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SmoothCat
10-30-2003, 05:42 PM
and does any one know if terry can custom combo off a blockd blanka ball?

Neo Odin
10-31-2003, 01:40 AM
I dont think terry can punish a blocked blanka ball at all, cause ive tried a number of ways to CC after that shit, and the crack shoot is definetly not going to connect after it, so oh well...

I dont think Geese can either cause I use Geese in A also,
And yes Gunter, I now roll cancel with king cause I want to use my girl dammit and if I got to roll cancel to make her win in A then I wll, I just wish I could get a vid of a good king player.

Ever since I started RCing her shit ive been woopen ass, blanka's ass, ass's ass, ect...

Ive also started using barlog, cause todo just seems too complex to learn, kind of like geese :lol: , so maybe King/Geese/Balrog..

Balrogs anti blanka ball custom is sweet, 8300+ DMG... :evil:

Thats it for now...

Late..:cool:

Neo Odin
10-31-2003, 01:52 AM
I checked the earlier parts of the thread, and I think geese can punish a blanka ball, I'll have to try that one out, thanks Gunter..
(PG.2)

trag
10-31-2003, 01:01 PM
regarding terry punishing the blanka ball, he definitely can't custom after it (unless you block a ball near corner, blanka being the one in corner... which is never gonna happen)... but he can at least buster wolf -> qcb+lp or qcb+mp. he can also QCB,d/b,f+p (if ball is blocked standing up). buster wolf -> burn knuckle does 3200-3400 depending on the knuckle used. obviously lp is easiest. geyser does 3000 outright.

i'm sure this is already well known, but something to remember just in case you need to stop him from rampant balling... provided you have a super. it's an ok solution since its half bar for a little less than half custom damage.

as one other counter... you can walk forward lk if ball was blocked high. not much damage tho... and you can't even follow up if you activate cc, walk foward lk. this is because nothing else reaches as far as lk... and if it does, its too slow to combo in a cc chain off lk alone

epsilon_
10-31-2003, 03:03 PM
I build meter with combos and block strings mostly, I only whiff moves when it's really safe)

kcxj
10-31-2003, 03:17 PM
Geese can super jump HK after blocking a Blanka ball.

GimmeThemShoes
10-31-2003, 07:06 PM
You have to stand block for that.

SmoothCat
11-01-2003, 03:52 PM
so u guys think i should use the terry super if blanka is abusing the ball or should i save the custom?

trag
11-01-2003, 04:16 PM
depending on how close blanka is when doing the ball, you can try to RC DP+HK. obviously if he's doing the rc ball close to you, then the invulnerabilities will overlap and you'll pass through eachother. on paper, if blanka is doing the rc ball next to you over and over, you'll never be able to land the custom unless you use it to make blanka pass through you, then hit him as he passes or when he lands (qcb+p the other way etc). it's a pretty rouch matchup for A-Terry. if you can kill him by throwing out the busterwolf, then you should probably do it. if not... well it's up to you.

Misuchiru
11-05-2003, 05:03 PM
I have trouble canceling specials into CC activation on time
like Bison's
lk lk lk back-fwd mk xx CC lp .....
I always activate the CC late and unable to link the lp
Is there anyway to ensure the early activation of CC??
Even I keep tapping hk+hp, it still comes out late...:(

any tips???

kcxj
11-05-2003, 05:53 PM
Originally posted by Misuchiru
I have trouble canceling specials into CC activation on time
like Bison's
lk lk lk back-fwd mk xx CC lp .....
I always activate the CC late and unable to link the lp
Is there anyway to ensure the early activation of CC??
Even I keep tapping hk+hp, it still comes out late...:(

any tips???

Don't jam on HP+HK. Just press it once after landing your scissors. You want the s.LP to come out as soon a possible after your CC flash finishes. I double tap the button japanese style. But if you don't like that, then just practice in training mode until you can do it anyway you desire.

popoblo
11-05-2003, 06:38 PM
what i do when i go for bison's scissor kick extension CC is after the mk scissor kick, i watch bison's feet ONLY. once i see him recover from his move, i activate, then do standing lp, etc etc etc

i could never get the timing down until i concentrated on his feet after the mk scissors, and the only time i mess up is when i DON'T look at his feet and try to time it by what feels right. train yourself to focus on his feet and know when he has recovered from his mk scissor kick.

Misuchiru
11-05-2003, 08:54 PM
OK thnx for the tips.

About Japanese double tapping...
I'm just wonder how should you press your buttons when you sometimes need to hold one button for another to come out right

say akuma's cr.hk(hold)->qcb lk
how would you do it?

Wake
11-25-2003, 10:25 PM
To keep this informative thread alive, i think i should at least post a couple question, its the least i can do.

So anyones knows of a more potent CC for honda?

Currently, i can only think of(midscreen) Activate>s.HPX2>c.HP>s.HP>d/u MK>Thousand slap(HP)> b/f HP>s.HPX2>s.HKX2>b/f/b/f LP.

I hope to know of a CC where i can activate from anywhere in the screen. This only works for mid screen and below.

Misuchiru
11-26-2003, 12:10 AM
kinda off topic
hey Wake, is that a Westie in you avatar?
I love that type of dogs. I haven't had any luck finding a breader in my town. :(

Shin Akuma
11-26-2003, 10:16 AM
At the end of Athena's CC, do you have to jump to land the cancel part of the super (HCB, HCB+P xx HCF+P)...?

marvelscrub
12-02-2003, 04:44 AM
You don't HAVE to jump, but I find it just makes it easier to get a good # of hits.

Misuchiru: Yes, that would be how you would do it... ducking rh (hold RH), qcb+lk. However, during CC it's not a big deal becasue negative edge is disabled during CC mode.

Rocky Dean
12-10-2003, 11:47 AM
I'm new, but I haven't seen this anywhere on the site:

After a super fireball (hcbx2+p, and if your in the corner like you should be) you can link a hurricane kick (or a DP) for a little extra damage.

Gunter
12-10-2003, 12:45 PM
Originally posted by Rocky Dean
I'm new, but I haven't seen this anywhere on the site:

After a super fireball (hcbx2+p, and if your in the corner like you should be) you can link a hurricane kick (or a DP) for a little extra damage.

You're obviously new. If you're talking about Akuma's CC, which is the subject of your post, he will be juggling his opponent. You can't DP/HK after a super FB if the person was in the air when it hit (and it connected on all hits).

Kataklysmic
12-10-2003, 01:08 PM
About Chang's ground CC:

What's the problem with his s.forward? I would keep mashing on it, and sometimes, his butt doesn't connect for one hit and it ruins the custom. Is it because it doesn't go further enough, or what?

Rocky Dean
12-11-2003, 08:04 AM
Off of Akuma's Super Fireball (it hits 4 times correct?) I can do a hurricane kick ( I'm on PS2 though if that matters ). I use this all the time in A, and In S-groove.

Gunter
12-11-2003, 11:00 AM
Originally posted by Rocky Dean
Off of Akuma's Super Fireball (it hits 4 times correct?) I can do a hurricane kick ( I'm on PS2 though if that matters ). I use this all the time in A, and In S-groove.

Is the opponent in the air when the super fireball hits?

The answer is NO.

Gandido
12-11-2003, 11:24 AM
A3 > CvS2

.......
Just trying to fuel the fire :)

Why do people always start Bison's CCs after scissor kicks with jab? I've been using s.strong for ages and I've never had a problem with it. Any secret as to why the jab should be used?

-Paco-

Gunter
12-11-2003, 12:03 PM
Originally posted by Gandido
A3 > CvS2

.......
Just trying to fuel the fire :)

Why do people always start Bison's CCs after scissor kicks with jab? I've been using s.strong for ages and I've never had a problem with it. Any secret as to why the jab should be used?

-Paco-

Because strong has twice as much startup. When you activate slightly later than the ideal time, that makes a lot of difference. 700 damage isn't a lot to sacrifice in the long run when it comes to Bison.

Kataklysmic
12-11-2003, 02:14 PM
Originally posted by Kataklysmic
About Chang's ground CC:

What's the problem with his s.forward? I would keep mashing on it, and sometimes, his butt doesn't connect for one hit and it ruins the custom. Is it because it doesn't go further enough, or what?

Gandido
12-11-2003, 08:51 PM
Originally posted by Gunter


Because strong has twice as much startup. When you activate slightly later than the ideal time, that makes a lot of difference. 700 damage isn't a lot to sacrifice in the long run when it comes to Bison.
Yes it does. Ever heard of the CvS2 magic pixel? Where all your fierces magically hit and boom they die? It's happenned to me before :(

SmoothCat
12-13-2003, 11:58 AM
can someone post a good geese anti air combo or have a video of it. i like his ground cc but i need a ant air

hoaxe
12-18-2003, 08:14 PM
does anybody use the a-groove counter??
[sp+fk] i just think its not so obvious when in the game play
concentrated on what the next move should be, im trying to make a reflex so that when i see a blue block shield i should be pressing sp+fk but it doesnt seem obvious,


any thoughts??

Tanion
12-19-2003, 01:00 PM
I have a similar problem with Chang's Custom that s.mk doesn't seem to connect all the time even when I mash "carefull" I found if you switch with s.mp it isn't so bad but obviously you can't mass as fast because that will activate the Ball Spin. Of course the damage is way less if you mash s.mp but the accuracy is a bit better. Also I heard there is a way to combo Chang's other super [Choi Tornado?] in his A-groove and it does crazy damage... how the hell do you set that shit up? That shit is insanely slow. I only lose it if fuck up the custom, managed to trip the fucker somehow and use it to chip.

PokesYOU
12-19-2003, 02:03 PM
Originally posted by Tanion
I have a similar problem with Chang's Custom that s.mk doesn't seem to connect all the time even when I mash "carefull" I found if you switch with s.mp it isn't so bad but obviously you can't mass as fast because that will activate the Ball Spin. Of course the damage is way less if you mash s.mp but the accuracy is a bit better. Also I heard there is a way to combo Chang's other super [Choi Tornado?] in his A-groove and it does crazy damage... how the hell do you set that shit up? That shit is insanely slow. I only lose it if fuck up the custom, managed to trip the fucker somehow and use it to chip. There's a way to actually connect the choi Tornado in the CC.

Gunter
12-19-2003, 05:48 PM
After sweeping the opponent and doing jumping hits for hit count damage, you can do two c.fierces into the Choi super. That's the hard way...

The EASY way is to land from the jumping hits with the spinning ball move, let it hit once and as it hits the second time immediately do the Choi super - you should be pumping the super motion during the first hit, and press the button as it hits the second time.

twitch077
12-23-2003, 08:53 PM
Im looking for another character for my team so far i got eagle,rolento and bison R2 however bison's not that good without meter and i often find myself with none plus i dont really like playing him any suggestions?

*InVeRs3*
12-23-2003, 09:33 PM
Originally posted by twitch077
Im looking for another character for my team so far i got eagle,rolento and bison R2 however bison's not that good without meter and i often find myself with none plus i dont really like playing him any suggestions?

Geese is a great choice,he can hang with Bison , there are just a good number of great A grovoe characters so you have lots of options. But what in particular are you looking for as your replacement?

PokesYOU
12-23-2003, 09:36 PM
Originally posted by *InVeRs3*


Geese is a great choice,he can hang with Bison , there are just a good number of great A grovoe characters so you have lots of options. But what in particular are you looking for as your replacement? ANYONE can be used in A groove. lol

Get on AIM dude. :)

twitch077
12-24-2003, 11:11 AM
is cammy any good in A?

PokesYOU
12-24-2003, 11:26 AM
Originally posted by twitch077
is cammy any good in A? Hell yes.

DooM
12-24-2003, 11:44 AM
spiral arrow x n, dp xx hcb+k until end of meter, qcbx2+k

i think thats her CC... im not into Agroove myself *i can do bison and sakuras CC fluently being on the left side and with a pad... but i suck with stick...*

PokesYOU
12-24-2003, 11:56 AM
Originally posted by DooM
spiral arrow x n, dp xx hcb+k until end of meter, qcbx2+k

i think thats her CC... im not into Agroove myself *i can do bison and sakuras CC fluently being on the left side and with a pad... but i suck with stick...* st.fierce x3, st.RH, RH spiral arrow, forward spiral arrow x3, st. fierce, super jump jab x7, super jump jab x 4, qcbx2+k super.

twitch077
12-24-2003, 01:24 PM
Originally posted by DooM
spiral arrow x n, dp xx hcb+k until end of meter, qcbx2+k

i think thats her CC... im not into Agroove myself *i can do bison and sakuras CC fluently being on the left side and with a pad... but i suck with stick...*
thx both of u doom u should play on stick man... pokes shouldn't i start with a c.mk?

DooM
12-24-2003, 02:29 PM
hehe yea i know, i only play stick, but im trying first to get the complete feeling, linking, buffering and all that shit, hence im using K and P groove more then Ngroove, Ngroove is way more work ;)

PokesYOU
12-24-2003, 02:37 PM
Originally posted by twitch077

thx both of u doom u should play on stick man... pokes shouldn't i start with a c.mk?
st. fierce comes out fast as it is.
Also....u can do st. fierce(the closed fist punch, not the open arms one) then activate into st. RH and it will hit. Or cr. strong , activate, etc..will hit.
Then do RH spiral arrow after that. etc.

But yes u can do....
cr. forward, st. fierce x2, St. RH....etc

twitch077
12-24-2003, 03:57 PM
aight cool

Gunter
12-24-2003, 08:11 PM
Starting with c.forward isn't for speed, it's for going low. You can block the s.fierce high or low, but c.forward connects if you were blocking high.

Plus, you don't want to waste your damaging hits at the beginning with s.fierce (which is only 1000 up close and 1100 far outside of custom). After a c.forward, go straight to close s.roundhouse and/or a drill (if you did a s.roundhouse, use a roundhouse drill... if you didn't, use a forward drill). Then do a close s.fierce/close s.roundhouse for positioning, and then Roundhouse Drills to the corner (it's only less damaging than the Forward Drill if both hits on the drill connect). This gives you a greater percentage of landing it (since they can only block it low), as well as gives you damaging hits throughout (using close s.roundhouse and drills sooner in the combo make up for the damage lost for c.forward).

white shadow
12-25-2003, 08:11 AM
Hello, I've been recently playing CVS2 on PS2 (since there's no decent arcades where I live) vs my friends. I've always been a C/N/K-Groove player because every other groove felt taboo to me, but I enjoy playing A-Groove nonetheless but I suck badly at it, on a D-Pad.

Apart from Ken/Chun Li/ Eagle every other "easy to use" A-Groove character does little to no damage with their CC so I want to venture in the top-ISH tier area and use Bison/Rolento but their CCs are near immpossible to do on a D-pad. Any help would be appreciated. :)

BTW Mas sticks aren't the answer because I used all my Christmas money buying gifts plus even the money that I used wouldn't be enough to get that expensive board anyways.:(

twitch077
12-25-2003, 10:07 AM
Originally posted by DooM
hehe yea i know, i only play stick, but im trying first to get the complete feeling, linking, buffering and all that shit, hence im using K and P groove more then Ngroove, Ngroove is way more work ;)

N-Groove more work? nigga plz nothing is harder then runing away/turtling:lol:

epsilon_
12-25-2003, 10:52 AM
Originally posted by white shadow
Hello, I've been recently playing CVS2 on PS2 (since there's no decent arcades where I live) vs my friends. I've always been a C/N/K-Groove player because every other groove felt taboo to me, but I enjoy playing A-Groove nonetheless but I suck badly at it, on a D-Pad.

Apart from Ken/Chun Li/ Eagle every other "easy to use" A-Groove character does little to no damage with their CC so I want to venture in the top-ISH tier area and use Bison/Rolento but their CCs are near immpossible to do on a D-pad. Any help would be appreciated. :)

BTW Mas sticks aren't the answer because I used all my Christmas money buying gifts plus even the money that I used wouldn't be enough to get that expensive board anyways.:(
Really, you have to buy a stick, it is the ONLY way to be consistent with A Groove. Another thing, Rolento isn't top tier, the A top tiers are Sakura, Bison, and Blanka. Also don't take the vids at SRK that seriously, because they're almost 2 years old now, the game has evolved.

DooM
12-25-2003, 01:35 PM
yea when i see old vids of geese throwing air fireballs i laugh hard... RC beats everything nowadays

PokesYOU
12-25-2003, 02:06 PM
Originally posted by white shadow
Apart from Ken/Chun Li/ Eagle every other "easy to use" A-Groove character does little to no damage with their CC What!!!???? :eek: :eek:

epsilon_
12-26-2003, 09:02 AM
Mai's CC is easy, and does good damage to boot. It's like s.hk x6, c.mk xN (don't mash it, press the next mk quickly, but not mashing) super deadly ninja bees, although after the c.mks you can do a c.fp to make the super eaiser to connect.