Ask me something

I see someone needs his own thread too.

Two Questions:
What is rolentoā€™s crazy good cross up off his AC? Is it w/ a roll or jump?

Can A groove rolento do the same CH jab game as C rolento w/ CH Jab into Activate CC.

Jumping forward, then continue with counter hit jab or throw setup.

You could, but the activation window is small. Better off just going for the patriot circle. Itā€™s better to do that than miss the CC window by accident.

thread officially jacked.
::unsubscribe::

How did it feel to win FR8ā€¦ The champ is here!

first of all, you must have ignored the part where i said iā€™m answering questions in the order they were posted. second of all, this a team/character/ratio suggestion question, to which the answer is: use who want and make it work.

ummā€¦ besides going into training mode and just replicating the situations in question?

theyā€™re all in a ā€œmostly-finishedā€ state, but not quite. seeing as how i have zero time on my hands nowadays, the only cvs2 writing i do is just jotting random stuff down into a .txt file when i find out some new stuff. anyway, even though i think about finishing these guides every now and then, chances are itā€™s prolly not gonna happen. i might just release the guides in their unfinished states sometime.

yama rh is pretty easy to punish on whiff. he also canā€™t duck under rc SBKs, so he has to either be jumping up and down or constantly looking for them. if heā€™s looking for rc SBKs, heā€™s not throwing out ground moves and you can simply walk/run right in.

vega is a pretty rough match though. more on that later.

a pretty reliable source says that ino is still alive, and is off doing his thing somewhere. apparently heā€™s quit gaming completely though.

boxers of course, though sometimes the support from briefs can be comfy.

nope sorry.

well, once i wade past all the basics (anti-air, combos etc.), i start to figure out my objective(s) with that character. for example, with bison my objectives are:

a) get meter
b) land the cc

once you figure out what your objectives are, it becomes a lot easier for you to find out ways to accomplish that objective. This is when you start to formulate the crazy set ups to accomplish what your objectives are. for example, bison 1 hit scissor kick abuse against cornered opponents and the whole subtle mix up behind it, etc.

after youā€™ve figured out the basic style you want for that character, then comes all the situation-specific stuff, like how does your character punish whiffed low fierces, etc.

I picked up N groove and I want to try out Iori for a while. To begin with I thought I needed to learn the basics. But being a momentum character, scum gale seems just to important to his game plan. So can you help me out?

How do I RC Scum Gale Buk? I keep getting his run special. I roll at about down back. But I still get the runing special.

Iā€™m not Buk, but about RC Scum Galeā€¦
Hold the Roll buttons down.
And good luck going to back, through neutral to forward and then hitting a punch button in like 3 frames.

And you donā€™t really ever need to RC it. Iori can hurt people pretty badly if they try to avoid the grab and you went for a counter-hit jab or low short instead, or if you just blocked to avoid DPs and the like.

Iā€™m not Buk but I can paraphrase him. He said a while ago that he liked RC Scum Gale specifically not for the invincibility but instead for the extra grab range it gave. It became a kara-throw, which can be linked into rekas or super. Sounds pretty dangerous to me :woot:. But from the sounds of it you donā€™t need to RC it, itā€™s just an even better tool when you do. As for how to do it, no idea. From what I recall noone could do it consistently, and that was N-Ioriā€™s biggest problem (read: deterrant, or, excuse for people not to use him.)

try hcb then neutral roll forward punch.
sorry I havent testedā€¦ but it seems to work with b f movesā€¦

iā€™m answering questions way out of order, but iā€™ll squash this rc scum gale thing now so as not to further sidetrack the discussion:

for the 547546579th time, rc scum gale is for all intents and purposes, impossible. thereā€™s nobody on earth who can do it with a consistent success rate of higher than 5%.

the reason? too many conflicting motions in there. hitting hcb+roll will give you either rekkas or running grab, and hitting roll any earlier will make it inhumanly difficult to finish the motion within the 3 frame cancel window.

and yes, this applies to all characters who have scum gale motions (iori, beni, chang, vice).

and lastly: no, i do not rc my scum gales. i simply grab opponents who are scared of all the other options. iori can smell fear :bgrin:

When I play K-groove how can I prevent getting rushed down or trapped in the corner. Iā€™m to used to having roll or RC.

A-Groove Blanka Ground Custom

This question goes out to Buk or anyone else who can answer it:

What are the steps to do Blankaā€™s ground custom combo? I have the impression that it goes something like - Activate cr.mk, s.hp x2, hp slide, cr.hp, s.hp, lp ball, cr.hp, s.hp, lp ballā€¦ etc, all the way to the corner.

I try this over and over and it doesnā€™t work, what am I doing wrong?

http://www.shoryuken.com/forums/archive/index.php/t-24117.html

check gunters post i donā€™t know if anything better than that is around

Thank you Buk

Activate, cr. mk, st. fierce x3, slide, st. fierce, jab blanka ball, st. fierce, kkk hop, st. jab, super fierce x3, in corner, [jumping up fierce x6]x2, kick super

cr. mk, slide, st. fierce, whiff low short, [super jump fierce x2, rh]x2, in corner: [super jump up fierce x6]x2,kick super

cr. mk, st. fierce x3, slide, st. fierce, jab blanka ball, [cr. fierce, st. fierce, jab blanka ball]x3, st. jab, [super jump up fierce x6]x2, kick super.

do you try to counter(as in try to hit back as soon as you can), aa, or throw whenever you have the chance? is it a bad risk to always try?

can you help me with the N-iori vs yamazaki matchup?

i find it pretty difficult to punish his standing roundhouse with ioriā€™s crouching roundhouse on reaction, and using RC rekkas from that range doesnā€™t usually work too well for me because the second one will whiff because iā€™m so far away. and eating a fat jump straight up combo after whiffing a rekka hurts a bunch.

iā€™m sure itā€™s all gravy once i get in considering yamzaki lacks a good reversal other than a level 2 or RC dust kick. i just have trouble with getting around his standing roundhouse and actually getting in.

peace

What supers can punish a honda RC 360? Is it true he can just recover and block?

ive heard stories of people doing it over level 2 supers and him just recovering and blocking.