Ask me something

Uh…whats the deal with Blanka dash+electricity and hop+MK+electricity.All you do is just mash HPxxx right ?

Or . . . ? :confused:

No, I do not simply mash HP during a jungle hop.

A clearer question would help.

Questions concerning Kyo (A-Groove and C):

-If I happen to knock an opponent down and setup a meaty crouching strong thats blocked, it should be “safe” for me to actually step forward slightly and throw, right? I’ve done this several times to opponents but I want to make sure that I can’t be mashed out of it.

Kyo (fighting against “Heavy” Characters)

  • Usually, against most opponents if I happen to land a crouching Short, I go into crouching strong into his rekka. I’ve seen a few matches where a Kyo player will (if blocked) do crouch short into Kyo’s Fierce rekka (auto-guard), and from what I’ve seen, it seems safe in the fact that the Sagat player attempted a low Fierce and Kyo was out of range for it. How safe is this GC string against Sagat or any other Heavy Character (Zangief)? This is regarding if both Sagat or Zangief have meter. Would anyone with a 720 be able to grab me out of it? Would the same be applicable if I linked crouch Short,Jab.Short,Strong into blocked rekkas?

Kyo OTG’s from Juggle Setups

  • AFAIK, Kyo can OTG with a variation of his rekka [(qcf+ jab(whiff)hcb+jab (whiff), Toward-Jab (hit)]. I saw a match with Kindebu (casual) at Evo using P-Kyo where he comboed short,jab,short into Kyo’s Serpent Wave (Level3) and went directly into his OTG and it connected. Usually, this OTG is comboed after comboing qcf+Forward kick, then juggling with his overhead (Toward+Fierce) whiffing the first 2 punches of his rekka and landing the OTG. How is this possible?

Kyo OTG’ in A-Groove

  • Which button strength for A-Groove OTG setups into Final Showdown are best to use? Example:

If I combo (corner) Crouch Short, link crouch strong into qcf+Forward Kick, juggle with Jab DP, then Activate:

  • DP, (whiff) Stand RH -rep5- then go into qcf+Forward Kick as the custom ends then whiff the rekka into the last hit, which one successfully connects Jab or Strong version?

Kyo Dizzy CC

  • Are there any other ways to land his dizzy CC without having to jump in? I know that with planned footsies you can get your opponent’s stun down if you’re counting and do the CC from short,strongXXqcf+Foward Kick into Jab DP activation setup, I was just wondering if there was another combo that’s possible without having to jump?

C-Groove Akuma

  • I remembering seeing Choi do a combo at MWC in 2004 where he linked:

Stand Jab, Crouch Fierce into Forward Hurricane Kick XX level 2 shoryu reppa XX special move roll, into Standing Fierce into DP.

I’ve tried this a few times and I’ve only been successful about 60-70% of the time…is there a certain short-cut to making the cancelling into the roll easier?

Roll Cancelling Kyo’s DP (Fierce)

  • Whenever I RC his dp it looks as if the range increases maybe 1/2 character forward? Is this a characteristic of his DP being RCed or am I doing something wrong? I know that if you kara his overhead (fierce) that it will move him forward I was wondering if this is also applicable in his RC’ed dp?

Kyo Meaty Stand Strong

  • I’ve been able to do meaty standing strong on opponents with Kyo (C/A) but not too sure exactly what’s his best setup afterwards. Is there anything Kyo can do after a meaty stand strong?

A-Eagle

  • After a meaty low Forward, its possible to combo a crouching Jab and link his super, or even a standing Forward depending on character weight. I know that Eagle can link CC’s from standing Jab but is he able to link CC’s from crouching Forward also? If linked from meaty forward?

  • How effective is Eagle super-jump cancelled forward kick against wake-up dps?

C-Sagat Meaty FierceXXJab…

I’ve seen Sagat players sometimes setup meaty fierce (blocked) into low forward tiger GC strings, and recently I watched some Choi matches where he would do a meaty fierce into Stand Jab, the stun period looked as if he was able to combo from that. I went to training mode and tried and I was able to do it without any problems. When I tried to link low Forward and tag on a super for some reason the Low Foward would be able to link since it is a link Sagat can normally do. Is there a reason this doesn’t connect. Sagat’s Standing Jab is at +6, so it should be able to connect, right?

Well for the question about the RC’d DP. It’s just what happens to kyo during his roll cancel since he moves so far forward in the first few frames of his roll cancel the roll with a move the move hops forward. It’s just like karaing other moves like with geese where you can Kara his forward and fierce into his reppuken and he moves forward a bit.

Something sort of cool but hard to do with this (which I learned from Popoblo’s T5 log) is to knock opponent down with say kick throw. Walk up a bit and RC the hcb+k move if you do it right you should switch what side your on. You can also do this with his lvl3 serpent wave but, it’s not practical and it’s really really hard to do consistently.

buktooth… should i burn more meter?

I quit… I dont want to MUNCH ON BOOTS to get to the next level in cvs2.
:amazed:

im assuming kim is rolling slightly out of throw range since you specified “short roll”. in that case the safest answer is to do a lot of walking up and blocking. if kim rolls, then you’ll be in range to throw him/combo him. the downside of walking up and blocking against kim is that he might do cross ups or fierce/rh instead, which only results in a bit of guard damage. not a big deal

with sagat/blanka its a little harder since they walk so slow, so my advice here would be to walk back a bit on reaction to the roll and block. kim wont be in range to throw you, so the worst thing that will happen is that he’ll do some block string on you.

im also assuming that the reason this is a problem is because youre eating a ton of roll flash kicks. remember, the risk/reward for kim on a roll flash kick is total ass, so if you eat 3 flash kicks, then block one you still come out way ahead

i dont think theres a single person in this world who doesnt get hit by roll super from time to time. however if its happening a LOT, then you’re probably going about things wrong. against opponents who you know are roll super happy, pay attention when they get into that magic roll super range. also pay attention to their meter; people dependant on roll super tend to do it really soon after getting a level 2.

basically, the best advice i can give you is to actively look for it more if its a major problem for you, and to practice punishing rolls more

umm… i generally just identify the stuff that’s giving me trouble, record the sequence in training mode, then dick around and try to find ways to counter it/punish it. some of my favorite match up-specific knowledge was found out this way, rather than in actual matches.

also, identify stuff that you tend to do, record it, then figure out what the opponent can do to counter it. after that, figure out what you can do to counter THAT, and so on

umm, right now it looks like my next visit is gonna be sometime in june. maybe we can hold another hot 6 man tourney for me!

umm, are you just asking how to do dash into elec? most people just use the same method as RC elec. some people (that cant rc elec) piano 3 buttons, then mash fierce.

and im not sure what you mean by hop+mk+electricity

  1. any throw that isnt invincible can always be interrupted by attacks due to a character’s 6 frame “unthrowable window” after a reversal situation
  2. im not exactly sure what you’re asking here
  3. AFAIK, kyo can get the otg ground pound whenever the opponent is on the ground long enough for him to do it. no special juggle states or anything are required
  4. as a general rule of thumb, you always want to whiff the jab rekkas if you want to get the OTG ground pound, as the strong rekkas take longer to whiff
  5. umm, cancelling into akuma’s roll is just a simple qcb+lp. i’m not sure where the problem is coming from. maybe you’re doing it too late
  6. kyo’s RCs make him move forward a huge amount of distance. probably the biggest “kara” in the game (yes, even farther than geese f+hp)
  7. after kyo’s meaty close strong, you should be able to link a low/standing strong after if it was meaty enough. if blocked, you can walk up a tiny bit and go for a counter hit/throw mix up
  8. though i havent tested it, you could probably reliably link a CC low short after a meaty low forward. non-meaty, probably not
  9. umm, what’s an eagle super jump cancelled MK? are you talking about the overhead jumping MK? if so, i could see it possibly beating DPs if spaced right so that the DP “whiffs” during its invulnerable time
  10. again, not sure what youre asking

yep. like it’s going out of style

the more random cc’s you try, the more likely one’s gonna hit!

all caught up again, see you hoes after e3

Sorry about the confusion with the Eagle question. What I meant to ask was, on a knocked down opponent if Eagle Super Jumps backwards and does Forward Kick against a wake-up dp does that snuff the dp?

The other question was about Sagat being able to do a meaty crouching Fierce Punch, then linking a Standing Jab. I’m able to do crouching Fierce into Standing Jab and it comboes. When I try to connect a crouching Forward after the meaty fierce and the Standing jab it doesn’t connect. Is some sort of property that doesnt allow this combo to work. Normally, Standing Jab into Crouching Forward combos fairly easily, is there a reason for this.

Again, sorry for the confusion earlier.

ok K kyo vs K or C sagat…
my Kyo is having a bit of difficulty getting close. if I jump hes gonna s.hp at a distance and I JD it but… I have no options after then to JD again…

Ive started to pressure him with lowjump mk and df HK. but it only gets me so much… sagat out pokes kyo to much…

I dont have much options left but to bait him… and its only effective when Im raged…

and I like to rush…

Hey, I’m sorry to pull a forum scrub tactic and barge in on the thread, but the guy who told me about this was right. If you time your meaty attack late enough, your hit stun push-back is significantly shortened.

Normally Kyo cannot do his kick throw after a close s.MP without walk forward first. If you time the meaty just right though, you can throw without having to walk even a single pixel forward.

Normally Sagat s.LP doesn’t reach after d.HP, but if you time the d.HP meaty enough, you don’t get pushed back and the s.LP does reach.

I had no problem comboing perfect meaty d.HP, s.LP, d.MK xx super on a standing Rolento. Stop talking about OTG already and get practicing instead. :rofl:

edit: I exagerrated on Kyo being able to do s.MP, throw without walk a single pixel forward. But still, do s.MP meaty enough and even mashers are going to find it hard to escape the throw after.

I see… meaty c.hp? or mp?
dont worry… I never OTG unless Im confident or fighting a scrub…

has any1 ever tried this bait?
c.mp +one rekka on a crouching opponent… they always try to poke u and u get a free serpent wave…

I hit this like 90% of the time…

Yo… I ain’t Buk… so I might not be giving on par advice. But IMO the Ken vs Cammy matchup is kinda similar to Sagat vs Blanka. You gotta feel out what Cammy is looking for. If she is looking for you to whiff a RC funky kick… you should mixup RC/normal FBs and dash cr LK pressure and walk f+RH. She will have a tough time reacting to both these options if her mind is on RC funky kick. If she is looking to jump the FB or to cannon drill under it. You can bait this option with alot of whiffing st LK at a safe range. This should generally dull their reflexes. Its also very important to condition their RHs. If you read them very well… she’ll be limited to walk up RH. This is where you should be taking smart risks with jumping over it for a fat combo or rolling it. Another thing to take note of is, its better to just DP the cannon drill instead of cr MPing it. If you get this down, it can literally win him the match. Because LP DP gives 18 stun or somethign. The you get a free crossup… since Cammy gets up slow as shit, it gives adequate time to time the hard to block crossup. If you land that lvl2 combo… yea 80% of the time cammy is dizzy. So it is important to learn to DP random Cannon Drills… as opposed to cr MPing them. But IMO the key in this match is jumping/rolling the RH just like Sagat vs Blanka w/ the cr FP. You also gotta be smart about her jiggling. If she is jiggling, she generally wants you stick out RC funky kick or cr/st/fwd RHs or even cr MK. So you gotta dull reflexs with st LK and st Jab whiffs. Once you do this… they will be a bit slower to mash st RH to seeing you move. Then you can generally dash in or whatever, because they will be hesitant. I’d say alot of this also applies to Sakura vs Ken match too IMO.

Either way… it is definitely a tough and very smart footsie oriented matchup. What I posted above is not as easy as it is posted, but I like to play this match because it really tunes up your footsie game. The thing is Ken has to take smart risks to win this matchup IMO.

are you going to release your unfinished FAQ’s on iori, morrigan, and hibiki anytime soon? i know i asked this before, but i was looking for an update=)

N-groove is fun

are you tired of people asking u about those faqs and do u not feel like saying “damn it all to hell”

Yo Buk…you said that people should burn more meter. How bout with P groove? I see Justin getting 2-3 supers a match with his P groove cuz he seems to use em right after the other…should I burn meter in P?

Buck’s not gonna give up his’s secrets… that would be way too random.
:wonder:

im really looking forward to the hibiki one also. I started messing with k hibiki recently and could use a gameplan with her

To all my loveslaves out there, Thunderlips would like to ask you something. After a knockdown, what are hibikis best options in K? Not asking you to list them all, just the 3 or 4 most effective ones.

Thunderlips: I’m assuming you mean when Hibiki knocks down an opponent.

Jumping rh works well…shit’s hella confusing. Hit rh right above their head and mash on shorts when you land. It’s hard to tell which side you’ll land on, if you do it right, and it randomly crosses up, depending on which character you’re fighting against.

Run up crouching short x3, crouching jab, slash (assuming it’s not Bison, or a character with a super that will punish it). Mix up with whiffed short, throw.

Use that close standing rh, it hits meaty, safe on block, I think it hits low…

Standing strong into overhead thingy (dp with kick). Chain into any slash or super if it hits.

Mr. Sakuraba: If it’s a faq from Campbell, it’ll probably be for N-groove, and Hibiki plays WAY different in those grooves, imo.

Anyone can answer this if they want–

Is 323P a valid input for a DP?

Or put in more familiar notation, df, d, df?