Ask me something

Buk where are u, the thread seems to be in dire need of ure answers!!!

Oh yeah, Geese has a 4 frame jumping MK. That’s extremely good. A trick I’ve also been practicing after a knockdown when I’m raged:

-low jump straight up, land, d.LK, d.LP, d.MK xx super
-low jump straight up, falling low jump MK at the last possible second to hit overhead, close s.LK, d.MK xx super

Off the kick throw it’s a guaranteed 50/50 guess because not only is there no tech rolling or delayed getup, there’s no way you’re blocking a four frame attack on reaction when your first instinct is that I’m going to go low (like most people do after empty low jumps).

It’s not quite a ā€œfree jump-inā€, but it’s sure close if you ask me. Low jump MK hits very deep.


Off the low jump MK crossup after the kick throw, since you’re hitting so meaty, it’s possible to hit confirm your low jump MK and then decide whether to link s.LK or block low for a second throw/counter hit mixup. No need for random guesses with the super I strongly believe. You always have frame advantage whenever you do the cross-up low jump MK correctly (regardless of 8 frame low jump delay) and plenty of time to react to whether your attack hit or not.

It’s that low jump forward double overhead palm attack into super that you take guesses on. I haven’t practiced enough, but I’m pretty sure low jump forward j.HP (first hit blocked), (opponent ducks, gets hit by second hit), Deadly Rave is impossible to hit confirm.


Raging Storm is my favorite super in the entire game now. Against all those Vegas that love to jump straight up after knocking you down, take a random guess with wake-up Raging Storm and I guarantee you they’ll never do that again when you’re raged.

The best way to land RS is a reaction anti-air anyway. It’s sure as heck not easy, but practice makes perfect. Get good and Sagat will never abuse you with far j.HK anymore either (unless he likes getting drawn in for all five hits of the super).

Timing Scum Gales

Buk:

It’s really cool and all, but how often does timing an Iori command grab so it beats Blanka wake-up RC electricity come into play?

Against A-groove you’ve trained to be afraid to tech roll, I can see it’s usefulness, but C-Blanka can do the delayed getup which totally throws off your timing and leaves you grabbing the air (and very vulnerable). Any Blanka can also be gay and wake up with one of the RC ball attacks as well.

I’ve been practicing Iori punches combo, run after body, whiff d.LK, timed command grab to always grab a wake-up RC elec. After some thought, I’m starting to think this really isn’t worth learning and going for in a real match though.

Stay out of range and wait to counter with a DP or low shorts both seem like much safer options. Even just block low at point blank range, normal throw after a slight wait seems safer than taking a total guess with the command grab.

the problem with wakeup rc electricity is that if you time the grab for rc electricity and he doesnt, then you get a whiffed grab and he kills you. if you time the grab for non rc electricity and he does it, then you eat rc electricity. i think thats the case, unless rc electricity comes out in more than 6 frames (then you can grab him after the ungrabbable window or grab the rc electricity before it comes out).

against wakeup rc electricity i would think it would be best to just stand outside its range and short its recovery as iori has a pretty long foot.

Are you sure that’s true? I recorded dummy Iori doing the grab setup and I was getting grabbed when I had Blanka regardless of whether I was waking up with RC elec or just blocking as I got up.

hmm… I’m going to test if Blanka can mash on wake-up throw to beat my Iori grab the wake-up RC elec attempt.

result: Oh man, the good Iori players must seriously piss off opponents with that command grab at times. I was able to bite Iori out of his command grab when I waited for a second before I got up to hit f+HP, but everything single time I tried to throw right away as I got up (I made sure not to mash too hard so I wouldn’t get the elec to come out), I was getting grabbed. Human error on my part most likely, since I would randomly be able to throw Iori, other times it appeared Iori would command grab me right out of my mash throw attempt. It was definately one of those, ā€œWTF?! I threw you!ā€ situations though. Good for Iori.

I was also able to avoid the grab by waiting for a second as I got up, d.LK; hold back as I got up to walk out of range; and hold up as I get up to avoid the grab with a jump.

I was using Iori punches, run up, whiff d.LK, max range grab as my setup, but now I see why the Buk trick of run up, roll behind, command grab is so powerful. You take away Blanka’s charge and make it so none of his guess options to counter your grab will hurt you at all. Unless he’s going to wake-up with the two one-frame link combo of d.LK, d.LK, d.LK xx super, you effectively shut down a significant number of Blanka’s counter options and tempt him highly to wake up with RC electricity (which is what you want).

Of course A-groove totally shuts down Iori offense with it’s awesome, two button ā€œjust CC though itā€ tactic, so whatever. I’m still having fun though, and I’ve decided to practice run up, roll behind, command grab RC electricity until I can do it consistently. Any time I want to counter RC electricity from the front, I don’t think it’s worth it to try a guess with a command grab. I will use option select, normal throw or one of the wait out of range counters instead.


All this side-switching input stuff is giving me a headache and making me feel like a dyslexic.

-Blanka jumps at you with j.HK, you dp+MP with Iori, run after body, roll behind, command grab

I challenge anybody here who’s not Buk, Togawa, or Big Head to record themselves doing it ten times in a row from both sides without spazzing out like a retard. You get bonus points if you can land the follow up combo of close s.MP, f+MP xx super every time as well. Doing it from the 2P side of the screen has been the hardest for me. Just something very awkward about rolling the stick from left to right, then quickly slamming left to right while hitting a punch, all while paying attention to what’s happening on your TV screen at the same time. I definitely have a newfound respect for people who can control N-Iori well that’s for sure. The only things I’ve been able to master so far (although unintentionally) have been roll behind, normal throw; roll behind, fireball; and roll behind, useless super. :xeye:

am i big head? cuz i’ll do it if i’m not

I think i’m big head yeah?

that sounds like some good practace because i know i cant do it

In Maj’s CFE guide he explains that you forfeit your throw immunity frames (after waking up, blocking, etc.) once you attack. I don’t recall reading this anywhere with respect to CvS2, but the same seems to hold true.

Set the dummy to grab you as soon as you wake up, i.e. before your 6(?)frames of throw immunity runs out. If you just wake up without doing anything, you WON’T be thrown. If you perform a reversal, you WILL be thrown. This means that you should be able to grab most–if not all–RC reversals.

Applying the fact that you can time a command grab on the first grabable frame, you can command grab RC spammage without fear as soon as they wake up or leave stun. Good! Use a fucking uppercut instead like SF was meant to be played!

…
Who wants to jump on 3S with me?

This may seem silly or been posted elsewhere but how many immune frames do you get when you activate?

ā€œIncluding the 5 frames of start up the first 19 frames of a CC are totally invincible.ā€
-Buk’s System FAQ

When you press HP+RH, there’s 5 frames before you see the flash, but you’re already invincible. After the flash, you get 14.

I Think i really unleashed my true N Groove Iori in the arcade the otherday.

Buktooth/KCXJ - That Run, Roll behind is a great trick. Its fun and beasty because you have so many options. and Scum Gale ticks are great!!! You have so many options for it:

C.lk blocked low, scum gale.
s.lk(must be blocked low), scum gale.
j.lk, land scum gale.
cross over b+lk, scum gale.
or just plain run up scum gale.

Buk, watching you play your iori has really impacted the way i play my iori. So thank you much buk!!! Now to find a good R2.

this is the same for supers too.

this is why people say guile’s super is ā€œinstantā€ yet on the frame data it has a 4 frame startup.

The Super Freeze freezes everything so immediately after the super freeze it hits making it seem instant.

Josh, how do I beat Blanka with K-Geese? I’m using an R2 and I can’t even manage to take out an R1 Blanka. That jump HK he has is too much and is stuffing my d.HP anti-air clean. I also eat a ball whenever I do something canceled into Reppuken. K-Blanka using his low jump on me is driving me crazy as well. The thing that makes me the most annoyed is when I do running jabs for the guard break on Blanka, he can mash on his b+KK hop for an easy escape.

Sakura has also been roll canceling her roundhouse hurricane kick in my face and it’s pissing me off. What’s my counter suppose to be? The only thing I can think of is to randomly jump over her head when I think the RC hurricane kick is coming, run up and sweep her from behind. If she’s doing it randomly to get in, I can use hcb+LP to counter on reaction and I’ve been practicing that. I’ll be attacking her, and she just does some RC in my face though. wtf… :mad: Her d.MK also stuffs my far s.HK clean.

Well sak’s rc hurricane is annoyingly hard to deal with if the opponent does the move while ure trying to attack.

But I do know that I dont see lot of people using sak crouch forward. Especially against k-groove, as if it get jded, then free sweep/crouch forward+super.

JD hurrcane kick and youre good to go.

also, geese j.mk beats blanka c.hp if thats any consolation. You should talk to xxdeusxx about k-geese because he has been playing him for like hella years, he might have some good tips vs blanka.

Yeah I usually just do wake up raging storms haha or low jump Raging Storm. Also when they just randomly roll past you, RS can stop that bs. About Sak’s hurricane kick, i think a lot of players do cr.mp after it’s finished. So just counter that or try to JD it i guess?

Keep blanka on the ground since hes a large character you might want to give Geese’s Far.Fierce a shot cause its a great anti jump and comes out almost as fast as gats Cr.Fierce.

When blanka jumps at you since your in K- small jump back and use him high kick—or JD.

If you can get a raged throw game going use this it works really well and you can get a good laugh out of it.

Score a knockdown—mix up into his kick throw----small jump over the body and kick throw again then small jump straight up and come down with a RS, you do like 9500+ if you can score this. :smiley:

Edit: When he hops back try to shoot out a F+HP or when your doing a GC instead of doing his cr.HK try his cr.mk into reppryuken or wait a sec and use his far. high punch.

Blanka can duck Geese’s st. HP. Blanka’s cr. HP does get hit by the HP though, since his fist comes up a bit.