Ask me something

Choi tears it up with the Hadoukens so Vega doesn’t have a THING on him. I don’t know how he does it actually, Akuma or Ryu versus Vega. Any groove Vega is hard as heck to fight against at times if you ask me. Could be a monkey controlling him and it would still be difficult to do well with a shoto.

Shiro’s giving out free mustache rides to the first 20 customers that approach him too. So get your spot while you can.

what does it mean when a normal has “rapid fire”? like maki’s jab in http://www.finestko.com/features/characters/maki/

does it mean after the first jab if i press jab again, the second jab cancels the first jab’s recovery frames or cancels the jab during the first jab’s active hit frames? does it also mean i can cancel the first jab with any other normal/move or just another jab?

My point was exactly that. Since you can’t safe fall but you CAN delay getup after supers, a j.mk crossup after punch super is only guaranteed against safe fall grooves.

Buk i dont know if you just missed my question earlier so ill rephrase it. Ive seen you do pro’s and cons on a lot of characters. Never seen anything written about rugal though. Im using c- guile, rugal,sagat. My rugal is pure shit. Ive read all the rugal froums and posts, but most of it seems worthless. If its possible can you put together some pros/cons or a general overall strategy with big goofy rugal? Im not asking for a 20 page writeup just a little something. Itll be a lot easier than just trying to learn all the ins and outs from watching yuu’s matches.

Id be super intrested in seeing some rugal tips myself.
No one ever talks about what exactly makes him good in C besides level 2 into whatever. Give us a little write up bucky. please

generally or maki-wise, how do you do c.lp, c.lp, run, c.lp?

is there enough frame advantage and time to run and c.lp after the second c.lp?

any execution tips for run to c.lp’s?

what’s the frame data on running? start up, recovery, etc.

if you’re a good shoto player, then sure. the really good shoto players like dan and nakanishi manage to make them work in even the worst counter matches

rock’s mix up game isnt nearly as strong as kyo’s (needs meter and/or corner to be really scary), but he’s not as dependant on it as kyo is. i don’t know rock well enough to be able to say with certainty what his good/bad matches are, but in my head at least he seems to have a way easier time against most of the top tier than kyo does. in my head sakura is his hardest match by far, then possibly vega

during the active hit frames. you can cancel a rapid fire move into any light attack

pros/cons take way too long, so i’ll help you out with what rugal’s objectives are:

  1. land a wall grab or level 2 wall grab super
  2. get them to the corner and work the corner mix up

there’s tons and tons of ways to get objective 1. if you cant seem to land a wall grab on your opponent, fall back to objective 2. note that objective 1 naturally accomplishes objective 2 also.

however, i’ll say that the single most important thing when learning rugal is making sure your anti-air game is down pat. without anti-airs, you’ll never have a chance to do anything

umm… running low jabs are just f,f,d+lp. i’m not sure what’s giving you problems.

there isn’t enough frame advantage to get a free running low jab after a connected low jab. otherwise you’d see running jab infinites everywhere. if you’re fast and don’t try to run far, your second low jab can hit while you still have the advantage. however, since you can’t run more than a few pixels, 2 or 3 of those will usually push you out of range. also, maki’s low jab is only +3, which isn’t enough time to do a running low jab.

i dont know the frame data for running off the top of my head. it can be found in the systems guide at gamefaqs

Hi. I have more Rolento questions, Buk. You get knocked down and the other guy wants to throw you as you get up. He gets right over your body and does a quick jiggle or something before he goes for his punch throw. What’s your prefered way to counter this? If you know what Shiro likes to do, that would be awesome as well. I have…

-s.LP, d.LP xx super (difficult to time)
-f+MK (you’re going to take a hit even when you guess right)
-RC back roll

I’ve taken your advice and stopped going for tech throws altogether, as the reward isn’t worth the risk, so now I need some more options. Using the delayed getup or a wake-up super doesn’t count either as those aren’t always available.

I’m asking this because my friend has successfully learned the timing where he can naked throw me out of my wake-up RC b+KK consistently.

I’m thinking that RC roll back might be the strongest wake-up option Rolento has now, but doing a reversal RC qcb+LP can be difficult at times. RC qcb+MP is way easier and guarantees you a free d.MK when Sagat or Sakura try to punch throw you in the corner and whiff close s.HP instead, but that doesn’t always guarantee you a free attack against every character (like Cammy whiffing close fierce).

I don’t want to resort to blocking low for a second and then tech throw as I get up because as you said before, you leave yourself open to being counter hit anyway but the reward for the tech is minimal/non-existant.

Of course I would just do a Shoryuken or something if I had Ken, but yeah, waking up with Rolento is a little harder. Little help please? Thanks.


Also people using meaty ambiguous cross-up attacks against you as you get up with Rolento. I’ve had some success in training mode using my reversal trip-wire (any level) against Sakura trying j.MK on me as I get up, but you don’t always have meter and you never know what direction Sakura is hitting from either.

I know if she hits from the front, then the jump attack isn’t technically meaty anymore and I can just hold up to take the j.MK hit and avoid the combo safely. This seems like a totally needless risk to take an not worth it though.

Again, what do you think? Just hold the direction you’re guessing in which you need to block and attempt RC KK jump everytime you see her coming from the air?

Morrigan doing her cross-up cheese on me is a whole other beast so I’ll have to worry about that next time. :rofl: Just basic Rolento wake-up options for now if you know them. I appreciate it.

EDIT: Oh yeah, I’ve also been using d.MK xx patriot circles to counter whenever I feel people are going to use standard tick throws on me (like d.LK, wait, throw). But yeah, I’m taking a total guess as there’s no way in heck in hit confirm my d.MK. Good idea, bad idea? I’ve timed and/or guessed wrong and ended up eating Sagat far s.HP xx super while I stand there spinning the stick like a moron before.

Does Buk or anyone else know why the hell Otaku LOVES to use command overheads? I’ve been looking over a lot of the vids I have of him (some are hella old, found an Otaku/Makoto match back there :O) and he does 'em all the bloody time. At first I thought that maybe there was some mad link into super you could pull off or something that I didn’t know about on hit, but I’ve found a lot of times it’s connected and that’s that.

I’m not talking about the better command overheads in the game either. I’m reffering to Rock’s f+mk, Kyo’s f+mk, and Akuma’s f+mp. There is nothing (that I know of) that you can combo off of these, unless done hella meaty which he doesn’t seem to go for anyway (far too easy to react to methinks). It even seems to push you so far back that I would’ve rathered nothing happened and I stayed in close to continue my mixup game.

So why does he do this again? I see Buk as well as a lot of other players inculding myself who go for small jump hk (or w/e you character likes) xx landing animation into dp. That’s what I do when I want a quick overhead mixup, but I never see OTK use this.

So does anyone have an explanation for doing non-meaty, super-slow, push-you-out-of-mixup-range f+mk overhead with Rock for the measily 800 dmg or whatnot?

cause he thinks its gonna hit u. Its just another option. Might not be reliable and damage worthy for u, but for some players its still a hit. They are slow though…god damn especially Iori’s…

I’ve seen Choi use Ken’s overhead after the funky kick. I think it’s a good way to dizzy someone if you know they’re close.

hi, sorry about my previous thread. so can someone tell me where i can get the rest of dj-b13s tutorial vids?

also, does anyone know what happened to the namonaki site which had descriptions of the best a-groove combos for all the characters, does anyone know any alternatives which lists the best (most damaging) agroove combos for all characters? thanks.

Here’s a quick one: Is Guile’s Somersault the closest thing in the game to a RC without it being RC’ed?

are u trying to ask if Guile’s flash kick has good invincibility frames basically without it being rced?

if so, no.

He’s probally trying to keep up the “STUN COUNT” before it reaches 0. :karate:

ok… so it it worth creating a comprehensive a-groove thread listin the best a-groove combos for corner, midscreen, anti-air and guardbreak for each character? has it already been done somewhere?

yes it was done by this gunter guy. but someone pissed him off and he took it off his site.

I don’t know if that’s exactly what I meant.

What I meant was it beats a lot of [non-RC] moves by itself. I have had experiences with: Blanka Ball, Psycho Crusher, Spinning Bird Kick, and various normals.

BTW what happens if you RC a reversal? Anything special?

I’m still n00b tier on CvS2, sorry -_-.

That and you get extra range on the overheads. Not to mention the overheads do work from time to time, especially when the match is close.

basis: video-opera forums has a great thread with pretty much best combos for various starters/situations for any character you may want to play in A-groove.