Ask me something

People dont use the crossup confusion running slash when the other guy is getting up anymore?

It has to be F,d,df. You dont have to go all the way back to f but you do have to input f at the beginning.

Yeah I was asking about how to do dash into elec.What exactly is ā€œpiano 3 buttons,then mash fierceā€ ? ?

And I was wondering how to do jump+medium kick and elec.U know the cross up elec.Thanks ! :tup:

For blanka cross-ups, do: jump…mk.fp.fp.fp.fp.fp

For dash into elec, do: dash…lp, mp, hp, lp, hp (OR) dash…lp, mp, lp, mp, hp.

When I’m P-groove Cammy, what do I do when Blanka is doing meaty RC electrcity on me as I’m getting up? I sometimes parry -> dp, or parry -> throw, but somehow it’s inconsistent. Is there another way out other than eating huge chip and guard crush? (other than doing lvl 3 through that shit)

Sorry if this has been addressed already.

Does anyone have a definitive answer on how much ā€œframe advantageā€ a-groove activation gives you? Also, what strategic possibilities does this open up? For those who think I’m crazy, going into training mode with A-Sagat and try st.Jab, activate, far st.Fierce. Normally the fierce is one frame too slow to link but somehow the a-groove activation freezes time but only for your opponent…or something like that. So yeah, that will combo. So it gives you at least 1 extra frame for links. I’m gonna try a ā€œ-1 frame linkā€ and see if it’s possible.

-fatbear

buk, do you think eating (thin crust)xl pies of pizza alone is on the same lvl as eating bigass bowls of ramen+whatnot?

do you believe in the fatbelt theory?

& N maki/morrigan/sagat
vs K maki/morrigan sagat.

which offers more to this lineup (try no t to be biased)

Hey buktooth…are you able to get one of your top-player friends (i.e., the ones we all know but never see posting) to post a strategy article or two? Or maybe even some parlor tricks? (since that’s what we eat up the most)

always do low parry twice uppercut. it always works and if blanka crosses you up you’ll still get the parry. If you can’t do it consistently just block it, it’s better than taking the hit.

sup buk you fucking monster hey i dont play cvs2 but i wanna and do good at this tourney I’m going to who should i learn and what should i abuse? :smiley:

the best thing to do with the eagle scenario would be to test it yourself in training mode, and against different DPs and with different timings

if the sagat low forward reaches the opponent after the standing jab, then there’s no reason it shouldnt combo. the timing from the meaty fierce to the jab is probably throwing you off

you shouldnt be blindly jumping out from the distance where sagat can fierce you as an anti air. work your way in closer first, then force him to do riskier anti-airs like DPs and stuff. if he starts doing standing roundhouse as anti-air then you’re being read like a book. recognize when he’s looking for you to jump and walk/run in instead

from the last two statements you made, it seems pretty clear that you’re just being too impatient. constant blind rushing doesnt work in any good game. either create the opportunities for rushing, or go about things a different way

here’s some hints: walk in and JD, push sagat to the corner, and look for opportunities to do overhead d+fierce.

iori and morrigan possibly, hibiki is nowhere near a presentable state

it’s my own fault really. made a bunch of promises i cant keep

paulee uses a bunch of characters in agroove that dont have guaranteed CC set ups, so what ends up happening is that he’s constantly looking for some guaranteed CC opportunity that’s never gonna come. instead of fighting a whole match without ever CCing once, he should be randomly using CCs more since that’s basically the only way he’s gonna land them

in the case of P-Groove, i think you go after more opportunities to use your meter once you have it. use it randomly? definitely not. but whenever you get a chance to hit your super always go for it

  1. cross up running slash -> trip slash
  2. low short into combo
  3. DP+K overhead (buffer it off of a move if you want)
  4. kick throw (doesn’t reset stun)
  5. overhead jump roundhouse (if it will dizzy them)
  6. cross up jump roundhouse if you want to play safe/guard crush

… and you’re weird

oh and Leezy: hibiki close roundhouse isnt safe at all on block

nope. you gotta have a forward motion at the beginning

hit up the ā€œnew to cvs2?ā€ thread. it’s got tips on RC elec which apply to your situation.

and cross up forward into elec is performed pretty much the same way

yea its been discussed a bit in the systems guide. nobody can get it anywhere near consistently, so there’s some little trick floating around concerning agroove that people havent figured out yet. i havent messed with it much myself

When I use Rolento, one of my more common tactics is to throw out a level 1 knife super (where he throws a bunch of knives in the air) after a knockdown. By using this in conjunction with a low attack i’m often able to get a hit either way and get some acceptable damage off it.

My question is this: If I were to throw out a cr. mk timed so that it will hit my opponent as the knives hit him, would this constitute an unblockable? I cant really try it out in training mode due to the nature of the all guard setting and i’ve never had the opportunity to have one of my friend’s play training dummy for me. Thanks in advance.

Quiznos or subway???

Ok one more question buk…
Its acually two questions but whos counting.
You said after a kick throw , that kyo basically has a really dangerous 50/50. I know he has a lot of wakeup options. Which two are you refering to?
And second, another kyo question. After a knockdown ( rekkas, sweep) that ISNT a kick throw, what are the two or three wakeup mixups that are the best? I know he has all types of little tricks after a knockdown, but what are the two or three that you keep going back to more than the others?

And Im not wierd campbell. Havent you ever seen Rocky III?
Just because im the ultimate male, doesnt mean we cant still be friends :tup:

K thanks, I stopped playing Hibiki…and no one ever punished me when I used rh…

Aren’t all air projectiles (akuma’s balls, knives, air super balls, etc.) blockable low…? So, you should be blocking low the whole time and watch out for overheads?

Is there anything that gets around the 100 point minimum damage rule? Corrollary if there isn’t: Is there ever a reason for a K groover to block Vice’s lightning legs? You’re taking a little damage either way, might as well get a ton of meter out of the deal…

The blond, Swedish girl(s) at E3 was top tier. Forgetting anything stupid or sandwich related, do you have any pictures from your trip Buk? The girl at the Tips 'n Tricks booth if you have any of her too.


Dealing with throws:

I just thought of this yesterday, but a general rule I should be following is when I KNOW they’re going to throw is…

TECH when when we’re both even on frames (ie. I’m crouching in the corner and the guy wants to walk up, throw me).

COMBO when I’m coming out of a reversal situation (ie. Opponent does a tick throw or throws as I get off the ground).

My reasoning is that the 6 frame no throw window you get when coming out of reversal helps you greatly in knowing when to press your d.LK. If you know you want to sit and block and it’s not a reversal situation however, there’s no 6 window to help you out and you’re pretty much trying to guess against a 3 frame throw.

Does that sound about right to you or is maybe even a rule you follow yourself? I ask because *non-raged Cammy threw me six times in a row yesterday when I kept trying to combo her throw attempts. Again, combo against throws in a reversal situation, tech against throws outside of a reversal, and of course just let them throw you when you know it’s not safe to hit any buttons at all.

*I had level 2 stocked and ready to go so what do I care about Cammy counter hitting me?

DPing against a throw seems to be a compromise between teching or comboing. It’s easier to DP against a throw rather than comboing because there’s no chance of being thrown out of a DP like you can be thrown out of the startup of your d.LK/d.LP combo starter. On the other hand, you leave yourself extremely open to being hurt when you guess wrong as opposed to guessing with a tech attempt (where the guy you’re playing against actually needs some skill to be able to capitalize, whereas even a monkey can kill you for whiffing a DP). DPing is also harder to time than a tech attempt is. The reward is greater, but still, it’s not easy to DP against a random walk up, throw attempt when you’re playing defensively. Only DP against throw in a reversal situation is the rule I’m leaning towards. Again, tech appears to be the best option whenever no reversal is involved.

my N-iori needs some serious help, so the sooner the better=)

this might seem kind of general, but i was wondering if there was any bad habit that you used to have with your N-iori that once you got rid of it, your iori got a lot better. i notice that i do RC rekkas too much, but it’s tough to train myself to stop. anything of that nature that you overcame to make your iori better?

peace

How can you tell if you do Hibiki’s cross up slash correctly? (qcb+fierce on opponent’s wake up)

What do you think about Hibiki’s close st rh into qcb+lp? If you let go of the lp as soon as possible, it looks (to me anyway) that she has a small amout of frame advantage. Almost as if she could link a cr short afterwards, but I’m sure she can’t. I just think that it’d be a good bait to either throw, command counter, or counter hit.

yes, pizza is pretty much the american equivalent to ramen: everybody of all age levels and backgrounds love it, particularly kids

the fatbelt theory sounds like a convenient excuse to me. before kobayashi and sonya thomas started rocking nigs, eating competitions were all dominated by fat fools

maki morrigan and sagat are ALL better in ngroove compared to K

i think you should know by now that good players never post. for a lot of reasons.

if you’re playing against not-so-good comp, you can be pretty much invincible by spamming RC elec and sak overhead CCs. or just RC elec. it’s the ultimate scrub killer

the knife super isnt even an overhead, so no it’s not unblockable

quiznos destroys subway for free. pretty much any random sandwich chain will own up subway

kyo’s 50/50 is basically just mixing up his throw and his low short. if you eat the low short you take like 5000 dmg even without meter, and taking the throw doesnt improve the situation

kyos main option tree after any knockdown goes:

  1. low short into combo
  2. kick throw
  3. overhead low jump d+fierce (big chars only)
  4. roll cross up / not cross up (roll grooves only, only after rekka combos)
  5. counter hit set up into combo
  6. tick into kick throw

all air projectiles can be blocked low. this isnt really all that useful to know though. what IS useful to know is that you can block akuma’s demon flip low (and hence, cant be thrown)

afaik there isnt anything that gets around the 100 damage scaling besides supers. oh and CC air throws i think

and yes, kgroovers would be smart to just eat vice legs and get a super. the legs only do 2 pixels of chip damage anyway. yep, the ground version of the legs is pretty worthless

e3 sucked this year. xbox360 is meh so far (controller is 5437892x better though), not much exciting on the floor besides Okami and a bunch of DS games, even booth babes were sub-par. and no, i didnt bring a camera so no pics.

…and why would i visit the tips n tricks booth?

anyway, for defending against throws:

if i KNOW my opponent is going for a throw, i’ll always combo them. teching a throw is such a shitty risk-reward scenario: you still eat a fat counter hit combo if you guess wrong, and if you guess right you just get into a neutral situation. the only advantage imo of teching a throw is it’s a bit easier to do on reaction as opposed to comboing throw attempts. it’s still a simple matter for your opponent to bait your reflexive tech attempt and combo the boots off of you though

my problem with all my characters is that i usually do too much of everything. every time i find something good (RC rekka, low jump whatever, dashing fierces with morrigan, super jump roundhouse with hibiki, etc), i tend to spam the hell out of it until people figure out how to counter it. and then once that happens, i spend like at least a month getting killed by spamming said tactics and getting countered. though i’d like to say that most of my bad habits have been cured now, there’s still a few i’m still working on

the best way to test your hibiki cross up running slash timing is to go to training mode, set hibiki as the recording dummy, then set it to play and see which way you have to block it. it’s actually not that hard; if you didnt do it too early and whiffed the move completely you probably did it right

qcb+lp is hardly ever safe, especially not at point blank range. the hit stun isnt as big as it looks. pretty much the only way to make running slashes safe is to hit them at the very max range, and even then it still isnt safe against a lot of characters (k/p grooves might be able to parry at max distance though, not sure. definitely not at point blank range though)

close rh into qcb+lp is a really good way to guard break somebody with a flashing bar though