Ask me something

how do you roll cancel moves that overlaps other moves?

ex: yamas sand kick and pimp slap. sand kick always comes out for me.

same with his knife, the axe kick comes out instead.

another one is rocks elbow dash. i cant rc that move at all, the overhead dunk comes out instead.

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.

We’ll do some Rock examples;
RC Fierce Elbow = d, db+lp+lk (hold lp+lk), b+hp
RC Jab Elbow = d, db+lp+lk (hold lp+lk), b+'release lp’
RC Shift Dunk = d, db+lp+lk (hold lp+lk), b+ā€˜release lk’

Negative edge is your bitch :tup:. That’s how I RC anyways.

how would you use negative edge to RC funky kick? That’s the RC that gives me the most trouble, tied with 360s. And for 360s, is the roll after the hcb like…hcb uf + roll + u?

For RC Funky Kick I do d, db, d, df+lp+lk (hold lp+lk), f+ā€˜release lk’.

I definatly suck at it though lol. I don’t know what it is about Funky kick in particular, all I know is I’m not good at it heh, but I haven’t been using a stick that long. Obot’s apparently pretty good at it, might wanna PM him for tips and then tell me :P?

isnt funky kick a hcf motion?

i have no trouble doing that move. just make sure you are doing a full half circle

Zangief/Honda are just after the roll(at least I know it is for Honda, and 90% sure it is ditto with 'gief), Rock’s 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, you’ll 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 doesn’t have any shortcut inputs-- so you have to hit the full motion to execute the move. I usually fuck up because I’m not starting at :l:

I hope that makes sense.

I was gonna post a question here about RC’ing Rock’s 360, but I went into training mode and answered my own question. I can do it consistently and it’s 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. I’m sure with a bit of training ppl can do this with the same consistency as hcf RC’s. I recorded a little video of me doing it with key display on, I’d share, but I have no place to put it.

Thats the most retarded thing i’ve ever heard.

"Just after the roll."
Pfft. Against a good player they won’t even let you in if u keep rolling.

RagingStorm101 is right.

You can get away with doing hcb, ub, u

or

d, db, b, ub, u, uf

The 360 motion isn’t really a 360. You can do like a 190 and get a 360.

Yo Buk, I noticed you’re really good at countering RC’s 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? I’m 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, I’d like to when to grab in particular.

He has patterns…it’s just that…we all fall for them…'cause Buk is the CRAZIEST.

He’s like Choi sometimes…turns off blocking. I swear I’m holding down back after Iori’s random small jump strong, and I still get dp into dizzy…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?

you’re most likely hitting roll too late. go to training mode and turn on the key display to figure out where you’re messing up. if the key display shows that you are doing the special move motion then rolling at the end, then that’s where your problem is. if the inputs look correct on the key display, then you’re 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 you’re double tapping roll in this method, you’re 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: that’s actually a really cool discovery. i’ll check it out later

i just feel out the player and counter what i think he’s most likely to do. some people are mashers, so i counter hit them all day until i think i’ve 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 don’t 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 i’ll mix up what happens after that setup as much as possible. falling into patterns makes you predictable, and that’s 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

Need help on this matchup.

A Blanka vs. A Sakura

What can A Blanka do?

Both characters have equal risks to consider to land the CC.
If both runaway and build meter then it’s 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, I’m sure you’re gonna have fun taking our money in the BYOC room, but is there anybody attending EVO that you fear playing? Well ok not ā€œfearā€ but…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)

The JD/Parry one-frame deal only applies to the moves YOU do that have -1 afterwards.

I thought you could parry throughout the entire recovery of a move.

Using Kyo’s rdp+k against A groove random activate. Yay or nay?

Mashing on backhop will save your life against most A-Sak players. Unless they know the secret way to counter backhop, then they’ll be missing the CC every time. It helps if you know your opponent’s 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. It’s usually in your best interests as A-Blanka to backhop immediately. There’s 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 btw…

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 don’t have to totally preemptive guess on besides using my RC fierce? This is when I’m 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.

Rolento’s 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 don’t 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. I’m 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.

buk how do u deal with blanka low jump with hibiki.