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CMM171
10-30-2002, 08:16 PM
I saw an S-groove and A-groove thread so I decided to try and make one for C-groove. Post any good level two cancels or any other strategies you have for C-groove.
I'll post some obvious Sagat ones even though he can do better in N-groove most likely(thanks to run and short jump).
Tiger GenocideXXF. Tiger Uppercut
Tiger GenocideXXHigh Tiger Shot Super
High Tiger Shot SuperXXLow Tiger Shot Super(Far Screen)...opposite for close up. I know those are pretty obvious but please post some better stuff you think might improve other people's C-groove play. Thanks in advance...

UltimateIronman
10-30-2002, 08:17 PM
air gaurd is every useful and so is roll... thats all i have to say...

GeekBoy
10-30-2002, 08:20 PM
Beware of low jump grooves who are knowledgable of the air guard break. If somebody you're playing has a low jump groove, they can jump at you with an attack, you block, they land first and can proceed to hit you or super you afterwards.

Lvl 2 Cancels that come to mind immediately are...

Balrog - Lvl 2 Crazy Buffalo -> Fierce Headbutt

Chun-Li - Lvl 2 QCFx2+K super -> RH Lightning Kick, c.Jab, c.Strong xx Lvl 1 QCFx2+K super

Eagle - Lvl 2 QCFx2+P super -> HCF+Forward or Lvl 1 QCFx2+P super

Rolento - Lvl 2 Grenades -> KK->RH (jump backwards)

Sagat - Lvl 2 QCBx2+K super -> Fierce Tiger Uppercut / Lvl 1 QCFx2+P super
- Lvl 2 QCBx2+P super -> Lvl 1 QCB+P super

Yamazaki - Lvl 2 Guillotine -> DP+Strong / DP+RH
- Lvl 2 Drill (in corner) -> QCB+Jab

M.Bison - Lvl 2 Knee Press Nightmare -> Fierce Psycho Crusher (DP+Fierce in the corner)

Ryu - Lvl 2 Shinkuu Hadoken -> QCB+RH

Ken - Lvl 2 Shoryureppa -> QCB+RH (still in the air)
- Lvl 2 Shoryureppa -> QCB+Jab, DP+Jab, Lvl 1 Shinryuken (Courtesy of erco)

Akuma - Lvl 2 QCFx2+P super -> QCB+Short, DP+Fierce

Guile - Lvl 2 Total Wipeout -> Lvl 1 Somersault Strike or RH Flash Kick

Cammy - Lvl 2 Spin Driver Smasher -> QCB+RH (while in air), land, RH Cannon Spike or Lvl 1 Reverse Shaft Breaker

Maki - Lvl 2 QCFx2+P super -> QCF+Fierce

Raiden - Lvl 2 QCFx2+P super -> Lvl 1 HCBx2+P or Ready-Go | Lvl 2 HCBx2+P -> Lvl 1 HCBx2+P or Lvl 1 QCFx2+P or Ready-Go

rallykupo
10-30-2002, 09:30 PM
my fav c groove character is rugal. He gains a lot from this groove because for a big guy, rugal is friends with the air so the block is a good beneifit. Plus, i think he has the quickest roll in the game and his throws are strong as shit.

He also has a good super combo,

c.jab, c.jab, god press into level 2 genocide kick super, air wp eye lasers into a level 1 genocide kick super. Mad damage and very easy to do.

My normal c groove team is, morrigan, bison, and a 2 rugal.

Bison doesn't have any effective cancels, but morrigan has one. U hit the level 2 uppercut super, once that ends, do a air fireball super.

All in all though, i'm a scrubby mother fucker and always will be till the end of days.

GeekBoy
10-30-2002, 09:38 PM
Originally posted by rallykupo

Bison doesn't have any effective cancels, but morrigan has one. U hit the level 2 uppercut super, once that ends, do a air fireball super.



You are smoking crack if Bison doesn't have a good cancel, Claw Vega is the one with the shitty cancels.

rallykupo
10-30-2002, 10:00 PM
u can cancel the level 2 sciccor kick super into a level one, but like i said and as u reposted, i said, he doesn't have any effective ones so what u posted makes no sense what so ever dick.

Ah whatever, i'm lost, i just need my chilly willy and i will be better

GeekBoy
10-30-2002, 10:03 PM
Originally posted by rallykupo
u can cancel the level 2 sciccor kick super into a level one, but like i said and as u reposted, i said, he doesn't have any effective ones so what u posted makes no sense what so ever dick.

Ah whatever, i'm lost, i just need my chilly willy and i will be better

Have you even tried using Bison? If you have, you would know he has Lvl 2 Knee Press Nightmare -> Psycho Crusher

erco
10-30-2002, 10:13 PM
forgot the best one with ken:

lev 2 shoryureppa xx command roll, jab dp, lev 1 column super.

rallykupo
10-31-2002, 08:40 AM
Ah what ever all i know is that i'm a scrubby mother fucker so i never play any other grooves except for maybe A and S every now and again just so i don't seem too predicable with my characters.

As for Bison, that cancels sucks. I mean y waste 2 level bars for that when u can destroy them with a level 3 pycho crusher.

Dr.B
10-31-2002, 11:30 AM
With chars like Yama..Bison..Sagat..Balrog it's all about RS...aka the CVGL special...aka Roll super...But ya gotta have skills to bust that shit out all the time...Shit it got me through Evolution..hopefully u'll see my big match on the DVD.....Props to the creator of the C-Groove thread...Cause C groove is my Ultimate line of defense...yeah baby...!!!

-Brandon:cool:

Ghettoontherise
10-31-2002, 02:40 PM
With Sagat, after a level two Tiger Raid cancel, you should always do the strong Tiger Uppercut instead of the Fierce. Damage scaling takes effect, and you actually do less damage with a Fierce one. Same goes for the super fireball (if you use the level 2 for anti-air).

Gunter
10-31-2002, 06:07 PM
Originally posted by erco
forgot the best one with ken:

lev 2 shoryureppa xx command roll, jab dp, lev 1 column super.

You should get into the habit of whiffing a Short Funky Kick (hct+short) instead of the command roll - then you can do this combo when you're just slightly under a full level 3 since the Funky Kick charges meter.

caliagent#3
10-31-2002, 09:17 PM
KYO - lvl. 2 qcfx2+mp, qcf+hk, hk, dp, lvl. 1 qcf,hcb+p

cammy - lvl. 2 qcf+mk, (while at peak of super) qcb+k, (on the ground) qcbx2+k

AKUMA - Here is something special with akuma. u can do his lvl. 1 hcb+wp in the corner and after that u can connect a lvl. 2 qcf+mp and cancel that into any special

Terry -with terry i don't think its worth canceling his lvl. 2 unless u want to be fancy but this one works on any lvl. do his buster wolf in the corner and u can connect a rising tackle

Ken - lvl. 2 shoryureppa, dp+k (must perform before u get into the air)

cruelfist
10-31-2002, 09:27 PM
LOL all i use c groove for i air guard... and that works good for my ass, c groove and n are the shit

Ouroborus
10-31-2002, 09:38 PM
Originally posted by rallykupo
u can cancel the level 2 sciccor kick super into a level one, but like i said and as u reposted, i said, he doesn't have any effective ones so what u posted makes no sense what so ever dick.

Ah whatever, i'm lost, i just need my chilly willy and i will be better

because level 2 scissor kick has NO recovery after it misses and still gives Bison the momentum.

Anyways, some of the level 2 cancels I use:

Yamazaki: guillotine, mp serpent slash afterwards

Yamazaki: guillotine, (opponent reaches corner), lp knife slash, OR mp knife slash(best damage for a non-super, but hard to connect), OR flight of tempering kick, OR level 1 guillotine

Sagat: Tiger Raid, mp tiger uppercut. fierce tiger uppercut is 5 weak little hits and there are times that not all of the hits will connect after the raid, thus doing less damage.

Chun Li: kick super, just before she kicks them up, kick super again, and sj. hp

iwillwin
11-01-2002, 05:50 PM
i love using vega in C groove because there are so many possibilities with this guy
wait and use a lvl 3 claw
or bait them into the corner and this is my favorite use a lvl 2 kick super followed by a lvl 1 kick super and watch as they crumble before my vega
or if i want to be fancy any lvl wall dive super because they never see it coming and grab them to death

its too bad that blanka doesnt have a lvl 2 canceled super even though his lvl 3s are awesome enough alone

b0kch0yb0y
11-02-2002, 01:22 AM
Originally posted by rallykupo
morrigan has one. U hit the level 2 uppercut super, once that ends, do a air fireball super.

You know, doing the Level 3 uppercut super does more damage than that,

Gunter
11-02-2002, 06:59 AM
Originally posted by b0kch0yb0y


You know, doing the Level 3 uppercut super does more damage than that,

No it doesn't. Where are you getting this information? I just verified it - Level 3 DP Super = 5900 (it's not a mashable super, so this is constant if done deep).

Level 2 DP Super+Level 1 Air FB Super = 6445.
Level 2 DP Super+Level 1 Ground FB Super = 6645.

The key is to let the DP super hit for all 8 hits. For the Ground FB Super, you have to do it as soon as you land.

However, neither FB Super connects against a cornered opponent. But there, Level 2 FB Super + Level 1 DP Super even does more, at 6232.

But hell, if you're comboing into it, you can only really do her Raging Demon, so it doesn't really matter - this is for AA purposes only, really...

Gunter
11-02-2002, 07:57 AM
Originally posted by caliagent#3
KYO - lvl. 2 qcfx2+mp, qcf+hk, hk, dp, lvl. 1 qcf,hcb+p

This can't work You'll never ever cross them up during the combo, so there's no reason to do the second super the opposite way.

A few notes with Kyo - if you trade on an AA Jab DP, you can get a free hit afterwards, no matter what level meter you have. You can do any level qcb-hct+p (if you do level 2, you can cancel into any of his specials/supers), and if you DON'T have a level, you can immediately do his rekka sequence that ends in the ground pound (whiff qct+jab, hcb+jab, jab - you can also use strongs instead)!

I believe the ground pound combo can be done in any groove (I know for sure it works in A).

caliagent#3
11-02-2002, 09:31 AM
Originally posted by Gunter


This can't work You'll never ever cross them up during the combo, so there's no reason to do the second super the opposite way.

A few notes with Kyo - if you trade on an AA Jab DP, you can get a free hit afterwards, no matter what level meter you have. You can do any level qcb-hct+p (if you do level 2, you can cancel into any of his specials/supers), and if you DON'T have a level, you can immediately do his rekka sequence that ends in the ground pound (whiff qct+jab, hcb+jab, jab - you can also use strongs instead)!

I believe the ground pound combo can be done in any groove (I know for sure it works in A).


THat last part of the combo was a typo:lol: . . . Revision:
lvl. 2 qcfx2, qcf+hk,hk, dp+hk . . . if u get them to the corner then u could do a hcb+hk for mor damage instead of the dp+hk

PokesYOU
11-05-2002, 05:42 PM
Terry

down LK, down LP, down LK, lvl2 Power Geyser cancel into HK power dunk.

ONION BOY
11-13-2002, 04:06 PM
[QUOTE]Originally posted by caliagent#3

I would just like to say that c-groove rocks. I use king, eagle, and rugalx2. I call them "Team Purple Pimps". This groove just seems alot more fun, and I prefer dashing to running. I'd also like to say that Bjork is just too fuckin' cute. I wanna have her children!

jreinert13
11-13-2002, 04:37 PM
I'm thinking about posting some C Groove cancels (different ways to set up cancels)in video clips for each character...
this game is old now so should I bother posting them in this thread?

CapMaster
12-10-2002, 11:08 PM
Bump

I don't think this has been mentioned before, but Rock can cancel a level 2 Raging Storm into a level 1 for A LOT of damage..I believe much more then a level 3. Otherwise, in the corner, either level 2 super+rising tackle I believe does some good damage. However, I haven't played in a while..

Otherwise, what characters do you feel do very well in C? Here are some I can think of IMO:

Sagat- He's already Sagat, and his cancels are monsters.
Hibiki- Since she's such a turtle, I don't think she really needs run. I also think it is a huge advantage to be able to sit on her Deadly Rave or QCB, HCF+P super.
Rugal- He can build meter fast, and his big combo has already been mentioned, which I think could be easier to do then his huge CCs.
Bison/Vega- Both can sit on their level 3 supers, which is a plus. Both characters are also fast enough, so you won't miss run or low jump that much. Bison has a very good cancel too.
Guile- Can sit on the Sonic Hurricane. His dash is very good. He has good cacels. I say this could be his best groove.

I say Eagle and Chun Li are also very good in C, but I think A-Eagle easily outclasses C, as N Chun really outclasses C Chun.

Mummy-B
12-11-2002, 12:25 AM
Speaking of Rugal:

j.fp -> stand up-close fp XX fp God Press -> Level 2 Genocide Heaven [super cancel] fp Air Dark Smasher -> Level 1 Genocide Heaven

(aka COMBO OF DEATH doing well over 10000 damage.)

Level 2 Gigantic Pressure [super cancel] fp God Press


Morrigan:

Level 2 Cardinal Blade [super cancel] fp Shadow Blade


Rock:

Level 2 Raging Storm [super cancel] fp Rising Tackle
Level 2 Shine Knuckle -> Level 1 Shine Knuckle


Terry:

stand up close fp -> Level 1 Buster Wolf -> Level 2 Power Geyser [super cancel] lp Burn Knuckle whiff -> fk Power Dunk juggle

Vahn Gali
12-11-2002, 04:29 AM
Hi all. New to this board, and I must say, I'm loving what I'm seeing to death. Let me post a few cancels of my own. Most of these involve having the opponent cornered before the finishing move is executed.

These are simple, yet very useful cancels that anyone should be able to preform with practice. They are normally stronger then a LVL3 hit, and save you a whole bar of power. Most of these combos become stronger when a jump kick is added to the beginning of them.

Rock: Yes, I also use the LVL2 Raging storm followed by a Rising Tackle. It is stronger then the LVL3 move, and takes less energy to pull off. A definite plus.

For a slight stronger attack, go LVL2 Raging Storm, LVL1 Raging storm.

Finally, for a great dash in, use LVL2 Shine Knuckle, followed by either Rising Tackle, or Raging Storm, depending if you want to sacrifice your last LVL or power for a bit of extra damage.

I love Rock...add a jump in fierce kick at the beginning of these for more damage.

Ken: LVL2 Shoryu Reppa, weak punch shoryuken, LVL 1 Shinryuken (Done after cornering your opponent.) Add a jump kick for more damage just like Rock.

Ryu: LVL2 Shinku Hadoken, weak punch Shoryuken, LVL1 Hurricane Kick Special

Akuma: LVL2 Messatsu Gou Shoryu, Tenma Gouzanku (Oppenent does NOT have to be cornered for this to work)

Chun Li: Either of her LVL 2 special followed by the same LVL1 special. Simple and strong. Chun Li rocks in C Groove.

King: LVL2 Illusion Dance, Surprise Rose

Terry: LVL 2 Power Geyser, Power dunk.

Basic, yet very strong. I'm a big Street Fighter fan, but I haven't had TOO much experience in Capcom VS Snk 2 Yet. I just got it for the Cube.

Question, do the people on this board mostly play it on the Cube, The Dreamcast, or strictly Arcade?

taiji
12-11-2002, 04:57 AM
Iori

Level 2 Maiden Masher -> Level 1 madien masher after last hit , or dragon punch w /FP if no level

Mummy-B
12-11-2002, 09:10 AM
Originally posted by Vahn Gali
King: LVL2 Illusion Dance, Surprise Rose



Try Level 2 Silent Flash [super cancel] fk Trap Shot. Timing's tricky at first because you are canceling King's recovery frames, but this is her most damaging cancel by far.

Vahn Gali
12-11-2002, 04:14 PM
I'll have to try that out Mummy. Quick question. How to you quote someone else?

AKUMA2000
12-11-2002, 07:36 PM
Vahn Gali:I'll have to try that out Mummy. Quick question. How to you quote someone else?

At the bottom of each message there's a info bar (profile, buddy, send pm, website, search, edit/delete), just click quote (highlighted in yellow).

Vahn Gali
12-12-2002, 01:28 AM
Ah I missed that when I was looking for it. (probably because it was all the way on the right.) Thanks.

Renegade
02-04-2003, 09:40 PM
I got a couple of things to say.


I've been EXTENSIVELY studying C groove for several weeks now... finding out what I can, what works, what doesn't, and what's good. I've found some stuff, learned more things on here... and what not


first... some replies to posters on here..


To the guy who said C bison's cancel sucked... .

You're a retard.

I've used C bison for about a year and a half. I do the Lvl 2->physcho crusher about 4 times for every super physcho crusher I do.

1. It's completely safe
2. It always does full damage (super crusher does not)
3. only does 800 less that super crusher (question: is 800 damage worth one meter??? No.)

One of the best roll supers in the game.


another thing

BLANKA

has a level 2 cancel.
It's his ground shave roll. And it's pretty good.
If you hit with the up part, then let it go... you can cancel on the 4th hit.

you can do

1.ball, upball (round 6200)
2.Lvl 1 super ball
3.Jungle hop->electricity (dunno about this one, but you should be able to)

The timing's tricky, but it does great damage.... and more importantly, the ground shave is safe.

RUGAL
Mummy got it right mostly. but there are things to remember.

One is the distance from the wall after the slam varies depending on where you grabbed them. Further you are, the further you are when they are slammed. So you may have to walk forward a bit.

Couple other things:

Rugal's J RH does more damage. Like 1595 or something... sick.

You want to do the supers REALLY deep. You can get 5 hits off the level 2 and 3 hits off the level 1. Adds about 1000 more damage (the level 1 is more important).

So the combo is
J.Rh, Close Fierce, Fierce Slam, Lvl 2 GH (5hits), Fierce ADS, Lvl 1 GH (3hits)

Ratio 2 does 11815 damage or something. Sick....


Any character that puts in a DP in a combo (sagat, ryu, morrigan)....

The top of the DP (fully in the air) does WAYY less damage than the bottom.
So, with Sagat lvl 2 genocide-> RH Tiger Crush is better than uppercut...

With the raid, the TU is better since they are low enough.

Spoony
02-08-2003, 08:31 PM
Everyone's favourite Sagat:
If there's one thing about Sagat, it's not just his super cancels, it's the fact that he can cancel any Fierce punch (Far, Close, or Crouching) into supers, which can in turn be super canceled... i think that's disturbing...

Some guy said that Strong DP is better than Fierce DP for following up a Tiger Raid. Well, the damage difference is about 20 (20, not 200) against a full-health R2... i think that the additional stun and meter you build doing a Fierce DP is worth heckuva lot more than a measly 20 damage. I suppose you might not want the extra hits if you don't want to build meter for your opponent...

Question about Rugal:
The super wall slam does high damage with very few hits; just doing a lvl.2 wall slam XX lvl.1 wall slam does something like 8400 damage... i don't think there's another character in the game who can do as much damage just by doing a lvl2 to lvl1 cancel... is there any way to take advantage of this?

Question about Akuma:
I had never actually thought about this until the CPU of all opponents did this to me - c.Fierce AA, followed up by QCB,UF+K (which juggles). I had no idea that the QCB+K could juggle like that, but it did... now the question is, can I stick on a super as a juggle after that Hurricane Kick?

Fun (re: not necessarily practical) super cancels:

Yamazaki - lvl.2 drill (launches opponent) -> (before opponent lands) lvl.1 guillotine
- why? Certainly you could stick on the guillotine AFTER the pounding from the drill, but plucking the guy out of the air just looks cooler.

Rock - lvl.2 Raging Storm XX Short Rage Run (not as damaging as a rising tackle, but looks cooler)

Any Shoryureppa-like super - Hurricane Kick as you go up. Does less damage than just about any other super cancel you could possibly stick on, but looks cool.

An actually useful super cancel:

Raiden - Body Blow -> Headbutt -> lvl.2 Flame Breath xx lvl.1 Flame Breath (what that really translates to is a total of FIVE HCBs after the Body Blow :D )

Renegade
02-09-2003, 08:53 PM
Originally posted by Spoony
Everyone's favourite Sagat:

Some guy said that Strong DP is better than Fierce DP for following up a Tiger Raid. Well, the damage difference is about 20 (20, not 200) against a full-health R2... i think that the additional stun and meter you build doing a Fierce DP is worth heckuva lot more than a measly 20 damage. I suppose you might not want the extra hits if you don't want to build meter for your opponent...

Question about Rugal:
The super wall slam does high damage with very few hits; just doing a lvl.2 wall slam XX lvl.1 wall slam does something like 8400 damage... i don't think there's another character in the game who can do as much damage just by doing a lvl2 to lvl1 cancel... is there any way to take advantage of this?

Question about Akuma:
I had never actually thought about this until the CPU of all opponents did this to me - c.Fierce AA, followed up by QCB,UF+K (which juggles). I had no idea that the QCB+K could juggle like that, but it did... now the question is, can I stick on a super as a juggle after that Hurricane Kick?

Fun (re: not necessarily practical) super cancels:

Yamazaki - lvl.2 drill (launches opponent) -> (before opponent lands) lvl.1 guillotine
- why? Certainly you could stick on the guillotine AFTER the pounding from the drill, but plucking the guy out of the air just looks cooler.

Rock - lvl.2 Raging Storm XX Short Rage Run (not as damaging as a rising tackle, but looks cooler)

Any Shoryureppa-like super - Hurricane Kick as you go up. Does less damage than just about any other super cancel you could possibly stick on, but looks cool.

An actually useful super cancel:

Raiden - Body Blow -> Headbutt -> lvl.2 Flame Breath xx lvl.1 Flame Breath (what that really translates to is a total of FIVE HCBs after the Body Blow :D )



1.Strong DP will do MORE damage if you comboed into the tiger Raid. It's also more consistant.

2.With Rugal, save the extra meter and do a regular Godpress. It's about the same damage. I'm not even sure if super Godpress works.

3.Anti Air FP-> Demon flip does not work. The juggles don't allow it.

4.Dunno which supers you're talking about with Yama... but the lvl 2 throw->Jump super, and jump super->jump super are the only things that work.

5.Why would you even bother the Rage dunk... it's not even guarunteed.. Shine Knuckle->Raging Storm looks tight as hell.

6. So you're saying that Shoryureppa-> Hurricane Kick (which gets you laughed at in my arcade) looks cooler than Shoryureppa-> Short Funky Kick -> Jab DP-> Shinryuken???

7.That Raiden Combo does NOT work. Only the Lvl 3 super has juggle properties... otherwise you could counter->Super in C groove... believe me, I tried.

I can't believe how much of you're shit is flat wrong.... do you even play this game????

RevolverHui
02-09-2003, 09:12 PM
Well I do the fierce TU after TG all the time, before knowing the strong version do "more damage". Since Spoony points out this only deals about 20 ponits of damage more, I totally agree that "that the additional stun and meter you build by doing a Fierce DP is worth heckuva lot more than a measly 20 damage". There are quite a number of times where I manage to dizzy my oppenent after a tiger raid into fierce TU.

And yes, the lvl.2 wall slam XX lvl.1 wall slam does work, but requires good timing. But most of the time the lvl1 GP will just pass thru the sprites of your opponent.:confused:

RevolverHui
02-09-2003, 09:18 PM
Sorry my mistake, TG should be Tiger Raid.

CapMaster
02-09-2003, 11:28 PM
As for cancels..I forget if this is listed anywhere but with Sakura, you can link a level 2 Shinku Hadoken to a Level 1 Shinku Hadoken for better then level 3 damage. Or, in the corner, cancel a level 2 Haru Ichuban into the DP+K move 3 times. Yes, finally a use for that move!

Linchpin
02-11-2003, 05:06 AM
Does anyone know where you can find C-groove combo videos and/or transcriptions?

RevolverHui
02-11-2003, 10:49 AM
Take a look at SonicHurricane.com or gamecombos.com. Dunno whether SRK still has its C-groove exhibition videos or not.

Renegade
02-11-2003, 01:12 PM
For one thing

1. STUN damage is directly linked to ACTUAL damage with a 100 to 1 ratio. Look at James Chen's faq. So more damage= more stun... all the time.

2.Sakura's DP+K move can be canceled from the lvl 2 fireball anywhere on screen if it is deep enough and you are quick enough. You can also do
1.Jab Fireball
2. Jab DP.

You wanna do the jab versions b/c they hit less, and those moves don't juggle.

Dnut
02-11-2003, 09:52 PM
Ryu-...can somebody please explain to me why Ryu's hurricane kick sometime wont juggle the opponent after canceling from a lvl2 hadouken super??????? I dont think its the timing cuz you can clearly see that Ryu's feet touches before the opponent hits the ground.

RevolverHui
02-11-2003, 11:42 PM
I think if you do the Hkick too fast(immediately after the Shinkuu) it won't connect. Wait for a while after the super flash then do the kick. Maybe someone can justify on this....

Jose 2.0
03-05-2003, 06:50 PM
u want looks because thats what i always go for even if the life damage sucks soo much ass.

Guile do his little back hand special (chargeback forward back forward kick) then then flip kick lv 1 special

sagats ground special fire ball to his high special fire ball

and nething else that loks kewl

cdaskillz
03-05-2003, 07:57 PM
[QUOTE]Originally posted by Spoony
[B]Everyone's favourite Sagat:
If there's one thing about Sagat, it's not just his super cancels, it's the fact that he can cancel any Fierce punch (Far, Close, or Crouching) into supers, which can in turn be super canceled... i think that's disturbing...


dont forget to mension this c. foward. this poke is so quick and alot of the time i will hit and you can cancel safely into this lvl 2 low tiger shot super. even if its blocked since c-groove charges so fast sagat can get it back really fast and with the super being blocked the guard meter will become low so you can guard break quick.

justcusimasian
03-06-2003, 08:17 AM
Dunno if someone already posted this or not but I think Gouki s very good in C groove. He is pretty aerial, and has some great lvl. 2 cancels out of the Shoryu super.

crossup air fireball, lp,c.lk,QCB+lk,Shoryu superXXTenma Gou Zankou(I think that's what it's called).

Kendrick
11-12-2003, 08:39 PM
If I can't remember the name of the move, I'll just list the motion.

Geese of course. L2 Raging Storm, into L1

Iori, L2.Maiden Masher, into L1.MM (timing is a little tight)

Sagat, qcbx2+MK,as he lands, qcbx2+p. I think qcfx2+p works too. But the low-fireball just seems more natural. (or cancel into dp+HP) ... I like this super, it has good recovery, and it's the easiest one to link into, since he has no qcb+k moves.

Guile. (b),f,b,f+mk, right as it ends, cancel into his (db),df,db,uf+k. I'm pretty sure that's the one that does more than any of his L3s... Btw, anyone know some that include a special move cancel, then a level 1? I can't remember.

Ken, corner, L2.Shouryureppa, qcb+HK (at peak of super, practice timing a bit), Shinryuken.

People with natural super cancels (any groove) - well, not so much a cancel, but you can add on to the end of the move.

Kyosuke's Rising Blade (just jump)
Terry's Buster Wolf
Akuma's Super Gouhadouken (the hcbx2+p one)
Chun-Li's qcfx2+K super. (what is it, uf+HP at the end?)

THose are the only ones I can think of right now.

Oh, and that guy who said Vega rocked, I have to agree.

And the Super Izuna Drop is soo underrated.

RagingStormX
11-13-2003, 10:30 AM
Kyo:
Final Showdown:
c.lk x3 (or c.lk, c.mp) qcfx2+mp, qcf+k,k, then :

midscreen:
1.walk forward dp+hp
2.sweep

corner:
1.f+hp, qcf+lp, hcb+lp, hcb+lp
2.dp+hk
3.dp+hp
4.hcb+hk
5.qcb, hcf+p serpent wave

Serpent Wave:

s.rh, qcb, hcf+mp, qcf+k,k, then:

midscreen:
1.walk forward dp+hp
2.qcb,hcf+p serpent wave (can't do midsceen if you do the New wave smash)

corner:
1.f+hp, qcf+lp, hcb+lp, hcb+lp
2.dp+hk
3.dp+hp
4.sweep
5.hcb+hk
6.qcb, hcf+p serpent wave

c.lk x2, qcb,hcf+mp, then:

*note* when you do this level two off the lk New wave smash you only get one hit of the super, and if you cancel the super immediately you get the second hit, but cannot juggle with anything, so always wait a split second before you cancel it.

midsceen:
1.cancel into anything immediately to get the second hit of the super.

corner:
1.qcf+k,k, dp+hp
2.qcf+k,k, dp+hk
3.qcf+k,k, f+hp, qcf+lp, hcb+lp, hcb+lp
4.sweep
5.qcf+k,k, qcb,hcf+p

Bison

Knee press nightmare

midscreen:

c.lp x2, c.mk, knee press nightmare, the:

1.PC
2.hk knee press before slide
3.fp scrape after or before slide

corner:

1.PC (sometimes misses)
2.hk knee press before slide
3.fp scrape after or before slide
4. Headstomp (strongest cancel)

Yamazaki

Guillotine

Anti-air or c.lp x2, qcf x2+mp, then:

1.mp serpent slash
2.guillotine

corner:
1.mp serpent slash
2.guillotine
3.qcb+hk, qcb+mp

Drill

hcb x2+mp, then:

anywhere:

1.mash to the second to last level, before the pink punch juggle with qcb+hk, qcb+mp (stronger than fully mashing) (strongest cancel)

2.Fully mash, qcb+hk, qcb+mp before they go in the air (9th hit I believe)

corner:

2.Fully mash, qcb+hk, qcb+mp after the pink punch

More to come...

wepeel
11-19-2003, 04:56 AM
people, people, how could you forget the weirdest (and suprisingly, effective) lvl 2 super cancel?

Todo: QCFx2, mp, TAUNT

I'm so serious, this adds on a few thousand extra points of damage if you do it at around the 6th-7th hit. Of course, the safer thing to do is to cancel with a command grab, but it is not as satisfying as Todo's fans. :cool:

epsilon_
11-19-2003, 11:57 PM
About the C groove Guard Break, that shit is fucked up. Blanka and Bison can CC you off that which I find scary as hell.

Kid Lee
11-27-2003, 07:28 PM
Tisk tisk. No one made any mention of Kim...How sad.

3 crouching shorts, standing short, lvl 2 dash super

In the corner: cancelled into dive kick, dive kick, dive kick, dive kick, lvl 1 air super.

Anywhere: cancelled into lvl 1 air super

Anyone ever seen the infinite with Kim? How each stomp does a bazillion points of damage? C-Groove Kim, baby, oh yeah...

crouching short, standing short, lvl 2 thunderfoot, cancel into stomp, power-cancelled into infinite stomps. They get dizzy, and usually you have enough for another level 2 after hitting a jump in and a normal. When you start the infinite durring a dizzy, the stun doesn't count. So, you can keep stomping them until they're dead. Nice. Finding more ways to start the infinite is getting easier. My favorite fact is that Sagat can't duck under the thunderfoot, good times. Top Tier whore...

Oh yeah.

lvl 1 thunderfoot, three dive kicks on the way down, lvl 2 air super, cancelled into four dive kicks. Good times, looks awesome, gives you meter too.

kcxj
11-28-2003, 03:40 AM
ERIC LEE!!!

epsilon_
11-28-2003, 08:46 AM
Wtf Leezy? You like never post.

The_Chexican
12-03-2003, 07:48 PM
Hey guys, I was wondering if you could rate my team in c-groove. I have a team of Terry R1, Guile R2, and Kim R1. If anyone could give me suggestions on how I could improve my team is greatly apreciated.

*InVeRs3*
12-03-2003, 08:16 PM
Originally posted by The_Chexican
Hey guys, I was wondering if you could rate my team in c-groove. I have a team of Terry R1, Guile R2, and Kim R1. If anyone could give me suggestions on how I could improve my team is greatly apreciated.

good team, but i'd adjust the team like Guile/Chunli/Sagat

50mOrEcEnTz
12-24-2003, 06:34 PM
I want to know more about the air guardbreaks. geekboy said that low jump grooves are the only grooves that can do it, but epsilon said that blanka and bison can air guardbreak you into their customs...at any rate; tell me what to look out for and how to counter it (besides not jumping...)

anyways; im surprised everybody has just been riding level 2 cancelling like its the only thing C-groove has, or like it is what seperates the good and the bad players.

like what roll cancels are yall using with sagat? personally i just throw the rc'ed low fireball when im in a poke war sometimes. what are some block strings or pressure strings yall are using with blanka or sagat or anybody?

right now my team is e.honda/chun/sagat, but i mean it might change

the honda block string i use now is j.mk(if that is an option), c.mp into slaps, rc'ed headbutt

with chun i just hop around and try and land c.lpx2, c.mp, super. then little mixups after the fact. about the only thing i RC with her is the spinning bird kick. for some reason my rc LL sux ass, i hardly eva get it.

sagat...he is just sagat, the reg. combos, regular pokes, etc...


what are some good c-groove characters that aren't given the recognition they deserve?

Main C-groove List (no order)
Sagat
Chun Li
E. Honda
Blanka
Sakura
Eagle
Rolento
Yama
Cammy
Guile
Kim
Rugal
.................anymore?

Drag
12-24-2003, 08:12 PM
Any tips For C-Rolento? Is it all about the tripwire? any good lvl2 cancels?

epsilon_
12-24-2003, 09:18 PM
Pressure strings with Blanka, j.mk, elec, ball over, hop crossup, tick punch throw, another throw setup etc etc. Mainly c.lk alot, learn to link those into c.lp, XX ball/super. Sagat: if they can't duck c.lp use it to pressure the SHIT out of them. Basic sagat block string:c.lk, c.mk, low tiger. If the c.lk hits, chain a s.mp into whatever, don't RC with Sagat, it really doesn't help at all, and he can win wihtout it. With Chun I like to stay on the ground and poke with s/c.mp if you do get a crossup, I do crossup j.lk, c.jp, s.fp XX fierce kioken or super. If someone decides to Guard Break CC you, and youre airblocking, there is literally nothing you can do lol, luckily this doesn't happen to often. I guess you could opt to stay on they ground if they have meter, or maybe even taking the hit would work...haven't tried it.

delmari001
12-25-2003, 03:18 PM
I play C-Ryo, R2 Joe, Ken. Trying to learn Kyo to round off the team. What do you guys think? Any ideas?

*InVeRs3*
12-25-2003, 03:36 PM
Originally posted by delmari001
I play C-Ryo, R2 Joe, Ken. Trying to learn Kyo to round off the team. What do you guys think? Any ideas?

That's good. Preferably, i'd put Ken second, and replace joe, but i'm not a joe player, i know he's good but he's not my style but if you like that team, stick with it and master it. o, i'd replace Ryo with Kyo, but you shouldn't really do what i say, because being original is really important, everyone plays the same. and Kyo, when he's in the middle of the screen, has a combo of death, if you have level 3s, and can pull it off consistantly, i don't know how practical it is, and i forgot how to do it /=. Kyo doesn't have a small jump, and he's going to have a little bit of trouble getting in, so i don't really like C-Kyo.

Though i don't really like your C-Team, if you really like that team, stick with it, and if you want C-Kyo, use him. I personally don't like Ryo and C-Kyo because it's not really my style. Just experiment a lot, and you'll find a team.

I'd personally go C-Cammy/Kyo/KenR2, just try it out and you might like it, but again, if you really hate cammy, take her out. again be original.

LiSyaoran3063
12-25-2003, 09:18 PM
Im a pretty good Rugal player. So I have Rugal as Ratio 2 for good ass clean up. I good with Yun too, but IM working on My Yamazaki.

So MY C-Groove team is:
Yun/Yamazaki/Rugal-2

Just DONT let me roll in to you with a Full Gauge and Rugal. Its fucken over if you do. But only a Idiot, or a fighter that just wasnt thinking at the time would. Soon as I land that Sc.Frc its fucken 11000 dmg for You. MERRY FUCKEN CHRISTMAs

Ranevski
12-26-2003, 12:23 AM
What the HELL is an Sc.Frc??? I've seen you post before and you always say stuff like this. Then ppl copy you and so more ppl do it. PLEASE use correct annotation (correct being old skool jab/strong/fierce or if you prefer HK, MK, LK, HP, MP, LP.) Sorry to sound rude to start off.

C-Groove is the BOMB. Takes skill to know when to use lvl2 cancels and to pull them off consistently but most imnportantly AIN'T IT JUST GODDAM FUN???

Ahh you boys forgot all about the C-Groove Shoto's *pause for abuse... end pause*. My team is C-Ken/AKuma/Ryu(R2), althoguh I often play with Rock, Geese and Iori in some places sometimes simply because they don't suck. But shoto's are fun to use so gogogo incompetent characters all the way :P!

Most underused thing in C is the ability to cancel lvl2 supers into specials. Remember that you don't have to go Hit, lvl2, lvl1. You CAN actually go Hit, lvl2, Shoryuken(? - whatever special you fancy,) lvl1, attempt to juggle. Not new news but you see ppl not getting that extra hit in all the time.

Anywhoo Merry Xmas and may the Evo 2003 Trailer come up soon... I'll be watching that news page very closely...

LiSyaoran3063
12-26-2003, 12:47 AM
S. = Standing
Sc. = Standing Close
J. = Jumping
C. = Crouching
Jab = Jab (LP)
Sht = Short (LK)
Stg = Strong (MP)
Fwd = Forward (MK)
Frc = Fierce (HP)
Rdh = Roundhouse (HK)

So, Sc.Frc = Standing Close Fierce. HAHA, we got it now. :p

Don't worry, Your not trying to be rude, neither am I.

Kid Lee
12-29-2003, 10:29 AM
Sorry for not posting more often. My computer sucks. So, when I'm at my friend's house with the DSL and a computer that works, I post everywhere. It's like the only chance I get. My car's getting fixed right now, so that's why I'm posting everywhere today.

Chexican...Don't even think about dumping Kim. Guile is really good if you can RC. If you can't, learn. It's so much better when you can because his flash kick sucks ass without it. He's good without it, but he's ghetto fabulous with it. Choi...durrrty...

popoblo
12-29-2003, 11:21 AM
Originally posted by Drag
Any tips For C-Rolento? Is it all about the tripwire? any good lvl2 cancels?

watch shiro play. C-sagat/rolento/r2 yamazaki. his rolento is crazy good.

hey leezy, what ratio and placement would you recommend for C-kim?

peace

Kid Lee
12-29-2003, 11:32 AM
Depends on how good your Kim is.

If it's crazy good, ratio 2 at the end can stop any top tier whore at ratio 2. If it's just for poking, ratio 1 in front of a consistent 1, and then your best 2. He's a great battery, but seriously, he shouldn't be used as a battery in C. If you can do the infinite, it doesn't matter where you put him, or how strong he is. If you can't do the infinite, ratio 1 in front is a good place for Kim. He's strong without the infinite because his shorts link to the dash super, but if you get the chance to hit it, ggpo.

Learn how to use Kim before learning the infinite, though. I'd rather four short super a guy than whif a level 2 thunderfoot. Though, if it's casual, the infinite is always the goal. At least for now, until everyone else can do it. Though, no one's trying...or able to do it yet, so we'll see how far his thunderfeet can take me.

By the way, Campbell and Gunter get credit for my learning the damn combo. Glad they can't use him. :D

popoblo
12-29-2003, 12:02 PM
i kinda like my RC guile too much as a battery to give him up. do you know where i could find a vid of someone performing the infinite? i can't really get a good grasp on the timing. if not, i'll just ask clayton (final showdown) to show me at the next tourney i see him at.

thanks for the advice.

Kid Lee
12-29-2003, 12:13 PM
I don't think it's been recorded yet. Not that I know of. Then again, my computer sucks, so it's probably out there somewhere.

I thought Final Showdown stopped playing Kim...or CVS2 all together. I still want to at least see his Kim. As far as I know, unless he still plays, I'm the only serious Kim player in the country...this saddens me...

Until I get to see the original Kim player in action, he's still better. Or at least equal. I've heard a lot about him, I've never been able to meet him, though. That whole other side of the country...err...middle of the country thing isn't working out too well.

By the way, not sure if words help, on the second down motion is when you have to press jab and let go of roundhouse. It's easy after you get used to it. Try doing multiple stomps like that from full screen before trying the combo, just to get used to the motion.

Down, down - jab, release roundhouse immediately.

Something like that

Drag
12-29-2003, 05:16 PM
Originally posted by popoblo
watch shiro play. C-sagat/rolento/r2 yamazaki. his rolento is crazy good. peace

Any directions on where to find some vids? Just type "Shiro" in the search field in goforbroke hub? :)

Someone learn me why C-Rolento is so good. Better than A, or K even? Is it the ACs?

As you can tell I've never touched C-Rolento before, much less watched one play.

FINAL SHOWDOWN
01-02-2004, 04:51 PM
Dun worry i hella suck. And yes i stopped playing last year. Ive only played say 6-7 times with in the past year. shrug



Anyway umm yea i had a video of me doing the kim infinite probably hrmm say year and half ago. The combo was something like....

Cross up roundhouse, duck jab, stand fierce, qcfX2+mk, infinte X3-4 (something like that.. charges up super)lp, down up+lk, then air super, then down up+hp


It was something liek that i forget.


PS i have no idea where you can get the vid. I lost it a long ass time ago when my cpu got a virus and i lost everything. I might have a combo thing sai-rec made for me of a cool kim combo i told him to do... but im not sure i will have to look.

CrimsonDisaster
01-02-2004, 09:04 PM
C Rolento is good because he's pretty much best played as a runaway character now, and he gets to hold onto 3 ACs at a time.

Better than A because A Rolento is random. K Rolento... what's so good about him? I can't see K Rolento being any better than N Rolento...

popoblo
01-02-2004, 09:13 PM
Originally posted by Drag


Any directions on where to find some vids? Just type "Shiro" in the search field in goforbroke hub? :)

Someone learn me why C-Rolento is so good. Better than A, or K even? Is it the ACs?

As you can tell I've never touched C-Rolento before, much less watched one play.

yep, there's even some shiro footage in the srk multimedia section. shiro plays a really good hit and run games with good setups for crossup mk (which is one of the fattest crossups in cvs2).

and yea, alpha counters give C-rolento 3 "get out of jail free" cards, plus the ability to do something like crossup mk, crouching mk, level 3 tripwire- ouch.

AMEnoMURAKUMO
01-09-2004, 12:24 AM
hey guys...quick question open to anyone:

So I've been using Rock a lot recently, mostly on C and A grooves. A-Rock I'm somewhat familiar with, but yes of course, needs tons of improvement, and I do have a decent setup for a CC with him, but this is a C-Groove thread so I wont get into that...unles asked ;)...

In any case here's my question; So I know about lv.2 Raging storm xx Rising Tackle/lv.1 Raging storm and I also know about lv.2 Shine Knuckle xx Rising Tackle/lv.1 Raging storm. Is jump in, s.fierce, super [super cancel], rising tackle/storm the best way to set these up, or are there other, more creative or damaging ways to set it up?

epsilon_
01-09-2004, 12:37 PM
After a rage run shift, do a shinku nage, then break it, then do the lv2, but you need to be in the corner to do the raising storm.

AMEnoMURAKUMO
01-09-2004, 08:50 PM
Originally posted by epsilon_
After a rage run shift, do a shinku nage, then break it, then do the lv2, but you need to be in the corner to do the raising storm.

so if it's mid-screen, just cancel into rising tackle...hrm...ok

what's the timing on the 360p though? should i do it immediately after the shift? I know I should be practicing these myself, but i want to make sure it has no holes...cause shift into grab sounds too good to be true...i mean i can see how someone can simply jump after seeing rock RUN in C-Groove, but say they dont...

Ouroborus
01-09-2004, 09:45 PM
A rolento is still better.

C rolento does not do enough damage. do u really think you have a higher chance landing his trip wire than his CC?

A rolento also has Alpha Counters. yes he only has two per round but since he builds meter so fast, it shouldnt matter that much.

his CC can be used in the some of the same scenerio as he would use his AC.

air block is sorta useful but, he doesnt need it that much. rolento shouldnt be fighting air to air with his opponents since his air to air game sucks. j.lp is his only weapon air to air, all other moves are too slow. j.hp,j.mk,j.hk comes out in 10 frames which is too slow. j.mp comes out at 7 but its still too slow, doesnt hit at an angle u want it to hit and will only net you one hit air to air.

rolento is a great runaway character but how can he come back if hes losing? against C rolento, theres not much fear of chasing down his runaway, against A rolento, theres always the fear of getting hit by his CC when chasing his runaway.

last but not least, is being random that bad of a thing? its still an important element in cvs2 and most of the better cvs2 players in the US are known for being random.

DooM
01-25-2004, 02:36 AM
hmm bump...

im wondering what are good C-groove characters?

my team now is guile/sagat/yamazaki...

but guile just isnt working for me...dunno...

ken is pretty hard too... but what are some good things of him? and his shinryuken can it only be canceled of a c.rh? its a pretty big gamble doing that?

and im pretty good with cammy... but i dont like how i CANT use her c.mk xx lvl 2 super.... that takes alot of her game.... imo and i use her in P and K already...

and blanka... well im trying to learn new ppl... blanka is already in my K and N groove team...

can i add im not really into RCing... i can do it... but havent practiced lately... but i think its kinda cheating if u need to RC to win.... ? so ppl like balrog are out of the question? i can do charge RC perfectly though... but with balrog his charge, forward+lp is gonna need to be used alot aswell... and i cant RC that shit... any help?

defcon
01-25-2004, 07:15 AM
you need to watch some vids. ken can cancel his shinryuken off anything (whether or not it hits, on the other hand is another issue), but his other two supers are better. with cammy, her c.mk-> lvl2, just practice negative edging it. she can also link from shorts, standing fierce and standing roundhouse too, so its not even like c.mk if ur only option to score that lvl 2.

50mOrEcEnTz
02-17-2004, 02:08 PM
List of Characters that Excel in C-Groove

Vega
Sagat
Blanka
Cammy
Chun-li
Honda
Sakura
Guile
Eagle
Yama
Kim
Ken

These are the main characters played in C-groove...does anybody happen to have a case for anybody else doing well in C-groove?

DooM
02-17-2004, 03:18 PM
i just love playing Vice in c-groove =) btw blanka is pretty good aswell... RCs and he can si on lvl3

popoblo
02-17-2004, 06:38 PM
yea, cammy and blanka

50mOrEcEnTz
02-18-2004, 08:46 AM
Originally posted by popoblo
yea, cammy and blanka yep, knew 'bout those, i just forgot to add them to the list, I will do so now...sheesh, can't believe i forgot the top tier

-JD-
02-18-2004, 09:15 AM
You forgot Ken.

Drunken Master
02-18-2004, 10:56 AM
DooM: any particular reason you like Vice in C-Groove? :) I'm trying to find a new groove with her besides A.

I like her against C-groove, because of the air bladekicks.

DooM
02-18-2004, 01:34 PM
dunno... ive been playing k vice some time and c vice is actually pretty good in my c team....... her lvl 1 goes a bit forward... lvl2 goes 1/3 and level 3 goes 3/4 or something? when theyre in the corned just turtling while ur sleeving them just lvl1/2/3 them for some damage just know the range.... she has 2 command grabs (RCed....).... her blade kicks are awsome.... someone jumping is just RC bladekicks or just 'dp' them, after that just crossup, etc, mixup, lvl1/2/3, etc etc etc etc

Dyse
07-15-2004, 07:55 AM
For a while I foolishly considered this a scrubs groove but lvl 2 canceling is too elite and stylish. Anyway is my team too strong?

Rugal Sagat Ken (I always toss up the ratio 2 but it's usually Ken or Rugal Sagat doesnt need it he's like ratio 2 strong in ratio 1 :)

epsilon_
07-15-2004, 08:35 AM
Ken and Rugal are good in C, but that team order is bad. I'd play either Ken Rugal Sagat2 oe Sagat Ken Rugal 2.

Cherryblossom18
07-18-2004, 01:17 AM
My favorite groove (and the only one I ever tried) is C-groove. Most of my friends here says a casual player on CVS2 should always start in C-groove coz its more effective for us n00bs (not b00bs). My usual characters are Yuri, Sagat and r2 Bison. Anyone here who uses Yuri too in C-groove? ;)

L1qu1d
07-22-2004, 02:35 PM
Originally posted by erco
forgot the best one with ken:

lev 2 shoryureppa xx command roll, jab dp, lev 1 column super.

i don't know when to cancle during the lvl2 help me out x;

gig4ls
07-22-2004, 06:09 PM
You cancel just before he rises for the second (higher) dp...the timing isn't that hard, try it in the corner first with:
lvl 2 shoryureppa xx lp roll, (optionaly lp dp) lvl 1 shinryuken

kcxj
07-22-2004, 07:01 PM
Boobs? Where? :lol:

epsilon_
07-22-2004, 07:02 PM
The best way is to cancel with the lk funky kick. It builds a tuny bit of meter.

Shin Ace
07-22-2004, 07:11 PM
You can only use the funky kick if you're in the corner. In the corner, you can cancel and hit with a hurricane kick after all the hits of the lvl 2 at the peak, but on the way down. Then the usual lvl 1 shinryuken. Your opponent will probably think you missed the cancel if you go airborne with the lvl 2, then BAM, lvl 2 cancel that shit.

Blanka? I'd have to say he's better in N(although I use him in C a lot). Still has RC and dash(hop), can sit on super and punish jumps with lvl 3, with meter to spare. Not to mention he can counter roll out of ugly situations. Bonus: small jump roundhouse.

Jeffzorz
07-22-2004, 10:03 PM
Originally posted by epsilon_
The best way is to cancel with the lk funky kick. It builds a tuny bit of meter.

it also looks better