I’m still VERY scrubby at using A-Groove, and I’d really like to develop better Custom Combos, for nearly any character.
I hate Ken as I hate all shotos, but his toward + Roundhouse seems to be one of the easiest moves with which to start a CC, thanks to its range.
I hear the following are also good with CCs:
Sakura
Bison (U.S. name)
Eagle
Rolento
Akuma
Mai??? (maybe low-damage)
Dhalsim??? (low-damage though)
I’m looking for easy setups for CCs, as well as easy moves to use in CCs. I really want to get good with this groove, but it’s going to take some time. I have been working on CCs for several characters, and Ken’s easy CC is simplest for me.
I find repeated DP attacks for Sakura VERY difficult to do during a CC w/o doing her super by accident (I often have that problem with those 2 kinds of moves).
I have trouble keeping the ground CC going with Eagle, for some damn reason…I suppose it’d be easier with a joystick, in the arcade.
I’m working on a CC with Rolento that includes using his command jump, of course, but I can’t do a high-damage CC.
I have sort of a CC with Raiden, and now have even found a setup for it, but the setup must be in the corner, and the CC must finish with the Level-1 super in the corner, in order to get maximum damage. The CC is fairly damaging, but it still is weaker than a good ol’ C-Groove combo that starts with the usual jump-in, ground attack, combo/buffer into Level-3 super, e.g… This makes my CCs generally feel like a waste of creative effort, since a decent combo in most grooves would easily equal or surpass their damage…
Balrog (boxer) seems to do a lot of damage with Dashing Punches in CCs, but it’s hard to do them repeatedly and fast enough to keep the combo going. I find charge characters hard to use when doing CCs.
Does anyone have any suggestions on how to get more comfortable with CCs?