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Gunter
12-18-2002, 01:29 PM
I had my old thread closed because it was intended for discussion about my video series, and the video series is over. Use this thread for discussing A-Groove combos and strategies.

Go to www.namonaki.com for all of your beginner customs.

extraguy
12-18-2002, 03:49 PM
just a question about this TODO cc:
hcb+FP, d.FPx4, s.FP, qcf+JP, [s.FP, qcf+JP]-->xn, super fireball(qcfx2+P)

can someone explain how the the S.FPxxqcf+JP works are they far HP, close HP or a combination of both?

MAKI ground cc:
d.FK, d.RH, d.FP, d.LK, SJ.RHx3, SJ.FP or RHx3, j.LKx4, j.Lk, air super grab

this is my version of maki ground cc, is there anyway to maximize damage on this cc or is there a more damaging ground cc besides the RH cc which doesnt hit most crouching charas.

Jason
12-18-2002, 04:43 PM
Originally posted by extraguy
just a question about this TODO cc:
hcb+FP, d.FPx4, s.FP, qcf+JP, [s.FP, qcf+JP]-->xn, super fireball(qcfx2+P)

can someone explain how the the S.FPxxqcf+JP works are they far HP, close HP or a combination of both?

MAKI ground cc:
d.FK, d.RH, d.FP, d.LK, SJ.RHx3, SJ.FP or RHx3, j.LKx4, j.Lk, air super grab

this is my version of maki ground cc, is there anyway to maximize damage on this cc or is there a more damaging ground cc besides the RH cc which doesnt hit most crouching charas.
let's see, for the todo combo, I just cancel the s.fp as fast as possible and it seems to work out. . . not really sure if it ends up being all far s.hp, quite honestly, though a good number of them are going to be, since that's what's moving him forward.
as for the maki combo . . . no idea. I suck at the throw super, so I usually end with c.hpX2, qcf+k, hk, which gives me plenty of time to do it, but doesn't really maximize damage.

extraguy
12-18-2002, 05:29 PM
Originally posted by Jason

let's see, for the todo combo, I just cancel the s.fp as fast as possible and it seems to work out. . . not really sure if it ends up being all far s.hp, quite honestly, though a good number of them are going to be, since that's what's moving him forward.
as for the maki combo . . . no idea. I suck at the throw super, so I usually end with c.hpX2, qcf+k, hk, which gives me plenty of time to do it, but doesn't really maximize damage.


when i try to cancel faster i usually get to S.HP out and that and i get to far to do the jab wave. i ve never actually got to combo to work yet.
i never actually seen someone do this before and i dont think its a reliable cc.

jchensor
12-18-2002, 09:10 PM
Actually, it's very reliable. I only use that Custom for Todo, though I start it off with a Throw, activate, Crouch Fierce x 2 into Standing Fierce instead of Crouch Fierce x 4. Four of them would do more damage, though. I should learn that. ^_^

The way it SHOULD work is that you should be doing 100% Far Away Stand Fierces. The Jab Fireball pushes them away ever so slightly and you catch up with far Standing Fierce, which makes Todo step forward a bit. So in order to do this, you CAN'T mash the sequence of Stand Fierce into Jab Fireball. You actually gotta use a good rhythm for it. The key is learning the timing of the delay you must put between the Fireball + Jab and Stand Fierce. If you do Stand Fierce too fast, you may end up pushing yourself too close.

Of course, that's not always such a bad problem. A lot of the times, you'll put yourself too close and accidentally do Close-up Fierce, but it hits and the Combo continues anyhow. The poblem is that there is a distance at which Todo can do a Close-up Standing Fierce and it'll WHIFF. That'll kill your Custom real fast.

Just learn to do it at a consistent timing, but not too slow so that the enemy gets pushed so far away that your far Standing Fierce can no longer reach.

It IS a tough Custom to learn, but with practice, you can pull it off at nearly a 100% clip. I mean, it's WAAAAAAY easier to do than the Sakura and Bison Customs, but people learned those, haven't they? ^_^

- James

Gandido
12-18-2002, 09:35 PM
-CAPCOM Section-


*Ryu: Air HK xx CC, jab dp xx cc, start with low fierce.

*Ken: jab dp xx cc, start with c.fierce, air to air HK, land xx CC

*Akuma: Demon flip grab, HK's, dragon punches even. Corner, you can nail a fierce red fireball then activate xx fierce, but I wouldn't reccomend it. Jab dp, walk up, xx cc, use low fierce.

*Morrigan: Anti crossup jab dp xx CC. Corner: jab fb xx cc, start with low rh.

Zangief: corner, do down/back rh xx CC. Start it off with a lariat. Corner: Anti air rc green palm xx CC

*Rolento: Anti-air knife, or anti-air qcb + P roll into snap in move, then jump in with KK jump xx CC, or if the opponent is close enough, walk up xx CC, s.rh xx KK jump It has to be as an anti-air so it causes a knockdown. Short knife can also be used as a combo-in move in ground, but has a rather hard timing. Corner: ABSOLUTE MAX DISTANCE low rh xx CC, s.jab Combo the trade from an anti air patriot circle.

Balrog: charge back, towards + K as anti-air, CC.

*Chun-Li: midscreen: flip kick, sj. towards the guy xx CC, start with j.forward. Corner, same setup, but use close s.rh xx sj. fierces for max damage. Anywhere: close s.rh, lightning kicks (2 hits) xx CC xx start with s.strong. EARLY low rh anti air xx cc, start with c.jab,c.rh. Early anti air short SBK xx CC.

Bison: anything ending in a forward scissor kick xx CC, start with s.strong. Air to air j.double strong, land, cc. Corner: charge down, up + P, if it hits, CC, and paint the fence. Air to air punch after headstomp xx CC. ( Corner only)

Shotos in corner: jab dp xx CC xx jab dp. Ken, Ryo, Sakura and Ryu can do this. Dunno about Dan though.

*Dan: short gale kick (air to air, air to ground, ground to ground, whatever) xx cc, start with a fp dp for max damage.

Sakura: c.strong, rh HK, s.jab xx CC xx s.strong... any strength fb in corner goes straight into CC. Midscreen jab dp xx cc. Air to air dive kick xx CC (thanks to Havoc911 for the last two)

Kyosuke: launcher (offensive crouch rh), sj. xx CC. Also, combo into is lightning ray (I think his only link is s.jab, s.fierce, then fierce lightning ray) sj. xx cc.

Dhalsim: Corner, hit someone with a Yoga flame or a close fierce yoga fire, then xx cc, start with s.rh.

Yun: s.forward xx CC... strong or fierce dp xx CC. Command grab xx CC. qcf + short xx CC

Vega: Corner, combo info forward flip kick xx CC.

*Blanka: electricity xx cc, start with s. fierce, low rh xx cc, start with (electricity or s.fierce?)

*Sagat: fierce tiger uppercut, xx CC

Honda: Corner: overhead splash xx CC, Fierce hand slaps xx CC

Cammy: s.fierce xx CC, start with s.rh. Corner: her punch move that she turns around xx cc. Near corner: meaty cannon drill that hits xx CC. Air to air dive kick xx CC


-SNK Section-

*Benimaru: Anti air fierce dp, jump in xx CC

Nakoruru: Eagle toss (fire bird) xx CC works as a corner only I believe. oc.fierce xx cc, start with low strong. Corner: overhead thingy off the bird xx CC

Rugal: god press xx cc. air dive punch xx cc. reflector xx cc.

*Athena: command grab xx CC, add a psychoball in the corner : c.short x 2, fierce DP, sj. xx CC xx j.forward. Towards + forward, sj. xx CC j.forward

Hibiki: counter xx CC... roundhouse throw xx cc, start with a qcf + strong slash.

*Yuri: jab dp xx CC from midscreen, go straight into anti air CC. Corner: any strength hcb + P move xx cc. Corner: any strength fb xx CC, Corner: any strength slap move xx cc. These work midscreen if done early.

*Ryo: s.strong, hcb + fierce, sj. cc or wait xx cc. Air to air air fb, land, CC (strict timing applies)

Raiden: rdp strong x 2 (his knockdown move) xx cc, start with a drop kick or a s.rh I think. Corner, combo into a flame with close strong then CC. I'm not 100% sure you can combo into CC after a giant bomb, but it might be possible. I'll check later on.

*Rock: 360 grab, lightning hit thing xx CC, or you can cancel the lightning hit thing with early PPP and cancel immediately to CC. I think he can also nail one after a rising tackle.

Terry: fierce rising tackle xx CC. Anti air short crack shot (early) xx CC (theory)

King: rdp + rh xx cc, hcb + k xx CC, hcb + P xx CC

Yamazaki: anti-air qcb + jab, xx CC. I don't see much use for this one except on the corner.

*Kyo: c.rh xx cc, do anti air CC . Midscreen: any strength qcf + k (2 hits) xx cc, start with running grab if too far,close up, do anti-air CC. Corner: qcf + forward k (2 hits), jab dp or forward kick dp xx CC.

Haohmaru: qcf + P, wait, xx cc

Vice: Corner only: (I think...?) Combo into qcb + fierce xx cc. After the air whip grab TO the corner xx CC

Chang: Call Choi helper xx CC. Command grab xx CC. Anti-air ball spin, cancel, cc (theory-stage still)

Todo: Command grab xx CC, Corner: tiger knee jab wave, land xx cc

*Iori: Command grab xx CC, Corner: anti air rc :) Deadly flower (first hit) xx CC (maybe midscreen can start with a low rh?)

Joe: short dp (anti air or ground) xx CC, start with low/s. strong, Fierce punch mash (3 hits) xx cc, start with s.jab. c.rh xx CC start with c.strong

*Kim: early d,u + short xx CC. Air to air qcf + short xx CC. Early d,u + jab, land, CC. Corner: anti-air d-d+roundhouse XX CC, start with s.fierce. You can also do EARLY KP Roundhouse XX CC, start with s.strong.

* Chars with this asterisk have been featured in the What can you do with your CvS2 A-Groove series. See some of these setups in action!


-NOTES-

1) Links into customs: A lot of characters can do c.jab x 2, xx CC xx c.forward (or c.strong with some chars, respectively to which links are capable with them) Some of these are: Sakura, Ken, Akuma, Ryu, Eagle, Kim, Nakoruru, Chun-Li, Geese, Rock, Kyo, Bison, Todo, Yuri, etc. I'll try making some sort of full list later.

2) Activating off a trade: Also, traded dp hits into CC also work. It's like comboing a trade, just right after you do a counter hit, or REAL early dp, you can generally activate. Examples for this go to Kyo, Iori and others.

3) Unblockable customs: On a third note, Iori, Athena, Yun and Todo, Rock and Vice have "unblockable" custom combos because of the invincibility frames. You can do CC, go into command grab, and go into your ground/anti-air CC from there. This is especially useful when going against RC Blanka, as he can't mindlessly try to RC electricity you on your wake up, since RC's are indeed throwable.

4) Counter hit notes: A major part of comboing into the CC being made a whole lot easier is the issue of counter hits. It makes it a whole lot easier to land a hit, wait until you see a counter hit, then activate and start with whatever. Some setups work this way, such as Rolento doing a back roll then snap in. If it does a counter hit, you can activate and go into custom. If it doesn't, you can still combo a s.jab, c.forward xx patriot circle. You decice on your games.

5) Dan/Rolento OTG Glitch and Exceptions: Last notes for now, remember the Dan/Rolento OTG glitch? Well, most characters with a command grab can abuse it highly. Examples would be: Iori, Todo, Zangief, Chang, Yun, Yamazaki, Vice, Athena, Benimaru, Rock, and Akuma for the best candidates. I'm not sure if Cammy's frankensteiner move is able to OTG on them, but I'll check, and Raiden's command grab knocks people too far away I believe. Also, Hibiki's rh throw, as well as Yun's punch throw, Chang's rh throw and Maki's punch throw, break the rule because they're the only normal throws that can be used for constant OTG'ing. The best way to abuse this is to sweep xx CC, or command grab xx CC. Remember, you can't OTG after a normal throw, excluding the Hibiki, Yun, Chang and Maki exceptions.

6) Making Crouchers stand up: A lot of CC's do not hit crouching characters with small hitboxes (like crouching Hibiki and Iori). Special moves, such as Chun's Kikkoken and Iori's Deadly Flower punches make the other character stand up. I've noticed that for some odd reason, with Kyo, after the other char gets hit by a Rekka, he goes back to crouching. I think it has to do with the fact that it causes an "elemental" state, aside from just being pushed back.


-Credits-

Much thanks to Gunter for posting those kickass tutorial vids on his site (www.namonaki.com). Take care of the flag.
Thanks to GeekBoy for putting up with me all the time in #0wned and for much of his help.
Thanks to tragic at first for showing me with his tournament results that A-groove was highly useful.
All the people who posted stuff in my older thread.
Tony and Tom Cannon for making SRK and the Evolution tournaments.
D44Bas for all his wonderful help :)
James Chen for his wonderful Systems and Combo Guide faq which he STILL NEEDS TO FIX SOME STUFF RIGHT JAMES?! ^_^
Apoc for his arguements on comboing the trade.
Coco Savage for all his useful information on comboing the CC.
Havoc911 for telling me that air to air setups work.
Coca Cola Inc. for making such a wonderful caffeinated beverage that lets me find out all this shit.

And you...of course. :)

That's from my Combo into custom and more faq. Any questions on a particular setup, feel free to ask.

Update: Filled in some more information provided by Gunter.

FluffyXXL
12-19-2002, 12:54 AM
Originally posted by Gandido
*Bison: anything ending in a forward scissor kick xx CC, start with s.strong. Air to air j.double strong, land, cc. Corner: charge down, up + P, if it hits, CC, and paint the fence. Air to air punch after headstomp xx CC. ( Corner only)

*Blanka: electricity xx cc, start with s. fierce, low rh xx cc, start with (electricity or s.fierce?)



Question about these two in particular.

For Bison, how does "anything ending in a forward scissor kick" combo into CC? Can I get a bit of elaboration besides just S.Strong?

And for Blanka, same question off of electricity, as well as does the electricity require a specific strength? Isn't there a difference in the recovery time between different strengths?

GeekBoy
12-19-2002, 12:58 AM
Originally posted by FluffyXXL


Question about these two in particular.

For Bison, how does "anything ending in a forward scissor kick" combo into CC? Can I get a bit of elaboration besides just S.Strong?

And for Blanka, same question off of electricity, as well as does the electricity require a specific strength? Isn't there a difference in the recovery time between different strengths?

Bison question = Forward Scissor Kick must be used because it's the only one that puts Bison at the best distance to activate and follow up. Short Scissor Kick will work in the corner though.

I don't believe the strength of the electricity matters, but why use anything else but Fierce?

Jason
12-19-2002, 01:33 AM
Originally posted by FluffyXXL

For Bison, how does "anything ending in a forward scissor kick" combo into CC? Can I get a bit of elaboration besides just S.Strong?

if you were asking about what to do after activate, s.mp, it's usually just (sj.hkX3)Xn into the corner then paint the fence I think, same as his easy full screen.

GeekBoy
12-19-2002, 02:13 AM
Originally posted by Jason

if you were asking about what to do after activate, s.mp, it's usually just (sj.hkX3)Xn into the corner then paint the fence I think, same as his easy full screen.

You have to weigh your options during the match carefully. It's like this...if you can get your Forward Scissor Kick a lot, off a combo or by RCing it or whatever, go for the setup, as long as you get them to the corner, the means don't really matter. The thing with the tripguard loss custom is how often with a SMART player make a mistake like that? Especially against A-Groove, it's dangerous, it's also dangerous against people with tripguard loss normals (Sagat low Forward or Chun-Li low Strong) It's the same principle though, one slip up and that's your ass, Mr. Postman...

Also, a note about the Todo custom, for those who may not know, if you get people to the corner, cut out the fierces and just keep doing the waves.

snk dude
12-19-2002, 12:01 PM
Geekboy : for bison, what do you do once you activate the cc after the foward kick sissor kick ?

GeekBoy
12-19-2002, 12:12 PM
Originally posted by snk dude
Geekboy : for bison, what do you do once you activate the cc after the foward kick sissor kick ?

s.Strong, RH Scissor Kick until you get to the corner, then you can either start the DPs straight off or stick in a Fierce or 2 to get some more height if you feel unsure.

GeekBoy
12-19-2002, 12:58 PM
I'd like to post the Iori pillar custom I use, it's not much different from any other out there, but to me, it's spaces you out a lot better, IMO.

Activate, [Jab DP, c.Fierce, roll] x3, c.Fierce x2, roll, s.close RH x2, back up, s.close Fierce, back up, c.Fierce x2 xx Pillar Super, wait, Fierce DP.

Gunter
12-19-2002, 01:58 PM
Some updates to Gandido's list:


Originally posted by Gandido
-CAPCOM Section-


*Dan: corner, short gale kick (air to air, air to ground, ground to ground, whatever) xx cc, start with a fp dp for max damage.


Works outside of corner as well if you crossup with the Gale Kick (as done in my video).



*Yuri: jab dp xx CC from midscreen, go straight into anti air CC. Corner: any strength hcb + P move xx cc. Corner: any strength fb xx CC, Corner: any strength slap move xx cc.


If done early, an anti-air shield and an anti-air FB can be used midscreen to setup a CC. Start with a superjump activation and hit with short.


*Ryo: corner, s.strong, hcb + fierce, sj. cc or wait xx cc. Air to air air fb, land, CC (strict timing applies)


hcb+P sets up a CC anywhere on the screen. Continue with several f-b-f+jab sequences into super, or superjump before activation, activate in the air and hit with a sj.roundhouse-sj.short combo, then sj.shorts until the corner.



Joe: short dp (anti air or ground) xx CC, start with low/s. strong, Fierce punch mash (3 hits) xx cc, start with s.jab


You can also connect it after a c.roundhouse. Start with c.strong.


*Kim: early d,u + short xx CC. Air to air qcf + short xx CC. Early d,u + jab, land, CC.


2 Corner only combos: anti-air d-d+roundhouse XX CC, start with s.fierce. You can also do EARLY KP Roundhouse XX CC, start with s.strong.

]

Vigorous
12-19-2002, 02:13 PM
Any Mai CC's besides the ones on your site?

Ex_MaTT
12-19-2002, 02:43 PM
For Blanka's electricity xx CC:

If done in the corner do electricity xx CC start with s.lp cause u wont be able to SJ.hp x #. :p
damn everything is allready covered :p.
just wanted to subscribe

Gunter
12-19-2002, 02:44 PM
Originally posted by Vigorous
Any Mai CC's besides the ones on your site?

I'm pretty sure you can do qcb+fierce, cancel into hct+roundhouse to start an anti-air custom.

And for an anti-blanka custom, you can do a late high block, walk forward, activate and do s.roundhouses.

Gunter
12-19-2002, 03:47 PM
There's a nice list (with some errors?) of ways to counter a blocked Blanka Ball at http://shoryuken.com/games/cvs2/strats/files/antiball.shtml . But here are specific ways to use your A-Groove meter to punish it.

*Ryu - super FB
Ken - activate, twd.roundhouses
Chun Li - walk forward s.strong XX qctx2+K super,
sj.roundhouse (2 hits), walking crossup confusion
options, then do c.jab, s.fierce (or c.jab x2, c.strong) XX
qctx2+K super, sj.fierce or roundhouse
Guile - activate, s.roundhouses
Blanka - activate, d/f fierce, [s.fierce-whiff b-f+jab] to corner
Sakura - activate and do repeated DP+fierce (if it connects you
can cancel it into s.fierces for a few more damaging hits
if you want).
Cammy - activate, qct+roundhouse to the corner
Eagle - activate, far s.fierce XX hct+forward into ground custom.
Rolento - activate, slide, c.fierce XX KK, into ground custom
Balrog - if you were charged back, twd+short, activate, b-f+jab,
b-f+roundhouse to the corner
Vega - activate, slide, s.jab into his superjumping custom
*Sagat - near corner, activate, qct+fierce x12, qctx2+P
Bison - activate, slide, s.strong, [sj.roundhouse x2, sj.fierce]
sequences to the corner

Kyo - activate, qct+strong into ground custom
Iori - late high block, walk forward, activate and c.roundhouse
*Mai - late high block, walk forward, activate and s.roundhouse
custom
Kim - (juggle, easy) activate, qcb+roundhouse, d-u+jab into
anti-air custom
(grounded, slightly harder) activate, s.roundhouse XX
qcb+roundhouse into ground custom
*Todo - near corner, activate and twd.forward into whatever
*Vice - (juggle) activate, [qcb+fierce, c.fierce]xN to the corner,
finish with air lightning legs
(grounded, extremely harder) activate, s.fierce into
ground custom
Nakoruru - activate, b-d/b-d+fierce, c.fierce-whiff c.short,
[sj.roundhouse x2, sj.forward] to corner
Joe - late high block, walk forward, activate and s.roundhouse,
c.roundhouse into anti-air custom
Hibiki - (juggle, easy) activate, qcb+strong to corner
(grounded, slightly harder) activate, [qcb+jab, c.fierce x3]
to corner
Rock - activate, qcb+fierce, c.fierce x8, sweep, qcb+strong to
corner
Haohmaru - activate, s.fierce into ground custom
*Benimaru - activate, twd+forward, s.fierce into cround custom
*Geese - late high block, walk forward, activate and
s.roundhouse into ground custom


EDIT: * - These counters are NOT featured in videos on my site (sorry!).
But all the rest are, so check them out.

Gunter
12-19-2002, 04:00 PM
Originally posted by Ex_MaTT
For Blanka's electricity xx CC:

If done in the corner do electricity xx CC start with s.lp cause u wont be able to SJ.hp x #. :p
damn everything is allready covered :p.
just wanted to subscribe

Actually, in the corner, do electricity, activate, s.fierce, and immediately mash on c.fierce. You'll hit them with the s.fierce, whiff a c.fierce, and then they'll land on your electricity for quick damaging hits. Then you can go into vert.j.fierces. :cool:

Ex_MaTT
12-19-2002, 04:34 PM
Originally posted by Gunter


Actually, in the corner, do electricity, activate, s.fierce, and immediately mash on c.fierce. You'll hit them with the s.fierce, whiff a c.fierce, and then they'll land on your electricity for quick damaging hits. Then you can go into vert.j.fierces. :cool:


Ya I knew about that too cause electricity deals like...4500damage for 6 hits ??
Just the timing can be hard I never bothered to master it

Gandido
12-19-2002, 05:35 PM
Thanks for the updates Gunter. I'm still working some kinks out of because I want to send it to GameFaqs when it's done. The more setups we find the merrier eh? ^_^

How the hell can Maki combo into a custom besides trading an anti-air qcf + P? I just don't see her :(

I Am Lothar
12-19-2002, 07:22 PM
You can do Rugals CC off of a HCB+WP

just messing around in Japanese DC version of CvS2 don't know if it works for US ones

Gandido
12-19-2002, 07:57 PM
Originally posted by Gandido
Rugal: god press xx cc. air dive punch xx cc. reflector xx cc.


GOD PRESS = HCB + P. -_-

Cycloid Beta
12-19-2002, 09:11 PM
I've got two question:
Maki's cc: Activate, (lp-mp-hp-hk) repeat x4 xx qcfx2+p.
Does this cc have any good setups?
Furthermore, does she have any other affective cc?

Ex_MaTT
12-19-2002, 09:22 PM
Originally posted by Cycloid Beta
I've got two question:
Maki's cc: Activate, (lp-mp-hp-hk) repeat x4 xx qcfx2+p.
Does this cc have any good setups?
Furthermore, does she have any other affective cc?



well that is NOT maki's CC
And if u wanna see her CC D/L my video, there is a thread in Fighting game discussion about it.

bokchoy
12-20-2002, 01:30 AM
Originally posted by Cycloid Beta
I've got two question:
Maki's cc: Activate, (lp-mp-hp-hk) repeat x4 xx qcfx2+p.
Does this cc have any good setups?
Furthermore, does she have any other affective cc?

The one I use is:

KKK, c.HP, whiff c.LP, (superjump, j.HPx3)*4, superjump, j.HPx2, 720+P

GeekBoy
12-20-2002, 01:55 AM
So what exactly is Blanka's "all purpose" custom?

Gunter
12-20-2002, 01:39 PM
Originally posted by GeekBoy
So what exactly is Blanka's "all purpose" custom?

RC Electricity, activate CC, s.fierce-whiff b-f+jab, [s.fierce(x1 or 2 depending on distance)-whiff b-f+jab]xN, straight up j.fierces in the corner, b-f-b-f+K-hold K, release K

magnus
12-21-2002, 04:07 AM
lately I have been using Yun in a groove and I wanted to know if anyone has some variations that can be used to waste the meter if the combo does not connect.

Meaning I screw up the combo and they are blocking. are there variations that can be used to use up the meter while doing chip damage and keeping the pressure?

thanks in advance, this thread is really helpful

REDDEVILNINJA
12-21-2002, 09:20 AM
A-groove Raiden with max level. I love using the roll cancel rdp & headbutt special. But I don't want to blow the activation by missing the follow up after the headbutt knocks the opponent up. I have little success using the c.MP then b-f lp cancel to the b-f HP versions to juggle them for decent damage. Should I keep practicing the timing, use another hit after activation to juggle or just only do it in the corner.

Peace!!!

kyo717
12-22-2002, 06:56 AM
Is A-groove Yun worth my time? combos?

magnus
12-22-2002, 12:40 PM
Originally posted by kyo717
Is A-groove Yun worth my time? combos?

Yun can be decent especially in a-groove, if you use him carefully and know how to roll cancel.

Ken I used a-groove yun at evolution and caught some attention.
There's a cc for yun located on Gunter's site if you havn't already seen it. Roll canceling his QCB punch move is hella good. Also, you can RC his command grab on wake ups. It is really good when the do a shoryuken or tiger upercut, you can punish them when they land.

bokchoy
12-22-2002, 04:06 PM
Originally posted by Gandido
-CAPCOM Section-

*Rolento: Anti-air knife, or anti-air qcb + P roll into snap in move, then jump in with KK jump xx CC, or if the opponent is close enough, walk up xx CC, s.rh xx KK jump It has to be as an anti-air so it causes a knockdown. Short knife can also be used as a combo-in move in ground, but has a rather hard timing. Corner: ABSOLUTE MAX DISTANCE low rh xx CC, s.jab Combo the trade from an anti air patriot circle.


You forgot comboing off of his taunt.

taiji
12-22-2002, 06:26 PM
Originally posted by magnus


Yun can be decent especially in a-groove, if you use him carefully and know how to roll cancel.

Ken I used a-groove yun at evolution and caught some attention.
There's a cc for yun located on Gunter's site if you havn't already seen it. Roll canceling his QCB punch move is hella good. Also, you can RC his command grab on wake ups. It is really good when the do a shoryuken or tiger upercut, you can punish them when they land.

I don't think Ken I used yun, though Ken (japanese transfer student) did

magnus
12-22-2002, 08:06 PM
Originally posted by taiji


I don't think Ken I used yun, though Ken (japanese transfer student) did


I thought that was the players name that played yun? isn't the trasfer student's name Ken I?

Now I'm all confused and shit. Damn you ace!:mad:

Lets meet up and get some cvs2 in. I need the practice before school starts.

taiji
12-22-2002, 08:16 PM
Originally posted by magnus



I thought that was the players name that played yun? isn't the trasfer student's name Ken I?

Now I'm all confused and shit. Damn you ace!:mad:

Lets meet up and get some cvs2 in. I need the practice before school starts.

Ken I and Ken are two different people lol. though i dunno what the other ken's last name is.

for cvs2, sure, u kno where i live, when do u want to play?

magnus
12-22-2002, 09:06 PM
Originally posted by taiji


Ken I and Ken are two different people lol. though i dunno what the other ken's last name is.

for cvs2, sure, u kno where i live, when do u want to play?

I'll pm you my sn. Maybe we can meet up late tomorrow night. if it doesn't intefere with your work schedule
:D

bokchoy
12-24-2002, 03:33 AM
In customs where you repeat the same sequences (or a combination of two sequences), how do you decide when to activate your super??

a) Keep repeating the sequences a SET number of times, anticipate when to do the super and then activate your super accordingly...

For example, for Bison's B&B Custom:
s.HPx2, s.HKx2, c.HK, s.MP, SJ, j.HKx3, Paint Seven Times

b) Keep repeating the sequences until you see that the meter is low, then do the super...

For example:
s.HPx2, s.HKx2, c.HK, s.MP, SJ, j.HKx3, Keep Painting until the meter is almost gone


I'm more comfortable with (a), where I know exactly how many of each repetition I'm going to do.

GeekBoy
12-24-2002, 04:06 AM
Uh...wait until the meter's almost gone then do super...it's not really a big deal, unless your character's repeated special doesn't have enough stun time to do the super and you might have to do a Fierce/RH xx Super, this is the case with Balrog's ground custom for example.

Gandido
12-24-2002, 10:35 AM
Why would you need to RC Yun's jab lunge punch? It's a dp all by itself. The strong and fierce versions are the ones that need RC'ing, IMO. Yun can be nasty but he's a lot of work. The all purpose custom is on Gunter's site. Abuse unblockable customs too, please. The one Ken did was like:

activate, command grab, c.fierce, s.rh then shoulder and palm pattern till corner, then the finisher on Gunter's site.

-Gandido-

jchensor
12-24-2002, 04:38 PM
Originally posted by bokchoy
In customs where you repeat the same sequences (or a combination of two sequences), how do you decide when to activate your super??

I'm more comfortable with (a), where I know exactly how many of each repetition I'm going to do.

I'll give the generic answer everyone hates:

Depends on what Custom it is.

For the most part, I just know the number of sequences. Or I have a set pattern. Example? Benimaru's Anti-Air CC:

Roundhouse DP XX Stand Short (whiff). Jumping Fierce x 3. Jumping Fierce x 3. Jumping Fierce x 4. Jumping Fierce x 4. Do a Fierce Raikouken XX Level 1 Taikuu Raikouken.

I do that sequence exactly, with exactly that number of Fierces in every Jump. Makes it easy. But as for Benimaru's Ground Custom?

Crouch Short XX Fireball + Short -> Towards + Forward -> (S.Fierce x n) -> Towards Forward into Elec-Trigger.

The Standing Fierce part? Just keep hitting it until the Meter runs low. So it really just depends. Mashable ones, I just look at the Meter. Ones that are a bit more careful, I have fixed sequences.

Use whichever one you are more comfortable with, but there's no reason you should only use one or the other.

- James

bokchoy
12-25-2002, 04:21 AM
jchen>> Yeah, I agree. If it's a one button CC, then just mash on that button and keep an eye on the meter. But when doing any combo that's not a one button CC, then it's always good to know what you're going to do and when you're going to do it in advance.

bokchoy
12-25-2002, 06:08 PM
Hey, I dunno if you guys already know this, but I'll post it anyways...

For Bison's ground CC, most people start off with:

s.HP*2, s.HK*2, c.HK, s.MP......

From here, you bring the opponent to the corner with:

(Super Jump, j.HK*3)*n

After that, you paint his fence, of course. Now, depending on where you are in relation to the corner, you'll need either 0, 1 or 2 jumps to get the opponent to the corner. The thing is, you want the fewest number of jumps as possible (to optimize the damage). If your back is to the corner when you activate, you'll need two jumps to get to the other corner. However, what you CAN do is use the sweep to cross the opponent over. Just take out the two s.HKs before the sweep, and Bison will slide under the opponent, causing the two of you to switch sides. Just like that, you're using the corner that's closer to you, resulting in more damage.

So, if you're doing Bison's ground CC, and you need TWO jumps to get to the other corner, instead of doing...

s.HP*2, s.HK*2, c.HK, s.MP, (Super Jump, j.HK*3)*2, DP+HP*4, BFBF+K
(8580 damage)

...do this instead:

s.HP*2, c.HK (*crossover), s.MP, Super Jump, j.HK*3), DP+HP*9, BFBF+K
(10232 damage)

Again, I don't know if everyone else already knows this, but I see a lot of people doing the standard "two-jump" combo, so maybe someone will find this little tidbit particularly useful.

Master Chibi
12-25-2002, 06:47 PM
Is qcb+p x n a good (or perhaps better) thing to include into Mai's CC's? Or should I just stick to that accursed c.MK of hers?

Evil Hoshi
12-26-2002, 06:30 AM
i have a question about akumas cc, i know the ones from Gunters site, but in all the movies i see most of the people use the ccs with the dp.kick move, can someone give me some of them??

CrimsonDisaster
12-26-2002, 09:58 AM
Most basic one I can think of is:
low roundhouse XX QCB+short x2, activate, s.fierce XX DP+roundhouse, K XX air QCB+K, [sj.roundhouse x3, air QCB+K]x corner, [red fireball XX s.strong]xN, super.

You can set it up in all the normal Akuma ways.

The version I do is:
setup, activate, [s.fierce XX DP+roundhouse, K XX air QCB+K]x2, [red fireball XX s.strong]xN.
If you haven't reached the corner yet, do a HCB+fierce XX Demon Flip Kick XX air Hurricane. Or just sj.roundhouse x3 XX air QCB+K

Gandido
12-26-2002, 10:00 AM
You live in Germany... can't you get arrested for playing? Just curious...

Anyways, there's a couple of variants for the CC. It's basically:

combo into custom in any manner, then s.fierce, dp + rh, air rh, hurricane kick, land (fierce red fireball, dp + rh, air rh, hurricane kick, land ) x corner.

Now, if you get too close to the corner to start doing fierce red fb's, s. strong patterns, you can choose to do one of these:

a) fierce red fb, s.jab, walk back, repeat
b) s.fierce, whiff s. jab, walk back, s. fierce, whiff jab, walk back, then the red fireballs.

End obviously with the fireball super. Whiff a short HK after, then do a meaty air fireball while running away, and a short hk right after. It's a pretty safe way to gain back some meter right after.

Evil Hoshi
12-26-2002, 12:33 PM
Originally posted by Gandido
You live in Germany... can't you get arrested for playing? Just curious...


i dont know who said this to u^^ but its not the true, in germany ull get everything. We dont have such a large comunity and not even a small pice of ur number of players in the us or even an arcadehall, but me and a few other people trying to become some god players, and if u know the firaball tournament, in cvs2 and 3s well get the firs places in the "friendly Tournamen"

www.fireballtournament.com

thx for the ccs =)

Gandido
12-26-2002, 03:15 PM
Originally posted by Evil Hoshi


i dont know who said this to u^^ but its not the true, in germany ull get everything. We dont have such a large comunity and not even a small pice of ur number of players in the us or even an arcadehall, but me and a few other people trying to become some god players, and if u know the firaball tournament, in cvs2 and 3s well get the firs places in the "friendly Tournamen"

www.fireballtournament.com

thx for the ccs =)

The thing is, I recall there being an arguement about trying to shut down gambling in Germany. A statement was issued that included all electronic gaming and entertainment machines, including video games were illegal. I used to have a link to this, but I lost it. Oh well. =/

taiji
12-26-2002, 03:37 PM
yea, i remember hearing about that too, I think it's Greece though.

GeekBoy
12-26-2002, 04:26 PM
Keep it on topic talk please. And Taiji, take away those blank lines on your signature.

Master Chibi
12-27-2002, 12:39 AM
Originally posted by Master Chibi
Is qcb+p x n a good (or perhaps better) thing to include into Mai's CC's? Or should I just stick to that accursed c.MK of hers?

Gunter
12-27-2002, 02:54 AM
Use her Turn & Burn as a guard crush CC. It works especially good in the corner. Make sure to end it with a rush super to be safe.

taiji
12-27-2002, 03:59 AM
Is it true that when u do iori's dp w/ jab x N for a guard crush, it will be out people's alpha counter?

Master Chibi
12-28-2002, 12:02 AM
I thought as much, thanks Gunter.

:D

TimeFlip
12-28-2002, 01:59 PM
Small N00B question: Can you roll cancel into a CC activation?

GeekBoy
12-28-2002, 02:22 PM
Originally posted by TimeFlip
Small N00B question: Can you roll cancel into a CC activation?

NOOOOOOOOOOO. Didn't you read the article on roll cancelling?

Gandido
01-08-2003, 09:33 PM
Well, as a bump, there is still a question: Who are the top A-Groove characters? Personally, I'd rank them somewhere up as:

Top 3:

1) Bison
2) Blanka
3) Sakura

Why? High damaging customs, easy ways to get into them, and they have really dominant RC's.

Then the other "Top Tier" apart from them would go as:

1) Hibiki (She ALWAYS lands a hit. If you do NOT know why, I would love to try and reset you to death.)
2) Cammy (All purpose custom, s.fierce into custom. Still has much going for her. Plus it's Cammy so that is a plus. :))
3) Iori (Easy, pretty damaging customs, unblockables and the GC custom of death.)
4) Rolentp (Played out, IMO, but still pretty effective. Has crap RC's though besides RC Scouter jump.)
5) TBD. Seriously, if it was up to me, I'd say Akuma, since the only reason he would ever have to activate was in between a combo. Some people might argue that Ken is better because he can randomly activate and try to reset you to death (and I don't mean just by doing overheads. Be smart, people.) Geese should be high up there too, but his lack of a really good anti-air CC (or an easy one at that) would put him down here. If you have any other guesses, by all means, go ahead.

-Gandido-

Ex_MaTT
01-08-2003, 09:42 PM
Originally posted by Gandido
Well, as a bump, there is still a question: Who are the top A-Groove characters? Personally, I'd rank them somewhere up as:

Top 3:

1) Bison
2) Blanka
3) Sakura

Why? High damaging customs, easy ways to get into them, and they have really dominant RC's.

Then the other "Top Tier" apart from them would go as:

1) Hibiki (She ALWAYS lands a hit. If you do NOT know why, I would love to try and reset you to death.)
2) Cammy (All purpose custom, s.fierce into custom. Still has much going for her. Plus it's Cammy so that is a plus. :))
3) Iori (Easy, pretty damaging customs, unblockables and the GC custom of death.)
4) Rolentp (Played out, IMO, but still pretty effective. Has crap RC's though besides RC Scouter jump.)
5) TBD. Seriously, if it was up to me, I'd say Akuma, since the only reason he would ever have to activate was in between a combo. Some people might argue that Ken is better because he can randomly activate and try to reset you to death (and I don't mean just by doing overheads. Be smart, people.) Geese should be high up there too, but his lack of a really good anti-air CC (or an easy one at that) would put him down here. If you have any other guesses, by all means, go ahead.

-Gandido-


And u leave out Vega And chun!!!
A-chun is Way better then A-Blanka i dont care how good u can RC. ..A-Blanka is good but chun-li fits into A-groove much better IMO. Also I dont think a good RC is a good bases. Cause Yun has a really good RC, but he is no where near top tier A-groove. . .

Gandido
01-08-2003, 10:05 PM
Originally posted by Ex_MaTT



And u leave out Vega And chun!!!
A-chun is Way better then A-Blanka i dont care how good u can RC. ..A-Blanka is good but chun-li fits into A-groove much better IMO. Also I dont think a good RC is a good bases. Cause Yun has a really good RC, but he is no where near top tier A-groove. . .

...How can Chun be better than Blanka when Blanka is the best in the game, while A being his best groove? Chun's best groove is C (now), followed by N (still) then A. She doesn't do as much damage as the others, and A doesn't suit her THAT well, because you are suppossed to use activation as a way around RC, and Chun's main goal is her level one supers, unless you are in C-groove, which would be her mad powerful level 2 cancels. This is coming from someone who has used A-Chun ALL THE WAY (A-Iori,Chun-Rolento-2 at Evolution). Vega isn't all that in A-Groove. He only has ONE custom that's worthy of usage, and it doesn't even do that much. RC'ing has to do a lot with A-Groove because the top 3 characters can RC their way into nailing a custom, and STILL do hella damage. Also, Sak can do over 9000 damage after a crossup ANYWHERE in the screen.

Also, look at the higher numbers. Which do you see there that relies on a super (lvl. 1) to do their damage outside of a custom? Not many. All of these chars have averagely damaging bnb combos that while gaining meter, they provide a means of offense outside the CC.

I just talked to Bas, and this is the way he pictures the top 8:
1) Bison
2) Blanka
3) Sakura
4) Hibiki
5) Ken
6) Cammy
7) Sagat
8) Rolento

He says that A-Iori and Rolento are dying in Japan. There's only like 2-4 players left that pick them. Also, he says Kyo is better than Iori, because of a much better ground game. Anyone care to elaborate? But he said that Iori would be better if someone would find a consistent way to RC Scum Gale. IMO, that's hella true.

-Gandido-

Ex_MaTT
01-08-2003, 10:33 PM
Originally posted by Gandido


...How can Chun be better than Blanka when Blanka is the best in the game, while A being his best groove? Chun's best groove is C (now), followed by N (still) then A. She doesn't do as much damage as the others, and A doesn't suit her THAT well, because you are suppossed to use activation as a way around RC, and Chun's main goal is her level one supers, unless you are in C-groove, which would be her mad powerful level 2 cancels. This is coming from someone who has used A-Chun ALL THE WAY (A-Iori,Chun-Rolento-2 at Evolution). Vega isn't all that in A-Groove. He only has ONE custom that's worthy of usage, and it doesn't even do that much. RC'ing has to do a lot with A-Groove because the top 3 characters can RC their way into nailing a custom, and STILL do hella damage. Also, Sak can do over 9000 damage after a crossup ANYWHERE in the screen.

Also, look at the higher numbers. Which do you see there that relies on a super (lvl. 1) to do their damage outside of a custom? Not many. All of these chars have averagely damaging bnb combos that while gaining meter, they provide a means of offense outside the CC.

I just talked to Bas, and this is the way he pictures the top 8:
1) Bison
2) Blanka
3) Sakura
4) Hibiki
5) Ken
6) Cammy
7) Sagat
8) Rolento

He says that A-Iori and Rolento are dying in Japan. There's only like 2-4 players left that pick them. Also, he says Kyo is better than Iori, because of a much better ground game. Anyone care to elaborate? But he said that Iori would be better if someone would find a consistent way to RC Scum Gale. IMO, that's hella true.

-Gandido-

Cool, I use Low tier A-groove then!!
And Chun's ground CC is powerful, since when is 7000hp weak ??
Also I think she can play better mind games then blanka (just my thoughts) I also find blanka's CC can be difficult to master, and even then it is still possible to fuck up. I can see why blanka would be better then chun in the hands of an Expert, someone like Bas or any japanese, though. I dont get how Chun cant be in their top 8 though. . .No Nako either ?? I play her similar to how I play Blanka...Jump cross up, jump HK, dash in CC :p.

And how does sak automatically do 9000 after a cross up ??
Cross up Activate ??
Theoretically Any character can nail their cc after a cross up. . .Sak's just happens to be around 9000
She is top in A-groove though

Gandido
01-08-2003, 10:50 PM
RC Electricity = Eliminates mindgames done to you and makes mindgames for people who think you can't RC. Chun's CC starting with c.strong does up to 7800 (the way I do it) which IS indeed good. But, why would I ever bother going into custom when I can do jab jab strong super? Chun IS good in A-groove. I will not refute that, but the other characters by far make A-Groove shine the more. Besides, if they block your custom, what do you do? Whore flip kicks? Or fierce kikkoken x N (LOL! I actually did this against Danny Leong. I think I did about 35 kikkokens. It was hilarious).? Not many options. In fact, you expose yourself.

Notice that a lot of the characters in the list can do something if they mess up their custom. Ken can throw hadoukens to stop mash jab against the overhead, plus if they roll s.rh still gets to them. Rolento can do random side reset (c.forward, c.fierce x 3-4, KK down + mk, land on random side). Hibiki will always hit you no matter what. Cammy can harass you with low hits and toss in a Hooligan Flip for a high/low instant mixup, plus dive kicks and cannon spikes to counter your mash attempts. Sagat can't do as much, but since when does Sagat need anything but fierce? (Note, his easy mode anti air CC does 8200 something, and can't be counter cc'ed deep.) Blanka can mash low forward into random hop into RC'ed electricity and continue. Bison can do strong DP's to chip you and stay close at the same time. Sakura has chipping + an overhead (you figure it out ^_^). Vega and Chun don't get that privilege.

A-Vega is really good, and I can't refute that, but not quite top 8-10. Neither is Chun. I'd have them at 11-12 for sure, but not top 10.

Sakura can do crossup forward, low short, low jab, activate, c.forward, s.rh and DP's all over. You have a LOT of time to see if your stuff is hitting, which is always a plus.

And for Nakoruru, if she would have been a better character overall, she'd probably make it. But outside of the top 8, there are a LOT of other characters to consider:

Geese
Akuma
Iori
Kyo
Chun (as you said)
Vega (as you said)

She just doesn't quite as cut it as much as before. I'm out.

-Gandido-

D-Scythe
01-09-2003, 01:19 AM
Originally posted by Gandido


1) Hibiki (She ALWAYS lands a hit. If you do NOT know why, I would love to try and reset you to death.)


-Gandido-

Could ya explain this a bit? I know Hibiki's qcb. mp crosses up and confuses a lot of ppl but I don't see how it resets cuz she doesn't have an overhead.

Peachy
01-09-2003, 01:23 AM
Originally posted by D-Scythe


Could ya explain this a bit? I know Hibiki's qcb. mp crosses up and confuses a lot of ppl but I don't see how it resets cuz she doesn't have an overhead.
Try a dragonpunch motion with one of the kick buttons. ;)

Gandido
01-09-2003, 06:06 AM
Things Hibiki can do to piss people off:
1) switch sides rapidly then score a random low hit.
2) close s.rh hits LOW, and looks a lot like dp + K overhead.
3) mash c.shorts then jump with roundhouses. You get that Hibiki random side landing factor.
4) rh throw, continue custom
5) rh throw THEN activate and land custom
6) far slash on reset button mashers.
7) dodge, back + kick then j.rh while there (acts as a different overhead, good for when people get used to DP + kick)

That's just a TAD little bit from what she can do.

Ex_MaTT
01-09-2003, 07:15 AM
Originally posted by Gandido
Besides, if they block your custom, what do you do? Whore flip kicks? Or fierce kikkoken x N (LOL! I actually did this against Danny Leong. I think I did about 35 kikkokens. It was hilarious).? Not many options. In fact, you expose yourself.



-Gandido-



haha I did that once too in a tournament everyone was like wtf :wtf: cause no one ever did that before

D-Scythe
01-09-2003, 08:08 PM
Heh I forgot about Hibiki's hilt smash overhead...I always get jabbed when I tried to pull it off so i never bothered. Whoa I didn't realize her close s.rh hit low. Maybe I should move my Hibiki to A instead of K.

Ouroborus
01-09-2003, 10:10 PM
can someone list vega's (claw dude) CC?

something i can hit from midscreen.

Ex_MaTT
01-09-2003, 10:27 PM
Originally posted by Ouroborus
can someone list vega's (claw dude) CC?

something i can hit from midscreen.


c.mk, c.hp x3 c.hk s.lp (sj.mk x2) x2, land s.hk xx super


MAke sure u super jump or u may not make it to the corner :p

bokchoy
01-10-2003, 03:04 AM
I have a couple of questions:

Do you put Bison first, second or third???
Do you guys set Bison to Ratio One or Ratio Two, and why???

**Note - This is assuming that you are using three characters, one of which is Bison, which is what you should be doing anyway, if you're in A-Groove.

I'm using a team of:
R1-<Varies between 5-7 characters>
R1-Blanka
R2-Bison

I put my Bison as anchor. The reason is obvious. Bison is capable of hiding behind his full meter when you're winning, and Bison is capable of easily making a big comeback when you're losing; any anchor should have both of these characteristics. However, I find that putting Bison in the middle helps me secure the matchup earlier, while Blanka is capable of anchoring just as well as Bison can. I still prefer Bison last though.

I always have Bison as my Ratio Two. However, this is where the big question mark arises. I'd like to point out that painting the fence as a Ratio One does almost as much damage as with a Ratio Two, because most of the damage comes from the combos high hit count. Since after the damage reduces to 100 damage per hit, regardless of whether Bison's R1 or R2, the damage from the "painting" part of the custom remains unchanged. Meanwhile, Blanka has a custom where the damage comes from strong hits, rather than a high hit-count. Therefore, Blanka's CC is more affected by his ratio. So, mathematically, if you look at their CCs, having Blanka as R2 instead of Bison is more efficient in terms of damage:meter. Also, I think my Blanka is more solid than my Bison is. On the other hand, if you have Bison as a R2, he lives longer and possibly giving him an extra chance at a custom combo.

Anyways, I was hoping you guys could give your opinion on this matter.

capconian
01-10-2003, 08:17 AM
Can someone give me another CC for terry?

GeekBoy
01-10-2003, 08:01 PM
OK, I FINALLY got it! The BEST way (IMO) to setup the spacing for the pillar custom from far away.

[Jab DP, c.Fierce] x3, Jab DP, s.close RH (you should be a little far from the corner), c.RH, c.Fierce x3 xx Pillar, Fierce DP

The_DarkOne
01-10-2003, 08:30 PM
ok this is really gettin on my nerves.. for Benimaru's CC, the hella easy one. CC s.Fierce * X, s.Strong *3, s.Jab, QCF.Fierce a few times then finish with the QCF super, i always miss the QCF.Fierce its too slow, am i missing something ? anyone wanna help me out here ?

GeekBoy
01-10-2003, 08:32 PM
Originally posted by The_DarkOne
ok this is really gettin on my nerves.. for Benimaru's CC, the hella easy one. CC s.Fierce * X, s.Strong *3, s.Jab, QCF.Fierce a few times then finish with the QCF super, i always miss the QCF.Fierce its too slow, am i missing something ? anyone wanna help me out here ?

Don't bother with the s.Jab, just do the QCF+Fierce after the Strongs.

Gunter
01-11-2003, 06:08 PM
Originally posted by The_DarkOne
ok this is really gettin on my nerves.. for Benimaru's CC, the hella easy one. CC s.Fierce * X, s.Strong *3, s.Jab, QCF.Fierce a few times then finish with the QCF super, i always miss the QCF.Fierce its too slow, am i missing something ? anyone wanna help me out here ?

Do it the easy way - sweep first. When you get to the corner with the fierces, do a c.roundhouse to sweep them, then a s.strong into qct+fierce. Repeat s.strong into qct+fierce until the meter is almost done, then do qctx2+fierce. If you do it right, the opponent will stay in one spot - much like BAS's Akuma CC ender. :cool:

X-Sapphire
01-11-2003, 09:37 PM
omg, i just found a wicked cc with ryu
in corner, cc, c.hk,(red fireball), repeat () x whatever, shinku hadouken...
does massive damage like gouki's cc...
don't mind me if u already knew about this

Ex_MaTT
01-11-2003, 09:39 PM
Originally posted by X-Sapphire
omg, i just found a wicked cc with ryu
in corner, cc, c.hk,(red fireball), repeat () x whatever, shinku hadouken...
does massive damage like gouki's cc...
don't mind me if u already knew about this


omg Trip fireball!!!
I cant believe no one ever thought of this before!!

X-Sapphire
01-11-2003, 10:01 PM
Originally posted by Ex_MaTT



omg Trip fireball!!!
I cant believe no one ever thought of this before!!

*applause*

...damn straight!

Orochi Masters
01-12-2003, 12:59 AM
Forgive me, but could someone please post the Painting the Fence CC again? I lost my printout and old comp so I don't remember how... and my friend wants to learn it... yeah, that'd be great... yeah... thanks. :confused:

I hate asking stupid questions...

GeekBoy
01-12-2003, 01:08 AM
www.namonaki.com

Gandido
01-12-2003, 11:16 AM
Bison CC (does more than double jump one I believe): If you aren't going to risk messing up the timing using the side switch after a low rh to be able to paint the fence more, do:
s.fierce x 2, s.rh x 2, c.rh, (s.FIERCE, rh scissor) x 2, then paint the fence. IMO, it does more damage.Like 9440 ish. Also, if people start to jump at you because they know they can outprioritize your j.strongs, do:

sj, CC!, j.rh x2, j.strong (one hit), land, (get to the corner in your preffered manner. J.rhs are good here because they'll actually do damage this time.) This ghetto anti air cc won't work against C groove though. Then you have to do the real one =/

Yun Humiliation custon:
Command grab xx CC, (walk up jab xx command grab) x low meter, sweep into Yang super (only hits once, but Yun POSES!)

Yun's pretty damn good in C-groove. People think Yun's best is A because the unblockable, but people expect that kinda thing nowadays. C-Groove actually gives him hella more damage potential. Oh well =/

Fucking bitch Hibiki is unblockable. It's like, you don't know when to block low or up. Cano2k did something the other day like what Danny Leong was doing, but then he switched sides twice really fast, hit me with two low shorts and then kept comboing and shit. She's way too fast. Turtle and fierce. :)

nE0|_i|_iTh
01-12-2003, 11:54 AM
Originally posted by Gandido


Yun Humiliation custon:


Gandido, I have a question about the Iori humiliation. I've been wondering how you put in the commands so fast. I can DP interrtupt with everything else, but not with the pillar super. I would do the zigzag for the dp and then roll this stick back and then forward again. But I'm too slow for the super to come out =/

You got any tips for me?

Orochi Masters
01-12-2003, 06:07 PM
I checked www.namonaki.com before posting, but the Bison ground CC there only does 9540... maybe I stopped playing for too long, but I thought the real painting the fence was closer to, errr... 12000. Am I wrong?

Romie
01-12-2003, 06:14 PM
I need some setups to start Guiles ground CC. Anyone? I hate the fact that I have to get lucky to land a hit after I activate the CC.

Thanks.

CrimsonDisaster
01-12-2003, 07:19 PM
Bison's CC only does 12000 if you start it near the corner off a j.roundhouse. You might even need to start it off a crossup, though I'm pretty sure you can just do a normal jump-in on a cornered target and get 12000.

Orochi Masters
01-12-2003, 08:01 PM
Thanks, that helps a lot. Although I hate corner CCs, Bison has pretty good ways of pressuring opponents to the corner.

So why exactly is it called painting the fence?

Gandido
01-12-2003, 09:14 PM
Originally posted by nE0|_i|_iTh


Gandido, I have a question about the Iori humiliation. I've been wondering how you put in the commands so fast. I can DP interrtupt with everything else, but not with the pillar super. I would do the zigzag for the dp and then roll this stick back and then forward again. But I'm too slow for the super to come out =/

You got any tips for me?

Just try to two-in-one the super. Remember to use a fierce dp. Picture this as my joystick motion:

6231426

I skip a lot of places so I do the motion faster. It's all in practice, really.

magnus
01-12-2003, 11:08 PM
Originally posted by Orochi Masters
Thanks, that helps a lot. Although I hate corner CCs, Bison has pretty good ways of pressuring opponents to the corner.

So why exactly is it called painting the fence?


well, it is basically called "painting the fence" because of the motion inwhich bison is doing the cc. Hi is going up and down with his arm. Resembles the strokes used when painting a vertical object. ex: fences.

Orochi Masters
01-13-2003, 08:52 PM
Heh... ok, I never really picked up on that, I was expecting a philosophy to it or something.

At any rate, it seems impossible to me now to throw that jab into Iori humiliation. I swear that's how I used to do it, but I must be halluscinating when the jab occurs or something... oh well.

This is just my opinion, but Iori has some of the best looking CCs ever. Just remember, he's not fighting. He's dancing. I think other top sweet CCs go to Kim and Rock, but I suppose any non-ghetto CCs look sweet. Opinions?

CB
01-13-2003, 11:16 PM
random Kyo combo:

after the QCF+JP, do the second part of the combo but delay it so that it won't combo but might counter hit(qcf+FP-->qcf+JP).

If it does, combo into CC afterwards... it's an easy way to score 8000+ damage....11000 if you're lucky:D

ie: RC qcf+JP, delay qcf+JP(counter hits), activate, d.JP, s.RH....etc...


....C is the best groove for like anybody Gandido...
if you're wondering what the anti-A groove strategie is with C-groove, well, there isn't really a "true" counter, like some magical RC crouching feirce, however, the air block and dash is really good if the opponent is guessing a CC, also, C has the ability to AC and keep enough level to still do damage with the L.2....example would be daigos chun. burn a level with AC, then hit them with a level 2, that still hurts.

I have a friend who watched those matches between Daigo and the A-groove players, and basically what Kuni said is correct.
Daigo would just bait the CC all day, and use the air block and dash into RC to avoid most of the set-ups.

Also, remember, Daigo never really "fell off" his game, he just wasn't practiced enough to defeat all the new tricks.
I mean, he's a frigging legend, no body has ever really been compared to Daigo's level in a while.
I wouldn't be surprised if he wins Opera, I've got money on him OCVing the top P-groove player with Chun(2). From what I've heard, it looks good for Daigo right now

people that I've talked to say that C-groove is ranked the same as A-groove now.

groove rankings look like this:
1. C/A
2.P
3.K
4.N
5.S

things change though, I'm sure something else will pop up, and maybe K will be on top, or maybe N again. who knows as of yet...right now people aren't really experimenting, just practicing for Opera.

Sabin
01-14-2003, 12:06 AM
lol, yeah, what CB said =P Gandildo needs to get with the program :p

you coming to florida in feb gandido?

CB
01-14-2003, 12:09 AM
Artie forgot to post that CB will get you shot!!
North Bronx!!!!

bokchoy
01-14-2003, 01:01 AM
Originally posted by Orochi Masters
I checked www.namonaki.com before posting, but the Bison ground CC there only does 9540... maybe I stopped playing for too long, but I thought the real painting the fence was closer to, errr... 12000. Am I wrong?

I've gotten 13100+ before. I think you can go even highter

Gandido
01-14-2003, 04:46 PM
I play C AND A groove. What the hell do you mean get with the program fool?! :) C-Chun/Cammy/____ is all there is to it :P

I still love A though.

Sage
01-14-2003, 04:53 PM
Originally posted by Gandido
I play C AND A groove. What the hell do you mean get with the program fool?! :) C-Chun/Cammy/____ is all there is to it :P

I still love A though.

sure you play C :p

Orochi Masters
01-14-2003, 07:25 PM
What's going to go down in Florida in Feb.? I'm heading down there for the first time during the third week of Feb. to celebrate my birthday early. You can guarantee I'll hit arcades for new comp. I'm not sure which arcades to visit. I need to keep practicing though, I'm above mall scrub, but I have a ways before pro... My Iori's gone too far and I need to develop new Mai and Ken CCs. Not to mention buy a MAS stick or something.

My CvS2 buddy plays K-Groove mostly, and A-Groove now and then... K seems so anti-A often times.

K-Guile lashes with Somersault Kick.
A-Iori nullifies it with CC activation and performs commoner's anti-air CC perfectly, knocking off 6,800-7,200 hp.
K-Guile is instantly put in rage mode and calculates his super.
A-Iori eats Sonic Hurricane + rage damage.

"Run away Iori, run away!"

I'm finding out how useful lvl 1 supers can be in A-Groove. A lot of people are terrified of Iori with full meter, so if it gets too bad (they turtle or whatever) I whiff/hit a lvl 1 super to bait aggression. with a rekka here, a deadly flower combo here, some sns combos... got meter full before they know it and your opponent eats a more unsuspected CC. Mind games are sweet, but is this really worth it? *Shrugs* I dunno, but it gets you some other psychological effects as well.

Well, I'm visiting namonaki often and trying to sponge up info and d/l all his videos (thanks Gandido). I wanna learn Geese's CCs and he might possibly replace Mai. Also, I was thinking about picking up either Rolento, Rock, Kim, or even Cammy (despite the fact that I dislike the top-3 characters) as a whole new touch. Any suggestions? I'm grateful for input.

KimMaster
01-14-2003, 07:28 PM
Anyone have a really fancy good looking Nakoruru CC? :p ... I want one before my regionals this weekend.. and I just picked up Nakoruru and dont like the boot leg one... It looks like crap :rolleyes:


A-Nak/Sak/Bison rulez. :D

Ex_MaTT
01-14-2003, 07:40 PM
Originally posted by KimMaster
Anyone have a really fancy good looking Nakoruru CC? :p ... I want one before my regionals this weekend.. and I just picked up Nakoruru and dont like the boot leg one... It looks like crap :rolleyes:


A-Nak/Sak/Bison rulez. :D


Do the bootleg to the corner s.hk then knife slide s.lp sj lp x # land bird super

Gandido
01-15-2003, 12:26 PM
Originally posted by Sage


sure you play C :p

Yes I do :D
C is REALLY good. Fuck all those RC A-Saks. I still like A over C, but C = guaranteed damage, whereas A is risk-reward. I play both competitively now.

coco: Yeah, C really pays off. And the meter comes out FAST, which is always good. Free AC's to keep people off. I'm making the switch sometimes, but I dunno. =/ We'll see where it gets.

Dash into RC doesn't work all that well. People here already trained me to watch out for dashes (throw x N, right Sage?), and besides, after a dash, people throw... you can throw RC's, remember? Some of the stuff doesn't come out as obvious. I know it's a good way to bait a custom, but nowadays I'm just going for assured damage, which is why C is working so well right now. I stilll play Rolento cuz you all know he's my boy, but I'm well open for a 3rd char, cuz I just don't like Cammy that much... I get too hectic =O

Ratio1BeatDown
01-15-2003, 04:53 PM
or if you want to end it differently you could just trip them, hit them with a ducking HP, go up on the bird push HP, then do the super when you land. Pretty easy to do, looks decent.

CB
01-15-2003, 11:08 PM
flashy nako cc:
#1. d.RH, d.FP, get on bird-->qcb+FP, s.JP, j.FK, j.FPx2, s.JP, get on bird-->qcb+FP, (corner) df.FP, d.FP, rdp+FP-->fire bird super.
that one's tight, the last part is kinda flashy cause it looks all fast and weird(the rdp to super).

#2.(second player side...the side with the cross-up ability) RESET:
df.FPx5-8, b-db-d+FP(slide move), slide move+JP(wiffs), (corner) get on bird-->f+FP(spinning forward, crosses up ), d.FK, df+FPx2, d.RH, d.FP, wiff d.SK, sj.SK, sj.JP, delayed sj.FP, fire bird super.

that one's tight^, you'll get props for that one.

#3, just do some df.FP's then some slides and bird moves and cross them up a couple times...it's not very fast but it's effective now and again.

gandido:
yah, u can throw blanka's electricity of course but, they might hop forward and CC/super you if you're not carefull. When Blanka has a CC, it's kinda free vs. C-groove since he really can't be punished/ Also, just hopping forward then doing regular electricity is pretty free. And plus if they're doing it from slide range, you might get slided. Hehe, watch out. :p

Cano2k
01-15-2003, 11:18 PM
Originally posted by coco savage
yah, u can throw blanka's electricity of course but, they might hop forward and CC/super you if you're not carefull. When Blanka has a CC, it's kinda free vs. C-groove since he really can't be punished/ Also, just hopping forward then doing regular electricity is pretty free. And plus if they're doing it from slide range, you might get slided. Hehe, watch out. :p

Coco: I only said that because you meant C vs. A. You mentioned it as a way to bait a CC. That's why I said what I did. I'm sure you ge the point though.

BTW, this IS Gandido at Cano2ks

CB
01-16-2003, 01:20 AM
well, i wouldn't concentrate my efforts on beating his dash into elec unless i was playing a mid-screen game. I don't really play that way. I prefer to rush rush rush. Not be all patient like ricky, and fuck around with cammy:p

Gandido
01-16-2003, 08:41 AM
I know what you mean. The only problem though is that not too many people play CvS2 over here. There's only like what, 3-5 people that play it seriously. I'm gonna have to mad train before ECC so I can at least catch up =/

prez
01-16-2003, 10:45 AM
Hey Gandido if I go ECC I wanna play you aiight...just for fun:D

Gandido
01-16-2003, 11:06 AM
Oh shit. Sup prez. Sure, I'm game... Am I going to feel the wrath of VEGA?!

Orochi Masters
01-17-2003, 10:38 PM
Since this thread is dying I thought I'd bump it with a subject change. How about Roll-Cancelling into a CC. This is my vision of the best use of RCs. I especially love seeing RCed dash-in/mid-range blowthrough grab moves that become followed up by a CC. An example is Yuri's hcb + K (I think that's the command). After they leave your hands, you're free to CC them... they have to feel like a pony for throwing that hadouken! Am I overrating this do you suppose?

CB
01-18-2003, 01:42 AM
hell ya gandido, practice up!
heh, I'm playing 2k2 everyday now though, i don't touch cvs2 as much anymore. I'll still play though.

wtf is RCcc? I don't get it...you mean RC the cc activation?
i dunno, if it's an RC then you can get grabbed so why do it???

GeekBoy
01-18-2003, 02:44 AM
How many fucking times does it have to be said? YOU CAN'T FUCKING ROLL CANCEL A CUSTOM ACTIVATION.

Bear_Fart
01-18-2003, 03:04 AM
whats yun's a-groove combo?


0__0
(o,o) - Bear_Fart

Gunter
01-18-2003, 03:27 AM
Originally posted by GeekBoy
How many fucking times does it have to be said? YOU CAN'T FUCKING ROLL CANCEL A CUSTOM ACTIVATION.

It should be noted that Orochi wasn't even talking about trying to RC a CC activation. coco savage SOMEHOW came to that conclusion. Orochi was talking about RCing a move that leads to a CC. The Yuri example should have made it clear....

magnus
01-18-2003, 02:39 PM
Originally posted by Bear_Fart
whats yun's a-groove combo?


0__0
(o,o) - Bear_Fart

Go to Gunter's site, it has the combo there.


www.Namonki.com

Orochi Masters
01-18-2003, 06:47 PM
Originally posted by Gunter


It should be noted that Orochi wasn't even talking about trying to RC a CC activation. coco savage SOMEHOW came to that conclusion. Orochi was talking about RCing a move that leads to a CC. The Yuri example should have made it clear....

Thanks Gunter... I get frustrated when I'm surrounded by those who misunderstand...
No duh you can't RC a CC, that doesn't even make sense. CC resets invincibility status to its own.
BTW... have any new video plans Gunter? I downloaded them all on dial-up... too much free time.

I brought this up at GameFAQs... I think practicing to RC Scum Gale would be the shit! Look at it this way; RC Scum Gale = CC for FREEEEEEE!!!!! If you whiff, you're only vulnerable to throws, since the roll invincibility outlasts the move as a whole. Iori needs to be moved up on the tiers anyways... He's so good IMO.

Gandido
01-18-2003, 08:14 PM
I'm pretty consistent with RC Scum Gale, but even that means only getting it around 20% of the time. It's virtually impossible to RC that move very consistently at high level play. Iori's biggest strength though, besides his RC Deadly Flower, is his guard crush custom. It's free damage most of the time, reset or not.

And RCing any move to lead into a custom is really good. If you feel that way, pick A-Akuma. The whole point in him is to combo into custom in any way possible. That's why, IMO, he's one of the better A-groove chars. He dies too quickly though =(

-Gandido-

Orochi Masters
01-18-2003, 08:53 PM
I always did like Akuma, but I already prefer Ken... so only one shoto per team. Not to mention, I don't really like Akuma's CCs. No real reason, just don't.

CB
01-20-2003, 07:29 PM
me and Arturo can RC CCs, I dunno what you're thinkin about, just ask him.
it's called the bronx CC, cause it ownz...

Orochi Masters
01-21-2003, 04:00 PM
Soooo you're telling us that when a CC activates, it doesn't override the roll cancel's invincibility with it's own? And how does that NOT defy the game mechanics? This means one of three things;
1) stay off the crack, and don't share it with Arturo
2) you're confused, you meant you can use an RCed move to combo into a CC (indirectly RC CC which we know about)
3) there really is a possibility of a -TRUE- RCed CC, which I doubt. This means pressing LP+LK, then FP+RH within the next 3 frames (directly RC CC)
Take your pick.

Gunter
01-21-2003, 05:18 PM
I tried for a very very VERY long time to cancel a roll with a CC activation. I even switched rolls and CC activations to one button. I didn't want to do this for the invincibility, I wanted to do it to add distance to normals. Think about it.. a few pixels here for the roll, you cut it off with a CC activation, then you get more pixels forward for a NORMAL that moves forward (OBVIOUSLY the first one I wanted to get this with was Iori's twd.strong, for reasons obvious to ALL Iori users).

I came to the conclusion that RC'd CC activations are impossible.

Maybe coco savage is just really that good?

Orochi Masters
01-21-2003, 05:35 PM
Iori's twd.strong... it's so obvious... :evil: and evil.

I agree that this is impossible, no matter how "good" you are.

On another note, the people at GameFAQs are REALLY skeptical about the possibility of RCed Scum Gale with mediocre consistancy. Havoc said he thinks that if you can do something once, it's possible to master it. I completely agree with this, anything else is illogical.

Gunter
01-22-2003, 01:00 AM
Originally posted by Orochi Masters
Iori's twd.strong... it's so obvious... :evil: and evil.

I agree that this is impossible, no matter how "good" you are.

On another note, the people at GameFAQs are REALLY skeptical about the possibility of RCed Scum Gale with mediocre consistancy. Havoc said he thinks that if you can do something once, it's possible to master it. I completely agree with this, anything else is illogical.


There is a difference between being possible and being worth it. Take Sai-Rec's videos for example. Those are examples of what is POSSIBLE in the game. I doubt you'll ever see anyone making the majority of those difficult combos as their B&Bs.

In Iori's case, you have a situation where the same motion overlaps the motion for his running grab. If you accidentally get that, you're in serious trouble. THAT is the main reason people haven't started using RC Scum Gales as a main part of their arsenal.

RagingStormX
01-22-2003, 01:19 PM
Anyone know Benimaru's A-groove, I just started using it.

Orochi Masters
01-22-2003, 05:52 PM
Although you make good points Gunter, I have to at least see how far I get with it. I won't go far out of my way to train it, but I'll attempt it in actual combat now and again. I think it's quite possible to do it correctly without the running grab failures... the problem is consistency. It's definately not impossible to master, and I still think it's easier (for me) than button-tap RCs. If I approach it with a broad enough mind, I feel I can obtain a decently consistant RC SG. Either way, I'll kick this off soon, and if I have little or no success, I'll abandon it. It's worth a try. I'm sure some major B&B can come from this if it is a success. Someone has to try it! :lol:

By the Way Gunter, I was thinking about creating a CvS2 VB program of some sorts. I was curious about whether or not you might allow me to include your videos and/or translated CCs from namonaki. So... May I?

Ex_MaTT
01-22-2003, 06:03 PM
Originally posted by Orochi Masters

By the Way Gunter, I was thinking about creating a CvS2 VB program of some sorts. I was curious about whether or not you might allow me to include your videos and/or translated CCs from namonaki. So... May I?


omfg while studying for my computer science exam I thought the same thing. . . what the fuck . . .

Orochi Masters
01-22-2003, 07:19 PM
Great minds think alike, duh! :cool:

Would a VB CvS2 strategy guide from SRK members not be the pimpest thing yet!? I don't just mean A-Groove guide either. I was thinking of a really broad, complimacated program with character strats, info... ANYTHING we came up with. Review each characters normals, specials, and supers, and throw in lots of stuff from other members.

I just thought it'd be a really great idea for everyone already quite good or on the come-up.

Ex_MaTT
01-22-2003, 08:27 PM
Originally posted by Orochi Masters
Great minds think alike, duh! :cool:

Would a VB CvS2 strategy guide from SRK members not be the pimpest thing yet!? I don't just mean A-Groove guide either. I was thinking of a really broad, complimacated program with character strats, info... ANYTHING we came up with. Review each characters normals, specials, and supers, and throw in lots of stuff from other members.

I just thought it'd be a really great idea for everyone already quite good or on the come-up.


I was really thinking the same thing :sweat:
Just I wouldnt know how to add videos to the main thing, unless it was sold as a CD and u load the Videos on the CD and use CommonDialog shit :p
hmmm I wonder how long it would take to do...
Probably not long since the coding would be basic right ??
I guess getting footage for every character would take the longest. I would like to make it but only for money =P

Orochi Masters
01-22-2003, 10:17 PM
I wouldn't really wanna do it for money... The coding would be easy as hell, but the videos do pose a possible problem. I'm not entirely sure how that'd be done. I can ask my Comp. Prog. Teacher... he used to code for EA Games. I was just thinking it'd be downloadable freeware or something. That's something to be debated.

GeekBoy
01-23-2003, 01:59 AM
How exactly do I combo electricity in a custom with Blanka? IE...Corner activate, electricity, does it matter what strength electricity it is?

X-Sapphire
01-23-2003, 08:21 AM
hey gunter, does rugal have any good midscreen/corner customs? im thinking about picking him up if he does

RagingStormX
01-23-2003, 08:31 AM
Roll cancel his god press as anti-air and continue from there, or do a dark smash (air move) and if it connects activate, continue from there.

jchensor
01-23-2003, 12:39 PM
Originally posted by RagingStormX
Anyone know Benimaru's A-groove, I just started using it.

Beni's got a lot of really useful Customs. He's got a standard ground Custom, a missed move ground punisher combo, an anti-air Custom Combo, and a Fireball punishing Custom Combo, all of which are really useful. Gunter's Benimaru video has a lot of Customs, but strangely, I use different ones than he does.

Standard Ground (to punish missed DPs, do when you think the enemy is going to attack you, etc): Crouch Short XX QCF + Short (use stronger moves if you are closer to the enemy) into Towards + Forward Kick into Stand Fierce x n into Towards + Forward into HCB x 2 + Punch. If you do Stand Fierce too fast during the Fierce x n part, though, you'll be pushed too far away. So you can start off really fast, and then slow the pace down. But you can actually get the most damage if you do Fierces really fast, and when you get too far, do a Towards + Forward to get back in, and then do Stand Fierce x n as fast as you can again. Watch your meter, and when it gets near the ened, do the Towards + Forward into Grab Super again.

Anti-air: Dp + Roundhouse XX Whiff Standing Short. Then walk up and do Jumping Fierce x 3-4, Jumping Fierce x 3-4, Jumping Fierce x 4-5, Jumping Fierce x 4-5. You ARE in the corner by this time. Do a QCF x 2 + K to Juggle the falling enemy. Figure out a SET number of Fierces you like and get used to it. I generally do 3, 3, 4, 4, and then Juggle with a QCF + Fierce and buffer that into QCF x 2 + P. Just figure out the pattern you like. Also, canceling the DP + Roundhosue into Short means you HAVE to do DP as deep as possible, and the cancel is prolly a BIT slower than you think.

Anti-poke Custom: if you see enemy miss a sweep or something and you are prepared to punish it, walk into your Crouch Roundhouse range and do: Crouch Roundhouse canceled into Towards + Forward XX DP + Jab canceled into Roll. From there, do the Juming Fierce x 3-5 x n until you reach the corner, and land either super at the end (they do the same damage).

Anti Fireball Custom: If the enemy throws a fireball, Custom activate and do: Towards + Forward into Towards + Roundhouse into Towards + Forward into Stand Fierce x n. The double Towards + Forwards at the beginning are mainly to get in as close as possible. You CAN do Towards + Forward into Towards + Forward, but that's harder to combo. End the Custom with Towards + Forward into Grab Super.

Originally posted by X-Sapphire
hey gunter, does rugal have any good midscreen/corner customs? im thinking about picking him up if he does

The only good one I know is (without RC's), as anti-air, do a really deep DP + Roundhouse canceled into HCB + Fierce. When you reach the corner, Stand Roundhouse x n and end with Wall pound Super. Basically, anything Rugal does should involve the God Press into the wall, and then Stand Roundhouse x n. So either Activate and get them with a God Press or get them with a God Press and then activate. Either way will work. Those are the easiest combos he can do.

- James

Orochi Pickle
01-23-2003, 01:36 PM
What is so evil about Iori's toward+mp in A groove. I don't use this groove so i don't understand. It was like an inside joke. "All Iori players should know this," and "toward+mp is :evil: evil."

Jesus loves you all with an everlasting love. :D:D:D

-Pickledude-

Ex_MaTT
01-23-2003, 02:13 PM
Originally posted by GeekBoy
How exactly do I combo electricity in a custom with Blanka? IE...Corner activate, electricity, does it matter what strength electricity it is?


Stop pressing buttons as soon as electricity comes out or hits them, activate, s.lp then w/e

bokchoy
01-23-2003, 03:34 PM
Originally posted by GeekBoy
How exactly do I combo electricity in a custom with Blanka? IE...Corner activate, electricity, does it matter what strength electricity it is?

You don't have to be in the corner, as long as it's a meaty hit. Using RC Electricity as an anti-air against deep jumps or crossups works well too, but the timing is different. Also, crossover MK into Electricity can set up the CC too. It doesn't really matter what strength it is, but I always use HP Electricity anyway. There's no reason to do Electricity with any other strength.

Electricity, Activate CC, [s.HP, whiff LP Ball]*2, c.HP, s.HP, whiff s.LP, SJump, j.HK*2, (Jump, j.HP*4)*2, Ground Shave

The reason why you use a c.HP after the second whiffed Ball is because the opponent is too low for the s.HP to hit, and you want to pop him up a bit before you hit him with the s.HP. Cancel the c.HP into the s.HP as quickly as possible.

Also, I saw Gunter's video, and he does it the same way, except after the c.HP, s.HP part, he does:

whiff LP Ball, s.HP, Jungle Hop, s.HP, s.LP.......

BTW, despite what Ex_MaTT says, don't use s.LP so early in the combo. It lowers the damage, and it's not any easier than s.HP.

Orochi Masters
01-23-2003, 03:39 PM
About Benimaru, I basically just started using him. Generally, I stick to his anti-air CCs because they're so friggen easy, the only remotely difficult part is the dp+k xx lk in the beginning. I'm finding that A-Benimaru seems to be anti-Morrigan... maybe just the way I play him or something.

Originally posted by Orochi Pickle
What is so evil about Iori's toward+mp in A groove. I don't use this groove so i don't understand. It was like an inside joke. "All Iori players should know this," and "toward+mp is :evil: evil."

Jesus loves you all with an everlasting love. :D:D:D

-Pickledude-

Iori's f+MP (twd.forward) moves you forward. Gunter was speaking of trying to utilize a RCed CC to gain a few pixel collumns of distance. Then, throw out a twd.forward to push him even further forward (it moves him forward a decent amount). This is considered a good idea because Iori has his share of CCs that revolve around this normal. It's simply too bad RC CC is impossible. Otherwise, would it not also be sweet to RC CC cr. RH from Vega's poke range or perhaps more using the same technique?

Ex_MaTT
01-23-2003, 03:54 PM
Originally posted by bokchoy

BTW, despite what Ex_MaTT says, don't use s.LP so early in the combo. It lowers the damage, and it's not any easier than s.HP.


ummm it is easier actually
And the combo does enough damage.
I was mainly juss saying how to combo off it
Im sure geekboy is good enough to decide what to do I juss said one way to do it.
Dont criticize me ever or tell people to do

Ouroborus
01-23-2003, 06:01 PM
Originally posted by Orochi Masters
Iori's twd.strong... it's so obvious... :evil: and evil.

I agree that this is impossible, no matter how "good" you are.

On another note, the people at GameFAQs are REALLY skeptical about the possibility of RCed Scum Gale with mediocre consistancy. Havoc said he thinks that if you can do something once, it's possible to master it. I completely agree with this, anything else is illogical.

people in gamefaqs are fulla scrubs, at least in the CvS2 forums. Their solution to everything is to RC when i doubt that any of them has even tried it out.

They also think that Vega is undisputed top tier. shows how much those scrubs know.:lame:

Ex_MaTT
01-23-2003, 08:02 PM
Originally posted by Ouroborus


people in gamefaqs are fulla scrubs, at least in the CvS2 forums. Their solution to everything is to RC when i doubt that any of them has even tried it out.

They also think that Vega is undisputed top tier. shows how much those scrubs know.:lame:



Vega is top tier . . .
I would rank him 3rd or 4th overall not counting grooves

skisonic
01-23-2003, 09:49 PM
Originally posted by GeekBoy
How exactly do I combo electricity in a custom with Blanka? IE...Corner activate, electricity, does it matter what strength electricity it is?

hmm, what i do generally is
RC Hop, RC Elec with Fierce[1 hit], activate,Electricity[4 hits] s.Fierce, whiff s.jab OR whiff c.short, SJ. fierce, SJ RH, SJ RH, SJ Fierce X N, land S RH, Ground Shave.

RCs are stuck in there for obvious reasons. I like my personal method of getting the opponent in the air high enough for multiple SJ Fierces, you sacrifice little damage and its simple.

As an alternative, and i think what are asking is, after you activate and do that electricty, i think you should go for 5 hits. Maybe 4 does the most damage, cant remember. Mash an extra second then get that first hit, whiff a jab, and continue as I stated above. Those are my personal methods. Im pretty sure those numbers are right on the electricty as to the way i do them, i cant remember for sure though.

ps. EX_Matt is a tool.

bokchoy
01-24-2003, 12:16 PM
Ouroboros>> No kidding. When the agreed top-tier was BBCSV, all the newbies who pretend to be good just drilled that into their skulls and just reiterate that every time. As of right now, I'd say Vega is ambiguous top-tier, especially with characters like Sakura, Chun-Li, and to a lesser extent, E.Honda busting into the top tier. Basically, Vega is suffering of Blackheart Syndrome.

skisonic>> Yup. That's the best corner CC that you can do off of RC Electricity. RC JungleHop into RC Electricity owns.

Ex_MaTT>> I criticize scrubs whenever the hell I want to. You seriously start with a jab after doing RC Electricity into CC?? Why would you do that, when you can use a fierce. As for Vega being the 3rd best character in the game, maybe in Mississauga.

Ex_MaTT
01-24-2003, 12:28 PM
Originally posted by bokchoy
Ouroboros>> No kidding. When the agreed top-tier was BBCSV, all the newbies who pretend to be good just drilled that into their skulls and just reiterate that every time. As of right now, I'd say Vega is ambiguous top-tier, especially with characters like Sakura, Chun-Li, and to a lesser extent, E.Honda busting into the top tier. Basically, Vega is suffering of Blackheart Syndrome.

skisonic>> Yup. That's the best corner CC that you can do off of RC Electricity. RC JungleHop into RC Electricity owns.

Ex_MaTT>> I criticize scrubs whenever the hell I want to. You seriously start with a jab after doing RC Electricity into CC?? Why would you do that, when you can use a fierce. As for Vega being the 3rd best character in the game, maybe in Mississauga.


Almost every top East coast players use Vega
Shows that you know jack shit.
And I rarely do that blanka CC since I dont use RC much it doesnt fit my game. Blanka is just a fuck around for me in A-groove.
Calling me a scrub ??
Why because wolfy was just a little better then me ??
Hes one of canada's West coasts better players is he not ??
Ya you really can shut the fuck up now until you play me.

Ouroborus
01-24-2003, 01:36 PM
Vega is not top tier for a few reasons:

1. He gets rushed down and he cant do a damn thing about it. Cant jab his opponents out of their rush like other characters and his command AA sucks. His regular AAs are gimmicky and isnt reliable like say other top tiers c. fierce AA. Probably the worst thing is that while trying to make your way out of an opponents rush, he loses his claw which is almost all his gameplay and his mask.

2. Bad roll, bad forward dash. He cant even roll away to prevent getting rushed. His forward dash is painfully slow compared to Cammys.

3. not so great supers, and not so great CC. while his supers and customs arent complete crap, they sure aint as useful as the rest of the top tiers say blankas supers, yama's supers, sagats super. Red Impact isnt that great of a super. Its a ghetto anti air super, weaker version of sagats high tiger cannon and you need the claw. No good super cancels and his custom can only muster out 6.5K max compared to 7-12K for other A groove characters.

I'm not saying hes a bad character, but he doesnt belong in the same category as CBS. Hes like the Blackheart of CvS2, doesnt really win, doesnt really lose. Is Blackheart up there with Storm, Sent, Cable and Mags? I dont think so.

He is not entirely bad, and he has some great features. one of the best jump in attacks, best walk in the game, two great air throws and probably the best backdash.

AmakusaShiroTokisada
01-24-2003, 02:00 PM
Originally posted by Ouroborus
Vega is not top tier for a few reasons:

1. He gets rushed down and he cant do a damn thing about it. Cant jab his opponents out of their rush like other characters and his command AA sucks.

2. Bad roll, bad forward dash.

3. not so great supers, and not so great CC. while his supers and customs arent complete crap, they sure aint as useful as the rest of the top tiers say blankas supers, yama's supers, sagats super. No good super cancels and his custom can only muster out 6.5K max compared to 7-12K for other A groove characters.


His easy RCs take care of #1, #2 Cammy has a bad roll, Vega is a fast defensive charge character so his forward dash isn't critical to his game. He can start his cc with a slide giving him great activation range. His kick aa is safe against jumping just defends, a "top tier" crouching fierce aa is not.

Ex_MaTT
01-24-2003, 02:15 PM
Originally posted by Ouroborus
Vega is not top tier for a few reasons:

1. He gets rushed down and he cant do a damn thing about it. Cant jab his opponents out of their rush like other characters and his command AA sucks. His regular AAs are gimmicky and isnt reliable like say other top tiers c. fierce AA. Probably the worst thing is that while trying to make your way out of an opponents rush, he loses his claw which is almost all his gameplay and his mask.

2. Bad roll, bad forward dash. He cant even roll away to prevent getting rushed. His forward dash is painfully slow compared to Cammys.

3. not so great supers, and not so great CC. while his supers and customs arent complete crap, they sure aint as useful as the rest of the top tiers say blankas supers, yama's supers, sagats super. Red Impact isnt that great of a super. Its a ghetto anti air super, weaker version of sagats high tiger cannon and you need the claw. No good super cancels and his custom can only muster out 6.5K max compared to 7-12K for other A groove characters.

I'm not saying hes a bad character, but he doesnt belong in the same category as CBS. Hes like the Blackheart of CvS2, doesnt really win, doesnt really lose. Is Blackheart up there with Storm, Sent, Cable and Mags? I dont think so.

He is not entirely bad, and he has some great features. one of the best jump in attacks, best walk in the game, two great air throws and probably the best backdash.


Ok Tell Ricky Ortiz Vega tier
Tell Prez Vega isnt top tier

His c.hp stops almost everysingle air attack in the game
If your vega gets rushed down, then you do not now how to play Vega, im sorry.

Ouroborus
01-24-2003, 02:41 PM
Originally posted by Ex_MaTT



Ok Tell Ricky Ortiz Vega tier
Tell Prez Vega isnt top tier

His c.hp stops almost everysingle air attack in the game
If your vega gets rushed down, then you do not now how to play Vega, im sorry.

no problem. after all, i'm sure that vega isnt the only character they use.

and vega does get rushed down.

Gandido
01-24-2003, 02:48 PM
Vega IS top tier. Coming from me this is saying a lot. He has good RC's (Claw roll for chip, or for whatever else you might do; wall hop or other thing he does to get free space; flip kick becomes A3-like). He has probably the best whiff punishing game as his walking speed makes for a lot of whiffs.

Not so good customs and supers, ok. His game IS NOT BASED AROUND THEM. If it were, then he wouldn't be up there. Vega is just downright annoying.

Also, why on EARTH would you jab a lot when you get rushed, with any char? If I see that, I'll just hit fierce and trade in my favor, until you get dizzy :)

Ex_MaTT
01-24-2003, 03:15 PM
Another point i wanna mention which relates to vega and my way of doing the blanka CC.
Custom combos dont always have to have crazy damage to be effective. Its nice to get as much damage as possible, but I would rather go for the Sure thing and not something where there is room for error. Vega's CC does about 5500 - 6000 depending how u do it. Now that is only 500 - 1000 short of most lvl3's, except you built your meter a lot quicker then u would have in N-groove or C-groove. Thats just how I see it. Everyone hates falling for CC's whether they do 4500 or 10000.

JS Master
01-24-2003, 05:17 PM
Ouroborous: before i thought vega was top tier too, i always had much trouble fighting him.
but thanx alot for pointing me out his weaknesses tho, now that u pointed out, he doesn't seem so godly ne more. lol

next time i see a vega, i'll rush taht shit down. :)

Orochi Masters
01-24-2003, 05:25 PM
Originally posted by Ouroborus


people in gamefaqs are fulla scrubs, at least in the CvS2 forums. Their solution to everything is to RC when i doubt that any of them has even tried it out.

They also think that Vega is undisputed top tier. shows how much those scrubs know.:lame:

Wow, looks like you got your head shoved up your ass! Vega is top-tier, if you fail to see it than why do you even play this game? Seriously. EX_MaTT has it right, if your Vega gets rushed down, you're the real scrub. If you didn't notice, Vega has a lot of ways to remedy this, and real pros don't lose their claws as much as you seem to think. Back to scrubs, I commend you on your excellent observation, GameFAQs is full of scrubs, which makes it sad that I learned more about CvS2 than I ever will here. SRK doesn't get as in-depth as GameFAQs. Some of the scrubs at GameFAQs would probably give you a run for your money. Lastly, they don't insist that RC is the cure for anything, where the hell have you been? Hell, why'd you even post here? You don't have shit for business in this thread!

Ex_MaTT
01-24-2003, 05:39 PM
Originally posted by JS Master
Ouroborous: before i thought vega was top tier too, i always had much trouble fighting him.
but thanx alot for pointing me out his weaknesses tho, now that u pointed out, he doesn't seem so godly ne more. lol

next time i see a vega, i'll rush taht shit down. :)


O shut up
a week ago u said u were gonna OCV everyone with Vega

You dont even need RC with vega to stop rushdown
s.hk, c.hp, stops a lot of shit even c.lp does, if they low jump c.mp or s.mp. Air to Air mk or mp owns almost everything

box
01-24-2003, 06:25 PM
Here's the way I look at it.

god tier: sagat/blanka
top tier: cammy
upper-mid tier: hibiki/vega/bison

Vega works great on hibiki, yamazaki, and a ton of other guys. HE loses pretty badly to Cammy and Bison. I think it's almost even between Vega and Sagat but he loses against Blanka. Vega's normals are great and the problem Vega has is against characters who can get around those normals. Cammy's jump short is very good against Vega as is her dive-kick. Bison can get in close with a scissor kick and use his guard-crush ability to land a huge combo.

Ouroborus
01-24-2003, 09:56 PM
Originally posted by Orochi Masters


Wow, looks like you got your head shoved up your ass! Vega is top-tier, if you fail to see it than why do you even play this game? Seriously. EX_MaTT has it right, if your Vega gets rushed down, you're the real scrub. If you didn't notice, Vega has a lot of ways to remedy this, and real pros don't lose their claws as much as you seem to think. Back to scrubs, I commend you on your excellent observation, GameFAQs is full of scrubs, which makes it sad that I learned more about CvS2 than I ever will here. SRK doesn't get as in-depth as GameFAQs. Some of the scrubs at GameFAQs would probably give you a run for your money. Lastly, they don't insist that RC is the cure for anything, where the hell have you been? Hell, why'd you even post here? You don't have shit for business in this thread!

umm, nope vega is not top tier. did i say he sucks tho? no i didnt. he is the BH of CvS2. SRK doesnt get as indepth as gamefaqs? hahaha, you are smokin crack boy. their solution to everything is to roll cancel. shows what do they know.

X-Sapphire
01-24-2003, 10:03 PM
haha

SRK >> Gamefaqs

hell they think megaman is top tier in mvc2 cuz hp does a fireball!!

Gandido
01-24-2003, 11:17 PM
Look, I downright hate Vega, and even I know he's top tier. He's got the tools. USE them before you start going around rambling. Heck, I can play Vega.

JS Master
01-24-2003, 11:17 PM
Originally posted by Ex_MaTT



O shut up
a week ago u said u were gonna OCV everyone with Vega


yes i did say that, but obviously i changed my mind about vega being GOD-tier after i learned his weakeness from Ouroborous.
however, it doesn't mean i can't OCV u with vega tho :bluu:

Ex_MaTT
01-24-2003, 11:38 PM
Originally posted by JS Master


yes i did say that, but obviously i changed my mind about vega being GOD-tier after i learned his weakeness from Ouroborous.
however, it doesn't mean i can't OCV u with vega tho :bluu:


So If ouroborous pointed out the fact you're an idiot, would you believe that too ??
Probably since you are.
And your Vega is shit all u do is sit there
Vega is top tier
He has every characteristic of a top tier character

JS Master
01-24-2003, 11:42 PM
obviously the thigns that he pointed out were good points. unlike u, if u want to defend vega as a top tier, atleast say something useful.

and ur saying my vega is useless, why dunt' u use urs against my?

Ex_MaTT
01-24-2003, 11:48 PM
Originally posted by JS Master
obviously the thigns that he pointed out were good points. unlike u, if u want to defend vega as a top tier, atleast say something useful.

and ur saying my vega is useless, why dunt' u use urs against my?


wtf
I pointed out shit in past posts if u bothered to friggin read
O ya you sleep in and miss your exams, cause you're too busy playing CvS2 day and night. I wouldnt expect you to know how to read

My Vega sucks ass vs other Vega's
I'll play your vega with Nak or Chun

JS Master
01-25-2003, 12:33 AM
Originally posted by Ex_MaTT



My Vega sucks ass vs other Vega's
I'll play your vega with Nak or Chun

sure, wanna bet some money on that as well?

R4 vs R4 rite??

Ex_MaTT
01-25-2003, 12:34 AM
Originally posted by JS Master


sure, wanna bet some money on that as well?

R4 vs R4 rite??


I'll bet you money
Then throw it in your face :lol:
;)

JS Master
01-25-2003, 12:42 AM
Originally posted by Ex_MaTT



I'll bet you money
Then throw it in your face :lol:
;)

STFU azn strider

bokchoy
01-25-2003, 01:56 AM
I say Vega is top-tier, but borderline top-tier.

Blanka
Sagat
Bison
Cammy
Chun-Li
Sakura
E.Honda
Vega

The one thing that keeps him up there is that he does pretty well against Blanka and Sagat.

Ex-MaTT>> I'm not gonna quote anything that Wolfy said about anyone's particular skills, because he's a very modest guy, and I'm not gonna trashtalk on his behalf. However, what I WILL tell you is that, from what I hear, he is MORE than a little better than you and more importantly, you stand no chance against me. Mississauga treated Wolfy well, and I respect your community for that, but as far as skill is concerned, none of Sauga's best would make our top 10.