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straightkilla
09-13-2005, 01:21 PM
B&B's
strings
mind-games


yeah,i know,theres MANYMANY threads. go search for it,bla bla.

well,i've searched already and all links that SHOULD help are no longer working. so if you dont mind spending some gems here,share with me some B&B's. i want to add him into my a-groove team and i need to learn him. i cant do much except close fp. into 3rekkas or whatever its called. basically i got nothing to bring into battle with iori except my mindgames. and im sure that can only go so far.

kcxj
09-14-2005, 07:17 AM
Yo, don't PM me with swear words in the first sentence. Since you're from CT too, I'll reply though.

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The only new thing I've learned since the last A-Iori thread I posted in is that Iori's bnb combo attempt isn't safe on the block.

-close s.LP, counter hit d.LK, d.LK xx qcb+HP (blocked)

Sagat can super you for doing that. :bluu:

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You're not going to land an anti-air custom against a good player unless you learn to do the CC starting with a "cross-up" dp.

-(opponent tries to cross you up with j.MK), CC, [hcb (but stop at down-back)+LP, close s.HK, roll], [dp+LP, d.HP, roll] until corner, [dp+LP, close s.HK] until 8 hits, [jump straight up j.LP x 5] until meter runs low, jump back j.LP, j.MK, land, qcb+HP, d.HP xx qcb, hcf+P

Against people that know the gimmick of being able to mash out of the freeze super, you need to either dp+HP them after only 2 hits of the freeze super or just finish your CC with the rush super instead.

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Against Rolento, you can Iori punches knockdown combo, dash forward, CC, command grab him off the ground into mash f+MP combo. It's extremely lame, cheap, and shouldn't be allowed in my opinion.

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Sagat can't alpha counter out of your guard crush CC and that's also lame if you ask me. Do dp+LP over and over as fast (but still smoothly) as you can. If Sagat alpha counters, your dp+LP will beat Sagat clean. Practice continuing into your juggle combo on reaction against the Sagat and Blanka alpha counters.

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The learning curve for this character is really high if you ask me. Like A-Akuma, it takes way too much time and effort to master his CC's and the reward isn't even as high as Bison or Sakura being scrubs with their CC's that even a caveman can do.

ragnafrak
09-14-2005, 05:26 PM
Against Rolento, you can Iori punches knockdown combo, dash forward, CC, command grab him off the ground into mash f+MP combo. It's extremely lame, cheap, and shouldn't be allowed in my opinion.
cheap? bison can bnb -> custom anyone, iori can do it vs 1 character (2 if you count dan). that's a favorable matchup if i've ever seen one :)

straightkilla
09-15-2005, 02:37 AM
word good looking out. lol@curse words in the first sentence. nah,my speech is just colorful man,theres usually no offense intended.

but again thanks for the feed. im looking for more though. maybe some GC strings. BnB's. the CC for some reason isnt too appealing to me,i was thinking of leaving iori as my first char. to battery the team up and do damage with straight fighting. might change my mind later,but for now,i wanna improve my iori skills. which is madd low

kcxj
09-15-2005, 06:53 AM
cheap? bison can bnb -> custom anyone, iori can do it vs 1 character (2 if you count dan). that's a favorable matchup if i've ever seen one :)
Iori can roll all my knives, d.MP beats everything I have on the ground, and d.LK counter hits me from really far too. Invincible DP also let's Iori escape all my cross-up attempts on him as he gets up. Iori j.LP is really easy and hard to stop way for him to get in and force a guess on you.

The best thing I have going for me in this fight is that d.LK x 3 xx qcb+HP can be punished with Rolento d.LP xx super. Only applicable when Rolento has Level 3 though unfortunately.

Outside of random RC (which loses to grabs), I don't have a "get the hell off me" move and it makes fighting against Iori hard for me. Alpha countering is difficult when Iori is leaving gaps in his attacks, and although it rarely happens, good Iori can also bait my alpha counter and dp/CC through it. If not that, then just dp me when I get accidental f+MK attack (easy).


im looking for more though. maybe some GC strings. BnB's.
Iori doesn't need guard crush strings. The way to win with him is to play the mixup and momentum game instead.

bnb combo:
-d.LK, d.LK xx qcb+HP x 3
-command grab, close s.HP xx qcb+HP x 3

guard string:
-d.MP, d.MP, far s.HK (against character's that can't duck it)

setup moves:
-close s.LP gives +7
-d.LK gives +5
-close s.LK must be blocked low, gives +2
-jump in LP, early to make it hard to anti-air, deep for frame advantage

meaty attacks:
-d.MP gives at least +5, lets you link another d.MP into Iori punches
-d.LK (mix up with whiffing the d.LK --> command grab or counter hit low short as the guy gets up)
-air b+LK cross-up (The only move that consistently combos after it is close s.LP. Mix that up with going into a command grab right away)

Iori's roll is extremely fast. The way to roll so the other guy doens't know what side you're going to end up on is to roll on him as he's getting up. From there, either use your two frame startup s.LP or a command grab. The combo to use off s.LP is...
-close s.LP, s.LP, d.LK (hit confirm) xx qcb+HP x 3
-close s.LP, close s.HP xx qcb+HP x 3 can also be used, but I don't like it because it pushes you away from optimal range

The way to do command grab so it doesn't matter which side you're on and it will always grab is to do...
-hcb, f, b+P

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Anti-air:

dp+MP is all you need. It beats every single jumping attack in the game.

d.HP xx qcf+LP (so opponent lands on fireball) is also useful for far range jump-ins.

If opponent tries to cross you up, your close s.HK will stop them for the most part. If not, then go for walk forward, cross-up dp; or just roll away.

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Footsies:

Every single fireball in the game, Iori can roll through and punish with d.LK xx qcb+HP combo. If he's too far for d.LK to reach, then roll, sweep will also work.

Roll combo or roll sweep on reaction against Sakura doing random RC hurricane kicks on you is free.

The best move to use against Sagat is Iori's far s.HK. It has more range than Sagat's d.HP and is fast enough to punish Sagat if he whiffs too.

d.HK may look like a laggy and useless move, but it's absolutely essential because it's your main knockdown tool. The thing is that you need to be really confident and use this move as your main whiff punisher. If Hibiki whiffs a d.HP for example, you knock her down with d.HK, roll after her and mix her up as she gets up. Unfortunately, A-Iori can't do anything if the opponent does safe fall after your sweep so that's why a lot of people use run groove Iori instead.

You need to be really careful and not get faked by the opponent as well. You might see Sagat flinch and thought he gave you a d.HP to punish with your sweep, but in fact he just did whiff s.LP, roll right away. You whiffed your sweep and now you just died to roll super. :sad:

On the flip side, it's useful to take a risk and try to do this to your opponent as well. Rolling to get in can be a very rewarding gamble. Whiff something and roll (if the opponent is looking to play footsies with you), or follow a slow fireball and then roll when you're in range (when you can read your opponent isn't ready for it).

d.MP to beat slides.

RC qcb+HP is a very frustrating tool to use against people who aren't used to it. Against characters who can duck your far s.HK (like Chun and Sak), it's your replacement for far s.HK. Learn to hit confirm the follow up punches off one qcb+HP. If you get rolled against, finish all the punches to try and run away to the other side of the screen.

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etc...

You need to learn how to time your command grabs on a Blanka doing RC electricity as he gets up.

The way to counter Blanka trying to do RC elec as YOU get up is to reversal roll behind, dp+HP. Do the dp in the other direction (no "cross-up" input). However this loses to Blanka doing meaty RC elec from max range though. Try to roll through a smart Blanka and you'll recover right into the mashing elec. It's best to just block and take the chip in that instance.

A-Iori has no consistent way to punish a Blanka ball and that's his biggest weakness. It's also another reason why a lot of people use run groove Iori instead. If you can master the late block high, walk up, CC, sweep then all the power to you. I've tried a million times and can't even get it once though. Run groove Iori is just stronger against Blanka and a stronger character in general if you ask me.

If you don't like the anti-air CC I like then do...
-CC, dp+LP, land, d.HK x n, super

straightkilla
09-15-2005, 12:32 PM
^damn,thats some helpful shit right there. lol@died to a roll super was funny.

d.MP beats all slides? wow,never knew that.

and iori being able to roll and punish ANY fireball in the game.

aa d.HP-fireball. never knew that chipping connected.

but when you speak all technical about this game,just forget it. i dont understand shit about FRAME DATA. i dont know WTF a MEATY attack is. lol,i asked in a thread and they said my attacks need more protein lol wtf. a cross-up DP? when you get technical,i get lost.

BUT......all those other things i can understand-and i guess i'll use that. it'll add a slight change to the game for me.

btw,is your team: maki/?/rolento r2?