I think the trick (well at least the one that I use) is to press and hold roll at the 2nd last direction. You then press (or release) the lone necessary button to execute your desired move at the final direction input.
how would you use negative edge to RC funky kick? Thatās the RC that gives me the most trouble, tied with 360s. And for 360s, is the roll after the hcb likeā¦hcb uf + roll + u?
For RC Funky Kick I do d, db, d, df+lp+lk (hold lp+lk), f+ārelease lkā.
I definatly suck at it though lol. I donāt know what it is about Funky kick in particular, all I know is Iām not good at it heh, but I havenāt been using a stick that long. Obotās apparently pretty good at it, might wanna PM him for tips and then tell me :P?
Zangief/Honda are just after the roll(at least I know it is for Honda, and 90% sure it is ditto with 'gief), Rockās is basically impossible to do consistantly, so give up.
EDIT: I mean that hcb has no overlapping inputs for the command grabs with gief/honda, so hcb+roll will always give you a roll and not a special move. hcb - roll - up - P. That is the input I use.
When you roll the input for the lk overrides the input for the lp. So everytime you do hcf, roll, youāll get a funky kick. Tapping roll near the end of the execution should give you the RC funky kick, since the negative-edge command for the lk+lp would go towards the lk.
And the funky kick doesnāt have any shortcut inputs-- so you have to hit the full motion to execute the move. I usually fuck up because Iām not starting at :l:
I was gonna post a question here about RCāing Rockās 360, but I went into training mode and answered my own question. I can do it consistently and itās not that hard actually (after all, even I can do it).
whiff random move :u::ub::l::db:roll:d::df::r:+punch
it really works, awesome stuff :karate:
EDIT:
Just did a little test an I got it 5 out of 15 times. But then again, I suck. Iām sure with a bit of training ppl can do this with the same consistency as hcf RCās. I recorded a little video of me doing it with key display on, Iād share, but I have no place to put it.
Yo Buk, I noticed youāre really good at countering RCās with your command grabs, especially as the other guy gets up for example. Is there any trick to make me better at doing that myself? Iām scared of RCs at times because people have been doing absolutely ridiculous stuff to me recently (like one frame reversal RC dps). Are you guessing on the fly every time you get a momentum streak going on the knockdowns? Or do you have some kind of set pattern or general rule you like to follow for your personal style? Again, Iād like to when to grab in particular.
He has patternsā¦itās just thatā¦we all fall for themā¦'cause Buk is the CRAZIEST.
Heās like Choi sometimesā¦turns off blocking. I swear Iām holding down back after Ioriās random small jump strong, and I still get dp into dizzyā¦WTF?
How do top players turn off blocking? I must learn this technique.
Yo buk I kinda had a personal question. I know for a fact that LTB plays cvs2 pretty consistently to get better. How about you? Do you practice/play cvs2 consistently? Or do you just play off of muscle memory/talent?
youāre most likely hitting roll too late. go to training mode and turn on the key display to figure out where youāre messing up. if the key display shows that you are doing the special move motion then rolling at the end, then thatās where your problem is. if the inputs look correct on the key display, then youāre probably getting accidental negative edge. hitting roll earlier solves both problems
:l::db::d: :lp: + :lk: :df::r: :lp: + :lk:
seems to be the most common method. even though youāre double tapping roll in this method, youāre actually just negative edging the the move rc using the first roll input; the second roll is totally unnecessary. it does seem to help a lot with getting the right timing though
Zenfire: thatās actually a really cool discovery. iāll check it out later
i just feel out the player and counter what i think heās most likely to do. some people are mashers, so i counter hit them all day until i think iāve conditioned them to block (unfortunately, i overestimate people sometimes and they just never learn to block). some people will try to wake up with a safe super/rc every single time, some try to wake up with option select throw breaks every time (this gets more common against better players), etc.
i donāt consider myself a pattern player. i consider myself a setup/mixup player. i might do the same setup 75% of the time after a certain situation, but iāll mix up what happens after that setup as much as possible. falling into patterns makes you predictable, and thatās where offense starts to suck
when cvs2 was new i played the crap out of it, spending lots of time just dicking around in training mode, trying to find new stuff with assorted characters
as time went on i got more comfortable with my characters, mastered most of the things i needed to execute, and just hammered out my playstyle. at that point i only hit up training mode to figure out how to solve problem situations for my characters, and if i happened to think of a new setup or possibility for my characters
now that i live in dallas, i only play whenever the monthly tourney rolls around
Both characters have equal risks to consider to land the CC.
If both runaway and build meter then itās at a standstill.
Technically all Sakura has to do is jab you once, hit or block, and Blanka is chipped for half life.
Blanka can out range with cr. RH and get some knockdowns into RC Elec. mixups.
Dunno, this matchup seems totally against Blanka in every way.
Buktooth, Iām sure youāre gonna have fun taking our money in the BYOC room, but is there anybody attending EVO that you fear playing? Well ok not āfearā butā¦do you forsee yourself being the underdog in any specific matches?
Also, K/P groove are able to JD/Parry one frame earlier than blocking, right? Does this mean that if you KNOW your opponent is going for a one-frame link (ex: Sakura RH hurricane, link s.jab), could you always JD/Parry it? Does this make one-frame links not worth it against P/K? Maybe even 2-frame links? (since CvS2 removes some frames at the universal setting)
Mashing on backhop will save your life against most A-Sak players. Unless they know the secret way to counter backhop, then theyāll be missing the CC every time. It helps if you know your opponentās patterns. Look to see what they usually do after activating. If they go straight into DPs, backhop and eat a juggle CC. If they do any kind of hit first, block and AC it. Itās usually in your best interests as A-Blanka to backhop immediately. Thereās only one thing that A-Sak can do to get a ground CC on you in that situation, and very few people do it.
Anybody here good with roll groove Rolento? I have basic question so not just Buk can answer this time btwā¦
Cammy forcibly walk right up, close fierce, walk up fierce again (close or far), and then either low jump, jump forward LK, or Spiral Arrow seems to be an infinite trap on me unfortunately. Is there a way out and a reliable counter that I donāt have to totally preemptive guess on besides using my RC fierce? This is when Iām cornered by the way. If anybody has a tip to help me avoid this situation in the first place, that would be great too. Low jump Vega is also abusing stuff like this on me. Low jump fierces, random throws are nasty.
Rolentoās RC jump back, falling j.MP in the corner is useless against Cammy since her close fierces whiff so quickly, she recovers in time to Cannon Spike me or mash out some more normals. I donāt want to rely on RC fierces to get out as well, because although they work perfectly against both jumping short and low jump shorts, I can personally only execute them about half the time I need too. This is retarded. Iām timing something hard to get a moderate reward, while Cammy gets to do something really easy and get the reward of being able to break my guard in about 5 seconds.
Poking early with s.MK against the low jumps and using an alpha counter are the only other ways I have so far. Anybody knowledgeable please help. Thanks.