okay, here goes nothing…
boxer briefs are top tier.
http://www.shoryuken.com/forums/showthread.php?t=29373
it’s already an old thread, remember to search for threads “since the beginning.” long story short, RC the scouter jump and off the wall move to runaway, and RC the patriot circles to go through fireballs if you anticipate them big time, but it’s still pretty risky.
RC todo is not necessarily too hot against P-groove because the waves are an auto-parry, so tap forward once and you take care of waves. dhalsim? eh, he does have a bunch of AA options, but his normals and specials simply don’t do a bunch of damage.
i play VDO’s P-groove nearly everytime i go to a tournament around here, and here’s the characters that work well against P-groove. the general formula is some stupid RC move to spam for chip damage and to build meter, a good selection of AA moves, and a solid set of normals that can be mixed up and aren’t dependent upon patterns.
-RC blanka- RC electricity is always nice. and if they jump you can either a) AA then with the charge down, up + K move as soon as they reach the peak of their jump, b) jump fierce, c) deep RC ball, d) whiff crouching short, then RC electricity and mash til they stop parrying. KKK hop back if you see a parry.
-rolento- work the counter hit standing jab stuff, jumping mp to get in, KKK hop back if you see a parry happen.
-vega- RC rolling claw is a nuisance, air throw, just jiggle and poke and play a turtle vega.
-chun li- since chun li will hit a bunch of level 1 supers, then she’ll simply do too much damage for a P-groover to contend with. air throw is nice, and super jump forward fierce, fierce is a nice air to air AA.
these are just off the top of my head, but use the general guidelines to think of more.
PEACE