get C-rugals corner traps down, he has todo like corner pressure.Its something like get a knockdown then do either a deep Jab fireball or RC reflector then either more gaurd shots or walk in for throw
pretty much what UCRollerBlader said. i only ever use strong chain after grabs and against p-groove, and in both those cases i still do standing fierce more often
http://www.shoryuken.com/forums/showthread.php?t=63910
kyosuke does a lot of damage if you can do his combos. theyāre difficult, but definitely manageable with practice. he has a strong corner game, and gives non-roll grooves problems
there isnt much to learn from kyosukeās frame data except that he doesnāt have any reliable links and pretty much all of his mediums/heavys give disadvantage. his low forward is actually a really good poke. it might be a little slow but it has good recovery and deceptive range
kyosukeās best groove is C, and the ābestā way to use cross cutters is too vague
imo the best way to stop vega from low jumping is with a good offense. some people can DP it pretty well, but iām not one of them so i just try not to give vega any room to breathe. also, a lot of the normal anti-low jump strategies work: normal jumping up in anticipation of a low jump, walking forward and blocking to put the low jumper at an uncomfortable distance while heās in the air, forcing him to attack early in his jump and giving you initiative when he lands, etc.
rugalās fireball has deceptive recovery. it seems to recover really fast, but it actually has about the same recovery as any other fireball in the game. the reason rugal is able to punish people who jump/roll his fireball is that his fireball begins really close to him, while normal shoto fireballs and such begin a good distance in front of them. this makes the fireball take longer to reach you, and that means rugal has more time to recover if you react at the last second. just jump/roll as soon as you see the fireball like if youāre fighting shotos or sagat, and you can punish rugal just like any other character
also, jumping on top of rugalās head is a good gamble. he canāt rc wall grab/wall grab super you at that angle
not specific enough, and the cammy scenario you posted had just been answered in my previous post. against blanka concentrate on getting him to the corner and keeping him there, and blankaās rcs were never that big of a factor against sagat in the first place
Chun-li RC legs against your character that can duck the second hit⦠still a threat at all? Iām loving fighting against players who think theyāre hot stuff because they can do RC legs into super or combo into HK legs off a jump short. They get d.MK xx super in return just because Iām so nice. I donāt want to assume Iām totally safe from this move just because I happen to be using Iori or some other short character though.
I was testing out Ken jumping right on top of Rugalās head after I read your previous reply, and that led me to thisā¦
Can you give me some quick training on how jumps work in this game?
Iām talking about things like the pros and cons of using a high hitting jump attack versus a deeper hitting one. I recorded Ken doing a j.MK as high as up possible then low shorts as he landed for example. I took the j.MK hit with Rugal and was able to cleanly mash on punch throw. Other times I was able to counter hit KEN with my Rugal low short, low short xx super. Other random times (but mostly when I blocked the high j.MK), Ken was counter hitting me out of my low shorts (or cleanly beating my mash throws) though. Is there a consistent way to take advantage on the offense after using a jump-in attack? Will a jump-in attack, followed by an immediate dp+LP as you land (no matter how high or deep your jump-in attack was) always win over everything other than a block?
Iām watching Choi play, and it seems like he always has the frame advantage to mix it up after attacking with jump attack. Whatās he doing to make it so he doesnāt die to mash on throw or mash on shorts after the jumps? JD, mash on throw is the most notorious, and yes, no matter how strongly I feel that I shouldnāt, I still occasionally get killed by that.
*These numbers are in the systems section of my CvS2 bookā¦
light 13F 15F
medium 15F 20F
hard 15F 24F
Can you elabortate for me a little, Buk? Again, I donāt think Iāve fully mastered how jumping mindgames work in this game yet.
Choi jumps in deep. And if you are jumping in w/ early jump attack and getting thrown randomly out of it⦠its one of 2 things. You are hitting with the jump attack too high, or you are messing up your timing with your crouching LKs. So just adjust how deep you do your jumpin accordingly. Frankly after most jump early attack jumpins w/ Ken, you can do a jab DP to combo. I saw Justin do this with Sagatās jump early RH over shoto fireballs. Iāve played C Rugal⦠and his RC Fireball isnāt hard to jump at the range within your st Roundhouse. Either way⦠if Rugal ever mashes on throw when you mess up a jumpin, you should be thankful it wasnāt a d+LK, because then you would have lost.
I think a long time ago in one of tragicās vids I saw C-Ioriās qcb+p,qcb+p,⦠cancelled into a super. I canāt get the timing down on this with his qcf,hcb+P super. For some reason in the hcb it reads the qcb and does the last hit of his three-hit-string. Any specifics on the timing of cancelling it into a super would be appreciated. Thanks.
You sure it wasnāt Blood Riot Iori?
I canāt say that Iām sure. I saw it a long time ago before I even played CvS2. Is he the only one that can cancel the punches?
where can i get every characterās frame data for their normals, supers, and specials like they have on http://www.finestko.com/features/characters/maki/ ?
I feel like I should ask stuff before this thread degenerates (not that it is right now, just saying). Having a hard time coming up with questions though. So here goes:
Iāve allways wondered, what if life were more like cvs2?
and also,
What if N-Maki spent more time trying to land lvl1 punch super followed by a (somewhat hard to dp) meaty crossup instead of popping stock for kick super? against safe-fall grooves that is. wonāt this really help her put pressure when she needs to? or does that big damage rank higher than consistent pressure?
then iād be a girl with a +10 frame punch
and when i get bored iāll have sex change, put on an eye patch and run around scratching my chest.
Allenā¦dudeā¦sighā¦
so which japanese players are coming to evo? itās hard to imagine kindevu NOT coming because he likes to take everybodyās money. say iyo is coming, itāll be tight.
and release N-iori v2.0 PLEASE!
peace
I think Buk answered it already in the previous pageā¦
umm⦠u cant safe fall from supers anywaysā¦
definitely still a threat. you get hit by it you lose half life at least. against short characters, chun can do 3 hit legs and still hit confirm after it. iāve only seen like 2 chun players master this though (both japanese. i was good at it a while ago so itās definitely doable).
as the numbers in the systems guide show, jump attacks produce a lot more block stun than hit stun. this is true across all capcom fighting games i think. high jump attacks are useful because theyāre difficult for tall characters to stop on reaction, giving you an easy way to get in on them.
thereās a sort of option tree i go by whenever i do a high jump in:
[list]
[]counter hit: proceed into ground combo
[]blocked: proceed into standard mix-up where i have frame advantage
[*]hit: proceed to do standard frame disadvantage options, such as random invincible move or jumping straight up to avoid throw attempts and punish on the way down. or just block (recommended)! note that the frame disadvantage in this situation is generally pretty small. probably like -1 or so usually. the opponent will very rarely be able to get a free hit on you in this situation
[/list]
that was Crazy Iori. normal iori canāt juggle off of his rekkas
ā¦he also doesnt have an uppercut super
ā¦and thereās no cancelling involved. itās just a standard juggle situation
if life were more like cvs2 iād cross up jesse at the dinner table while heās busy munchin boots with keith
if you ever hit with a low jump attack, by all means combo into a lv1 punch super every time. other than that i dont see many useful ways to combo the lv1 punch superā¦
but yea that cross up after a punch super is really good. hard to block if done right. definitely worth the meter
like i said earlier in the thread, tix are mad expensive ($1500+)so iām not sure who is 100% confirmed to go yet.
the current āi think soāsā:
daigo
dan
bas
kindebu
mago
shiro
nitto
tokido
nuki
remio
and umm⦠yea. those are just cvs2 players, and iām prolly forgetting some too.
oh, and iyo will probably never go to evo. i dunno he just doesnt seem interested
about the whole ājapanese players come to evo for free money thingā, itās really not true. evo is always held at the most expensive time of the year to fly in japan, so tix alone are $1500+. add in expenses, and you would have to win cvs2 (the biggest tourney at evo last year) just to break even. so sure, daigo prolly makes some money getting top 2 in 3 games every year, but most everybody else takes a huge loss.
in contrast, flying from california to sbo is on average⦠$500. plus american sbo players always get housed by random japanese players, so the overall cost is way less
Ohhh⦠Thank you very much for explaining the jump-in situations for me. Nobody ever taught me that youāre most likely negative after an early hit or JDād jump-in and Iāve been dying to anti-air JD, mash on throw for 3 years already as a result.
The three hit Chun legs is new information to me as well. Again, big thanks for sharing.
Nitto is a K-groove demon. I canāt wait to meet him and get some beastly Sagat action going.
Out of all the players who donāt scrub it out with the A-Team or Mago that shit with the RC, Ohnuki is hands down the strongest CvS2 in the world in my opinion too. He might be tied with OTK actually (ever since Ino quit), but Iāve never seen a player with more control over his character than Ohnuki has. Split second reactions and just the slightest thought in his head makes his on-screen character do EXACTLY what he wants.
Itās a beautiful thing.
Ohnuki may be a pudgy looking Japanese guy in real life, but I look up to this guy at the highest level possible. Guard break, run up d.MK xx Shinshoryuken.
yeah, ive been losing to that jd shit too, thanks alot buk haha.
Oh damn, Nittoās showing up time for some real K-Geese Beasting action.
what team has ohnuki been playing recently (if anyone has any idea)
the same n-akuma/chun/sagat madness?
Is two shotoās in the same team considered a viable option?
Elaboration: We all know Choi used to play C-Ryu/Ken/Sagat (along with many other variations,) but did he end up dropping this team? What I think Iām really asking is ādid Choi win after (I presume) people just started to play counter teams like say A-Vega/Blanka/Bison?ā 'Cuase thatās a pretty harsh counter team IMHO. Was having two shotoās (especially consecutivly) too much even for Choi, or did his beasting just continue anyway?
EDIT: Iād also like to know what you think about Rocks matchups. Does Rock have any obviously bad/good matchups, or is he like Kyo in the regard that he stands pretty much the same chance against everyone? You get your mixups going you win, you donāt you⦠donāt. Also, are there any other character that youād say play similiarly to Kyo in that they stand pretty much equal chance against everyone?