View Full Version : My buddy the ticker
Hero Ninja
02-23-2005, 10:34 PM
My buddy uses sakura and the thing is, his whole game is around rolling and the choke grab. I use lots of light punches and if i whiff a move he resorts to the choke grab it seems he finds a way around it everything i do , any tips on how to counter his ticking?
xX_Deus_Xx
02-23-2005, 11:15 PM
throw him out of his rolls. tech the throws.
WindyMan
02-24-2005, 09:03 AM
Jump. The worst that can happen is you get hit out of it with the jab.
Shin Ace
02-24-2005, 07:06 PM
Pick Kim, then roll and throw even more than non-ticking tickboy.
HoneyBBQGrundle
02-24-2005, 08:11 PM
He shouldn't be able to walk up and grab you off whiffed moves unless you play very unsafe. If he rolls through your moves, then just vary the timing in between them. Once he eats a few combos I promise he'll stop rolling in. But considering the problem you have, I'm assuming you can't punish him too badly so he has no reason to stop rolling.
vasAZNion13
02-24-2005, 08:12 PM
pick
C-zangief/kim/iori
Random rolls = death to opponent!!!
PUNISH, PUNISH, PUNISH!!!
If the rolls are timely & not random, & you are using JABS as pokes, then you should still have time to recover & react!!!
Throw, combo, at least jump away!
This was one of my biggest problems too, when I was just starting to play CVS2. I couldn't stop rolls...I was such a scrub...now I've improved to scrub & 1/2!
Hero Ninja
02-24-2005, 11:34 PM
anymore tips, me and my friend aren't scrubs we know what we are doing so the problem isn't about me being scruby with my moves he knows what he is doing and he knows i'm doing my best to counter them.
Well, @ that point it depends on knowing a character's roll, and a players tendencies.
Use your pokes to an advantage, and bait a roll. Or try to feel it out...I know that it sounds too obvious, or UN-helpful, but it eventually will come.
It's like how everyone tells you how to do Sak's CC. I mean, you know how it's done, and everyone has given their advice, but not everyone can do it. It all comes down to the "feel."
Seriously, you want to PUNISH rolls, throws are nice, but a roll especially if you can sense it coming, is a free invitation to a lot of damage.
Once you start to combo rolls, they will stop rolling, and all of sudden your pokes are that much more stronger!
Hope that helps, that's all I can say on the subject, cause that's all I know...
Drunken Master
02-25-2005, 05:56 PM
OG SF NERD ALERT!!!
To "tick" is to perform an action. The "tick" is the sound of blocking, and was originally coined in OG SF2. You make them block something like a ducking jab >tick!<, then throw them right after. Cheap as hell!!! But equally awesome!!!
So he's not "ticking" you. Which is not surprising really because ticks kinda suck in CVS2. He's just throwing your ass all over the place. :)
Like the others have said, punish the rolls, tech the throws. I ate them a lot too when I started playing CvS2. You just gotta get your reflexes up to par.
Hrm.. hav you tried mashing ducking jabs whenever he gets close?? It's not exactly brilliant strategy, but it should stop him from constantly throwing you anyhow. If it connects go into s.short into HP dragon punch.
Mickey D'
02-25-2005, 11:03 PM
You need to either do one of 4 things:
1. Tech his throw, or try to throw him during the roll
2. Jab during his roll
3. Use a meaty move that stays out for a long time
4. Jump
Teching his throw is the obvious selection. Sometimes this can become challenging however. Therefore use option 2. When he comes out of the roll, he will be hit with jabs, a potential combo starter. Lastly, if you use a meaty move this will hit him as soon as begins recovering from the roll. I'm sure that all rolls take a few frames to recover, which is why you can jab or meaty hit them on the recovery of the roll. Jumping away from the roll as Windy said is not a bad idea at all. Not only does it stop him from throwing you, however it also diminishes MANY roll supers/activations. Thanks Windy!
You say that he rolls through your pokes, allowing him to throw you. I know what you mean in a sense cuz my friend does this a lot to me. What I may suggest is don't ALWAYS use your farthest hitting poke. For example, you could use Blanka's c.mk instead of his hp. This allows you to recover quicker, making the timing for him much more precise.
gl0ry
02-26-2005, 01:20 AM
Jumping isn't really the best option for that. If he was good he could just activate and use the anti air cc but regardless learning how to punish rolls in general is something you need to accomplish.
Mickey D'
02-26-2005, 02:18 PM
Jumping isn't as bad as you make it out to be Glory. First of all Sakura's AA CC is not good at all. Instead it rather sucks especially if you jump away from her. I think that if you jump away from her, there's no way she can activate sho sho AA CC. Instead that leaves you with a stupid activate, j. hk's into corner, weak as hell. Anyways, jumping away IMO is a pretty safe bet.
To practice against people who are rolling threw you fight against Iori in the training mode. He will roll whenever you press a button. You need to figure out how to recover in time enough to throw him out of his roll.
In otherwords, playing Iori in training mode with the grooves C/A/N will give you SOME help but not enough to beat your friend.
gl0ry
02-26-2005, 04:03 PM
Sakura's AA cc sucks but that's not the point. I was just saying thats not the best option against a roll. All you have to do is throw the person. A strong ground game is essential.
DownRightFierce
02-27-2005, 03:01 AM
simple. when he rolls you roll. then he can never catch you.
Shin Ace
02-27-2005, 12:03 PM
No, he can still catch you.
gl0ry
02-28-2005, 12:44 AM
If you have enough reaction time to roll past another roll why wouldn't you just throw them? Come on now that's really the only option you guys should suggest.:rofl: One thing you want to look out for though if the roll frame is at it's ends and you try to grab them it may whiff and their roll super might hit you.
Mickey D'
02-28-2005, 08:29 AM
Which is why Jumping may be sometimes better.
Drunken Master
02-28-2005, 04:15 PM
Jumping away from the roll cannot be "good".. It might avoid the throw, but wheeee, so what?
So you jump back.. he walks forward. When he gets close he rolls again. You jump back again? Or forward this time?
It's good for getting the hell out of there, but it DOES leave you open.. maybe not to Shosho, but to SOMETHING. Also, why would you give up an opportunity for FREE (albeit sometimes difficult) damage?? It doesn't make sense..
He's going to have to learn how to deal with the roll. That's the bottom line. Either by throwing (when close) or punish (close and far).
For punishing, he should start with moves that stay out a long time.. so that the opponent rolls INTO the attack. It's easy to time.
Once he learns the timing and gets his reflexes built up enough, he can punish with combos. Jabs into whatever, low forward into super, blah blah.
Rolling might be hard to stop at first, but if he works at punishing them, he can make it really risky for the opponent to just roll about willy-nilly.
Hero Ninja
Oh yeah.. if he does roll through your normal, and throws you, you can STILL tech the throw. So even if you know he guessed right and caught you with a normal sticking out, GO FOR THE TECH ANYHOW. It can't hurt. It could save your ass even.
He should be comboing you if he manages to guess right and catch you whiffing a normal.. throws are weak! :)
X-Pac786
02-28-2005, 06:41 PM
anymore tips, me and my friend aren't scrubs we know what we are doing so the problem isn't about me being scruby with my moves he knows what he is doing and he knows i'm doing my best to counter them.
don't do ANYTHING except this:
wait for him to jump ... anti air
wait for him to roll ... GRAB THE SHIT OUT OF THAT you shouldn't let any rolls go through whatsoever!
and do this while running P Groove .... :badboy:
Mickey D'
02-28-2005, 09:08 PM
For punishing, he should start with moves that stay out a long time.. so that the opponent rolls INTO the attack. It's easy to time.
Once he learns the timing and gets his reflexes built up enough, he can punish with combos. Jabs into whatever, low forward into super, blah blah.
And THIS is why 90% of americans get hit by roll super, which BTW would be avoided by jumping :rolleyes:
Drunken Master
02-28-2005, 11:04 PM
Jumping gets you nowhere. You lose position. You leave yourself open.
dude, it's not my fault you can't punish a roll..
Mickey D'
03-01-2005, 08:28 AM
How does jumping leave you open as they recover from the roll? First of all they're about i don't know a half screen away from you, and secondarily they're still recovering from their roll. They roll again? So what they're still far away from you unless their an idiot they're not gonna roll again. If they do, that gives you enough time to see the roll and throw it.
I can't punish? Look at how you punish rolls, and as I said before, thats why people get hit by roll super. So unless you like losing to scrubs who roll super you all day, fine by me, keep gettin your ass whooped by scrubs.
vasAZNion13
03-01-2005, 09:25 AM
Jumping gets you nowhere. You lose position. You leave yourself open.
dude, it's not my fault you can't punish a roll..
1. jumping helps if you're A-bison, vega, blanka, mai, dan, various other characters(can't think of anymore) who can benefit from running away
2-i don't think mickey said that he can't punish rolls, he was just giving advice to the guy who said he couldn't punish rolls.
HoneyBBQGrundle
03-01-2005, 11:04 AM
Ever think of jumping sometimes and throwing/punishing the other times? Or how about blocking lol? Just whatever you do don't be scared of random rolls. If you get hit by roll super so what? You're gonna get hit by a damn super sooner or later during the match.
Drunken Master
03-01-2005, 02:26 PM
Sorry, I forgot. .Rolls have no recovery time. They are invincible to all attacks.
Also, I forgot that jumps are much quicker than roll recovery, and they don't recover in time to use long distance super to nail you out of the air if you jump back.
my bad.
Mickey D'
03-01-2005, 04:40 PM
I'm done with this convo, talkin to people who don't want to think of other opinions is useless. anyways I've said what I thought he should do, if you don't think it's good whatever.
I know what I said was right so whatever.
X-Pac786
03-01-2005, 04:47 PM
I know what I said was right so whatever.
COME PLAY ME!
Hmmm...
Jumping to avoid a roll, or jumping back actually, this seems like a good strategy. It's punishable, but I can't imagine that it's that easy to punish. I guess it depends on which character you're playing, like if you were playing Yamazaki, this would be good. Maybe even Sagat, I don't think that too many people do "roll standing fireball super," to often.
But I still say try to punish rolls for the damage you can cause.
If you get hit by roll super so what? You're gonna get hit by a damn super sooner or later during the match.
Ain't that the damn truth.
vasAZNion13
03-03-2005, 08:44 PM
you really have to listen to everyone, cuz punishing a roll is different under various situation.
what i mean is...NONE of us understand the level you're playing at, so it's really hard for us to give solid advice on something that normally shouldn't be a big problem.
so...either
1)try out everything that's been posted
or...
2)record your match and put it up for all the "pros" here to look through.
iKlEiTlH
03-03-2005, 08:56 PM
shmy and vasAZNion = not pros, but HOES...
;)
here are some quick and easy theory fighting strats that counter all rolls
1) grab the roll if he rolls from close or you anticipate it coming
2) make him eat an attack AFTER the roll finishes if he's just randomly rolling around for no good reason from crazy ranges
3) focus more on blocking in the correct direction if the dood is going for setups where he tries to roll behind you. this normally happens at closer ranges where the dood does something like air crossup, land, roll xx super
4) jump away if you just want to avoid any sort of damage and don't feel like trying to gamble in order to deal out damage on your own
5) PEEP SOME CRAZY ONLINE VIDS WHERE THE MASTERS AND LEGENDS USE ROLL SUPERS LEFT AND RIGHT TO WIN TOURNIES AND BUILD UP POWER LEVELS
Leezy
03-04-2005, 04:56 AM
WTF? Keith with the lesson plan. Go to Texas, win, that is all.
MAGUS1234
03-04-2005, 12:24 PM
Heres a top tier secret that Choi uses on me with his C- sagat....
-s.lp,s.lp,ROLL,s.lp,s.lp,ROLL!!,SUPER....dizzy and dead
X-Pac786
03-04-2005, 06:43 PM
Heres a top tier secret that Choi uses on me with his C- sagat....
-s.lp,s.lp,ROLL,s.lp,s.lp,ROLL!!,SUPER....dizzy and dead
ummmm how do you do a super and then get the guy dizzy after? What kinda broken cvs2 are you playing on?
iKlEiTlH
03-04-2005, 08:36 PM
I think he's playing the broken kind of CVS2 where you cancel a level 2 super into a special and the special dizzies him.
X-Pac786
03-04-2005, 10:42 PM
I think he's playing the broken kind of CVS2 where you cancel a level 2 super into a special and the special dizzies him.
He didn't mention a level 2 cancel.
He didn't mention a level 2 cancel.
He did say C-Groove Sagat, so I'm assuming you wouldn't "ROLL super" with a level 1. Maybe you could assume he rolled Super with a level 3, but I don't see that too often.
But don't listen to IKieLTHEHIL or whatever his name is, he's just a hater.
Leezy
03-05-2005, 12:22 AM
Seriously, like IKEITHAMCHINKYBUTTRYTOACTKOREAN still plays...he's a Tekken player now...another one bites the dust
wepeel
03-05-2005, 03:47 AM
Heres a top tier secret that Choi uses on me with his C- sagat....
-s.lp,s.lp,ROLL,s.lp,s.lp,ROLL!!,SUPER....dizzy and dead
dude i think he stole that from me :lol:
actually if you're serious about him doing that...then i guess i am honored? hehe...
HoneyBBQGrundle
03-05-2005, 12:02 PM
Heres a top tier secret that Choi uses on me with his C- sagat....
-s.lp,s.lp,ROLL,s.lp,s.lp,ROLL!!,SUPER....dizzy and dead
I know it's Choi and he has some crazy mixups which will mindfuck you, but why don't you just block low?
MAGUS1234
03-05-2005, 12:43 PM
I don't let this shit fly often...trust me. He just got cocky, and I was sick of letting him roll for free so like a dumbass I tried to c.FPxxL2...but as alot of ppl know it's best to c.mk a roll :(
HoneyBBQGrundle
03-06-2005, 11:13 PM
Haha yeah that happens to me too, either you see the flash when your arm is pretty much through him, or you hear the hilarious sound of the missed throw attempt and then the flash. And then you wonder why you didn't just cr mk or st lk.
X-Pac786
03-07-2005, 12:31 AM
omg people THROW THROW THROW!!!!!!!!!!!
Hero Ninja
03-07-2005, 05:41 PM
this thread is still here nice. also the match is always like this: chun vs sakura: so my second charcter also wins but with heavy damage. Oh and to the ticking thing, yes he does "tick" jab jab grab also to the roll thing.
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