Any tips for this CvS2 team?

Hey guys, I’m still alive! ^^; But anyway, let’s cut to the chase.

I’m lucky enough to have a CvS2 machine at the local arcade. Fifty cents. So I’ve decided to train up! This is what I want going for me:

A or N Groove (still choosing)
Athena
Terry
Cammy

Also, does anyone have any tips for these particular characters?

Thanks in advance.

pick a new team first off, that team sucks. OR if you’re really set on it for some odd reason, look in the character specific threads and set the viewer to show threads from the beginning. THEN start asking questions after you’ve read all that stuff.

peace

damn, that was harsh. though the truth hurts.

I wouldn’t tell him to pick a new team, since it’s all for fun, if he wants to learn those characters, go right ahead. But yea, browse around in the Character Specific threads to look for strats, try’em out, then if you have questions, post them up there.

What the heck, that is pretty harsh… No need to outright insult the guy like that.

That team’s good if you ask me.

Athena-
Extremely powerful A-groove combos whenever she’s near the corner. Can still activate for at least 7000 damage after d.LK, s.LP xx dp+HP bread and butter combo, anti-air dp+MP, or command grab from anywhere on the screen.

Her biggest weakness in A-groove however is that she has no way to punish a blocked Blanka ball or Honda headbutt. Stick to N-groove instead I think.

Her jab projectile is really good. It’s takes up a lot of space, goes really slow, and is very annoying for the opponent to fight against. N-groove gives her abusable level 1 hcb, hcb+P supers and one of the best counter rolls in the game (LP+LK or f+LP+LK when blocking). Running d.HP, mixups off close s.MP (comes out faster than a throw and gives huge frame advantage), and counter hit d.LK, link d.HP combo are all she needs to win. Command grab and her high priority j.HK (especially when used off a low jump), make her that much more powerful.


Terry-
If you like to attack, Terry is your character.

Jump-ins. It’s stupid how much priority this guy’s j.HP and j.HK have. Terry’s all about the jump-ins. If you do j.HP early in the air, all lot of characters can’t do a thing about anti-airing you outside of an invincible move. And if the opponent has a big character like Sagat, even dping then is hard.

d.MP is an amazing move. Gives lots of frames, has a big, high priority hitbox, and has a lot of of meaty hitting frames as well. Run up d.MP, d.MP to build meter, or meaty d.MP, link d.MK xx super. d.HP is a little slower, but just as good.

Terry’s low shorts become fearsome after his stock is broken. And since you only have level 3 supers in N-groove, you never have to worry about level 2 super randomly whiffing because you were a pixel too far away.

When combined with jab/short fakes, far s.MK, far s.HK, and far s.LK are all good ground moves to fight at midrange with.

Terry’s biggest weakness in my opinion, and I don’t know why Capcom did this, is that none of his qcb+K moves are safe on the block or hit. You can do close s.HP (2 hits), chain df+HP xx qcb+LK and Sagat can STILL hit you with d.HP xx super afterwards. Seriously… what the hell?

A or P is probably the best Terry because they have that abusable dash, but I never underestimate a Terry player no matter what groove he’s in. N-groove especially since that groove probably takes the most still to play out of all the grooves in the game.

my bad, didn’t mean to come off like a jackass. but i’ve tried to learn athena and terry in the past myself, and they didn’t do too much for me. to make up for it, here’s the video-opera stuff on these three characters, and the general link. practice those CC’s and setups, that’s a huge improvement in itself.

  • ATHENA -

Athena is another one of SNK’s well-rounded characters, especially in A-Groove. Though her range is short, her combination of speed, versatility, and maneuverability is unmatched. Aside fom her range, her main drawback is normal move damage. However, her customs are very respectable… dealing anywhere between 7000-9000 damage!

Starters:

HCF+P, CC… (anywhere)
(note: grab starter. very useful. the normal way to follow-up mid-screen is to superjump after the opponent and activate on the way up)

HCF+P, QCB+P, CC… (corner)
(note: grab starter with the Fireball follow-up. make sure to perform the Fireball a bit early so Athena has time to recover and activate)

DP+P, CC, sj.MK… (anywhere)
(note: this is another decent custom starter since it can be done anywhere. the only drawback is that it uses up most of the hit-count on low damage strikes. after connecting with the DP+P, superjump up after the opponent, activate CC on the way up, then hit MK and go from there. the lighter the button used for the DP, the more damage you can do as a follow-up, however, the harder it is to follow up… especially the DP+LP version)

anti-air DP+P, CC… (anywhere)
(note: this is almost identical to the above starter except done as an anti-air. keep in mind that Athena’s DP isn’t really that good as an anti-air… but just in case you connect it vs an airborne opponent, you know you can follow-up)

anti-air air DP+P, CC… (anywhere)
(note: the air DP+P is much harder to CC after, especially mid-screen. in order to follow-up consistently, you need to perform the air DP+LP as low as possible while the opponent is as high as possible. otherwise it will be very difficult to CC juggle)

f+MK, CC, sj.MK… (anywhere)
(note: requires precise timing, but a decent starter since f+MK can be chained off stand MP. after the f+MK connects, superjump up after the opponent, activate CC, MK… etc)

f+MK, CC… (corner)
(note: if the f+MK is done in or near the corner, you can skip the sj.MK follow-up and use pretty much whatever move is fast enough)

anti-air QCB+P, CC… (corner, vs air)
(note: if you knock the opponent out of the air with a Fireball, you can usually activate and follow-up with a juggle. depending on how low the opponent was when hit with the Fireball, a juggle may or may not be possible)

Super Finishers:

Shining Crystal: HCB,HCB+P (air or ground)
2000, 5-hits vs ground/air (very deep, corner)
1600, 4-hits, vs ground/air (deep, corner)
1200, 3-hits, vs ground (close, corner)
1200, 3-hits, vs air (semi-deep, corner)
800, 2-hits, vs ground (done in air, deep)
800, 2-hits, vs air (early, corner)
400, 1-hit, vs ground (opponent on ground, mid-screen)
400, 1-hit, vs air (extra early/shallow)

Shining Crystal Shot: QCB+P (during Shining Crystal, can hold)
720, 3-hits, vs ground/air (hold bit 1-hit, release bit 2-hits)
480, 2-hits, vs ground/air (bit activation misses, bit shot only)
240, 1-hit, vs ground/air (bit activation only)

Phoenix Fang Arrow: air QCF,QCF+K
2220, 16-hits, vs ground (max hits possible, very deep)
(note: ball is 100 dmg per hit, 5-hits per dive, slide is 720)
(note: vs air, opponent will usually bounce away, especially mid-screen)

Combos:

Standard B&B (mid-screen)

CC, HK©-c.HK-f+MK(1-hit)-LP(whiff), sj.HKx2-MK (land), sj.HKx2 -> air DP+HP (land), DP+HP -> air HCB,HCB+P(5-hits)-QCB+P(hold, 1-hit)-Release P(2-hits)

8108 (tested vs A-Ken)
37-hits, +0 stun

This is a pretty easy custom that does awesome damage from mid-screen. After activation, HK©-c.HK-f+MK(1-hit)-LP(whiff) launches the opponent well into the air. From here you just superjump after the opponent with HKx2-MK. The MK will keep the opponent close for the follow-up sj.HKx2. It seems better to wait a split second to hit the HKx2 after the second superjump. That way, you can get a deeper DP+HP when canceling off the second air HK. Let the opponent fall, DP+HP. Do it once more, this time canceling the DP+HP into the super. It also seems better to wait a split second before cancelling into the super so you can go for the rare 5-hit (which leads to the damage listed above). However, if you only get the 4-hit Shining Crystal, you’ll still do 7708 damage, 36-hits. Definitely hardcore!

B&B Anti-Air (anywhere)

CC, f+MK(1-hit)-c.LK(whiff), sj.HKx2-MK (land), sj.HKx2 (land), sj.HKx2 -> air DP+HP (land), DP+HP (land), j.HK -> air HCB,HCB+P(5-hits)-QCB+P(hold, 1-hit)-Release P(2-hits)

7396 (tested vs A-Ken)
31-hits, +0 stun

Here is an incredibly easy and effective anti-air lifted off Gunter’s site. Start off by activating CC and using the first hit of f+MK canceled into a whiffing c.LK. From here, superjump up after the opponent and HKx2-MK. The MK in the air will keep them from getting knocked back too far. Land and rejump HKx2. Land and rejump HKx2 and cancel the second HK into a DP+HP. Land from the DP+HP and do a ground DP+HP. Land once more, rejump HK, wait a split second, then cancel into HCB,HCB+P when the opponent is below Athena. Let it hit for a total of 5 times, then cancel into QCB+P(hold). This hit will juggle the opponent up and make it very easy to time the release for the final 2-hit shot. Very easy, and great damage! The above combo is assuming Athena starts with her back to the corner.

Variation: Mid-Screen B&B Anti-Air (mid-screen)

CC, f+MK(1-hit)-c.LK(whiff), sj.HKx2-MK (land), sj.HKx2 -> air DP+HP (land), [DP+HP (land)]x2, j.HK -> air HCB,HCB+P(5-hits)-QCB+P(hold, 1-hit)-Release P(2-hits)

7656 (tested vs A-Ken)
36-hits, +0 stun

This is basically the exact same combo as the full-screen B&B Anti-Air except that it has one less sj.HKx2 sequence, and one additional DP+HP. This is possible because… you guessed it… the combo starts from mid-screen.

Command Grab -> Mystery Science 8000 (anywhere)

HCF+P (grab), walk forward, j.HKx2-LK (land), sj.HKx2 (land), sj.HKx2 -> air DP+HP (land), DP+HP (land), DP+HP -> air HCB,HCB+P(5-hits)-QCB+P(hold, 1-hit)-Release P(2-hits)

8012 (tested vs A-Ken)
37-hits, +0 stun

Basically another variation of the same type of combo, this combo starts with a grab. After the grab, walk up a bit, normal jump towards the opponent and activate. At this point you want to do HKx2-LK. This will pop the opponent up enough so you can land and rejump into the HKx2 sequences. From here, it’s business as usual. The reason I call this combo “mysterious” is because the Shining Crystal super sometimes does 4-hits (before the Shot activation), and sometimes does 5-hits. It’s very rare to get the 5-hit version after canceling an air DP+HP, usually you’ll only get 4-hits. It’s generally easier to get it to hit 5 times after a deep rejump HK, which is the standard ender for most Athena combos. It all really depends on where the orbs are when the opponent falls into them. 4-hits is pretty normal, which changes the combo data to 7612 damage and 36-hits.

Command Grab -> Corner Killer (corner)

HCF+P (grab), QCB+HP, CC, c.HPx4 -> [DP+HP (land)]x4 -> air HCB,HCB+P(4-hits)-QCB+P(hold, 1-hit)-Release P(2-hits)

8532 (tested vs A-Ken)
41-hits, +6 stun

In the corner, Athena can really rack up the damage. Grab the opponent, then QCB+HP. After the Fireball hits, activate CC and c.HPx4. Cancel the last c.HP into the DP+HP sequence. After the final DP+HP, wait a split second before performing the super. This will let the opponent fall into Athena as the orbs are on their downstroke, thus scoring 4-hits. As usual, hold the super for the juggle, then release for 2 more hits.

DP Combo -> DP Custom (corner)

MK© -> DP+HP, CC, [DP+HP (land)]x5, j.HK -> air HCB,HCB+P(5-hits)-QCB+P(hold, 1-hit)-Release P(2-hits)

8869 (tested vs A-Ken)
52-hits, +26 stun

If you are within a character width or two from the corner and get an opening, this combo is a great choice. Start with the MK© -> DP+HP, activate CC, then do DP+HPx5. After the 5th DP+HP, land, jump up and hit HK when the opponent is as low to the ground as possible, then cancel into the super. With a jump-in, this combo is well over 9000 damage.

Corner Grab Trick Reverse (corner)

HCF+P (grab), hop forward, slight walk, CC, HK©-LP(whiff), sj.HKx3 (land), j-up.HKx2 -> DP+HP (land), j-up.HK -> air HCB,HCB+P(4-hits)-QCB+P(hold, 1-hit)-Release P(2-hits)

7824 (tested vs A-Ken)
36-hits, +0 stun

This is the coolest Athena custom there is! The reason is, usually when you grab the opponent with your back to the wall, you have to custom out of the combo. In Athena’s case, she would have to juggle the opponent across the entire screen. Well not this time! First of all, Athena’s back must be against the wall. From here, grab the opponent, then as soon as you recover from the throw, hop towards, and then let Athena take an additional slight step forward. This is where you activate and quickly hit HK©-LP(whiff). If done right, you should be pushing the opponent back into the corner! The rest is pretty simple stuff… sj.HKx3 (land), rejump straight up HKx2 and cancel into a DP+HP. After you land, let the opponent fall a bit so the following DP+HP’s hit for max hits. After both DPs, land, rejump straight up and HK and cancel into the super.

Chip & Partial Crush (corner)

CC, HCB+HKx12 -> HCB,HCB+P(6-hits),QCB+P

4400 (tested vs A-Guile)
95% guard crush
0-hits, +0 stun

If you dont have perfect timing on the HCB+HK cancels, you’ll probably only get 11 repetitions. As soon as the last one comes out, cancel into the HCB,HCB+P super and let it chip the opponent 6 times, then quickly cancel into QCB+P extention and let it rip. Don’t hold it or the opponent can roll out. This sequence will completely crush P and K grooves.

Tricks & Notes:

If your opponent blocks a custom attempt, you can try to catch them off-guard with the command grab. First, keep advancing towards them with f+MK(1-hit)xN. Then, at a random moment, f+MK-LP, pause a split second, HCF+P grab. It’s actually pretty fast and you have a good chance of snatching an opponent if you aren’t obvious with it.

Another interesting trick is to teleport behind the opponent during a custom (especially in the corner), then go for the command grab. While Athena’s teleport is a bit obvious, it is pretty quick and may work once in a while if you use it sparingly.

  • TERRY -

Another one of the “pretty good” A-Groove characters, Terry has both a solid ground customs and an anti-air variation. In both cases he can throw down about 8000 dmg which makes A-Groove Terry one of his better versions.

Starters:

cd,u+MP or d,u+HP, CC… (anywhere)
(note: very easy CC starter as long as Rising Tackle hits up close and launches the opponent into the air. activate and juggle)

anti-air QCB+K, CC, c.LP or c.MP… (corner, vs air, very uncommon)
(note: highly unlikely starter that can only really be done in corner. opponent needs to be hit high in the air in order for a CC juggle to be possible)

Super Finishers:

Buster Wolf: QCF,QCF+K
1440, 2-hits, vs ground/air

Power Geyser: QCB,d/b,f+P
2500, 1-hit, vs ground/air

Combos:

Basic Ground B&B (mid-screen)

CC, c.MK-c.HPx2-c.HK-HP(f) -> QCB+HP, HP(f) -> QCB+HP, cd.u+HPx2, QCFx2+K, cd,u+HP

8045 (tested vs A-Ryu)
31-hits, +20 stun

Pretty easy combo off c.MK. Make sure that when you cancel the HP(f) into the QCB+HP that you use a precise QCB motion. You don’t want to accidentally perform a HP Rising Tackle! After the super, wait for the opponent to fall a slight bit before performing the final HP Rising Tackle.

Anti-Air B&B (anywhere)

CC, c.HP -> QCB+MK, [HP(f) -> QCB+HP]x2, c.HP -> cd.u+HPx2 -> QCFx2+K, cd.u+HP

8337 (tested vs A-Bison)
29-hits, +20 stun

High damage anti-air combo that works anywhere on screen. You might want to switch out the HP(f) with c.HP. It has about the same range and only does a pixel less damage. If you get too close because of the QCB+HP and then press HP, you’ll get the double hit HP©. That’s why the substitution might be necessary. Finish off like the combo above. Not too hard at all!

Rising Tackle -> Custom (anywhere)

cd,u+HK, CC, [HP©(2-hits) -> QCB+HP]x2, cd,u+HPx2, cd,u+LK, QCFx2+K, cd,u+HP

6214 (tested vs A-Guile)
37-hits, +20 stun

This is another one of Terry’s easy customs. Let the HP© hit twice before canceling into the QCB+HP. Rest of the combo is cake.

  • CAMMY -

Due to her awesome normal attacks and fantastic range, Cammy is solid in every groove. Although she doesn’t make her strongest showing in A-Groove, she is definitely a worthy opponent. Her custom combos are easy and all do around 7000 damage.

Starters:

HP©, CC, c.MK or HK(f) (link, anywhere)
(note: due to the huge amount of hit-stun on Cammy’s close HP, she has more than enough time to activate CC and link a normal move. this works well for confirming a hit before wasting your meter)

HCB+P, CC… (near corner)
(note: near the corner, Cammy can easily follow-up her Spinning Backhand with a custom if it connects)

deep air QCB+K (anywhere)
(note: if done so that the last part of the air QCB+K hits, vs wakeup, or from a dsitance, Cammy can activate and link into a normal attack of her choice. as a bonus, she can also link close HP, then activate custom. cheap!)

anti-air air QCB+K, CC… (anywhere, vs air)
(note: if the Dive Kick (air QCB+K) hits an opponent out of the air at close range, Cammy can activate custom and go into the juggle of choice)

Super Finishers:

Spin Drive Smasher: QCF,QCF+K
1920, 6-hits, vs ground (close/semi-close)
1680, 5-hits, vs ground (mid-range)
1120, 4-hits, vs ground (far)
880, 3-hits, vs air (deep)
560, 2-hits, vs air (shallow)

Reverse Shaft Breaker: QCB,QCB+K
2160, 9-hits, vs ground/air (deep)
1920, 9-hits, vs air (normal)
1760, 9-hits, vs air (shallow)

Combos:

Standard Ground (mid-screen)

CC, HK©x2-HK(f)x2 -> QCF+HK, QCF+MKx2, HK©x2-LP, [LPx4]x2 -> QCB,QCB+K(9-hits)

7272 (tested vs A-Guile)
27-hits, +0 stun

Extra-simple combo. The only change you might want to make is to start with a HP since it executes faster. Make sure you time the follow-up drills correctly so your opponent doesn’t fall through. Get to the corner and HK©x2-LP, then basically mash out 8 more LP’s. Get the super to hit deep and you’ll do the most damage.

Standard Link -> Custom (anywhere)

HP©, CC, c.MK -> QCF+MKx5, HK©-HP©-c.LP(whiff), [LP©x4]x2 -> QCB,QCB+K(9-hits)

7124 (tested vs A-Guile)
26-hits, +10 stun

This is a pretty straightforward Cammy custom. The only real trick is timing the MK Drills so that they juggle the opponent across the screen. When you get the opponent to the corner, whiff the c.LP after the HK©-HP© sequence so you can walk forward slightly. This will set it up so that your LP’s will all be close. Depending on how many LP’s you connect, damage will go up or down slightly.

Variation: HP, CC, HK Link Custom (anywhere)

HP©, CC, HK(f) -> QCF+HK, QCF+MKx4, HK©-HP©-c.LP(whiff), [LP©x4]x2 -> QCB,QCB+K(9-hits)

7372 (tested vs A-Guile)
26-hits, +10 stun

Same combo as above with a slightly different link to start it off.
It does slightly more damage, and it’s only slightly more difficult.

Basic Anti-Air (anywhere)

CC, QCF+MKx5, HK©x2, HK©-LP©x3, LP©x4 -> QCB,QCB+K(9-hits)

7264 (tested vs A-Guile)
24-hits, +0 stun

To get this custom to juggle fullscreen, the initial QCF+MK can’t be too close. This is due to the fact that on the third or fourth QCF+MK, the opponent will pop behind Cammy. You could juggle the other way, but the combo would need to be adjusted accordingly.

Crossup Combo -> Link Custom (midscreen)

crossup LK, LP©-HP©, CC, HK(f) -> QCF+HK, QCF+MKx2, HK©x2, HK©x2-LP, [LPx4]x2, QCB,QCB+K

6724 (tested vs A-Guile)
27-hits, +17 stun

Basically just a mesh of the different combos above. All the same notes apply. Not a bad combo off crossup!

Tricks & Notes:

Cammy has a couple of interesting tricks for landing customs. Both which involve getting to the other side of a rising opponent, striking, then linking into the actual combo. The first option is after a close knockdown, usually c.HK. If you can trip the opponent from about one character width away or closer, you can hold up-forward and then perform the LK Dive Kick to appear right next to them. The cool thing is, if done properly, you’ll appear on the other side! This is where you go for a surprise HP©, check to see if it hits, then activate if it does. Regular link to custom applies here.

The second option is a bit more common. After any Drill connects (QCF+K), at basically any range, Cammy can continuously hop towards the rising opponent and ultimately hop right over behind them. The next thing to do is HP© and look for the hit. Basically the same thing as the above set-up except it uses the hop to get behind the opponent. Keep in mind that A,N,K have tech-recovery and may pop up after the drill. If this is the case, you want to attack them as they pop-up instead of trying to hop behind them.

niiiiiiiiice, you found the CC bible on v-o again! :slight_smile:

outside of cc athena and terry have no crossup or jump in defense, that means ken sagat, sak,honda…ect are gonna kill you easy, plus they jus cant do any real dmage without full bar.like for example, a-bison sakura and blanka…all have good B&B’s.Terry-lv1 user,not athena…sucks,cammy=P or K or C groove…not A

PICK N-groove, that actually works well with that )bad) team

well, you try your best and zone them out of that, or you rush them down so it’s hard for them to jump at you. At worse you still have d|:d:, :u: + :hp: as anti air, or a well placed :qcb: + k. Since they’re knocked down from the air, you’re safe from retaliation.

roll rising tackle/throw mix up is ridiculously annoying.

Actually with Athena if you do a late crouching fierce you tend to beat out or trade with a huge number of jump-ins. If you get the angle right, standing forward also can be effective.

Also remember she has a teleport. If your looking for the jump-in, a short teleport can give you an easy position advantage.

yes athena has 3 excellent anti-airs: :dp: + :mp: , standing :mp:, cr.:hp:

her cr.:hp: is more cheap than sagat’s, learn to abuse it.