Strategies for A-groove


#1

I’ve never used A-groove because I don’t understand how to do custom combo’s. I’ve always been hesitant to get into learning it, because I don’t really know where to start or how to even use a custom combo. So can anyone shed some light on A-groove for me and give me some good tips on how to use from a noob stand point…?


#2

roll, activate.


#3

oh okay! after i activate, what next? cuz really, i know how to activate, i’m just wondering about how i should do custom combos, ya know, the part that comes after activating…

seriously, do i just keep hitting lp repeatedly or what?

here’s an example of one of my custom combo’s…

with haohmaru: hp, hp, hp, hp, hp, hp, hp, hp, hp, hp, qcfx2 hp.

that’s bland imo. i know there’s gotta be more to a custom combo than that. but i honestly have no clue where to go…after the activating of course.


#4

choose your a groove characters head onto character specifics for CCs.


#5

read the entire first post… then click on whatever character you want


#6

quoted for teh truth.

plus dash, activate.


#7

or walk activate

jump in activate

whiff something and activate

the possibilities are endless


#8

One thing to keep in mind is that after you activate, you have to do your strongest hits first. After the 8th hit, each hit afterwards is 100 damage.

I think of it sort of like playing C Groove until I get full meter. At that point, I can give myself a little leeway with attacking and taking certain risks. Once you get meter, your main focus is to land the CC.

Just some random things to keep in mind:

  • Unless the opponent is one their last character, NEVER activate when they have low life in the red, or end of the orange. It would just be a waste of meter. Save it for the next character.

  • More activation options = better A groove character.

  • Practice superjumping during CC. When I first started, I had a hard time getting a superjump while in activation and I would get regular jump sometimes.

  • Always do the most damaging CC for whatever situation you’re in.


#9

I’ll agree with that…except that a lot of times, like when I have half life or more with full meter and my opponent has like 25% or even less, I’ll burn custom just to make sure that they die. This is like reassurance that they won’t get a last minute surge with an annoying ass character. It’s happened too many times where you could’ve killed them but you saved meter, and then they random out lvl 3 or their own custom or something. I feel more confident knowing for certain that I’m up a character 'cause they’re already dead than taking the risk of making a mistake and losing that advantage that I would’ve had.


#10

Doesn’t A-Groove build full meter the fastest outside of K-Groove?


#11

c.short, walk up custom.


#12

how come this always works? Empty cross up, activate.


#13

The common reaction is to block high or to go high to try to tech a throw, but the activation freezes and the A Groove player gets a free low hit.


#14

because the players suck?


#15

Buk’s counter for an A-groove guy jumping over your head and doing random activate is to wait until the last second until the guy is just about to land, jump over his head for a cross-up yourself.

Seems like Bison jumping up on reaction after the flash with double MP’s might counter that unfortunately though. :tdown: