CvS 2: Advanced set-ups & strat
The main goal is to switch sides with the opponent in order to score a combo. Also, included some pretty good set-ups in general.
(S)-(N)-(K) groove Ryu:
-jumping strong -> meet the opponent’s jumpin with a jumping strong, since the two-hitting strong pushes them into the air slightly, you get enough time to run beneath and on the other side upon landing.
Against “high” jumping characters, you can use ©-(A)-§ and easily dash beneath for a side switch.
(S)-(N)-(K) groove Dahlsim:
-strong punch anti-air -> Anti-Air, as opponent reels in air you may run beneath for some mind games.
Against blanka’s cross-up, dahlsim can dash to the other side, if using the respective groove.
ALL grooves Chun-Li:
-Kick Super, super jump canceled to jumping round house- You have good options as to whether you want to walk beneath or stay in front, definite guessing games which makes for HUGE comebacks. Also, her round house air-to-air creates the same effect.
ALL grooves Blanka:
-Blanka Ball and Ball super- use the normal blanka ball OR the ball super on opponent as they are in the invincible wake-up animation. If timed right, you will hit the opponent from the opposite side due to the size of the hit box in blanka’s ball. It takes good timing but it is SO hard to block. NOTE: if you land the cross-up blanka ball they can punish you like CRAZY, even though most players are wondering “wtf?” since it has abnormal push properties.
ALL grooves AKUMA:
-cross-up fireball- everyone knows the tiger knee motion air fireball. However there is a way to use the cross-up fireball as a meaty attack that will hit from the other side. This is very hard to do and I suggest you play around with it to feel comfortable. Remember, meaty. It acts like blanka’s cross-up ball.
-downward kick to options- Aks216 told me about this. Basically, jump-in with the downward kick. Upon landing you can bust the raging demon. If they expect you to do the raging demon and try to jump, you can use lv. 3 fireball to catch them as they jump. Also, if you guess wrong and they didn’t jump but you used the Lv. 3, you get frame advantage, so don’t fret.
-corner teleport- if the opponent is in the corner you can teleoprt into it for some quick side changes. Then pick your combo. Try to cancel into the teleport, or after an up-jumping air-fireball.
ALL grooves Raiden:
-gut punch, wait, lv. 3 throw super- the gut punch serves many purposes. It keeps them in block / hit stun, it gives the perfect range on the throw, and allows you to input the command for the super. If the first hit connects, just go ahead and use the follow up, then bust a level 3 fire-breath super.
Thanx to Ben-Ra for the Raiden info.
that’s it for now, more to come…