Ask me something

thanks toodles, will check it out.

Yo Buk, I know there are some silly posts in this thread, but are you still taking questions?


This is probably old to you since you’ve gotten to play OTK so much, but waking up with Rock’s 360. Yes or no?

The thing is like Rolento’s roll move and appears to go under all high attacks clean. I timed a ā€œfreeā€ jump-in HK with Sagat so that nothing Rock can do on reversal would stop it. He can’t hold up on the stick since the Sagat j.HK is meaty, he can’t use qcf+LK because Sagat kicks him during the non-invincible startup, and Sagat lands in time to block before reversal level 3 Raging Storm can do any damage. Rock’s 360+P on reversal appears to cleanly go under and GRAB Sagat everytime though. It was the only move other than just block that was working for Rock.

On the flip side, (besides going for low shorts) how do I counter Rock going for 360 grab as he gets up? I jumped straight up and wanted to come down with Sagat j.HK, d.MK xx Tiger Uppercut last time since I was totally sure Rock wanted to wake-up with the grab. When he did wake-up with reversal grab however, my Sagat j.HK totally whiffed and I messed up my combo. Having that happen in a real match is what led me to go to training mode with this in the first place. For more counters, I have…

-dash forward, combo or throw
-dash back, d.MK xx super

Besides low shorts and meaty attacks, what do you use to counter Rock waking up with his 360 then? I’m going to start using empty jump at the last moment, land, combo, unless you can confirm for me that jump and then come down with a jumping attack into combo works. I’d like to test and practice this in training mode to be sure, but yeah, I have no friends so nobody can use the dummy Rock and do reversal 360 grabs for me.

make some friends and tell them to test it out.

whats the difference between balrog c.b,f p and c.b,df p move? :S is it the same thing?

No, they are different. I don’t remember exactly how.

Does Iyo still beast on people without RC? I can’t tell.

one is a knock down and one isnt… I think…

how many frames does it take to go from: standing to crouching, crounching to standing, blocking to not blocking, not blocking to blocking?

is key/button input polled at 60fps?

From Buk’s Iori FAQ:

I don’t know any of these ambiguous cross ups in non-knockdown situations you’re talking about. Can you elaborate and teach me? Is it something like, throw a meaty knife, j.MK or maybe some off-the-wall trick? The only j.MK’s I’ve been going for have been after non-tech rolled Patriot Circles and after landing a super.

I haven’t had a chance to play against a high level Rolento player for months now since Ness has been in PR and I don’t like standing next to the other good Rolento player close to my area, so otherwise I would just copy them. But yeah, some examples please? I HAVE been watching the Japanese Rolento vids, but I have a short attention span and can’t seem to learn anything really useful from them though.

heres a question. why does 3rd strike suck so bad?

Why are the cvs2 forums getting cheesier by the second?

why aren’t you guys posting this in the other thread instead?

how many frames after a hit/block stun or knockdown get up do you have to wait to throw someone?

6 frames (if you do a move is +2 you have to wait 8 frames etc)

for the first situation, i would practice countering it with jab jab. if you have no meter, look for the counter hit jab -> low forward combo. be careful though, hitting somebody during a grab attempt (like they actually go into a grab animation instead of a close fierce) will not result in a counter hit iirc. if you’re doing a combo that is dependant on counter hits then look for the msg to come up instead. it’s actually a lot easier to react to also. oh, and according to a friend of mine rolento is also unthrowable during his roll back special if you want to mess around with that

against ambiguous cross ups, i’d try to block in the right direction AND go for the rc kkk jump every time

un-confirmed low forward into patriot circles is a really crazy risk to take usually. if you’re fighting a character that has no meter and doesn’t have scary b&b combo (say… guile or vega) then it’s a lot more worth it. kick throws still hurt through, especially if they lead to a good set up afterwards

i usually only see him use overheads if its gonna kill the opponent. if not, its usually the last hit needed to dizzy somebody (and if they dont get dizzy then he probably miscalculated). as for random shitty overheads out of the blue? i don’t really recommend it

EDIT: oh, and also what No D said

the move is one of the many special moves with invincible startup found in the game. other examples are a ton of characters dp’s, honda butt splash, kim’s flash kick, etc.

guile’s roundhouse flashkick will beat anything if done deep enough. short and forward versions have lower-body and upper-body invul, respectively

i didnt know that bit about rock becoming really short when he does a 360. interesting. except in that funky situation you described above, i would only wake up special grab in one situation: you have meter, your opponent knocks you down, gets close, and you KNOW theyre trying to bait a wakeup super. in this case you can wake up with 360 grab and get wild

to counter rock waking up with 360s, just do low shorts into combo

are you sure you don’t mean the kick versions? the punch moves should be obvious. one is low, knocks down, and is unsafe on block. the other one is safe on block (slight disadvantage), doesnt knock down, and a lot of characters can crouch under it

beasts? yes. he does throw in a rare rc every now and then though. usually just the occasion dhalsim rc yoga flame and maki rc punchy

dont know 100% for sure, but those should all be 1 frame

and key/button input is 60fps

i dont know the specifics about it since i dont play rolento, but there’s some distances where rolento can go for a normal jump or super jump cross up and it becomes crazy hard to block. one happens a lot when rolento is just jabbing me, then goes for a cross up. ive also been hit by random cross ups immediately following after a jumping strong. this is one of the bigger reasons for why stored-meter rolento is better than a-rolento

because its not juicy enough. the game is pretty nasty

so let’s say i’m rolento and i’m up against a yamazaki with bar. if i wanted to safely bait super, would his qcb+lk work?
throw super = can’t throw rolento out of the roll back?
AA super == whiff at first, then rolento can block as he’s coming down?

LOL! somebody got messed up in the corner by Ken one too many times, eh? Yeah, when Ken, Makoto, and Chun get you in the corner then it is pretty nasty. You gotta have parry skills and tech throw skills and flawless execution to win in competitive play.

parry skills : " I think im gonna press the joystick down now, YES! it worked! crouch forward super!!! woohooo.

but 3s is a fun game, although I want to crucify Ken

http://page.freett.com/ccssvv2/dexizuni_iyo.wmv

What the heck happened here?

Is K-groove player just green? Or is Dhalsim just that dominating that it compels people into running to the other side of the screen and blocking all day? If Dhalsim can really zone you that well so that it gets into your head and degenerates your play to THAT low a level, then I don’t know… CvS2 Dhalsim must be a bigger threat than you would think he is then. His b+MP and b+LP anti-airs are looking pretty solid actually.

The Japanese are posting joke videos again if you ask me. It makes the players and the goofy characters seem more intimidating than they really are. :rofl:

edit: Ino, Big Head, or Combofriend even playing K-groove would of smoked that Dhalsim guy, I hated that video so much.

its all just a scam, kang. come evolution they’ll send 3 A’yare players and no dhalsim players. i challenge any JAPANESE DHALSIM PLAYER FOR TITLE OF BEST DHALSIM IN THE UNIVERSE.