http://www.video-opera.com/forums/showthread.php?threadid=103

The link above is where you can find the perfect A-guide for every charcter in the game. Setups, Finishers and the CCs themselves. I would have posted some of them myself, but I was too damn tired to do so. Anyways it’s better if you go here to find CC info from here because you can learn how to play A-groove just from this link because you can get all the info you need for anyone. I have this shit in my favorites, bacause it’s just so damn perfect for learning A-groove and CCs. Good luck!

-SnakeDizzle

what-up snakedizzle

I also luv N-Groove. for some reason I have really grown to love this groove. I guess being very offensive orriented, has somthin to do with this. you have your run and roll as well, and a small jump all in one groove. As well as the possiblity of doing a level 3 super and still have a super left.
I have been playin around with the S-Groove also, but man I think you need some major skillz to be really compotent in that groove… Habiki has some nasty stuff in this groove though, as well as N-Groove.

When you play A-Groove Bison, what is your most common combo starter. I know he has plenty, but which do you find you connect most offten?

thanks a lot man this will really help me out… and now… to practice!!!

N-groove pwns for shizzle. My current team as of now for it is… Well I use alot of N-characters so I just mix it up between Hibiki, Geese, Cammy, Morrigan, Blanka and Sagat. I own beyond beliefe with Sagat because the small jump mixups to super I have are practically fool-proof. I love the everything about that groove. I would have to say I like run and small jump the most because that what I use to do pressure and damage. The ability for a powered up lv.3 is good too and being able to store lv.1s as fast as you can in N-groove also makes it a really good groove. Plenty more to N too than just all that. I also like K-groove about the same because it suplies me wth all the shit I have in N but with JD. Only thing wrong with it is that you cant RC, but JD fills that gap pretty good.

Here is the setups I use for different situations…

-You can use any combo you may have into M.k scissors kick(BnB is best), activate CC, S.mp(f), H.k scissors kick, H.k, H.k scissors kick, S.mp, Then you paint from there.

-When there in the corner any scissors kick will can set up a CC. Just combo a scissors kick, activate, s.mp, then paint.

-When you play A-groove you get 20 invincibilty frames when you activate so basically for example if You’re playing a predictable Sagat, you activate right before his C. Fp hits, then you counter with C.mk, C.Fp, C.fp, S.Hk, sweep, then you can either jab and super jump after them with hard kicks and kick doing that until they’re in the corner or after the sweep you do a S.hk, H.k scissors kick and repeat til’ they’re in the corner.

-Air to Air. IMO the best anti Blanka, Vega, Bison, Mai Setup because since there all characters that rely heavilly on jumping you can set them up really easilly. When you see your opponent jump then jump up and… J.mp mp, land, super Jump, activate CC. J.hk H.k, and just keep super jumping at them til’ they’re in the corner.

I know plenty more setups, but these are the most practical and useful. If you have anymore questions then post them and I’ll try to answer them to the best of my ability.

Good Luck,
-SnakeDizzle

Snake you got any good strat against Cammy? What I tend to do is d. MK and random light scissor kick other then that Im at a lost.

I do that alot too, but against Cammy scissors kick really isnt that safe because Cammy can throw you out of it just about every time. Against Cammy it’s best to just wait things out alot because her cannon spike has alot of priority and can catch you off gaurd. Try not to get to close to her if you think you’re gonna get placed into a situation where she’ll be able to throw you alot. If your opponent knows how you think then he can easilly mix you up with her dive kick by alternating between throws and cannon spikes so you should use Bisons jump capabilities to play keep away. And if you air-to-air then do his J.mp mp, but try not to jump in unless you see her feet leave the ground. It’s ok to jump over her as long as your safe from a wakeup cannon spike. And try not to corpes hot on her because she can wakeup throw or cannon spike. And when I’m on the ground I usually use Bison’s C.fp and s.mk. S.lk is good for ticks as long as you think they wont beat you to the throw. And dont be afraid to sweep or PC if you can get one for free, granted that you dont have the option to do anything else that is better. Her s.Hk(f) and s.Fp© are some of the best pokes in the game for alot of reasons so watch out for them. They combo alot of shit, they can be used in mixups and they do gaurd crush like crazy so every now and then go for a cross up because since the cannon spike goes sort of horizontaly you can get them with one and be farely safe from getting AAed and you’ll be away from the threat of her incredible normals.

This is all I can remember for now. I’ll post more later if I remember anything else. To sum it up… Play safe, dont be predictable, and watch out for the unexpected.

I hate playing Cammy because shes so different from anyone else in the game. She combines speed with power and has some of the best mixups in the game not to mention shes always a really scary matchup even without the threat of super or CC, but if you play your Bison right you should be able to pwn her.

Hope I can help, Good luck :tup:

-SnakeDizzle

Ain’t that the truth. I am thinking about adding her to my future team of complete pain: A-groove Sakura Bison Habiki/Cammy. I luv her, she can be sooo offensive yet safe. Scarry, but well she did work for Bison:devil:

So does Bison’s j.MP, have a like insane priority or somthin of the like? Will it beat out things like Blanka’s j.RK?
Trying to theorielize how it could be used as an good anti-air.

BTW: my N-Groove team: King, Raiden, Mai… thinkin about trying them in K-Groove also (this would favor my Raiden, I thinks)

Hey guys. Im posting from school so I’ll make this quick. To answer your questopn about Bison’s air Mp yes it can beat out the average attack like Blanka’s air Hk or Vega’s air attackes and what not, but there are quite a bit of moves that it cant beat out like Sagat’s air fierce or Blanka’s straight up fierce. Still though IMO Bison’s best AA is to do a j.mp mp when you see them leave the ground. It can be stopped, but only by some of the better air attacks e.g Sagat’s air fierce. However you can get it alot because people are really only gonna use his fierce if they think your gonna jump, but if you wait til’ they jump first it shouldnt be a problem.

basically to answer your question basically. Yes Bison’s air fierce has ALOT of priority and you can use it to set up CCs plus it gives you a knock down. One of Bison’s best normals in general and you should definately use it.

And about Raiden on K, I’ve seen a match where a guy came back on three whole characters with an inch of Raiden life left. His opponent had cleared out his entire team with just his Sagat and had left Raiden almost dead(one hit would have killed him). Then once Raiden had finally taken out Sagat he had killed the next character in a matter of a few seconds(I think it was a perfect). And the the Raiden finished him off extreamly fast. So Raiden caught up on 3 characters and this was also a ratio 1 Raiden too. So yeah I would say that K-Raiden owns alot. So go for broke. :tup:

Good luck, :tup:
-SnakeDizzle

I have got to see that match! It is kinda hard finding any Raiden matches at all though:sad:

yeah, m.P for life! their too good…
Priority and knockdown nice.

If you wanna find some Raiden matches then you should go to Justdefend.com. thats where i got that one video of him. I dont know what its called, but hopefully you should be able to find it somewhere on there.

-SnakeDizzle

:tup: THANX!

Uh…I am trying to learn A bison but I always run into minor problems.Here is the deal,I do fine when I am doing DP+MP BUT whenever I try using DP+fierce in the corner I always fuck it up for reason.Like after 2-3 times the opponent just falls.Now what exactly am I doing wrong here ?? :confused:

I mean MP is fine but it doesnt do much damage…most I get is like 30-40 hits.Any timing issues involved in this ?? I just red the rest of the thread but still cant figure out why I mess up when using DP+fierce. Not doing it right or some shit ??

:confused:

If they just fall it’s cause you’re not cancelling fast enough. dp+mp has a faster startup than dp+hp.

I wish I could actually do more than 30 hits…

blanka is cheap, it takes less skill 2 be good with him =/

lmao, no hes not! he has so many damn weaknesses its not even funny. The only thing that makes him even kinda cheap is roll cancel electricity. He isnt cheap, hes top tier and if being really good is cheap then I dont think theres any point to playing a game. He may seem cheap cause’ you cant handle him, but you need to learn that because a charcter has good attributes that doesnt make him cheap. That just makes him a better character than some other characters in the game. I supose all top tier characters are cheap huh? I used to think like that, but then I wised up to the game.

-SnakeDizzle

it depends on you look at the word “cheap”. in a way you can argue that Kyo is cheap. he’s got fast whiffing moves and does a shit load off c.shorts. once you get in, you can easily mixup your opponent. CHEAP. it all depends on your view of cheap.

being top tier means they have something that makes the character much better than other characters, and whatever it is, is in reality…quite cheap.

sad but true. but honestly, NOTHING is “cheap” in cvs2. until you realize that, you’re still a scrub. everything is a tactic, and every tactic is countered by another tactic. welcome to advanced level cvs2:tup:.

Well, I also do think that it takes less skill to play with certain charaters, but I do agree that every tactic can be countered by another tactic. Roll cancel electricity isnt a problem for my geese, dodge high counter that shit. The fact that I dont like facing blanka and i hate him, makes me find, develop, and try to work twice as hard to make sure I WOOP HIS ASS. Remember blanka’s blanka ball can be countered. For example: Blanka Vs Bison(A-groove), bison blocks a blanka ball, I would counter with “activate”, C.Fk, S.Mp, [SJ.Fk x3], DPxN, super (DMG=9500
or more.). So bison can counter the blanka ball pretty horribly, then again a good blanka player should know better.

Anyway, I guess it just comes down to determination.
By the way, some cammy players like to do the spiral arrow from a distance, to counter this with A bison, activate, then do the combo above.

I also think that someones opinion shouldn’t classify them as a scrub, I think his gameplay and knowledge of the game should define there rank in the game. :tup:

By the way popoblo do u still play with eagle too? :pleased:

ima noob (tournament wise) anyways i had a ball with bison in a-groove, just wondering why do people just dp+hp, i like switching it off (ex.dp,hp,hp,j.lp-mk,hp,mk,hp…) and basically enjoy the juggle i have on my opponent, is there a way to get optimal damage this way? im figuring it dp+hp cause thats the way everyones sayin they do it but like i said ima noob.

DP+HP is for full damage. If you fuck around with the juggling and shit its not really helping because after 9 hits - everything is 100 damage DP+HP is faster than juggling with j. attacks.