Ask me something

why does rickys vega give you so much trouble and how does vega kill hibiki?

yeah i use geese, i just dont like when chun/nakoruru/another geese eat up my c.shorts because of that.

kcxj: Hey thanks man, that FAQ is top-notch, ima eventually read the whole thing so i can understand Cvs2 better, and hopefully become a significantly better player.

Also thanks Buk for writing it, it’s too good.! :tup:

Buck… can Chun li… fight Cammy?

I was just wondering if Cammy ownes C-Chun for free?

Hey, this Bison RC d, u+P move in the corner is retarded. What’s your general strategy for countering it? I know I can hit him if I JD, but what about C-groove? Sometimes when I block, I’m able to d.MK Bison in retaliation. Other times he’s totally safe though. I don’t know what’s going on. Just that if I try to anti-air, Bison beats every single one of my normal moves with every character I have, and DPing or supering at point blank range is difficult.

Midscreen too. How to counter this move besides Sagat’s High Tiger Super? I used to assume that Ken’s roll, dp+HP worked too, but now I don’t assume anything.

Another A-Bison is the only character I know that has a super easy counter with his CC, tripguard d.HK.

Possible to land Iori roll, d.LK at all?


Saw what you mean about people jumping up and down to avoid Kyo df+HK too. My friend showed me Japanese Sagat video and the player must obviously already know how annoying the Kyo df+HK is. He stays at half screen and keeps using his vertical jump and low jump HK.


Thanks for the previous help, but my Rolento qcb+LP still doesn’t get me away from Cammy’s low jump HK if she presses HK late. I’ve given up and now conceded that low jumps are just too good against Rolento. The only options I’m going to use from now on are AC, very early s.MP, or RC scouter jump forward out of the corner. As much as I don’t like doing it when I’m cornered, random guess jump straight up, come down with an attack too. If I get dp’d or any other kind of anti-air, then so be it.

s.HK gives me some success in training mode, but I’m reasonably sure that move’s not going to work in a real match. It’s too slow and I’m going to get faked.


What exactly is the block stun Rolento air d+MK and Kyo’s air d+HP put on you? I’ve seen people combo s.LP after Rolento’s air d+MK move before. The key, and what I try to do, is to hit my air d+MK as late as possible. I can’t combo consistently for the life of me though and get mashed out by throws a lot.

Kyo air d+HP? Does this put you into the 23 frames of block stun like a heavy and medium attack do? I have time to walk forward after making my opponent block j.HK and j.HP usually. This move is feeling kind of useless though. I hit it early in the air to beat my opponent’s normal move anti-air attempts and that’s pretty much it. Doing it deep for block stun and to set up a mixup feels completely useless. I’ve seen other Kyo players get counter hit shorts after making the other guy block air d+HP though, so I know it’s possible. Some kind of frame data would be great if you happened to have it, Buk. From book, assumed from experience, guesstimate, or whatever somebody else told you before would all be great.

whoops. whether or not you get a free combo after chicken blocking something all depends on how high the attacker did his jump attack, and how high you were when you airblocked the attack. in bison’s case, you have to land at least 5 frames before your opponent; you have 2 frames of ground recovery after airblocking an attack (i think), and bison’s 2 frame low jab would have to be able to hit the opponent before their 2 frame recovery is done

bison’s headstomp is a pretty good defensive move if RCed because it’s off the ground too quickly to be thrown in reversal situations. there’s a trick to make the headstomp mostly safe, but i’ve been asked by the player who found it not to divulge that secret. if you don’t know what the secret is, you’re usually better off using rc devils reverse instead, especially when you’re cornered

just do a dp motion and double tap roll

activate, low forward, a few low fierces, slide, standing fierce, cancel into kkk hop fierce, then you should be able to figure out the rest

what kcxj said. in any situation where you have frame advantage (and are still in range), if your opponent does a normal move you can counter hit it. you just have to learn the timing of when your opponents tend to mash and adjust your timing accordingly

or link a close fierce after it… and chain that into another far rh. wheeeeee svc

learn to recognize when vega is looking for rc fireballs to jump over, and walk him to the corner/dash up to him/roundhouse him instead. when the vega player adjusts and starts trying to counter these tactics, go back to rc fireballs. keep switching it up to keep vega off balance, and look for a way to knock him down… or at least get into close range

i dunno, ricky’s just a hard player for me to read. while it might look like he’s just laming me out with vega/sak stuff, he’s actually mixing up his defense really well

vega kills hibiki by just beating her on the ground outright. to fight vega’s low strong, hibiki has to resort to rc slash. ironically, the risk/reward is in vega’s favor through most of this match since vega can decently punish anticipated rc slashes, while hibiki can’t really do anything praticularly damaging to counter vega’s low strongs or jump ins. A or K hibiki makes the fight a lot more managable though

c-chun is a pretty rough match, but n-chun is a pretty even match… possibly even favoring chun imo. it’s way easier for run/low jump chun to get in on cammy and land the counter hit jabs

just roll and combo him in his recovery. i don’t remember the exact timing for the roll, though. been a while since anybody’s done that move against me

all i know is that the block/hit stun is shorter than a normal jump in. probably equivalent to a jump jab or something. you’ll still have frame advantage the majority of the time, but you won’t want to commit to something like a low forward into patriot circles without confirming it

I need help in beating a cheap-ass team
C- Sagat, Blanka, Vega-2. in any order

my main problem is Vega. The one i’m fighting do the following:

  • throw a lot (50% of his game is it.)
  • jump a lot (in kinda safe situations)
  • turtle and poke when is losing
  • loves doing red impact
  • doesn’t RC
  • move around all the time

what team is better for fighting this one? can you set a good strategy with it/them? I use these teams:
A- Iori, Blanka, Rolento-2 (also Athena, Nakoruru)
N- Ryu, Athena, Zangief-2
K- Kyo, Rock, Cammy-2
C- Guile, Sagat, Ken-2 (I’m still begining with this one)

thx in advance =)

Oh man, I’m just spamming this thread like crazy now. Anyway, sorry for all the questions again, but yeah, I’m nervous with big tourney so close.


Crazy Blanka is very difficult for me to fight against with Rolento. All his moves take me out of the air and his ground normals are on steroids they have so much priority. I didn’t even know he could do this, but Blanka made me block THREE d.MK’s and then a d.HP. Might as well as set the joystick to autofire the moves were being spammed on so often.

What’s the gameplan for this match-up?

Blanka’s RC’s aren’t even an issue here btw. Just Blanka in general. He uses his jump ins at angles where I can’t use Rolento s.MP, so I jump up and airblock. None of Blanka’s air attacks seem to let me land before he does though, so Blanka always uses his b+KK move once he hits the ground and it’s annoying. Once I do manage to get on top of Blanka, whenever I want to lock him down with my d.MK xx scouter hop, air d+MK, he does jump back HK or jump back HP on me.

My friend tells me I can use by qcb+K, air d+MK to test how the Blanka player will react. If Blanka jumped up and whiffed a j.HP, I get a free sweep. Blanka was super jumping forward at me instead all over the place though.


I don’t think Shiro does d.LP, d.LP to counter throws on purpose now. I find myself hitting that on reflex a lot by accident. It sucks because whenever I do get counter hit d.LP, d.LP, I realized I could of landed counter hit d.LP, d.MK xx patriot circles instead.


The strategy is to sit there and mash on d.MK. Whenever I do anything, RC psycho crusher on reaction. What’s the counter to this?

I can’t throw a projectile or jump in at all. Blanka does the same thing with his sit there, mash on d.MK and RC ball everything I do on reaction. Better footsies is the only solution to people who play like this? What the heck and am I suppose to do with Ken? At least with Sagat I can walk up and poke with s.LK or d.HP. With Rolento, I walk up and hit my d.HP or far s.MK. It’s a little annoying when I get RC torpedo moved anyway, but when I bait with my whiffed jabs, I just keep in mind that I’m going to bait successfully a lot more often than I get hit.


I get random supered by Guile and Blanka all over the place whenever I go for pokes and counter hits. This is quite frustrating. The absolute worse though, is when I’m attacking and Vega does a random RC crystal flash. Bison random RC crusher, Blanka random RC ball, S-groove with random dodge attack (which knocks me down… :bluu: ), and Sakura with random RC fireball or hurricane kick. I’d imagine everybody gets hit by this every now and then.

What’s some strategy I can use to minimize taking dumb damage like this, Buk?

Anything personal or in general you can share? At least against Sakura I can go for tick throws more often, but I can’t seem to throw any of those other moves and it’s very annoying.


C-Rolento versus A-Rolento:

The A-Rolento starts running away and building up his meter. Should I be chasing him with C-Rolento to make him stop? When I chase is when I usually end up dying. Since I also have Rolento though, my meter building and runaway is just as good.

I can’t decide whether I want to just start building meter myself (and only fighting when it’s full C-groove versus full A-groove) or be the aggressor and try to get in. A-groove random activate is just so scary though. What’s your opinion, Buk?

Rolento air d+MK move as deep as possible, so a standing jab will combo afterwards. I think when I use air d+MK too early, I’m at negative a lot even when the opponent blocks.

Thank you. Kyo air d+HP makes sense now too. I’m going to test punishing Kyo whenever he uses his low jump air d+HP move on me (early or deep).

block more, this is cvs2 after all. block first, ask questions later. have them burn their meter by wasting supers. OR jump up and down more to bait RC’s and come down with a fat combo.

i don’t know, it sounds like a lot of your questions are pretty easily answered if you just think about them for a few minutes. maybe you just want buk’s advice though, whatever works.

I know how to parry and just defend but, the most difficult is when I choose blanka or any charge characters, I wanted to parry or just defend and do a super after a parry or just defend, any help, thanks

^^^^^^ look for team roll super^^^^^

Buck… (Otaru64) name is wrong in the cvs2 team tournament… ā€œteam roll superā€ā€¦ it’s Otaru23 :sad:

Do u know who can change the name. Sorry about spamming this thead… I know it’s probally too random/off topic… :lame:

For parrying, just make sure you are charged and then do f, b, f + p/k making sure the first forward motion parries.

Just defending into super is very strange in theory. Once again, make sure you are charged, however if you would like to JD something while charged, let go of the joystick/neutral it and then hit back or down-back to JD. Strangely, although you neutraled to JD, you are still charged. You can actually carry this over to multiple JDs, surprisingly. So therefore you can be charged, JD x n, and then do f, b, f + p/k and you’ll still get your super.

Is there anything that A-Hibiki (or any non-low jump groove, but that’s what I play) has that can be subbed for low jump strong? I can’t really find anything. I’m trying to improve my offensive game with her since zoning /defensive doesn’t really work out so well for me.

buktooth, what are hibiki’s bad matchups?

Just confirming with Buk. He gets to play a lot of good people I would pay money to get to play with. I want to cover myself against some bonehead tactic where I might think I’m using a powerful strategy, but only to be countered by something overlooked by me (occasionally by my own stubbornness) but was common knowledge to the players like Buk and his friends. I always feel like an ass afterwards when I find out how good something like S-groove dodge attacks are, or how like Bison RC scissors kick wasn’t as good as I thought it was… the hard way. :bluu:

I like to share whatever I know anyway, and I think it’s cool Buk isn’t some stuck up, ego-problem guy that keeps everything to himself. A couple online misunderstandings in the past (but I disregard those now since internet is stupid anyway), but Buk has always been very polite and down-to-earth with me online or off, and I respect that. Hence, I trust and like to ask his opinion on CvS2 stuff.


About those guys that sit there and wait to RC something and think they’re good…

My friend showed me those latest Acho vids where it looks like all the players tried to do just that and win by laming everybody else out. Rai takes care of these bums easily and handles his business like a pro though. It looks to me like Rai just waited for the other guy to kill himself? It doesn’t seem like he even cares when he does get hit by a random RC ball. I want to be able to play like that instead of always end up dieing to RC hurricane kick or some random activate. How the heck did he win that match without the other guy even being able to make it to Sagat?

buk is a hoe that would laugh at a trainwreck

:looney::k:

iori: say you punch someones limb or something for a ch low strong into rekka and the rekka hits, will the 2nd and 3rd rekkas always hit after the first one, or are there certain ranges that fuck it up?

use medium kick funky,clk,clk mkFUNKY

IS Kyo’s rc qcf k+k a good way to anti air with some big damage/stun to boot for N kyo?

My rescent team is N Iori/Kyo/Sagat2 I wanted to ask how I should use in the whole battery/user/anchor theme. I’m pretty sure I have it right. I think Kyo is pretty darn good in N groove. I stopped playing P groove because its so damn immobile…and N kyo is able to get aound really easily.

About RC Rekka’s with Iori…which one is safe? I’m guessing that LP version is the only one that is safe, however I have an extremely hard time with RC’ing specials that require double tapping or negative edge. I remember talking to you on aim about it…I just have a really hard time double tapping. Any tips (if this helps you answering the question at all, I have concave buttons, they’ll switch to convex pretty soon…i do think that this is a pretty big problem.)

Thanks for yur time mr. Buk!

Are there any ever situations that warrants waking up with an RC attack? I know you don’t play shoto’s, but I think this can apply indirectly to Iori, Vice, or Morrigan very easily as well. Against a perfectly timed Kyo d.LK, I can only succesfully reversal RC Ken kick about two times out of ten (and I’m being generous). Disregarding delayed or quick get-up for now, I want to break down all my wake-up options when another person is right on top of me. So far, the options with C-Ken I plan on using are…

-block
-low shorts
-dp+LP

to be used sparingly…

-rdp+LK (since I’m airborne on first frame)
-dp+HP (if the guy is meaty attacking me from the air)
-wake-up level 3 (if the guy is whoring roll cancel on me as I get up)

What about waking up with a normal throw? Do you ever do this at all, Buk? So yeah, I want to know if you think waking up with RC or a throw is ever worth the difficulty or risk at all.

I sure as heck am not about to wake-up with a throw whenever I’m against Blanka (even when he’s RC zappy happy) or try a reversal RC Ken kick when Kyo does rekka knockdown combo, hold up-forward on the stick, land, meaty d.LK. Thank you.