Got a few questions that seem like they've probably been asked elsewhere, but a quick check revealed nothing. I'm fairly sure I have at least some idea about the answers to these, but it's always good to get confirmation.
1. EVERYONE in high level play seems to play r1/r1/r2. What's the reason for always having a 3 person team with the r2 at the end?
2. I see people refer to the team order as battery/user/anchor. I get that battery is a character that's supposed to build meter but not use it, and the user is, presumably, the character that uses the meter you built with your battery. What's the anchor for?
3.What's the advantage to using the r1-battery/r1-user/r2-anchor method of organizing a team?
3. What should I look for in characters when deciding where to place them in the team order?
Hello all.I have three nOOb questions:
1)I still dont understand that Ration things? What they are and how to use them. Can somebody reply? Thankx.
2)What is the best groove for CVS2 noobs and new commers.
3)i start to play as A-Groove Akuma, Sagat and Bison. But if i activate and start to make some CCs then they do very small dmg. Can somebody tell me what i do wrong or place here some link to thread about it,i dont found anyone. I watch a lot of videos and that wicked players can do half-energy damaging combos(like in last SOCAL vid. with Bison).
Thanx to everybody who helps.
Q: I keep hearing about this crazy CvS2 guidebook. Where can I buy one?
WTh is BnB....?!!? haha and i love how you guys talk abut RC'ing like its EASY....tuant RC is easy...but doing supers and moves with it....INsanely hard
anyone explain to me TOP tier and lower tier...haha
Noob Q but I cant see the diff beween RC and a normal special move by its self
could someone post a quick 5 sec vid and of a special move used where first it is used normally and then again with RC.
Thanks or please give me a link of a vid like this already done
Charge Partitioning is when you separate the charge time for a single move into more than one section. Which is to say, instead of charging for a full two seconds; you charge, interrupt it with something, charge again, then perform the move. The most common example of this is when you do a dashing charge move, such as Urien Headbutt or Kneedrop. The Kneedrop is like so:
Charge down for 1 second, dash forward, (during the dash) charge down for the full remaining second, then hit up and kick.
i saw a match video where the one dude cancels C Ken shoryu reppa Lvl 2 into a roll, then DP... how do you do this? i can't get the roll to come out fast enough for a DP
Anyway, anyone with lots of arcade/console tournament experience, I'd really appreciate some input.
Shin Akuma wrote:
@hell, you're only having trouble with normal jump c mp -> boom cuz normal jumps last a shorter amount of time =P
Arcade's standard settings is generally the model they go by, though in some parts they up it some.
ive been here for a while and I can't seem to find the "really fast DPs without messing up" thread. can somebody give me a link here? thanks.