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PokesYOU
12-15-2002, 01:03 PM
I'm starting to get much better w/ CvS2 and I'm trying to figure out ways of getting ppl to do things during a match that would make them not realize they made a mistake or would confuse them and give me an advantage. I also searched for a thread like this and nothing showed up. So please post tricks and mind games that you would use, why u would use it , and what advantages would this give u. I'll also post things as I figure things out also.

Thanks:)

Mummy-B
12-15-2002, 01:11 PM
What a waste of bandwidth. :bluu: If you're going to post, post something constructive.

Basic mind games involve high/low pokes, pokes buffered into specials for safety, and tick -> throws. The best person I can think of for an example is Cammy since she's a poke whore. You just alternate with stand fp, mk, c.mk, stand fk. Start short jumping to make the block high, go into c.mk XX lk Spiral Arrow. Walk up, c.lk, throw. Shit like that.

Apoc
12-15-2002, 02:07 PM
Originally posted by Mummy-B
What a waste of bandwidth. :bluu: If you're going to post, post something constructive.

Basic mind games involve high/low pokes, pokes buffered into specials for safety, and tick -> throws. The best person I can think of for an example is Cammy since she's a poke whore. You just alternate with stand fp, mk, c.mk, stand fk. Start short jumping to make the block high, go into c.mk XX lk Spiral Arrow. Walk up, c.lk, throw. Shit like that.

No offense intended Mummy-B. This sounds like just standard Cammy strat and not mindgames. Her speed alone can make someone whiff but...well, you know what I mean; it's kinda built into her normal game.

I think what he's looking for is very specific to the character. This is certainly going to be a really hard thread to get going. I would add something but, haven't played cvs2 seriously since before Evo and the game is so slow that it's pretty easy to watch and be defensive. Although, EVERY character has their tricks.

A common set up with short jumps would be to use the short jump to cross-up a couple of times. Then use the short jump without the cross-up and just land into the super. Everyone will eat that once in a while.

Edit:um forgot to mention that I meant with low hitting supers like tiger raid, Rolento's, sak's....etc.


K...there, I added:P

Really, it all depends on grooves and such. There are games you employ against P groove that wouldn't work against any other groove...etc. This kind of thread is difficult because these mind games set ppl apart from eachother for awhile because we all come up with different ones with our characters. It's really doubtful that ppl want to post all of their really tricky shiet. But I hope it goes well here:) Good Luck.

Apoc.

PokesYOU
12-15-2002, 02:24 PM
Thanks Apoc I was talking about specifics.
Like most basic Ryu: Throw Hadukens to make person jump, shoryuken, or roll- counter.

But im also looking for things that would leave the person confused.
ex. I was watching someone who was using N groove Gief, against an S groove Athena, the person that was using gief was Smjumping in front of and behind Athena about 3 times than he Atomic Buster supered Athena and the Guy looked confused,
also the person w/ Gief, smjumped w/ down + hp

That's chars. individual strat. not basic, but i don't use gief.

Sorry 4 any confusion.

Mummy-B
12-15-2002, 02:41 PM
Morrigan has a pretty mean/annoying corner "trap" in a Dash groove if you're interested.

cdaskillz
12-15-2002, 02:45 PM
Originally posted by Mummy-B
Morrigan has a pretty mean/annoying corner "trap" in a Dash groove if you're interested.
how do you beat that trap, it pisses me off. :mad:

Peachy
12-15-2002, 02:52 PM
Originally posted by PokesYOU
ex. I was watching someone who was using N groove Gief, against an S groove Athena, the person that was using gief was Smjumping in front of and behind Athena about 3 times than he Atomic Buster supered Athena and the Guy looked confused,
also the person w/ Gief, smjumped w/ down + hp
:lol: How could that guy let Zangief get so close to jump around like that, that player should have supered or jumped straight up and kicked Zangief.

Anyway about what you're talking it would be easy to post tricks about certain characters but you want just plain player vs player mind games, which is hard to post because in cvs2 it doesn't exsist as much as in games like KoF. CvS2's engine is pretty much combos and technical stuff, (unless you were talking about character tricks) KoF is all about mind games. The only mind games I could think of for you is like rattling your joystick to fakeout the opponent, also tick throwing is a mind game, so are things like low jumping but hitting low when you land. It all depends on what you're really looking for.

MummyB>
What is morrigan's corner trap? With dash grooves?

Romie
12-15-2002, 03:01 PM
I roll back and fourth MvC2 style. Then add a weak attack if they're close, or RC fireball if they're far away.

cragum
12-15-2002, 03:34 PM
Some mind games don't actually involve the character or groove you're using. Singing an annoying song during a longer super where appropriate (like 'everybody was kung-fu fighting' during yun's air super) can sometimes throw your opponent off for the rest of the match. i won't say it's a guaranteed strategy, but even if it doesn't work, you get to enjoy singing something.

For dash grooves, the ever-popular dash-throw is a decent if obvious mind game, and for run grooves, the running while you get up has it's own effects (something along the lines of 'the offense continues... i don't care if you aren't standing yet').

Alphastorm
12-15-2002, 03:43 PM
Originally posted by Mummy-B
Morrigan has a pretty mean/annoying corner "trap" in a Dash groove if you're interested.

Why can't you people just post it instead of asking. Is it that much more work?

Originally posted by Peachy

Anyway about what you're talking it would be easy to post tricks about certain characters but you want just plain player vs player mind games, which is hard to post because in cvs2 it doesn't exsist as much as in games like KoF. CvS2's engine is pretty much combos and technical stuff, (unless you were talking about character tricks) KoF is all about mind games.

WTF are you talking about? KOF is very similar to cvs2 except it's faster. Most tricks/mindgames that work in KOF will work in cvs2 as well.

And If you want to play a game with mindgames, go play 3s.

nakedjackson
12-15-2002, 04:18 PM
Man, Morrigan with dash is shitty. Doesnt her dash send her into a small small jump? Thats so annoying. anyway, Geese has great mindgames. Anytime your opponent is down, and geese is standing above him, geese has like 6 different options of knocking you back on your ass.

1. Opp. is down, run up, opp tries wake up DP, you high counter, opp on ass.

2.Opp. is down, he doesnt want to dp, so he'll try low jabs. You walk up, cr.jab while opp is down, then low counter when he gets up. Opp on ass.

3. Opp is now a scared baby. he will block. opp is getting up, you fake a counter, then FK throw. Opp. on ass.

4.Opp is now a scared and angry baby. he will try something stupid. You do a meaty F+FP buffered into qcf mp in case he blocks. Opp. either eats a f+FP, tries to dp and you will trade, knocking him on his ass (dont try this if you think they will roll or dodge, they probably wont since you threw them last time.)

5.If opp has a lack of good anti airs (Chun Li) and he is down, do a small jump crossup followed by cr.mk -> double repukken. He will either eat the damaging cr. MK/double repukken combo, or get high guard damage from that combo.

Rinse, Repeat.

The point of a mind game is to make your opp. do something. you can never guess when it comes to mind games becuase chances are against you that you guessed wrong. Every action i listed above has something proceeding it that makes the opp. react in a certain way. When your opponent becomes your unwilling puppet, then and only then will you be playing mind games.

pain
12-15-2002, 04:40 PM
First of all Morrigan has one of the best dashes in the game, it's fast and it hops over a fallen body......

As for Geese, you'd have to be psychic to use that strat... run up and counter won't work against good players especially since you're trying to predict what they're going to do... You end up psyching yourself out.....

Mummy-B
12-15-2002, 05:02 PM
Originally posted by Alphastorm

Why can't you people just post it instead of asking. Is it that much more work?


Because I realize that a Morrigan lacking Run is not such a popular choice. So I wasn't going to waste my energy unless someone was interested.

Just to let you all know, this is a very specific corner trap for P Groove, because without Short Jump you kinda lose some shit, but you can do it still... Morrigan seems slightly slower than CvS1 for some reason when I could do this really well.

Knockdown with opponent cornered. Back up a ways (distance is up to you, it depends what you want to do). lp Soul Fist on thier wake up, forces block animation. If you do this right, you don't have to worry about any Level 3 supers except maybe Blanka's direct lightining or Rock's Shine Knuckle because she recovers nicely. The Soul Fist travels slowly enough to cover you coming in behind it, which you can if you want to Dash into a command throw. They can't move or anything from this unless they counter movement if they choose to block the Soul Fist. Dash back out.

Now you've got them thinking. Here on out, they're going to want out of that corner because they know if they block it you'll fuck them. You next best bet is to see what they'll do when you Soul Fist the next time. Chances are, they'll Roll or Jump. hold forward and fk. If they jump, you anti air them with it immediately. If they Roll, you either nail them as they come out or you kick throw them back to the corner. You have to worry about fast rollers though, like Iori.

For here on, you can start high-lows. Soul Fist, walk up sweep. Soul Fist, walk up, the expect sweep, short jump drill (the drill cuts down real quick so it happens really fast).

It's mainly about mixing it up. Once you get used to it you can usually predict what is going on 3 out of 5 times at least. The Dash is very important because if you've got Run, you can't command throw fast enough - you'll eat something. The Dash is quick, covers a lot of ground, and is quick to cancel into a command throw right away. The added bonus in P Groove is that if you Dash late and they put out something, you'll Parry it as a result of of the Dash input (providing it's a standing hit of course).

There are alot of holes in this I know. It's as "trappy" as Yuri's in CvS1 (hers was probably better). But it'll take a good 1/5 or 1/4 of thier life off until they manage to get free, and then they'll be trying to play out of the corner the rest the game fearing what will happen if they get caught up in it again.

there you have it.

Anyone who says her dash is crap is ridiculous, it means you can't play Morrigan.

PokesYOU
12-15-2002, 05:54 PM
Originally posted by Peachy

:lol: How could that guy let Zangief get so close to jump around like that, that player should have supered or jumped straight up and kicked Zangief.

Anyway about what you're talking it would be easy to post tricks about certain characters but you want just plain player vs player mind games, which is hard to post because in cvs2 it doesn't exsist as much as in games like KoF. CvS2's engine is pretty much combos and technical stuff, (unless you were talking about character tricks) KoF is all about mind games. The only mind games I could think of for you is like rattling your joystick to fakeout the opponent, also tick throwing is a mind game, so are things like low jumping but hitting low when you land. It all depends on what you're really looking for.

MummyB>
What is morrigan's corner trap? With dash grooves?
Ya, But overall, I would like just basic mind games, things that are'nt char. vs. char, but things that r specific 4 one char., like: one mind game 4 Ryu that would work against almost any char. for any groove. Stuff like that. Thanks :)

Original Geese
12-15-2002, 06:13 PM
here's a good mind game.

c. fierce

or lvl3 super when they jump.

how about turtle that shit down.

and my favorite...

c. fierce

PS. CVS2 has no mind games.

Mummy-B
12-15-2002, 06:20 PM
and 3S doesn't have Parry.

oh wait....

pain
12-15-2002, 06:33 PM
Originally posted by Mummy-B


Because I realize that a Morrigan lacking Run is not such a popular choice. So I wasn't going to waste my energy unless someone was interested.

Just to let you all know, this is a very specific corner trap for P Groove, because without Short Jump you kinda lose some shit, but you can do it still... Morrigan seems slightly slower than CvS1 for some reason when I could do this really well.

Knockdown with opponent cornered. Back up a ways (distance is up to you, it depends what you want to do). lp Soul Fist on thier wake up, forces block animation. If you do this right, you don't have to worry about any Level 3 supers except maybe Blanka's direct lightining or Rock's Shine Knuckle because she recovers nicely. The Soul Fist travels slowly enough to cover you coming in behind it, which you can if you want to Dash into a command throw. They can't move or anything from this unless they counter movement if they choose to block the Soul Fist. Dash back out.

Now you've got them thinking. Here on out, they're going to want out of that corner because they know if they block it you'll fuck them. You next best bet is to see what they'll do when you Soul Fist the next time. Chances are, they'll Roll or Jump. hold forward and fk. If they jump, you anti air them with it immediately. If they Roll, you either nail them as they come out or you kick throw them back to the corner. You have to worry about fast rollers though, like Iori.

For here on, you can start high-lows. Soul Fist, walk up sweep. Soul Fist, walk up, the expect sweep, short jump drill (the drill cuts down real quick so it happens really fast).

It's mainly about mixing it up. Once you get used to it you can usually predict what is going on 3 out of 5 times at least. The Dash is very important because if you've got Run, you can't command throw fast enough - you'll eat something. The Dash is quick, covers a lot of ground, and is quick to cancel into a command throw right away. The added bonus in P Groove is that if you Dash late and they put out something, you'll Parry it as a result of of the Dash input (providing it's a standing hit of course).

There are alot of holes in this I know. It's as "trappy" as Yuri's in CvS1 (hers was probably better). But it'll take a good 1/5 or 1/4 of thier life off until they manage to get free, and then they'll be trying to play out of the corner the rest the game fearing what will happen if they get caught up in it again.

there you have it.

Anyone who says her dash is crap is ridiculous, it means you can't play Morrigan.

I play a similar trap in K, but it's not as good without the parry. Run doesn't have as much forward movement as dash (run goes upward more) so it doesn't get right up to them like dash does. I do a similar sequence (lp, run, command grab) but in running grooves people like to block high against morrigan so I occasionally do a couple runXXmk (if it connects on any hit, b&b) and the third or fourth time I just land and command grab... Not as fast as the dash but it adds an extra dimension to her high-low game. Repeated smalljump shell kick totally freezes people for some reason, it's almost like Dhalsim's dfLK..... Neways I'm getting off topic:p

PokesYOU
12-15-2002, 06:45 PM
I don't mind if ppl get a little off topic as long as i learn a little from this. I didn't even know about that Morrigan trap. Thanks:D

Ex_MaTT
12-15-2002, 07:31 PM
WTF
My Killer mind game got deleted
Fuck this place

Coldsnap
12-15-2002, 07:42 PM
Well, Im not sure exactly what this thread is getting at, but heres something... I guess its a 'mind game' in a loose sense.

OK, at the moment Im playing a team of Maki, Mai, and Ryu (R2) inC/A groove, in that order.

One of Maki's strengths is reliable anti-air with cr.f and KKK. Now, Maki is a weird chara to play against, she has some intense mixups and runaway tactics, opponents usually try to get in close with a rushdown of somesort. I use her not only as a battery, but as a conditioning cover for Mai, whos anti-air is not so good.

Usually, it will take the opponent 4 or 5 jumpins to realise do not jump against maki... and you will notice that this actually follows on to the next round. Opponents conditioned not to jump in against the first character will tend to not jump in against the second as much as they would have.

Furthermore, the opponent usually wises up towards the end of the round and starts to jump in again... which follows on to the next round...perfect bait for Ryu (with full meter) to Shinshoryuken the jumpin!

Obviously, this wont work against a hardened player who knows the matchups inside and out, but you can get alot of subtle mileage from such conditioning against most people. It works in a whole lot of situations, invent your own!

Mummy-B
12-16-2002, 05:29 PM
Play P Groove runaway Maki.

Run the entire match basically, occasionally jumping in to land a Final Fight chain.

Run forward, run back, fk. Then lure him in, jump back, lp jump across the screen. run back, fk. Do wall kicks and shit when they FB or whiff shit. Go in for a couple hits if they try zoning you. Poke for a while with stand mk.

Really annoying.

Dr.B
12-16-2002, 06:23 PM
It's all about making a person think they are not good..by making them forget their setups..miss supers...alpha countering cc's and so on...Turtling and mixing it up with rushdown is the best tactic....Just OCV the bastards!!! lol

-Brandon:cool:

Mr-K
12-20-2002, 07:16 PM
Originally posted by Original Geese
here's a good mind game.

c. fierce

or lvl3 super when they jump.

how about turtle that shit down.

and my favorite...

c. fierce

PS. CVS2 has no mind games.

Cvs2 only has no mind games for those who can't think.

C.fierce .. well we can always shinshoryuken or counter that. Lv3 when they jump .. hmm .. people like Jay or Js can parry or JD that. Or even worse .. A groove CC through it .. so HA HA HA. You have just wasted a lv3 .. now you know why there's no mind games. :lol:

Original Geese
12-20-2002, 07:36 PM
Originally posted by Mr-K


Cvs2 only has no mind games for those who can't think.

C.fierce .. well we can always shinshoryuken or counter that. Lv3 when they jump .. hmm .. people like Jay or Js can parry or JD that. Or even worse .. A groove CC through it .. so HA HA HA. You have just wasted a lv3 .. now you know why there's no mind games. :lol:

keep thinking cvs2 has depth.

X-Sapphire
12-21-2002, 09:52 AM
there is some arguing about morrigan...
let me clarify how she's the best rushdown character with many mindgames(in a run groove)...she should basically be played by dashing in with mix-ups but seriously watch out for anti-airs...and no these aren't just tactics, they can be considered mindgames too :p

*midscreen*(mostly consists of dash + mix-ups, you can do practically anything but just watch out for anti-airs)
*IMPORTANT* most of these midscreen tactics and mindgames should be used to get the opponent in the corner so you can start 'real' mindgames which i well get into in the *corner* section
-(pretty basic)weak fireball, opponent rolls/jump, you grab or anti-air
-dash +hk,s.mp,fireball, opponent rolls, you grab, if opponent just blocks, repeat but be weary of an anti-air(k-groove comes in handy)
-dash+d+hk,dash,jump,cross-up with mk,repeat, this confuses people and then u can just walk up and grab(you shouldn't be that far away from them)
-dash+hk,s.mp,now they think ur gonna finish the trap by doing a fireball and will most likely be blocking low so you do, dash+hk,s.mp, and now do the fireball and all those 3 hits will hit them, quickly dash after them with hk, s.mp, this time they think your not going to do fireball but dash again and are ready to anti-air you so this time you do a fireball :evil:
-anyways you get the idea for midscreen

*corner*(and beside them at sweep length):evil:
-fireball, while in block stun, sweep :evil:
-fireball,sweep(blocked),fireball,opponent rolls, you grab, if opponent does roll then keep repeating fireball sweep fireball until they do
-fireball,sweep,dash+hk,s.mp,fireball,opponent rolls, grab or wait until they recover and do a chain ending in a sweep(always finish chains with sweeps so you can cross up after and chain into sweep repeat, sometimes they seriously can't block it)
-fireball,dash in, opponent thinks ur gonna dash in with hk, but you just grab
-fireball, dash in, fireball(makes them totally confused and you can just play around with them :evil: )
-you get the idea right...

*THIS IS AWESOME*(not really a mindgame)
-sometimes when im facing a really good blanka, we're at opposite ends and he does a fierce blanka roll, i hesitate and first press forward to do shoryuken, but i change my mind and bring from forward in a motion that's like hcb, then i decide to jump at which time blanka is right in front of my face so i jump and the overall motion is forward,hcb and from back to up...
so what this does is the command grab and it WORKS...i try it more often now and it works but timing is crucial...call me a newb if you guys already knew about this but i thought it's pretty cool so i decided to tell it to morrigan players
-another cool thing is you got the enemy on the ground, dash in so that you're almost on top of the enemy and at jumping height, opponent wakes up to do a shoryuken, and then you can jump from your dash and avoid the shoryuken,land,chain their ass, if opponent doesn't anti-air, then u can simply cross up...this works well against sagat and is hard to get on but my friend got the hang of it and he beats sagats easily with his morrigan(not just because of this mindgame)

X-Sapphire
12-21-2002, 09:58 AM
also if your one of those people who are gonna come in here to say that cvs2 has no mindgames, you keep thinking that but dont fuking tell us, some of us come in here for mindgames, not against mindgames, it fuking annoys the thread starter, and other people who come in here for mindgames

Mummy-B
12-21-2002, 02:12 PM
Originally posted by X-Sapphire
*midscreen*(mostly consists of dash + mix-ups, you can do practically anything but just watch out for anti-airs)
*IMPORTANT* most of these midscreen tactics and mindgames should be used to get the opponent in the corner so you can start 'real' mindgames which i well get into in the *corner* section


I don't know what kind of comp you have, but if you're playing a Dash Morrigan, you can't be so liberal about rushdown mid-screen. You should be focusing on using stand mp for a main poke and trying to create a cross up opportunity.

One thing had me confused, you're talking about Dashing and then in one line you mention how K Groove is useful, where in K Groove she has Run/Fly. What exactly did you mean?


*corner*(and beside them at sweep length):evil:
*snip*


Sweep length is dangerous. Stay just outside of sweep range, which is one entire Dash back distance. If you lp Soul Fist correctly from this position, chances of getting Level 3'd on wake up is minimal. From sweep range, you can get Level 2'd even, easily, by a projectile super, or something relatively fast like Rock's Shine Knuckle or Kim's Ho'ou Kyaku.


*THIS IS AWESOME*(not really a mindgame)
-sometimes when im facing a really good blanka, we're at opposite ends and he does a fierce blanka roll, i hesitate and first press forward to do shoryuken, but i change my mind and bring from forward in a motion that's like hcb, then i decide to jump at which time blanka is right in front of my face so i jump and the overall motion is forward,hcb and from back to up...
so what this does is the command grab and it WORKS...i try it more often now and it works but timing is crucial...call me a newb if you guys already knew about this but i thought it's pretty cool so i decided to tell it to morrigan players


So you're saying you tigerknee Vector Drain as an anti-Blanka Ball? Like, how often do you pull this off? I am not being an asshole at all, but I don't see very much practicality in this strat, because unless you pull it off two or more times in the same match, they'll know it's a fluke. On top of that, I know very few Blanka's that Blanka Ball from all the way across the screen unless it's RC'ed.

The only time I ever air Vector Drain is after an Air Parry, which is why I question the practicality.

I kind of like the idea you had for your last mind game, but I touched up on it - try dashing over the body to cross up, do a low mp, then re-cross them up again with a jump.

Also note that you can cancel a j.lp into a Air Soul Fist every now and then too.

Mummy-B
12-21-2002, 02:17 PM
Originally posted by Original Geese

keep thinking cvs2 has depth.

This coming from someone who thinks 3S unblockables are ridiculous and unskilled, yet still uses them when the easiest character there is to pull them off.

Keep thinking you know how to play it.

LazyJ
12-21-2002, 02:43 PM
morrigan trap my ass. the real morrigan trap is roll cancel command grab when opponent wakes up. it'll grab ken right out of SRK. another thing is if they have safe fall you can dash over and sweep them because thats how fast she is they wont be able to block. the only way to get out of the trap is by jumping. but however if you jump and morrigan decides not to do RC grab she can do a chain combo thats starts with lk and ends with sweep to put you on your ass and start the confusion again. if you do guess wrong and RC grab while they jump you can DP if they jump straight up or over your head so they gotta jump back. but they gotta put themself closer to the corner where RC jab soul fists are really good. try using her in C or A groove since they are the ones that can dash next to the opponent really fast. fast dashes into RC grab are really tricky because its fast as hell and they cant really do anything about it. unless they hit you while youre dashing which probably wont happen because peoples reaction times usually arent that fast. yeah and just so you know i dont play morrigan but somebody that does fucked me up with this.

Original Geese
12-21-2002, 03:15 PM
Originally posted by Mummy-B


This coming from someone who thinks 3S unblockables are ridiculous and unskilled, yet still uses them when the easiest character there is to pull them off.

Keep thinking you know how to play it.

im sorry...ur first part made no sense.

FecalPenance
12-21-2002, 05:53 PM
blanka: command hop... throw... command hop... leet suprise lvl3, even jesus thinks you lost your charge, but secretly you did not...

Original Geese
12-21-2002, 05:58 PM
Originally posted by FecalPenance
blanka: command hop... throw... command hop... leet suprise lvl3, even jesus thinks you lost your charge, but secretly you did not...

yeah, ricky gets hit by that in nec trailer. and ricky is baby jesus. so u are right. MIND GAMES TO THE EXTREME!

Mummy-B
12-23-2002, 11:16 AM
Originally posted by LazyJ
morrigan trap my ass. *snip*

While your roll canceling skills seem to be on par, your reading ability doesn't seem to be. You probably missed that whole part specifying that I used her in P Groove, which actually doesn't allow for one to roll cancel. But yes, RCing everything she has does make it nicer. You can RC whiff a Vector Drain midscreen and use it like an S Groove Dodge too.

Play me. I'll bet it'll take your 15-25% of your life bar before you get out the corner. :)

Originally posted by Original Geese
im sorry...ur first part made no sense.


Well, it's not my fault you don't understand English. If you know what you are talking about, then why don't you elaborate on something constructive? All you do in this thread is say how much you know CvS2 lacks mind games, then you drool out some meaningless collection of words that only proves you're lesser and lesser intelligent than when you began posting.

Original Geese
12-23-2002, 11:20 AM
here's a good mind game..

when you are trying to zone with sagat and blanka, you can c. fierce and it will probably beat or trade with all their pokes (in your favor). after you break them down mentally due to your superior mind games, you can goto MIND GAME #2 ... >>>

mind game #2 is super when they jumpin or roll. after you do this several times in a round, they will be broken down mentally and you can steal the game easily.

elite!

LazyJ
12-23-2002, 11:24 AM
Originally posted by Mummy-B


While your roll canceling skills seem to be on par, your reading ability doesn't seem to be. You probably missed that whole part specifying that I used her in P Groove, which actually doesn't allow for one to roll cancel. But yes, RCing everything she has does make it nicer. You can RC whiff a Vector Drain midscreen and use it like an S Groove Dodge too.

Play me. I'll bet it'll take your 15-25% of your life bar before you get out the corner. :)



Well, it's not my fault you don't understand English. If you know what you are talking about, then why don't you elaborate on something constructive? All you do in this thread is say how much you know CvS2 lacks mind games, then you drool out some meaningless collection of words that only proves you're lesser and lesser intelligent than when you began posting.

dont get mad because i dont think youre trap is as solid as you make it sound. i just posted a better one. we can play if you want to but gainsville is far away. also i'm not a RC master. but i've seen ricky ortiz do the trap i was talking about and it fucked a lot of people up. which is why i posted it. we're all friends youre probably good it doesnt matter. you cant use the same remarks on me as you can on the people who really dont make sense because i do. i think you just didnt read my argument. if justin and mixup help me find my ticket then i will go to gainsville on the 11th.

Mummy-B
12-23-2002, 11:41 AM
I'm not mad dude, I'm just saying that I don't have the option of Roll Cancelling, which is why the trap I listed is useful in a Groove that is Roll-less.

I know how good it is. I started playing with RCed Vector Drains when Roll Canceling was discovered. I know that Ricky Ortiz uses it, and it made me happy to hear he was using it too because very few people know how to play Morrigan properly. But in terms of better/worse, I think it would have to actually come down to gameplay application.

One of the weakness of Ricky's RCed Vector Drain was someone in P Groove who would jump straight up. The Vector Drain would whiff (ala Raging Demon) and the Shadow Blade behind would either get Parried or stuffed out (bad priority).

I would really classify Ricky's use of RCed Vector Drain as a pressure tactic as opposed to mind game, because a mind game implies that you're improvising the situation to gain an advantage in momentum of the match. I only used "trap" in my post way back because it really isn't (like Yuri's "trap" really isn't), it's just a bunch of normals put together to make a mind game, and it fast enough to adapt to whatever your opponent is doing (usually).

I hope you could come, that would be great to see someone else using Morrigan here. I think she is an underrated character. ... if only they didn't screw her vitality...

LazyJ
12-23-2002, 07:20 PM
Originally posted by Mummy-B
I'm not mad dude, I'm just saying that I don't have the option of Roll Cancelling, which is why the trap I listed is useful in a Groove that is Roll-less.

I know how good it is. I started playing with RCed Vector Drains when Roll Canceling was discovered. I know that Ricky Ortiz uses it, and it made me happy to hear he was using it too because very few people know how to play Morrigan properly. But in terms of better/worse, I think it would have to actually come down to gameplay application.

One of the weakness of Ricky's RCed Vector Drain was someone in P Groove who would jump straight up. The Vector Drain would whiff (ala Raging Demon) and the Shadow Blade behind would either get Parried or stuffed out (bad priority).

I would really classify Ricky's use of RCed Vector Drain as a pressure tactic as opposed to mind game, because a mind game implies that you're improvising the situation to gain an advantage in momentum of the match. I only used "trap" in my post way back because it really isn't (like Yuri's "trap" really isn't), it's just a bunch of normals put together to make a mind game, and it fast enough to adapt to whatever your opponent is doing (usually).

I hope you could come, that would be great to see someone else using Morrigan here. I think she is an underrated character. ... if only they didn't screw her vitality...

well i dont actually use morrigan i've just been tryin stuff out with her since i seen people good with her. i only use K and A and i dont have much of a use for her in either. i have heard of the A groove customs with her but i dont like how they work so i stick with the Agroove characters like bison rolento. but mixup said i would probably do well in the tournament so i might go.

noodleman
12-24-2002, 09:56 AM
Here's another kind of mind trick i have, but doesn't exactly work with everyone...

I'm know around the arcade that i go to for connecting Akuma's Raging Demon 99% of the time. So everytime I use K-groove, and my Akuma is Raged, everyone just runs and jump back away like a mad man, then i just end up making them eat my super fireball from jumping =]

the same thing applies when i switch grooves to P, where my bar isn't as noticable, so they forget about it and then I nab them with the raging demon =D

switching grooves plays great mind games =]

EagleEye_SS
12-24-2002, 04:12 PM
Originally posted by Original Geese
here's a good mind game.

c. fierce

or lvl3 super when they jump.

how about turtle that shit down.

and my favorite...

c. fierce

PS. CVS2 has no mind games.

what are you talking about? CVS2 is where all the mind games are.

cdaskillz
12-25-2002, 01:09 AM
Original Geese why are you in here if all your doing is bashing cvs2?

Koop
02-10-2003, 11:50 AM
Just wondering...this is "mind games" right.


Then why in the hell are people giving stratagies on moves?


Mind games cannot really be tought. It takes the particualar person to understand basics of the character and manipulate the opponent with it.

Certain tatics may be how hard a person is smacking the buttons. Majority of the time you think either super or Fierce punch/kick, when in actually its just a jab or wiffed motion in order to beguile you opponent. Or in a case I had recently, I RC through a guys fireball with hibiki, I swear the guy didnt throw another fireball the whole match. Just because of that one time..

There are so many things to name and honest they dont even deal with the majority of stuff said. If you ever get to play with a top tier player...recognize the tatics used to give you a pounding. Recognize it, then mold it into your own tatic. Watch cats like Arturo, Apoc, J.Cole...