with s gief.

BusterWolf
09-16-2002, 07:04 PM
I have been messin with S-Iori and he's too fun....I like charge faking into uppercuts....Dodge cancel punch into multi punch smash...and baiting people from dodge into level 3 grab super....IMO he's so much better than a dry C or N/K Iori cause u can fake out with him and bait so much easier...

-Dr.B:cool:

Ubersaurus
09-16-2002, 08:11 PM
There are so many people I want to play in S groove but just don't have the time to learn, I swear. So many have good shit in their grooves, from Balrog, to Rolento, Chun Li, Ryu, to just about any given character.

Vigorous
09-16-2002, 08:35 PM
Who was the S-groove player at Evolution? Athena player?
I was thinking that was you Peachy. Was it?

BTW, I'm gonna be bringing my S-groove to N-Cubed.

Peachy
09-16-2002, 09:18 PM
Hell yea that was me! :D Gotta be representing the S groove out there. Damn Chikyu was good, his Raiden was so scary! Oh well though I'm glad I got to play him.

Rolling Start
09-17-2002, 10:59 PM
I would most certainly love to see some Evo s-groove action, even though i realize there wasn't much.

This small-town scrub needs some new tricks!

And i'm limited to theory fighter, due to my right forearm bones being busted.

WEAK, no SF playing sucks...

Nothing sweeter than S-Groove rushdown.

I Am Lothar
09-17-2002, 11:00 PM
I thought Victoria was a fairly large city :o

Rolling Start
09-17-2002, 11:06 PM
It's like...300,000 people i think? Not really sure. It's pretty much the smallest big city in Canada. Smaller than Vancouver, about the size of Ottawa i think? Pretty low population, anyways...

Random sickening thought:

Canada is the third largest country on Earth, yet the state of California has more people. Can you say, under-populated?

We have it fucking made. Plentiful natural resources, a nice, mild climate (not cold at all, this summer was fucking hot! 100+ for like a week straight!), strong beer, and from the sounds of things legalized marijuana within the decade. WHOOO!

And to stay on topic, Blanka, Bison and Dan all have sweet looking dodges.

I Am Lothar
09-17-2002, 11:11 PM
S groove rocks

BusterWolf
09-18-2002, 01:03 AM
Yeah I plan on going to N-Cubed and when I do I'll be busting out my S on some suckas..and not to forget my world famous Yama..lol S has some secret shit about it u just have to find and make ur own hidden strats and beat some fools down..

-Dr.B:cool:

Rolling Start
09-18-2002, 12:05 PM
Another character who i forgot to mention is eagle. He's fucking sick in S-Groove. His dodge combo is his mk, which can buffer into most, if not all, of his specials/supers. Dodge knockdown is his fp, which is almost the same as Yama's rh in terms of power, range, and speed. Both of his supers are useful at lv1, especially his qcfX2+p one, cause the first hit has mad range.

Vigorous
09-18-2002, 12:46 PM
Originally posted by BusterWolf
Yeah I plan on going to N-Cubed and when I do I'll be busting out my S on some suckas..and not to forget my world famous Yama..lol S has some secret shit about it u just have to find and make ur own hidden strats and beat some fools down..

-Dr.B:cool:

Cooool.
I'll be looking forward to meeting you. Hopefully we'll be able to get alot of games in with each other.

BTW, I just won a tournament down here in Houston. S-Representin!

Yo-yo v1.0
09-18-2002, 02:45 PM
I just started using S-Groove again. I was a P-Groover but my parrying skills weren't too stellar. My team is usually Ken/Joe/Iori rushdown. Throw in the sick mind games, you can do with dodging. Whoo! The look on my opponents face is priceless. I don't know but there aren't many Ken users on the forums, what's up with that!? Ken is dope, he's better than Ryu IMO. And in S-Groove he's a fiend! It's all about the rushdown crouching LKs with him. hehe trust me it works. :D

Peachy
09-18-2002, 02:50 PM
Originally posted by Rolling Start
Another character who i forgot to mention is eagle. He's fucking sick in S-Groove. His dodge combo is his mk, which can buffer into most, if not all, of his specials/supers. Dodge knockdown is his fp, which is almost the same as Yama's rh in terms of power, range, and speed. Both of his supers are useful at lv1, especially his qcfX2+p one, cause the first hit has mad range.
Yea Eagle's pretty good in S groove. A pretty cool trick with him in S groove is after you have hit with his hcf+K move do his qcfX2+P super, cause usually people try to do something after it. Of course mix it up a little block sometimes or walk in and throw them sometimes. I'd play him in S but I prefer him with a dash, since his is really good and setups some nasty stuff.


Originally posted by Vigorous
BTW, I just won a tournament down here in Houston. S-Representin!
COOL! I to hear stuff like that! S groove kicks ass!

Rolling Start
09-19-2002, 11:37 AM
Just to flood this thread with character choices, Kyo is a pretty good bet in S-Groove. Cause you can AA with his qcfX2+p super and not waste levels. I don't know what his dodge attacks are cause i don't play much kyo.

The Big Z
09-19-2002, 12:21 PM
Alright, I've heard it's possible to cancel the bufferable dodge attack before it hits. This leads into several questions:
How many frames must pass from the start of the dodge until you can attack?

How quickly can the dodge attack be cancelled, can you almost complete the motion while dodged, hit the attack button, finish the motion and negative edge the move you want almost instantaneously, or do you need to dodge attack then do the entire motion insanely fast?


and what uses will instant attack cancelling help, I see it mainly as a tool for S-gief to interrupt a dodge with an SPD, or other command throws.

Peachy
09-19-2002, 02:38 PM
A bufferable attack is easily cancelled, with most but not ALL of the cahracters. Terry for example, if you dodge and then do a power geyser super after the dodge he will dodge attack into the power geyser. No need to dodge, press punch, and then do he geyser motion, just dodge and do the motion. Anyway you can also whiff a dodge attack but still cancel it, I think that is what you're talking about. Cammy is a good example for this one. If you dodge with Cammy and do her hooligan she will dodge attack and then do her hooligan even if the dodge attack didnt hit.

BusterWolf
09-21-2002, 09:54 PM
Here are the results for CVS2. (NOTE: this was not a sanctioned APEX tournament...these would have been the rankings and points awarded if it was)

1st - Brandon Chaney [Dr.B] +2100 pts
2nd - Anthony Phillip [Senor Payaso] +1050 pts
3rd - Larry Smith [Lar-ry$] +700 pts
4th - Gerard Camerino +525 pts
5th - Michael Rasphone +420 pts
5th - D-Side +420 pts
7th - Dan Thompson +300 pts
7th - James Camerino +300 pts
9th - Jhamarr Jayme [iMPULSZE] +233 pts
9th - Ray DelaCruz +233 pts
9th - Kris Patterson +233 pts
9th - Michael Celentano +233 pts

UNTIL NEXT TIME!!!

Thanks to all who came out there were alot of good players from
the Sac,Stockton,707,Castro Valley,and everywhere else...Damn good P-Groove players and my boy Jon-X and I had to bust out a little S-Groove..lol...Again without good comp like u guys I wouldnt be the player I am today...and whew there were some close calls..Thx again and I'll see ya at the next one....Madd props to Anthony aka Senor aka Juhachi for good matches in the finals...Madd props goes to Larry and Jon-X for good matches too..Yushiro is tha man for being such a good host and kickin it with Taunt..Impulze...Spiderdan..Mikey..SEbastard..and Zekmek were ku too...and to all I didnt mention...I'm out holla at ya lata..

-Dr.B:cool: aka Brandon

P.S I used a lil S-Groove at the tourney was wreckin shop S-Cammy owns!!!!

Faight
09-22-2002, 01:23 AM
Hi, quite new here, but just wanted to get my two cents in. Personally, I love S groove. I play a Terry/Rock/Hibiki group usually, its pretty nice. With Terry if I charge up I usually Buster Wolf then lp Burn Knuckle (it combos, mp BN may combo too, but hp BN won't combo on a level 1 Buster Wolf) or I go for the Power Geyser due to its insane AA properties. Now, once you get Terry into desperation mode, stuff starts to get crazy. First off if you ever land a Buster Wolf you can combo Power Geyser, a level 1 of each adds up to about 5100 damage, a level three Buster Wolf and level 1 Power Geyser is about 7100... Buster Wolf can combo into Buster Wolf, but all you get is the initial punch on the second one, so its not a good idea. Also, Terry's dodge is funs stuff, his knockdown is his standing roundhouse which if you've ever used Terry is a nice priority move with good range/damage as well, I usually use this out of a dodge or go for a Buster Wolf/Power Geyser if I have the meter.

Ok, now that the Terry worship is over, Imma toss in some fun Rock info. I'm not sure about his dodge attacks, I don't actually use them much, but Rock has some fun combos in desperation mode. First off, if you ever land a crouching roundhouse, you can Raging Storm or Shine Knuckle, the Storm doing more damage as no all the hits of Shine Knuckle will connect. Also, if you use Raging Storm as an AA, you can Shine Knuckle afterwards for some nice extra damage, though the Knuckle will only connect if you hit the oppenent while they are in the air with the Storm. Another thing I like to do is Neo Deadly Rave, though I'm having trouble with a finisher to it. By its lonesome a Neo Deadly Rave (referred to as NDR for the remainder of this post) does 6300 damage (all damage tested using a Ratio 2 Rock against a Ratio 2 Ryu). Now at the end of the NDR, right before the db hp (the end move) you can substitute a Raging Storm or Shine Knuckle to boost it up to 6600 and some change damage. (FYI Level 1 Storm does the same damage as Level 1 Knuckle, 2500) Now what I've found is that after the 9th hit you can instead do a forward heavy kick into a Knuckle for 7700 damage, or you can do 2 crouching low kicks and one crouching medium kick into a Knuckle, the low kicks and medium do the same damage as one forward heavy kick, but both are equally as hard to combo as they have to be done incredibly fast. I'm trying to find other ways to finish a NDR, but I haven't as of yet.

Now onto Hibiki. Hibiki has to be one of my favorite characters, she's just so much fun. I'm sure everyone knows her standing heavy punch is insane anti air, and of course she has insane range, etc etc. In S groove she's a little demon in desperation mode, tossing out supers and what not. My favorite thing to do is to do her counter (the useless throw counter, which in actuality is not so useless). Now, you may be asking yourself "What would you use that horrid counter for?" Well, you can combo in two of her supers, thats why. I truly wish I knew the names, but I'll refer to them as dash cut super and slice-that-makes-the-screen-go-black-and-music-fade super. So lets say your friend, who is no doubt playing Ryu/Blanka/Bison/Sagat or someone like that decides to press his or her luck by doing a jumping heavy kick cause hey, lets face it, you're about to die. Just pull of the counter, then do the dash cut super and watch them eat it, its fun stuff. The timing is a bit hard to get at first, but with some practice you'll be able to always hit it. Just remember her level one dash is just a tad slower than her level 3, so you'll have to learn how much slower it is to always hit it off. Now to to the STMTSGBAMF super you need excellent timing and knowledge of the move. First off, if you do it too early they'll just bounce of the blade, and if you're too far away they'll just bounce as well. This works best in the corner, and since its a level 3 only you need to be charged up, but the damage is worth it. I'm just going to ramble on now about a nice combo I saw in a combo video and have only done a few times myself, the one that involves her Deadly Rave type super. Its pretty easy to combo into and does about the same damage as the STMTSGBAMF super, but the beautiful thing about it is that you can toss in a dash cut at the end. Do all of the hits for the super (lp, mp, hp, lp, mp, hp, lp, mp, hp) but instead of doing a df hp do a hk, db p, the dash cut super. Ah, I didn't mention before, but Hibiki's db p (the cut through dash) can combo into either a df p or her dash cut, guess you needed to know that (though you people are scary and probably already knew...)

Well, that about wraps up my first post, thank ya'll for your time.

Rolling Start
09-22-2002, 11:59 AM
Dr: Congrats on using S in a tourny!

What other S-Groove chars did you use?

BusterWolf
09-24-2002, 12:42 AM
I used vega..Bison..sagat..cammy..athena..terry..yama..ea gle..rolento...

-Dr.B:cool:

zekemek
09-24-2002, 02:25 PM
yeah that dr. b's s-groove steeze are pretty impressive. if im not mistaken i got my ass handed to me by it. oh well.

hey doc, tried to email you at aol, but that shit was full. get a hold of me at Zekemek@aol.com, so we can get a crew together and practice/battle.

BusterWolf
09-27-2002, 06:09 PM
ZekMek: Cool I hit u up in the stockton GL thread....

Man I starting to love S Athena..she can hella punish Cammy players if u zone her right...And keeping her moving around hella crazy never hurts either....

-Dr.B:eek:

Peachy
09-27-2002, 06:36 PM
Haha do you abuse the hell out of her shinning crystal like I do? ;) :p

KaiSing
09-27-2002, 11:15 PM
haha peachy. That was tight shit at evo. Since then, I've been trying out S groove athena every now and then. Still gotta work on the timing for the shining crystal bit though. btw, what are things i should watch out for when abusing it?

Ubersaurus
09-27-2002, 11:15 PM
Abusing Shining Crystal IS S Athena.

zekemek
09-28-2002, 01:57 AM
Originally posted by BusterWolf
ZekMek: Cool I hit u up in the stockton GL thread....

Man I starting to love S Athena..she can hella punish Cammy players if u zone her right...And keeping her moving around hella crazy never hurts either....

-Dr.B:eek:

cool. steve (el chupacabras) and i will be heading to the tourney tomorrow. see you there and good luck!

Peachy
09-28-2002, 12:29 PM
Haha so you want to know my S groove Athena strategies huh? Hehe well, mainly when you are using her shinning crystal dont do it when they are in sweeping distance cause most low attack will hit her out of it. I always like to throw a slow psycho ball first and then do it for added security. (a lot of level 3 supers cant go through it unless done at the last minute) ALWAYS cancel it into the fireball, because her recovery time on it is slow. (there is only ONE exception to not cancelling it, and that's when they roll past you. Although sometimes they will roll past you and you hit them with it and still have time to cancel for added damage) Mix it up when you cancel her shinning crystal, between the straight shot and the one that curves up at the end. Don't always cancel and let go of the fireball right away, cause sometimes people will jump at you. (From my experience no jump in attack so far has been able to hit me when I am holding my crystal bit, although I am sure there is a jump in that will hit her out of it.) Always do it on the ground unless you have some kind of plan. (The air one has lag time when she drops to the ground) If you throw a psycho ball and they jump at you, wait until they are very deep and do your shinning crystal as anti-air, her invincibility frames will most likely save her if you do it late enough. Against P and K groovers is when she is absolutely awsome! When they parry or JD just do another shinning crystal bit, because the flash animation will freeze the screen and mess up the opponent's parry or JD. I am sad that I didn't get to play a P or K groover at EVO cause that is when she is the most scary. When I played Chikyu it was hard for me to use it to it's full potential cause he had N groove and he rolled in a lot. Rolling is one of the hardest things to use it against so beware of rolls. I used to get RAPED by rolls, but after numerous battles I got used to the rolls and knew when and how to use my shinning crystal. Also another neat trick is to do the shinning crystal when the opponent gets up, but this one is risky and hard. The secret is to do the super so that the flash flashes right when your opponent is getting up and trying to do a move. The move will not register because it is interupted by the flash. :D

Haha I bet people can tell that I have been studying this for a long time. Knowing all the properties of the super is a great advantage. Like for example I know if I do a shinning crystal before the opponent wakes up pretty much all uppercuts will hit her right out of it, so what I do is actually wait until they are all the way up and do my shinning crystal. The shinning crystal is NOT instant so if they did do an uppercut they would already be in the air a litte, and they have lost their invincibility where as my invincibility is just starting. Also if they don't wakeup with an uppercut and try to throw me it wont work cause I did a super. :) I usually get an opponent into the corner and do repeated shinning crystals because the super doesn't push her back so I can keep doing it for tick damage and if they try to attack my invincibility will take care of it and knock them back down.

There are tons of other uses and strategies but I'm tired of typing, and I am pretty sure people get the point by now. So there you have it, most of the main points to using S groove Athena. (While in critical damage) Playing her in S is a whole different story... which I am not going to get into.

mr fuck
09-28-2002, 06:39 PM
dr.b are you a s.groove demon:evil: :evil: :evil: :evil: :evil:

mr fuck
09-28-2002, 06:41 PM
im a s.groove monster not a beast or a DEMON but ill be there soon real soon 95 that shit:evil: :evil: :evil: :evil: :evil: :evil:

Rolling Start
09-28-2002, 08:04 PM
S-Groove Terry is mad good. Power Wave/Burn Knuckle Trap becomes the Power Wave/Buster Wolf/Power Geyser trap in desperation. Just watch for rollers. Oh yeah, and the Power Geyser finally gives terry a decent anti-air. However, are there any characters (Vega, etc) who you shouldn't AA with the Power Geyser?

BusterWolf
10-01-2002, 11:17 PM
Yeah rolling start chars that make it over are Bison..Vega..Rolento..Just some one quick ..even bigger chars can make it over if timed right so be careful...

-Dr.B:cool:

Dr.B
10-28-2002, 04:40 PM
Just reporting in S-Groovers I won a San Fran tourney with S-Groove...and it felt good..I have been practicing the shit day in and day out so it paid off...Just goes to show..There is hope for the ancient groove yet....

CvS2 @ USF

1:Brandon Chaney "Dr.B"
2:Peter Lam "Pure_Evil"
3:Waiman Wong "Faijia"
4:Jones Chan "Icjones"


Until next battle peace....

-B.:cool:

Ouroborus
10-28-2002, 06:04 PM
hahaha, S groove still sucks.

Dr. B ran away for 80% of the matches using S groove.:rolleyes:

Peachy
10-28-2002, 06:59 PM
Play me then. ;) Mad rush down! Born and raised in the Washington SF scene, we rush like no other! (not just in mvsc2 either! :eek: ) Well there is the exception of my Athena. :D

Anyway though, lets revive this thread. Who does everyone use in S groove? Right now I am using Cammy, Bison, Sakura, Blanka, or Athena. I am using either 3 of those 5. I am thinking of picking up Yamazaki, Chun Li, or Rolento. Who knows though cause I hate when it comes to tournament time and I don't have a definite team. :(

TRANCEADICT
10-29-2002, 06:46 AM
i should start using s groove...

Gandido
10-29-2002, 08:40 AM
IMO, Characters that don't really need to rely on level 1 supers benefit the most from S, MID MATCH. However, those with good, abusable supers benefit the most from being close to death.

Ken is a good example. While not having the best dodge attacks (even though they ARE pretty good), he can rush like a maniac and guard crush a lot with hadoukens and short funky kicks. He can use level 1 supers pretty ok, but he doesn't need them that much. However, when you go critical, everytime they jump and hit a button, run under them, low rh xx Shinryuuken. Do a Shinryuuken on their wakeup as well, for hella chip damage.

Todo and Bison are the P groove killers for S Groove. Who is going to be able to parry their infinite level 1 supers come the match when they are in red? Not to mention that Todo's super always trades but the "Shockwave" still gets you, and Bison's priority on that super is too good.

Ryu and Chun-Li almost always land a hit, and they need level 1 supers to capitalize, however, both of these have a great ground game. In this ocassion, you could use the meter solely for comboing a super, as it's the main source of damage. In desesperation mode, these two can wreck the most damage out of all S-Groove, IMO. Plus, Ryu gets to throw meaty Shinku Hadoukens for more guard crush/chip, and if he want's even more chip, meaty low strong xx HK super (lands on other side) low strong xx HK super, etc, as well as getting "broken fierce" as a knockdown attack. Chun-Li gets a super every time she mixes you up. Plus, since her throw is so good, you can run xx charge xx throw a lot... just not as much as Cammy and Sakura can.

Which reminds me, even though Sakura is GODDESSLY with RC's, S-Groove Sakura is dope. Knockdown far roundhouse and cancellable close fierce (A la A3 back + fierce) is REALLY good. Plus, when you get desesperation, meaty fireball super as well as constant chip with her qcb x 2 + K super works extremely good.

IMO, the best S-Groove characters are (In random order):
Ken, Bison, Ryu, Chun-Li, Cammy, Todo, Sakura, Yamazaki, Kyo and some others.

-Gandido-

Dr.B
10-29-2002, 11:39 AM
Originally posted by Ouroborus
hahaha, S groove still sucks.

Dr. B ran away for 80% of the matches using S groove.:rolleyes:


Wtf Ouro I didnt run away I was madd Cammy rush down.And my Bison was going crazy..U must have it mixed up with my C-Style...I dont run away with S I have to fight or I'll get beat down..

-Brandon:cool:

Ouroborus
10-29-2002, 02:18 PM
Originally posted by Dr.B



Wtf Ouro I didnt run away I was madd Cammy rush down.And my Bison was going crazy..U must have it mixed up with my C-Style...I dont run away with S I have to fight or I'll get beat down..

-Brandon:cool:

hahaha, whats up with the bison jumping backwards and hk-ing, then get in, charge 2 dots, dodge, jump back and repeat.

then theres that rolento trap thingy from full screen. grenades, then steel rain.

sounds like runaway to me.

Cantrip
10-29-2002, 02:28 PM
OK.....nobodys mentioned that S groove might have the dopest running n the game. Why u ask? Because dodge is better than roll most of the time when your running. The other thing that makes s grooves run evil is the charge cancels. Its the only groove u can run in and not have to worry about the little skid at the end or run up n throw someone!!! I dont play s groove in tourneys but i love playing it any oher time. Itd be great to see some tourney grade S groove in action.

Peachy
10-29-2002, 04:50 PM
Originally posted by Gandido

IMO, the best S-Groove characters are (In random order):
Ken, Bison, Ryu, Chun-Li, Cammy, Todo, Sakura, Yamazaki, Kyo and some others.
I'd add Blanka, Vice, Benimaru, Rolento, Kyosuke, Iori, Nakoruru, etc. It might seem like an odd add-on list, but these characters benefit from either their supers, dodge attacks, or in Blanka's case he is just good in any groove. Also we can't forget about ATHENA! :D I am glad that lots of people got to witness that, I guess it was fate for the brackets to get messed up and me end up in the finals against Chikyuu. :lol: It opened a lot of people's eyes to S-groove and how like other grooves it is just as good. Hard to learn but I think it was worth it. Hey Gandido weren't you the one who came up to me after that match? I think it was you, right?

Dr.B
10-30-2002, 12:39 PM
Ouro: With Rolento that trap is all he has....And Bison I was running in and charge faking into moves I was not running away...I rush like madd....

Cantrip: I do use S-Groove in tourneys check front page SRK..And I have been influencing alot of other players in Pac-North to start using it...U just gotta not be affraid to bust out some shit..Use it in tourneys with some nice mixups..u just might win...


-Brandon

:cool:

rallykupo
10-30-2002, 10:09 PM
well dodging wake-up moves is always good, but it only works maybe twice in a match. I mean after maybe the first or second time, they can just get up and throw your ass while u dodge. Anyways, i'm not a big fan of this groove, dodge has its advantages, but its not worth it half time time.

I'm a scrubby mother fucker all the way and always will be.

Rolling Start
10-30-2002, 10:26 PM
Rolento in S-Groove has plenty, but that trap is cheesy and dope.

Dodging greatly improves blocked poke strings with any character, as you can usually tell when someone's gonna get pissed off and counter attack. Especially with Rolento, who has the dead easy walking jab string. Poke, poke, poke, poke, dodge, then anything.

Even though i always play S-Rolento, i never tested this: can you cancel his dodge punch attack into his kkk jump as fast as you can cancel giefs into his SPD???

Peachy
10-30-2002, 11:53 PM
Originally posted by Rolling Start
Even though i always play S-Rolento, i never tested this: can you cancel his dodge punch attack into his kkk jump as fast as you can cancel giefs into his SPD???
Not sure what you mean, but if you mean just to cancel the KKK jump move from his dodge punch attack, than yes you can. Like with Blanka you can cancel his punch dodge attack into the hop. (very very useful sometimes) Anyway I am not sure I am getting this "trap" with rolento, is it just gernades then the steel rain? What if they block your gernades?

Dodge attacks are so good, but a good thing to learn is to not get used to always dodge atacking, I went through that phase and still do it sometimes now. Empty dodges help confuse your opponent and mixing them up is really good. Also not many people know this but you can cancel a dodge attack even if it doesn't hit. For example, sometimes with Cammy I fake her dodge attack and go into her hooligan. The s.fierce will still come out but she will quickly go into the hooligan after that. (not always too great but if used right, it's tricky) Thing I dont like about dodge attacks are that a lot of them angle up, or dont hit a lot of characters while they're ducking. So it makes that character's dodge attack not too great. (If characters couldnt duck Vega's, Eagle's, Balrog's, Sagat's, etc. dodge attacks they would be so much better) :bluu:

Gandido
10-31-2002, 10:08 AM
Originally posted by Peachy

I'd add Blanka, Vice, Benimaru, Rolento, Kyosuke, Iori, Nakoruru, etc. It might seem like an odd add-on list, but these characters benefit from either their supers, dodge attacks, or in Blanka's case he is just good in any groove. Also we can't forget about ATHENA! :D I am glad that lots of people got to witness that, I guess it was fate for the brackets to get messed up and me end up in the finals against Chikyuu. :lol: It opened a lot of people's eyes to S-groove and how like other grooves it is just as good. Hard to learn but I think it was worth it. Hey Gandido weren't you the one who came up to me after that match? I think it was you, right?

Iori and Beni I assume is because of dodge xx command grab, because I don't see them benefiting as much from level ones.. (well, Beni, yeah.) . I don't get S-Rolento very well. Like, I'm so used to having dash with him because his dash is GREAT. I know the steel rain, air knife, steel rain xx grenades trap is really good, but that's all he has in S really. His dodge attacks SUCK =( even though he looks like a pimp charging... Kyosuke shines because he gets that lvl 1 super fireball abuse and the infinite, but still, not much more for him. I could see how S Vice would benefit a lot, and how S-Blanka does too.

And yeah, that was me who came up to you after the match with Chikyuu.

Dr.B
10-31-2002, 11:32 AM
Gandido: Whats the Kyosuke infinite???? I have heard of it but dont know what it is yet...Thanks fu..and u need to put the NGL tag in your profile all the other members did...Thanks....


-Brandon:cool:

10-31-2002, 11:47 AM
I'm gonna try this groove too.

I think i just like that underdog shit in cvs2..p and s grooves:p

Rolling Start
10-31-2002, 11:56 AM
Yeah, that's what i mean peachy.

The way i usually do the rolento trap is steel rain after a knockdown just inside c.rh range, or if my meters almost charged, more like far-midscreen. After the knives, there are a bevy of situatiosn that you will have to deal with, but rolento has options for all of them. If they are newbs, they will think the knives are an overhead, and block high. Then you either c.rh or, if your meters almost charged, finish the charge and hookline them (highly unlikely). When they get smart and block low, kkk jump in with mp and start a blocked poke pattern. If they jump/roll/special/super out of the way, do the grenades to cover your tracks. Generally, the grenades will knock them out of most moves.

This trap is highly escapable, but I always feel that it's good to use all the moves at your disposal, and honestly, you come up with a better use for the knife super.

Oh yeah, and i don't think that his dodge attacks suck that bad. You can do dodge punch attack XX patriot circle in most cases where you would normally do c.mk XX patriot circle, except for the dodge at the start means that you can do it very close in the middle of your opponents move, and his kick attack, well it's decent as anti-air, but not really. Looks like it should work so much better...

Yeah, i really abused the dodge attacks, and even just the dodge itself, WAY too much when I first started S-Grooving, and it resulted in a great many losses. I feel it's best used like a parry. Don't dodge something with no recovery time, cause your ass will get thrown! You can still block in S-Groove, and a lot of the time it's a better option. Don't dodge attack everything you dodge either, cause they don't have high priority! Usually, anyways...Zangief's dodge kick, and especially Honda's dodge punch, have relatively high priority...

Gandido
10-31-2002, 12:30 PM
Doc.: Lvl 3 tower super, (DEEP sj.strong, land quickly lvl 1 tower super again) x N. That's the Kyosuke infinite.

Profile tag = Done :)

Peachy
10-31-2002, 11:50 PM
Originally posted by Gandido
And yeah, that was me who came up to you after the match with Chikyuu. Cool. :) What groove did you play at evo, I dont remember hearing or seeing you until after that.

Oh and as for Rolento, now it makes sense to me. Hehe sounds pretty effective. I will try it out later, I have been meaning to pick him up. Although I agree his dodge attacks aren't too great. (useful sometimes of course, but not too often) With rolento (this might seem newbish) I do his command jump, and stick out his strong then immediately a trip wire. (since it's instant) If I connect I do another command jump and stick out a forward to cross them up, and then another trip wire. After a couple of times people will pick up on it though. Anyway any other rolento S groove tactics would be cool, I will play him later and see what else I can find out. ;)

EDIT>
Oh also I mentioned Benimaru and Iori as pretty good in S groove because of several reasons. One is that their supers are decent not too bad. Beni can dodge into the super or the command grab, and he can dodge attack into his knee move and if it hits continue the combo with the other 2 hits. Iori can dodge attack and do his deadly flower afterwards. (obviously do it once if it doesn't connect, so you are safe) Oh and he as well can command grab after his dodge, command grabs into supers are really annoying with him. :D

Faight
11-01-2002, 12:11 AM
Erg... I'm not good with the speaky and the wordies, so I'll get right down to business. The main reason I pick people in S groove is that they either have a good level 1 super to use repeatedly/abuse, or they have a kickass super link. So... I was going to post up all the super links I know of, and if anyone has any, that'd be great if they could toss em up too. Here goes:

Terry: Do I need to go over this?
standing fp > buster wolf (level 1 or 3) > power geyser (level 1) or burn knuckle or rising tackle or crack shoot.

Rugal: He's a monstar in S groove (or N, being as you can do a level 3 into a level 1 there as well).
God Press -> Genocide Heaven (Level 1)
Gigantic Pressure lvl 1 > Genocide Heaven (level 1)
note on this: if you time this correctly, you can get 5 hits instead of 4. You have to do the Genocide Heaven just before the opponent hits the ground, which involves waiting just a second. The window of opportunity is really small, and the damage almost isn't worth it (about a jab punch worth of damage)
Gigantic Pressure lvl 3 > Genocide Heaven
Woot. just shy of 10k damage.

Dan: I like to use Dan in S groove for fun, his dodge is almost a taunt.
Shinuu Gadoken (level 1 or 3) > Hisshou Burai Ken (level1)

Rock: A solid character, he doesn't really need dodge except for supers, which he can't counter.
Deadly Rave > Raging Storm OR Shine Knuckle (level 1 for both)
Ok, so you do almost the whole deadly rave, but instead of using the finisher for it, you can do raging storm or shine knuckle. this does just a tad more damage, its barely worth it in N groove, but in S groove its for free, so go nuts. You can also do a crouching roundhouse into a shine knuckle for a decent bit more damage, or cr lk, cr lk, cr mk xx shine knuckle... though thats insanly hard to do as the timing is... insane. And cr roundhouse does the same damage as those three moves put together.
Crouching Roundhouse > Raging Storm or Shine Knuckle (level 1)
Raging Storm works better here as it hits all 3 hits and Shine Knuckle only hits 2. Both Raging Storm and Shine Knuckle do the same damage at level 1.

Morrigan: She's fun. And Hot.
Valkyries Turn (level 1 AND 3, I believe) > Cardinal Blade (level 1)
I'm having trouble with this. Hitting a Valkyries Turn is hard enough, but I'm almost 100% sure you have to hit with a low Turn in order to combo the Cardinal Blade in. If someone is good at the game, unlike me, mebbe they can tell me wots wot.

Hibiki: Went over her earlier in the thread, short rehash here.
Counter > Hasshou Suru Shinki Naru (level 1 or 3) or Shi o Osoneru Kokoro Nari (level 3 only)
Wee for free damage. The timing on the second super is hard, if you do it too early they bounce off the sword, too late and you wiff.
Shikabane o Koete Iku Nari (Level 3 only) > Hasshou Suru Shinki Naru (Level 1)
Like with Rock, its a Deadly Rave type move. I recommend the punch version (lp mp hp lp mp hp lp mp hp qcf hp) BUT you need to leave out the qcf hp. Do a qcb mp (dash through) then do the Hasshou Suru Shinki Naru.

E. Honda: He's big. He eats the fireballs with his level 3 headbutt.
Headbutt super (level 3) > Headbutt super (level 1)

Edit: Remembered some stuff.

Iori.
Level 3 fire pillar thingy > level 3 Maiden Masher.
If the pillar hits, it gives you plenty of time to charge up again. The level 1 doesn't give you enough time to charge, but you can just wait a second or two for it to damage the oppenent, then combo or maiden masher, up to you.

Edit #2:
Playing around today with my friend in S groove, I found some crazy links. Or chains. Whatever you calls them.

Benimaru: level 1 Raikoken > Level 1 Raikoken. Didn't check to see if you can do level 3 > level 1.

Cammy: Level 1 Reverse Shaft Breaker (next to no mashing) > Level 1 Reverse Shaft Breaker (does 2 hits) This does just barely more damage than mashing a level 1 RSB, but it looks cool.

Ken: Level 1 Shinryuken (no mashing at all) > Level 1 Shinryuken (1 hit) Again, this does just barely more damage than mashing a level 1 Shinryuken... and you can't combo into the first Shinryuken with a cr roundhouse and still hit the second one, not that I've found anyways.

Uhh... Uhh... I can't think of anyone else at the moment.

SSF2T
11-01-2002, 02:54 PM
This thing should be renamed, "CvS2: Dodge that SHIT!" :lol:

Hey... wouldn't be a bad title. They have "Parry that SHIT!" Why not, "Dodge that SHIT!"

Ryo: "The Invincible Dragon"
Tenchi Haohken (Lv.3 Only Super), sj.HP/HK, and either
- s.MP, Kyokugen-ryuu Ren Bu Ken (HCB+HP), sj.HP/HK
- s.HP, Haoh Sho KohoKen.
- s.LP, s.MP, Haoh Sho KohoKen
- c.HP, Hein Shippu Kyaku

Rolling Start
11-02-2002, 02:31 AM
Errr...Kyrdu, are you sure about all that? Honda lv3 headbutt, into lv1 headbutt?

If these things all work, then dope, but some of them don't seem right...

Peachy
11-02-2002, 02:35 AM
Originally posted by Rolling Start
Errr...Kyrdu, are you sure about all that? Honda lv3 headbutt, into lv1 headbutt?

If these things all work, then dope, but some of them don't seem right...
Hehe wow, I thought that stuff was pretty common knowledge. I guess not. Well they all do work but there are a few exceptions. For example Honda's headbutt level 3 into level one only works when the opponent is in the corner. Oh and as for Benimaru's level one into another level one, I have heard that before but I remember trying it and it didn't work. I think there must some certain conditions to it.

Faight
11-02-2002, 10:53 AM
Yeah, I figured they were pretty common knowledge too, but I didn't know about all of them, like the Benimaru thing. I don't think there are any certain conditions to be met, I've done it everywhere on the screen... corner, middle, close to corner... you just have to be hella fast on the motion, like hitting punch to do the second Raikoken almost immediatley after the first one is done.
And Rolling Start, I'm only posting ones I've tested and have personally done. Again, these only work in a groove where you can do two level 1 supers (C, A, N, S... ehhe, cans...) or a level three and then a level 1 (N, S). Yes, some of these moves require insane timing and/or skill to pull off, but they all work. Except the darn Morrigan thing, I'm almost sure now you have to hit a low Valkyries Turn in order to go in the Cardinal Blade. I've only gotten it to combo like 1 time in 10, so unless I can find exactly how to do it, its not a very viable thing to use in a real fight.
If I find any other odd combos, I'll post em up.

Peachy
11-10-2002, 02:59 AM
Can't let such an awsome thread die!!

Hehe, well I tried out that Benimaru thing, and it does work. You can do a level one into another level one, but only from that. You cannot sweep into a level one and then another level one.

(Really important to know when playin S-groove, IMO)
Ok well I don't know about the other S-groovers out there but I have always played and studied the level one supers of the characters I was playing. Basicall you have to know the priority of the level one super to know when to use it and make it effective.

Ok so let me start off with safe supers, so far all I know are Benimaru's lightning one, Bison's scissor kick one, Terry's busterwolf, Ryu's shinkuhadoken, and I think Mai's fire elbow thingy and E. Honda's headbutt super. These are the supers I know right now that are 100% safe if the opponent gets hit with them or blocks them. (I might have forgot some, feel free to add :) )

Having 100% safe supers is great, but they are not always THAT great. Benimaru for example, his is safe but the priority on the super is pretty crappy, almost anything will hit him out of it. Unlike Honda's headbutt and Bison's scissor kick super.

Next is effective supers, supers such as Athena's shinning crystal bit, blanka's ground shaver, cammy's vertical kick thing, vice's kick grab, Nako's bird super, etc. These supers are just really good supers and have pretty decent uses and priority.

Cammy is a good example, because her vertical kick super is pretty safe. Best part about that super for her is that it has pretty good priority and if not what I like to do is when the super trades with the opponent, I will walk up and throw them. :lol: I am ALWAYS waiting for the trade when I do level ones, and usually other players aren't expecting it cause their lack of knowledge on if they will win or lose against the super. So either way I get the super with cammy, I am pretty safe if they block, or if it trades I am ready for it and will throw them. Anticipating every result is a really good thing to keep in mind. Believe me if you're playing cammy and the super trades and you are ready and go for a throw, people will not expect it at all. On reaction when a trade happens the thing people do most often is block.

Ok last one (FOR NOW) is crap supers, haha yes there needs to be a section for this. Although each and every super has it's uses there are some that just are sometimes way too hard to use in multiple scenerios. Examples would be the Chang's choi tornado super, Zangiefs air grab, Rolento's steal rain, King's combo super, Yun's Yang super, Vice's punch grab super, etc.

Problem with these supers is that they are either too slow, SUCK in priority (we're talking about level ones here) or just plain aren't too useful. Although each and every super in the game has at least one good use. These supers are good but suck overall. (exceptions include: comboing into the supers, using the supers in traps, etc.) Although I think Zangief's air grab super sucks so much! Pretty much ANYTHING can hit him ouut of his level one. :mad:

Anyway I am tired now, please anyone feel free to add to my lists, or add comments.

Syxx
11-10-2002, 10:14 AM
I use S-Groove Mai, Rock and Joe(2)...Pretty funny to play people since I use the "shitty" groove, and I'm a girl. So awesome to see the look on their faces when I win!

Anyway, Rock can punish the hell out of jumping characters with the Raging Storm. Raging Storm can catch close up rollers too. Shine Knuckle is only good if the guy whiffs a move or if he comes out of a roll halfway across the screen. I know the foreward can buffer into the Shine Knuckle, but it's too hard for me to do because of the stupid "Negative Edge."

Mai can trap Yamazaki with the fan super from across the screen. He can't jump or roll away, so at least one of the fans will hit. Always easy to kick the shit out of Yamazaki players using that strategy. I've gotten some bad heat from people for abusing supers like that, but that's what our groove's all about.

Joe's supers can beat the shit out of anything, especially since his jab buffers into both of them. And since the jab is ultra fast, and can follow a cross-up, supers are guaranteed to hit. If the meter is charged, it's all about fierce into the Double Cyclone!

I'm thinking of swapping Mai for Terry...my friend told me he is the ultimate S-Groove character (aside from Athena), and all you guys' strategies are convincing me too! Some guy here also has a psycho S-Groove Todo...but I don't know if that's natural...

People who complain that the groove sucks because it's hard to get level 3 supers just don't know how to fight.

misconceptn
11-10-2002, 11:35 AM
HEy was everyone I been playin S groove since the game came out but to be honest it really is hard to play.BUt I guess it just depends on how well u play your character and how good you use the weapons at your disposal. But S-grrove is fun and you have 2 have skills inorder to play this grove because it's very hard. Neways.. Hey Dr. B I sent you an email and also a pm, I wanted 2 let you know that I"m going to nec still and was wondering if you were cuz i'm getting my ticket this comming friday.. but go read your pm for all the 411..

Peachy
11-10-2002, 01:08 PM
Originally posted by Syxx
Mai can trap Yamazaki with the fan super from across the screen. He can't jump or roll away, so at least one of the fans will hit. Always easy to kick the shit out of Yamazaki players using that strategy. I've gotten some bad heat from people for abusing supers like that, but that's what our groove's all about.
:lol: HAHA!! That's an awsome strategy. I was always discouraged to pick Mai cause her fan super has a lot of lag, but now that I think of it Yamazaki can't really do anything! Wow, I learned something totally awsome today. Thanks for the great input! :)

Originally posted by Syxx
I'm thinking of swapping Mai for Terry...my friend told me he is the ultimate S-Groove character (aside from Athena), and all you guys' strategies are convincing me too! Some guy here also has a psycho S-Groove Todo...but I don't know if that's natural...Yea Terry is one of those characters that benefits a lot from having infinite level one supers, just because you can combo into the busterwolf pretty easily and then follow it up with the power geyser. Todo on the other hand, I don't see why everyone says he is like the best S groover, yea he has pretty good supers, I mean infinite counter supers are great and all but I just dont think Todo has enough mobility in S groove. He is already a character who is hard to use since he only has like 3 moves. I think if anything he is a turtle, even though you can rush with him I think he just loses priority when he is the one going in. Also I don't see him as a great turtle either, since his anti-air moves are only ok. (just my opinion on him) I think he is best in A groove.

Originally posted by Syxx
People who complain that the groove sucks because it's hard to get level 3 supers just don't know how to fight.
HELL YEA!!! You're right on the money with that one! ;)

Rolling Start
11-10-2002, 08:03 PM
So, Yama can't double return the fireballs? I always thought that it worked on supers, but i guess probably not...

Peachy, one thing i have to say: Honda's lv.1 super headbutt is definately NOT safe/high priority. You can get knocked out of it by most special moves, and most fast specials/supers can punish after blocking.

About the mai fan thing: Shouldn't that then apply to any character who doesn't have any real way to deal with super FBs?? For instance what can Zangief do? How about...Blanka, RC notwithstanding? I guess maybe the hopback roll...How about honda?

Stupid mai...

Peachy
11-10-2002, 09:29 PM
My mistake, I wasn't sure if Honda's super was safe. Oh and as for Mai, well the thing is that people (like blanka) can super jump over it, thing with people like Zangief and Yama is that even when they super jump it doesnt go far enough.

Now if Mai had good recovery on that super, than OMG! She would be so good! Unfortunately lots of people can super jump and kick her before she recovers from the super. :( It's a good tactic against the bigger slower characters though. :D

Syxx
11-11-2002, 12:47 AM
When you use the fan super trap, you have to keep your distance to 3/4 or full screen. You just can't keep throwing them forever. If the opponent moves toward you, dash back and start the super all over again.

Super fireballs can be avoided like any other regular fireball, pretty much. Characters with shitty jumps can roll out of them if the timing is right. However, Mai's super is technically 3 consecutive fireballs, so the last one is always hard to get away from. If the first two are jumped over, they will land on the last one. Also, if the character rolls (provided that they have a crappy roll) the last one will hit. Probably only an S-Groove person can get out using the multiple dodge. See? S-GROOVE OWNS!!!

I'm not sure if Yamazaki can return Super Fireballs, but with the fan super, he might only get one, if anything.

Peachy
11-11-2002, 02:07 AM
S-Groove does OWN!! Oh yea and no, Yama cannot return super fireballs. :) Good I am glad this thread is picking up again.

GabeJ
11-11-2002, 09:18 AM
I use Cammy (dodge fierces anyone?), Chun Li (combo'ing her desperation supers is easy 9k) and Terry (dodge punch to burn knuckle is just too fun).

I love this groove. Dodge is great to juke... good to mess up attack patterns and jump ins, too.

Anyone know of any tournament vids of good S groovers? Fraid I haven't seen any :(

-GabeJ

Rolling Start
11-11-2002, 01:02 PM
S-Yama kick dodge attack ownz u. Anyone disagree with it being the best dodge attack? Range + priority + power rule on this move. Plus knockdown? *drool*

S-Yama is so underrated...

Peachy
11-11-2002, 03:48 PM
No way S Yama is underrated. People claim him to be the second best in S groove. (Cammy being first of course) I really dont agree with that too much, I mean Yama has a gerat dodge attack but I would not say it's the best, and I would not say he is second best in S groove. Now Cammy I can believe is the best in that groove, just cause both of her dodge attacks are so good. We should start a tiering list for S groove, haha. In my top 5 I would have to say Cammy, Sakura, Bison, Yama, and Vega. That's not in any particular order though. Please post your opinions, it's always good to hear.

Dr.B
11-11-2002, 04:42 PM
Originally posted by Rolling Start
S-Yama kick dodge attack ownz u. Anyone disagree with it being the best dodge attack? Range + priority + power rule on this move. Plus knockdown? *drool*

S-Yama is so underrated...


Yeah S Yama is underrated ...he is real good too....But Peachy is right about his knockdown it's not as good as the others he listed...Dont get me wrong it owns but others' have higher priority...

-Brandon:cool:

My top 5 are Cammy,Yuri,Vega,Bison,Athena they are all too good...

Gandido
11-11-2002, 04:43 PM
Todo is all about lvl 1 fireball abuse. It's way too cheap. He always trades in his favor, plus he can do it all the time, plus he can smack you with a counter super. =(

Dr.B
11-11-2002, 04:49 PM
Thx for reminding me Gandido that S Todo does own fools up proper....I might just have to throw him on one of my S teams...It's all about abusable supers...

-Brandon:cool: :lol:

Syxx
11-11-2002, 05:30 PM
Ok, help me out guys.

In what situations is a Buster Wolf really not a good idea?

I have terrible grammar...

Vigorous
11-11-2002, 05:48 PM
Anyone going to N-Cubed?
I wanna challenge all you S-groovers.
Muahaha. :evil:
:D

Peachy
11-11-2002, 06:18 PM
Originally posted by Syxx
Ok, help me out guys.

In what situations is a Buster Wolf really not a good idea?

I have terrible grammar... A buster wolf is a very good super, it's safe and can be followed up with a power geyser/burn knuckle. Although using it smartly can be a challenge for some at times. Be careful that you are not predictable with it, landing it in a combo is the best, even a blocked combo. The reason is because you don't want the opponent to have a chance to roll, dodge it, otherwise you'll be punished. Careful against P groovers than can parry well also, because the busterwolf only needs to be parried once and then they can retaliate with pretty much anything.

Originally posted by Vigorous
Anyone going to N-Cubed?
I wanna challenge all you S-groovers.
Muahaha. :evil:
:D
Wish I could, I'd love to play ya. ;) Although I got no money so I cant go. Haha I will most likely be at B7 though.

Dr.B
11-11-2002, 07:17 PM
Originally posted by Vigorous
Anyone going to N-Cubed?
I wanna challenge all you S-groovers.
Muahaha. :evil:
:D


Damn u Vigorous I couldnt make it to N-Cubed I have a grip of school work on my hands..We'll meet and play one day dont trip S on S...Me u and Peachy should have an all out S-Brawl...

-Brandon:cool:

Peachy
11-11-2002, 07:39 PM
oh man that'd be weird for me. :lol: I've actually only played S vs S like once or twice in my life. Sounds fun though, hehe. Hey Dr. B did you say you were coming up here soon? What days? (I'll see if we can have a tournament)

Syxx
11-12-2002, 01:35 PM
Heh, S vs S is awesome! It's such a mindgame...YK808 and I do it all the time. He's better than I am, though...:confused: Just dodging left and right, faking, and blasting the hell out of each other with nonstop supers is fun!

Anyway, there's no way in hell I'm gonna make it to N-Cubed (Hawaii is far) but I'll be at B7. Don't know yet if I'm gonna enter, but if my skills are up to par by then, I definitely will. So far, I'm the only serious female S-Groover I know of, so I shouldn't be too hard to spot.:D

Dr.B
11-12-2002, 02:09 PM
Originally posted by Syxx
Anyway, there's no way in hell I'm gonna make it to N-Cubed (Hawaii is far) but I'll be at B7. Don't know yet if I'm gonna enter, but if my skills are up to par by then, I definitely will. So far, I'm the only serious female S-Groover I know of, so I shouldn't be too hard to spot.:D [/B]

Syxx:We have a serious Female S-Groover is the SF Bay Area her name is Lenzi aka Cocoumi...She posts alot in Pac-North's San Francisco thread maybe u guys can chat and share secret female strats...lol...But her S is pretty dangerous...

Peachy:I will PM you later and let u know what days I'll exactly be there...Peace...

-Brandon:cool:

Fei-Leung
11-12-2002, 04:33 PM
Yo....
Damn, that's wicked! i had no ideas level 1s could link! i've been playing S groove for awhile too, before i thought Busterwolf to Geyser was the only linkable....but i just tried the Beni Superpunch linked to Superpunch and it works quite well! (it seems to equal to or more then a level 2 in C groove!!!) But i tried connectin level 1s with my other S characters, and no luck, Joe, Ryo were way too slow...

Can ya guys* list any other characters who can connect level1s nicely? and what supers? Thanx!!! wicked thread btw!

*that includes you girls too! which is cool, and you use S groove ta boot! i've only seen girls play MvC2 here!

Peachy
11-13-2002, 08:18 PM
Ok well all the ones I can think of right now, some have already been mentioned I think. :)

characters that have connecting level one supers:

Terry: Busterwolf, into Power Geyser

Iori: Eight Wine Glasses, into Maiden Masher

Guile: Total Wipeout, into Somersault Strike

Benimaru: Raikoken, into Raikoken

Rugal: Gigantic Pressure, into Genocide Heaven

Morrigan: Valkrie Turn, into the cardinal blade

Cammy: Reverse Shaft Breaker, into Reverse Shaft Breaker (no mashing a all)

Ken: Shinryuken, into Shinryuken (no mashing a all)

Kyosuke: Super Raijin Upper, into Double Gen'ei Kick super

Rolento: Steal Rain, into Trip Wire (yea I know that is lame)

These next few ones are require a little more skill:

Athena: Shinning Crystal Bit, if you hit with the Bit that swoops upwards, and the opponent is near the other side of the screen, if you do it fast enough another straight moving Bit will combo. Yea sounds like this would ever happen in a match, but if you've seen me play :cool: I have actually landed it quite a few times.

Kyosuke: Super Raijin Upper, then you must IMMEDIATELY hold up-forward so you super jump cancel and right dont attack. Right as you land you can do another one, but you can only connect two. After the second one you can jump up and do a combo or just go for the Double Gen'ei Kick super. (you can also instead of going for the second Super Raijin Upper do a Kakusan Cross Cutter, takes off less, but stylish. :lol: )

That's all of the level ones into level ones I can think of right now. If I missed any go ahead and post it. :)

Fei-Leung
11-14-2002, 06:06 PM
thanks for the reply man!

too bad i only use 3 of those listed!
Ken, Beni, and Guile....

i'll experiment and see if i can add any to the list....

BusterWolf
11-15-2002, 03:41 PM
Here's a quick run down of the UCB Bearcade Weekly on Thurs.Nov 16th...CvS2 results...


1)Graham Wolfe
2)Eric Choi "Zim"
3)Brandon Chaney "Dr.B"
4)Danny Botello "Honda Man..

Good tourney for a random weekly...be back next week...more players get your ass out there and battle.!!!!!!!

-Brandon:cool:

it'll be input in the system later today...

Peachy
11-15-2002, 04:34 PM
Good job Dr. B. Cant wait to see you play and possibly play against you when you come up here. :)

snk dude
11-15-2002, 09:48 PM
Dr. B: Could you post some Terry tactics that you use against the top tier character match ups (not combos, but strategies) please?

What's your opinion on the comparison between C-groove Terry and S-Groove Terry?

Rolling Start
11-16-2002, 02:48 PM
Hmmm...don't play a lot of terry, but here's what I do know...

Buster wolves are very hard to punish, at any level. As i stated before, when you're in desperation, change your power-wave/burn knuckle patterns to power wave/buster wolf patterns.

Terry doesn't have a very hard time charging his meter. Do a power wave/burn knuckle pattern once or twice, then throw a power wave and charge your meter. They'll be expecting another burn knuckle, so you can charge your meter up a little.

Terry's anti-air situation also improves in S-Groove. Aside from the power geyser in desperation mode, using dodge into one of Terry's many anti-airs works quite well. For instance, the rising tackle is only useful really late, imo, so you can just dodge early and rising tackle when they get close.

His punch dodge attack is his close fierce, so you can follow it with a lv1/3 buster wolf XX lv1 power geyser, kind of like big C-Groove combo. In the corner, can you run in and power dunk after this?

I am not very good with terry by any means, this is just what i've gleaned from watching other s-groove terrys play.

-DM
11-16-2002, 08:42 PM
S groove is awsome
just picked it up

anthena, morgan, joe

got ne combos with joe
i dun this he has ne linkable lv 1s

Syxx
11-17-2002, 02:41 AM
Joe tactics...

As far as I know, the level 1 supers don't link. What you can do is charge up your meter when your life is flashing, Fierce and double cyclone. You can also Fierce and "Exploding Tiger Talon" (That's such a shitty name), or jab twice and do it. Even if they block the super, the chip it does is pretty decent and Joe's recovery is ok. Jab jab into Screw upper is all right...and repeated Screw Uppers do ok to protect you, especially from roll ins and jump ins but just don't over abuse them.

Also, a good tactic to use is fierce hurricaine upper then RH slash kick. Usually people block one move but not the other, or get hit by both. If they figure out the pattern, fake them out by using the Short slash kick and go into another move, or throw them.

Jab 3x and Fierce TNT punch is good too. Easy 5 or 6 hits.

Peachy
11-17-2002, 01:20 PM
Geez, I have been playing S groove ever since cvs2 came out and I always thought it would wear thin after a while, but I now have much more fun playing it. Almost all the characters are good in S groove despite what people may think. It's cause a lot of them have really cool tricks you can do, and now I am facing hard decisions on who to pick out of like 15 characters I love to play. :sweat:

Haha I don't know what that had to do with anything but I just felt like saying it. I love S groove, and fuck all the people who says shit like "it's the weakest groove in the game" and all that crap. If I can win or do well with it than it must not be that bad. :lol:

Ukyo Tachibana
11-17-2002, 01:53 PM
Originally posted by Syxx
Heh, S vs S is awesome! It's such a mindgame...YK808 and I do it all the time. He's better than I am, though...:confused: Just dodging left and right, faking, and blasting the hell out of each other with nonstop supers is fun!


If you haven't played KOF 95, go play it. :D Lots of dodge-fake, dodge-attack-combo, dodge-dodge mindgames... and yes, the nonstop supers make the game crazy. That is, of course, if you can find good competition... that's the only way it'd be fun... :)

PokesYOU
11-17-2002, 04:23 PM
Anyone use Kim for S-Groove?

Peachy
11-17-2002, 04:41 PM
Originally posted by Ukyo Tachibana


If you haven't played KOF 95, go play it. :D Lots of dodge-fake, dodge-attack-combo, dodge-dodge mindgames... and yes, the nonstop supers make the game crazy. That is, of course, if you can find good competition... that's the only way it'd be fun... :)
Omg of course I have played kof95. :) I have played them all, I am a fan of the kof and sf series that's why I like cvs2 so much. I also used extra mode in kof 98, I was using advanced for so long and then I found out that I liked extra as well.

Originally posted by PokesYOU
Anyone use Kim for S-Groove?
I don't use him but if you want some tips I could give you some. Ok first of all best thing about Kim is that he combos into his supers well. I dont really know his combos but I just went into trainning mode for like 5 minutes and found that you can do a c.jab, c.short, then his step move and cancel into his rush super. Or you can do c.jab, c.short, his straight up kick super. His dodge attack are ok, I would poke with the punch one sometimes, just because his kick dodge attack has start-up time. Also with kim you can just dodge and if they come in do his charge down then up + punch move. People often get close and try to hit or throw you so just hit them with that. I do it with a lot of characters. (terry, cammy, ryu, sagat, kim, etc. anyone with a good uppercut move)

Ok in critical you can just try to combo in your supers or just jump in with roundhouse or fierce into his air super. Careful if they have a super though cause I am pretty sure it can be punished if blocked. Also if you ever get the chance you can pull this combo off, it's hard but looks cool.

c.jab, c.short, Level 3 straight up kick super, level one straight up kick super, and then jump into his jumping super. That's a 5 level combo. :lol: Although getting that last super is the hardest part, so I suggest just going for his charge down the up + punch move afte rthe level one straight up kick super.

Anyway I don't play him, but I hope that helped you somewhat.

Master Chibi
11-17-2002, 05:06 PM
I'm trying to find that one groove that works best with how I play, and well S-groove has caught my interest somewhat. It's certainly a groove most aren't accustomed to playing against, so I suppose that's even a bigger incentive to play with it. If it's at all possible (to anyone willing to offer the information) please inform me as to whether or not these characters are of any worth in S-groove (as well they're the few I enjoy playing with):

Terry, Iori, Joe, Yuri, Mai, Benimaru, and Sakura.

An entire list of faults or advantageous strengths isn't necessary, merely somewhat of a rundown (again, to those who are kind enough to fufill my request). Lastly, which of the characters I've listed is best in S-groove (if any)?

Thanks again. CvS2 isn't quite my cup of tea, but I might as well enjoy it while it lasts.

:D

Peachy
11-17-2002, 06:30 PM
Luckily enough pretty much all the characters you listed are pretty good in S groove. I would go into detail about each one of these characters but to save time I will just quickly list some things that I think are good with them.

Terry:
A good balanced character, punch dodge attack is great for comboing and kick dodge attack has range and it's the one where he lifts off the ground, although it has a bit of start-up. Obviously Terry is good when he has reached critical life, repeated combos into buster wolf followed up by power geyser takes off a ton of damage.

Iori:
His punch dodge attack doesn't have too much range but if you hit with it you can go into the deadly flower combos. His kick dodge attack has great range and is pretty quick, very good. His supers at level one are not too great, the maiden masher is only good when you combo into because if you use it as anti-air he will get beat most of the time and if they block it he is not safe and will be punished. His wine cups super just isn't that great.

Joe:
Joe dodge attacks aren't anything too special, they're not completely sucky and not really good. He is average and his supers at level one aren't really too great at all.

Yuri:
Yuri is really good in S groove, he punch dodge attack has great priority and combos while her kick dodge attack is her s.roundhouse which has mad range. She benefits greatly from the run and low jump because if you can rush down with her she is really annoying and hard to beat. Her supers at level one are good, I suggest using her super fireball and rush super, the uppercut one isn't safe and doesnt do a whole lot more.

Mai:
Mai's dodge attacks are weird, and I tend to not use them all too much. Mai is another character that benefits from the run and low jump. Her speed and priority make her hard to beat, and when she is in critical all her supers are good and have their uses. Her elbow one is really good cause it easily combos from her shorts and it is safe.

Benimaru:
Benimaru's dodge attacks are decent but be careful cause some can duck under his punch dodge attack. Beni is a hard character to use at times just because his moves dont have too much priority sometimes, and that's including his supers. I suggest using a lot of c.forwards cause it is really high in pirority and even beats sagat's c.fierce. When in critical you can use his raikoken super as much as you want cause it is 100% safe if they opponent gets hit by it or even blocks it. If you hit with it you can follow up with another one for more damage. Dodging and then doing his super grab is also good as well but it takes time and you have to be careful that you time it right.

Sakura:
Sakura is really really good in S groove. Her punch dodge attack combos really well and if they jump at you and do it she will angle it upwards and it acts as an anti-air. Her kick dodge attack is a great poke, it's he s.roundhouse. Sakura is just a solid character and when you add in the dodge attacks she just becomes more tricky. Her supers are really good as well, she is just like Yuri her fireball super and her spin kick super ihave awsome recovery and they're really useful.

If it was me, out of those characters I would probably use Terry, Mai/Beni, and Sakura.

Master Chibi
11-17-2002, 08:35 PM
Wow. Thanks Peachy, that was awfully kind of you. One question though (seeing as how I'm not knowledgeable on the s-groove): What exactly are punch and kick dodge 'attacks'? Are they attacks specific for each character, initiated after a dodge, or is it the dodge itself?

:D

Peachy
11-17-2002, 08:58 PM
You are correct. Each character can dodge and if they want to cancel the dodge into an attack they have the option between a kick dodge attack and a punch dodge attack. (it doesn't matter what button you press as long as it's a kick or punch) Each character is different so naturally they have different dodge attacks. Also every character has one dodge attack that if it hits will knock the opponent down, and the other one will be comboable into special moves. It varies from character to character. For example Cammy's kick dodge attack knocks down the opponent and her punch dodge attack can combo into something else (meaning it doesnt knock down) where as Eagle's punch dodge attack is the one that knocks the opponent down and his kick dodge attack is the one that can combo.

Master Chibi
11-17-2002, 11:27 PM
Wow, that's an entirely new can of worms you've just opened for me. Hot damn. Thank you immensley Peachy :D!

Peachy
11-18-2002, 01:11 AM
Haha, no prob, the more S groovers the better. :)

Onikage
11-18-2002, 06:24 PM
check yer PMs brandon =)

PokesYOU
11-18-2002, 09:41 PM
Thanks Peachy, you rule ass.

Great Job @ EVO2k2

Hoonyo
11-18-2002, 09:45 PM
Hi

Why is it that some of you tap the charge repeatedly? Is it just for mindgames? Cuz you don't really gain any meter from tapping that shit so fast.

Peachy
11-18-2002, 09:50 PM
hehe yea pretty much for mind games, I rarely do it cause it isn't that great of a mind game and dosen't really benefit you at all. There are cases where a quick charge can be useful, but that is something I haven't perfected yet so I won't say anything. ;)

I can't remember all to clearly but I think when you tapped the charge repeatedly in CvS1 it charged you up fast. I think that was it.


PokesYOU>
Hehe thanks. :)

Dr.B
11-22-2002, 05:45 PM
Here's a quick run down of the tourney since the organizer takes forever to input the results.....for 11/21/2002 CvS2

1)Eric Choi "Zim"
2)Graham Wolfe
3)Brandon Chaney "Dr.B"
4)John Bui "Bui"

Thats it for now next weekly in two weeks due to Thanksgiving..all have a good holiday..Peace.....

-B. P.S-Peachy I just may be able to make it up to Seattle to play...

Peachy
11-23-2002, 12:30 AM
Originally posted by Dr.B
P.S-Peachy I just may be able to make it up to Seattle to play... That'd be hella cool. :) Just post when you will be up here and I bet Vashthastampede will organize a tournament.

11-23-2002, 03:22 PM
yoooooooooo B ! :cool:

misconceptn
11-25-2002, 04:39 AM
hEY WAS UP 2 ALL THE FELLOW S-GROOVERS.. DAMN EVER SINCE I DROPPED PLAYING N GROOVE FOR S/K I'VE BEEN HAVING A LOT MORE FUN AND HAVE BEEN ABLE 2 COME UP W/MY OWN UNIQUE TRICKS AND STYLE FOR S -GROOVE.. HAHA PEEPS DON'T KNOW WAT THEY MISSIN.. CUZ S -GROOVE TAKES A LOT MORE SKILLS AND U GOTTA BE TRICKYU. NEWAYS SINCE I JUST FIGURED OUT HOW 2 DO ALPHA COUNTERS W/S GROOVE IT MAKES IT HARER FOR PEOPLE TO ATTACK EVEN MORE.. i HONESTLY THINK S-GROOVE IS ONE OF THE BEST GROOVES OUT THERE NO MATTER WHAT ALL THEM OTHER PEEPS SAY.. ITS A TOP-TIER FOR ME...CUZ IT PROVES U DONT NEED R.C TO WIN A GAME BUT PURE SKILLS AND SMARTS U KNO.. THE MORE I PLAY S ..THE BETTER I'M GETTING.. JUST WATCH HEHE S.. IS GONNA BE THE BEST VERY SOON... HAHA ILIKE TO TURTLE AND RUSH DOWN W/ S.. IT'S MY FAVORITE GROOVE NEXT TO K.. FORGET ALL THE REST... HEY IF ANYONE CAN GIVE ME ADVICE ON HOW THEY PLAY THIS GROOVE I WOULD APPRECIATE IT.. OK.. ONE

Peachy
11-25-2002, 04:53 PM
I agree, S is one of the best although people thinks it sucks cause it is also one of the hardest ones to learn and takes a lot of skill to use effectively. Every single groove is good in cvs2, I always try to find which is the best but then I always find counters to those reasons.

Some basic tips for S groove is to learn to mix up the dodge. Sometimes dodge attack and other times just empty dodge. Dodging too much isn't too good either cause you will get thrown. Rarely ever dode on wake-up (when the opponent is near) and be careful about dodging your opponent's jump ins, they can get tricky and jump in empty and throw you just like what you see people do to some P groovers. If your opponent tries to turtle, just sit back there and charge, have them come to you sometimes. Most of the other times though I like using S groove to rush because it has run and low jump which makes it easier to rush your opponent and then mixing in dodges in the midle of rushing them down will throw them off.

-DM
11-26-2002, 12:18 AM
i dunno if any one said this
but hibiki is amazing in S
Dodge into Dodge
hehehe

also when ur flashing abuse counter into super
its amaing
discovered it 2day:)

Peachy
11-26-2002, 12:26 AM
Haha, yea she is pretty amazing. Her super has pretty good priority as a level one and can be used as anti-air. Also you can land it quite a few times. Using it as anti-air, in a combo, after her over-head, after her counter, after her deadly rave-like super, etc. Also her dodge attacks are pretty quick and have great range.

Shortterm
11-26-2002, 02:39 PM
Originally posted by -DM
i dunno if any one said this
but hibiki is amazing in S
Dodge into Dodge
hehehe

also when ur flashing abuse counter into super
its amaing
discovered it 2day:)

Sup...yo, I hear you took my request for a MSP av??

Thanks alot!

I really appreciate it, but I'm on my way to work..but..thanks

just pm me.

Peachy
11-26-2002, 05:06 PM
Just felt like posting a little update on a character I recently discovered to be pretty good in S groove. Right now I am using him for fun just because he is and I am not too great with him yet. The character is Rock and somethings that I think makes him good in S is that his punch dodge attack has some good distance and isn't too bad, and his raging storm at level one seems to be 100% safe when the opponent gets hit or blocks it. He has some pretty cool combos too like you can:

c.short, c.roundhouse XX Raging Storm (not the most damaging but looks cool and is safe if you dont combo)

c.short, s.fierce XX elbow move (this combo is like the easiest one and you won't mess it up too often)

c.short, s. close roundhouse XX Shinning Knuckle (this combo does the most I think)

The above combo should be done after Rock's Deadly Rave Neo, in place of the last part of it. Does a lot! :D

His roundhouses are godly!! Yea that's about all I think I need to post and all I feel like posting. Basically IMO a dodge attack is the most important part of a character in S groove, and then supers would come next. So all you S groovers out there, use who you like and not just top tiers. ;) (just like in A groove) Everyone can be tricky, so play who you want to play!

BusterWolf
11-28-2002, 01:01 PM
Hey Peachy..wassup man???? Our S on S match was pretty good...Came down to the wire hopefully we'll get a chance to play again....Ur S is pretty damn good..Use thaT charge fake shit it really helps....And fuck people up..lol...PeACE..

-Brandon:lol:

Peachy
11-28-2002, 01:18 PM
Yea dude, it was sooooo interesting playing against you. Our styles are different and I learned some new stuff. :) I will keep practicing my S groove to make it better, I don't know if we will get to play each other again though. :( I dont know if I can make to gametown again tonight.

Mind_Reaver
12-02-2002, 12:40 AM
I gotta say, Doc, those matches on Saturday were by far some of the most entertaining I've ever seen in Portland. No one around her even bothers to mess with S-Groove, so it was a rather refreshing experience seeing something new, especially in such a fine exhibitionary manner as yours. :evil:

I've just come out of my longstanding P-Groove phase, so I'm having to completely readjust to gameplay, but you've inspired me to at least mess around some with S before I decide on any particular groove for future competitive play. I hope I can make it up to Seattle for this next tourney and maybe check out Peachy in action. Ray and Brian are damn good players, but I've grown bored of watching P-Groove Zangief, to say the least.

I hope to play you again on down the line. Until then, I'll keep up with the thread. Can't say I have much knowledge to contribute, but it's certainly worthwhile to read up. :D

Peace

-Jason

Peachy
12-02-2002, 12:47 AM
Cool! Possibly another S groover, hehe. If you did pick it up I'd love to play ya, playing S vs S is something I think I need to learn. So playing the most S groovers I can will help me. :)

Dr.B
12-02-2002, 03:42 AM
[QUOTE]Originally posted by Mind_Reaver
[B]I gotta say, Doc, those matches on Saturday were by far some of the most entertaining I've ever seen in Portland. No one around her even bothers to mess with S-Groove, so it was a rather refreshing experience seeing something new, especially in such a fine exhibitionary manner as yours. :evil:

I hope to play you again on down the line. Until then, I'll keep up with the thread. Can't say I have much knowledge to contribute, but it's certainly worthwhile to read up. :D

Thanks man..I was just showin folks that S groove can kick ass as best it can....Thanks to all Portland players who came out and watched me play and played me too!!!! I wish I coulda been in town for the CvS2 tourney dammit when I say I'm stopping in town throw a tourney!!!! lol....Anyways I just got back to kali this morning Im out.....

-Brandon:cool:

No defence
12-02-2002, 02:33 PM
Just read the whole thread! Excellent read. I am ready to jump on the S groove Train. All.... Abord. Choo Chooooooooo...:evil: :lame:

Ubersaurus
12-02-2002, 04:04 PM
S vs S matches are insane. It's something I've done before...it's so ridiculous to see alternate dodges until finally one of em stops and throws the other guys ass ;p

Peachy
12-02-2002, 05:03 PM
Originally posted by Ubersaurus
S vs S matches are insane. It's something I've done before...it's so ridiculous to see alternate dodges until finally one of em stops and throws the other guys ass ;p :lol: Yea exactly, cause if you attack the other person will retaliate with a dodge attack. I am actually playing random S-groove right now, it helps me practice all the characters. Even Dan is good! :evil:

Dr.B
12-04-2002, 03:21 PM
I still cant do the S Kyosuke infinite 100%...can anyone explain it again in full detail??? Thanks..

-B.:cool:

misconceptn
12-04-2002, 03:32 PM
HEY Dr.B Umm when I get back from nec next week we need to go to SGVL and participate in the touranment. Neways u got my # and email addy so holla back @ me asap.. ok one

Rolling Start
12-04-2002, 04:57 PM
Peachy, may i take it from your av that you've dicovered the turtling beat S-Honda? Love that run! Too bad his command throw range is so pinner, for both special and super forms. But his dodge punch attack has HIGH priority, and stuffs many high-pri pokes. IIRC, it beats blanka's low fierce, no? Or is that only honda's low mp? I know the headbutt beats/trades with the ball...

Too bad his lv1 super didn't have the same priority as, say, his jab headbutt. So many times in close matches, i try to use the lv1 super headbutt as a pseudo-wake-up (like you can with the jab headbutt) and get stuffed by basically any move in the game...bleh. I wish he had the Fuji Drop from alpha 3 in this one!

If you have trouble with the exact timing you need to use his jab headbutt as anti-air, throw in a dodge first! Also, his jab headbutt makes him one of the best mid-screen charge fakers in the game, due to its HIGH-ASS PRIORITY!

Sneaky honda goodness: run in, and hold forward, and when you get in range do the f+rh long-ass sweep. For some reason, a lot of people block high when you run at them...obviously don't abuse tho.

Dodging definately helps honda's lack of a decent anti-fireball. Walk in on fireballers, dodging all their attempts, then hold down and multi-dodge like 2-3 times when you're in range for a rh sumo splash, and then sit on them through the fireball!

Sorry about these ghetto honda tricks, but i haven't played in a while.

EDIT: My usual blocked poke chain with honda: j.mk, c.mp, fp.hundred hand slap. Good for a little chip damage, plus the fierce HHS is relatively hard to punish.

Peachy
12-04-2002, 05:04 PM
Yea I do a lot of those things with Honda. I really like playing honday but the worst thing is when sagat players sit back there and throw low tiger shots, there is nothing for him to do besides a level 3, so I have to run in and dodge, and when I get close all they do is c.fierces. Tough to get around with Honda, but not impossible. ;) Also I'd lie to mention that doing Honda's level 3 super on Sagat when he throws a low fireball, is risky, you have to be close enough with Honda otherwise his headbutt will hit sagat's arm and push sagat away and the rest of the super will not connect. Also another problem with Honda is his supers, they're very predictable because you can't approach your opponent to do his headutt super (unless you have a roll) and his grab super you have to get in close.

Rolling Start
12-04-2002, 10:33 PM
Yup, sagat players who are inexperienced against Honda will be like WTF for about 30 seconds, and then realize how badly honda loses to the low tiger shot. However, honda's jump/low jump roundhouse does an excellent job against low tiger whores. LOTS of range, damage, and air-to-ground priority.

Low jumps are goood once you get used to them. It's like parrying up, such a pain.

Dan's low jump wk is the SHIT!

Peachy
12-04-2002, 11:10 PM
Originally posted by Rolling Start
Dan's low jump wk is the SHIT!
OMG! :lol: I have been playing Dan for fun, and I found out he is hella good!! :D His jumping short and jab have a ton of priority. Low jumping with him is like his rushdown, haha. His dodge attacks are actually pretty good as well, good priority and range.

No defence
12-05-2002, 01:21 AM
Hello. This is the S groove thread. I havent Play S groove "long" just started. Does anyone have tips for "S groove Zangief".
"Rolling Start" Any suggestion's. And I dont want to hear any "yen yang" About how Grief "sucks" from anyone just a few tips. .:D Thanks.

Peachy
12-05-2002, 01:38 AM
Originally posted by No defence
Hello. This is the S groove thread. I havent Play S groove "long" just started. Does anyone have tips for "S groove Zangief".
"Rolling Start" Any suggestion's. And I dont want to hear any "yen yang" About how Grief "sucks" from anyone just a few tips. .:D Thanks.
Gief has a lot of trouble getting in sometimes, and in S groove you'd have to run and doge to evade fireballs because jumping is not always safe. His kick dodge attack has seom great range and I use that one a lot more than his punch one. Although be cautious because little characters can duck under his kick dodge attack. Practice dodging into his SPD, that is really useful and if you dodge and you're not close enough sometimes you can do the kick 360 move and it'll get a lot of people by surprise. Some setups with his level one SPD super:

1) After they have been hit or blocked Zangiefs fire fist thingy, you can do it after that. It looks like it wouldn't work but his super has a lot of range.

2) Dodge into his super

3) His air super in my opinion is pretty crappy since pretty much any move can hit him out of it, so I use it as a fake sometimes. This one is risky but gets people by surprise. Do his air grab super and right as you land do his SPD super. It gets you in close, it gives you time to do the motion, and it's pretty tricky.

4) If you do get them with the air grab super you can do another one right when you land and then do his SPD super after the second air grab super. You should grab them pretty much right when they wakeup.

I am not an avid Zangief player and this is about all I know as of right now. I would play him but it's discouraging when someone picks Sagat and throws high/low tigers all day long. :(

Rolling Start
12-05-2002, 03:59 PM
Originally posted by Peachy

Gief has a lot of trouble getting in sometimes, and in S groove you'd have to run and doge to evade fireballs because jumping is not always safe. His kick dodge attack has seom great range and I use that one a lot more than his punch one. Although be cautious because little characters can duck under his kick dodge attack. Practice dodging into his SPD, that is really useful and if you dodge and you're not close enough sometimes you can do the kick 360 move and it'll get a lot of people by surprise. Some setups with his level one SPD super:

1) After they have been hit or blocked Zangiefs fire fist thingy, you can do it after that. It looks like it wouldn't work but his super has a lot of range.

2) Dodge into his super

3) His air super in my opinion is pretty crappy since pretty much any move can hit him out of it, so I use it as a fake sometimes. This one is risky but gets people by surprise. Do his air grab super and right as you land do his SPD super. It gets you in close, it gives you time to do the motion, and it's pretty tricky.

4) If you do get them with the air grab super you can do another one right when you land and then do his SPD super after the second air grab super. You should grab them pretty much right when they wakeup.

I am not an avid Zangief player and this is about all I know as of right now. I would play him but it's discouraging when someone picks Sagat and throws high/low tigers all day long. :(

This is all good stuffs. LOL, cheesiest tactic ever: lv3 ARS across the screen, and lv1 FAB right after. SO weak, and if it ever lands, laugh in the other guys face. Now, some gief stuffs...

Against Sagat: This fight isn't actually as bad as it seems. Most sagats will try to tiger you to death. Against any high tigers that aren't full-screen, PPP lariat. You will tag Sagat's hand, and he will be sad. Against low tigers, low jump fierce/roundhouse both have damn good range, so they work well. One thing to NOT do, is bring the fight to sagat. I used to lose SO MUCH against Sagat players with S-Gief by running in, dodging, running, dodging, inching my way in, only to be out-poked at mid-range. You have to make use of gief's killer c.fp/df+mk/df+rh. All of these moves have killer range, so if you can get semi close to sagat (basically the same range that you want to be in to Lariat his high tigers) just sit there and wait for him. S-Groove anyone does VERY well against cocky sagat players who dig on the mk/c.fp. oth of these moves have enough lag for you to dodge and coutner attack with ease. Seeing as gief has one of the farther ranged dodge attacks in the game (his mk) you can use this to some degree of effectiveness against pokey sagats.

Oh yeah, and i can't stress this enough: DON'T JUMP WITH GIEF UNLESS THE CHAR YOU'RE FIGHTING HAS A CRUMMY ANTI-AIR! Jumping in with d+fp will obviously be your jump-in of choice, but most chars can anti-air you out of it. You can jump in pretty safely on Bison though, one of the few top-tiers who Gief can do well against (psycho crusher goes through PPP lariat. Nothing big, but weird nontheless).

WITH S-GROOVE GIEF, IF YOU CAN"T FIGURE OUT HOW TO DODGE xx SPD/DSup/RBG/FAB FOR ANTI-AIR, pick another groove. Roll into command grab is better than dodge into these same moves in all situations except for close range poking and as anti-air. Ditto the lariat as anti-air. ONLY USE IT AS ANTI-AIR WHEN YOU CAN DUCK FIRST, OR AFTER A DODGE!

Cheesy tactic against shoto's and such: after any knockdown, run at their fallen body. They will, 90 % of the time, do a DP on wakeup. That's why you dodge at the last second. Then, start charging your meter untill they come down, and swing the stick from forward, to down, to back, to up and press punch/kick. Charging can help keep you grounded for SPD attempts if you aren't very good at them, but obviously only do it when you have a WIDE window of opportunity.

After a double suplex, if they tend to block on wakeup instead of DP or some other move, run at them, and do an RBG out of the run when close.

If the opponent gets hit/blocks your Siberian Splash (j.d+fp), do three crouching jabs and RBG. They will sit there like a goof and get powerbombed.

Zangief can charge-fake very well, cause anything they do to hit you out of charging, you can dodge and, if it was a physical attack, spd/fab.

Lv.3 FAB works well after a whiffed Green Palm. People will think that they can hit you with a meaty super afterwards, but you can grab people out of most shit. Nothing feels better than FABing an akuma doing his raging demon. Don't fuck up, though!

Gief's lv3 air grab super is IMO his better super. Simply because people are so afraid of being on the ground close to gief when he has meter, they will jump alot, and you can GRIZZAB them. You can grab people out of anything which makes them leave the ground, which includes things like Guile's dash, morrigans run, and obviously things like hurricane kicks.

Against Blanka, block his blanka ball standing, and you can get him with a standing fierce, and if you have meter, block and lv3 ARS them.

Just a couple things on the wonders of Gief.

Dr.B
12-06-2002, 12:56 AM
S Honda is hella tight...Been using him more and more.....And I like what he has to offer...I saw Peachy using him and it was not bad...Any pointers for S-Honda out there???? I got my own style with him but advice never hurts....

-Brandon:cool:

Peachy
12-06-2002, 01:23 AM
His dodge attack is good, the punch one at least. If they block you can go into Honda's HHS. Dodging into command grab works a lot for me, and also into his butt splash, crosses up so much. Other than that I dont think I use anything else with him that is different from other grooves.

Mummy-B
12-06-2002, 02:01 AM
S Cammy is too fucked.

She can dodge for no reason and still get away with it. Her two dodge attacks are ridiculous.

Shit, even if you block the punch attack, I can go straight into low forward, lk Spiral Arrow for guard crush and you can't hit her back. Critical? Everytime you get hit by a dodge attack punch, low forward, super.

Run, fierce. Run, roundhouse. Run, low forward, lk spiral arrow.

ridiculous. absolutely ridiculous.

Cylus
12-06-2002, 10:24 AM
Originally posted by Mummy-B
S Cammy is too fucked.

She can dodge for no reason and still get away with it. Her two dodge attacks are ridiculous.

Shit, even if you block the punch attack, I can go straight into low forward, lk Spiral Arrow for guard crush and you can't hit her back. Critical? Everytime you get hit by a dodge attack punch, low forward, super.

Run, fierce. Run, roundhouse. Run, low forward, lk spiral arrow.

ridiculous. absolutely ridiculous.

Don't forget she has one of the very few standing fierces you can LINK a super off of, or a standing roundhouse. Dodge, punch counter attack, super if it connects :).

Vigorous
12-07-2002, 02:38 AM
I use S-Honda if opponent is in C,A,N.
He pretty much plays like any other groove Honda, just with more mobility and easier to shorten the distance.
Running dodge xx punch is pretty safe. His cr.mp is such a great poke, stuffs alot of normals. S-Honda is deadly in the corner. You can cr.mp, dodge xx mp, cr.mp....if they jump, jab headbutt or butt slam, and repeat. After a knockdown, keep block roundhousing or knockdown to push them into the corner.

A tactic in critical life is, lvl 3 (or 1) super, slappy hands xx lvl 1. Its pretty safe against alot of chars. Just stop the hands soon enough so you're not too far out with the lvl1. Effective nonetheless.

Dr.B
12-07-2002, 03:35 AM
I wanna play S Kyosuke and learn the infinite...I havent found the exact timing...Does anyone know it well??? Please drop some clear knowledge about it...

-B.

Peachy
12-07-2002, 03:41 AM
Originally posted by Dr.B
I wanna play S Kyosuke and learn the infinite...I havent found the exact timing...Does anyone know it well??? Please drop some clear knowledge about it...

-B.
Dont even bother with it, it's way too hard to do and setup. Basically what you do is you have to hit with a level 3 pillar super when your opponent is near or in the corner, and then you have to super jump cancel and hit them with a strong (I think) right before they hit the ground, then you repeat but with l