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I think you have to hold the diagonal-up position at the end of the motion for a TK in a small jump groove. Kinda tricky at first.

it was fun :bgrin:
i really want to see the match videos when they come out, because a lot of goofy/funny/impressive shit happened during the finals.

besides basic footsie concepts, you’re gonna have to learn to JD. at high levels k-groove doesn’t quite cut it with just sloppy rushing and a million level 3’s: you gotta be able to JD to hang.

basically, start with the low forward, do fierces until you’re at max range, slide, then standing fierce xx jab ball (omit the first low fierce). from there it should be easy.

hit back as soon as you can? doing it every time will get you killed by counter hit set ups. it’s basically a subtle 50/50: don’t press buttons if they’re going for a counter hit, press buttons if they aren’t.

aa? always, except against full meter a-groove, p-groove, and only with JD-safe moves against k-groove.

what exactly is a chance to throw? if you have a situation where you’re guaranteed a throw, you probably could do a combo for a lot more damage.

err… i don’t have a lot of experience vs yama, but on the odd occasion that i do fight against one rc rekkas seem to work fine for me. if you’re getting rekkas at a distance where the second rekka doesn’t combo then you’re just too far out. the range of a rekka should be roughly equal to yama’s rh, so the midrange battle should be ok.

i dunno, to get in on yama i pretty much do the same things i do against every other character and it seems to work out fine.

anything can punish a honda RC 360 if it’s timed right. There’s at least 1 frame of vulnerability at the end of it, so… yea. a few months ago i went into training mode and tried to punish whiffed rc grabs with several things. quick moves with a decent amount of active hitting frames seemed to work best, as you can just press the move slightly early and let honda recover into your meaty move.

I need a move with Ken to fight against Yamazaki’s far s.HK with. Thanks.

the move is dp

BKT my Yama beasted on you, what are you talking about :stuck_out_tongue: Then again, I played K-Groove so that doesnt really count! but then #49th best in the game, Morrigan, beasted on me =(

i don’t know if this is true the way you stated it. go to training mode as honda and set yourself to guard everything. set the computer to throw fb. rc grab the fb, and even if it doesn’t go through you, you will recover from the grab while the fb is midway through your body and you will block it. i think the problem with people getting hit after rc 360 is cuz they’re not fast enough to move the stick back to block it? i’m not sure, but i posted on this a while back, but there was no resolution.

the computer ai isnt always right.

an example would be with rolento. set the dummy to guard all and make it do a long laggy move like chuns hyokosen. now do his trip wire super. for some reason chun li would block right in the middle of her super. the same goes for every move in the game. the dummy would miraculously block every tripwire attempt, even when recovering.

i think the same might be true for honda since both moves are considered throws. (someone correct me on this)

because you all MUNCH ON BOOTS

learn lots of stupid, gimmicky stuff :tup:

…

this isn’t a serious question is it?

it’s all love. you know you’re my favorite mexican.

… AND WHY ARENT YOU WINNING TOURNEYS?!

  1. yes. but i’d be impressed if you can do the inputs so fast that you actually have to wait for the jab to recover. i just do the motion normally and it works out fine.
  2. yep. just lp mp hp roll hp works.
  3. it seems like there isn’t a strict minimum time between inputs, but the whole sequence must be completed in under a second. for example, somebody i know does it like lpmplp (really fast)… roll hp (really fast). and it still works.

she works in any spot. she fights really well without meter (battery), she’s consistent and does well against the most common anchor characters (anchor), and it’s stupid easy to land her CC (user + anchor).

I have a question…

Do you Buktooth know where I can find some K-Groove Otaku vids or do anybody else who’ve contributed to this topic? I heard that his K-Groove is nothing nice.

what are some good times to use hibiki’s standing forward? What can it punish / beat?

What’s “Munching on BOOTS?”( is it calling somebody poor)

does it mean that your… sooooooo poor/starving that u have to eat the leather on the bottom of shoes/boots to stay alive. :wonder:

munchin boots is a way of life. the SICKEST way of life i might add. yer not gonna reach the next level of cvs2 until you’ve munched like 19 boots. you don’t really have to EAT a leather boot… just MUNCH on it for a bit. also, you don’t have to be poor to do it neither. rich fools can do it too, as long as yer ready to get CRAZY anything is possible.

Can Sagat always cleanly anti-air another Sagat’s j.HK from every angle? I find myself blocking a lot of super jump HK’s when I really don’t want to, especially from far out.

Also what’s Ken’s counter to Sagat’s far range j.HK? dp+HP doesn’t want to hit at the right angle for me. RC kick is too slow to use on reaction as well.

Same with Hibiki vs Vice, the computer can block a reversal whip after hitting Vice with Hibiki’s qcf+p.

Thanks for the reply

Ive tried rolling from down to up and as soon as I see the jump beginning hitting the P button. Ive got it down almost 100% now, now to make it usefull :karate:

Rc fireball vs sgat jump-in, his kick is so long he will land on the ball

the basic gameplan is pretty much the same as always for rolento: run around, get meter, land your super.

err… a ton of questions there, so imma just type it all up in one giant hard-to-read paragraph: for up close jumps, rc jump fierce is better than jab. both works, one does more dmg. meaty strong is overrated unless you’re going for guard bar. just do standing jab and go right into the mix up instead. don’t try to match her roundhouses with anything. play to rolento’s strengths and go all over the place so that she never has a chance to establish her ground game. sakura early jump roundhouse can be rc jumped like any other jump. barring that, jab roll back. barring THAT, alpha counter. scouter jumps take 8 frames to get off the ground. add in the rc time and it becomes a very throwable move. not easily throwable, but it’s possible. when you’re in the corner, the risk reward of your opponent trying to throw your rc jump is way in your favor. rolento jab mix ups are basically 50/50: if you’re getting hit by random sak RCs you need to throw more. also, random sak rcs all lose to random rolento cross up. and lastly, no: f+mk against random activates does not work if the agroover times their follow-up attack correctly.

actually i’m not sure about TK moves in low jump grooves. i’ll try it out later this week.

comboing normals from low jumps is a tricky affair. it definitely helps to have 2 frame ground moves, and it also helps if the the low jump move was a fierce or rh. hitting with the move really deep helps also, but if your character’s low jump is really fast (nakoruru), then you can hit with the low jump fairly high and still combo after it. for the most part it’s best not to rely on low jump normal move combos unless you’re nakoruru, with the exception of some set ups that hit super deep (geese).

smart rc fireballs and funky kicks

you actually got that kinda backwards. iori beat you up the first two games and morrigan didnt do much. third game yama beat up iori and half of morrigan, then she held it down :tup:
run up low rh x463278463 blanka still owns me though :tdown:

this might sound dumb, but if you want to test situations where you don’t know if you can block or not, don’t use the All Block function. Use the Record function and just have it crouch block.

like others have said, the All Guard function is totally wonky (and in turn, the All JD and All Parry functions as well) and will block all sorts of stuff that is normally impossible to block. at the same time, it also won’t block a lot of stuff that you should be able to block. just dont use it

it might not be in the rules of this topic, but it’s in the rules of the strategy forum itself: no asking for vids. besides, there’s already a match vid thread floating around

standing forward is actually a really good move. it’s her longest ranged normal (might even be longer than her qcf+p slashes, i forget) and since she steps back after doing the move it can be pretty tricky to punish the whiff. i use it punish difficult whiffs, such as cammys and sakura’s roundhouses. i also use it to establish the range advantage in those fights. be careful of random jumps though

with sagat use standing roundhouse or high tiger super. with ken i dunno besides level 2 into roll into juggle dp (into stupid cross up). funky kick should work regardless though

in either case it’s usually a pretty simple matter to just walk back out of range of the jump attack and make them block something when they land. or, walk forward a bit and dp. backdashing works good against early max ranged jump attacks also

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all caught up on replies!

Hey thanks. That’s a basic tip everybody needs to know in order to be good actually. The reason all these new players that only started playing games at CvS2 keep losing to Art, Julian, Choi etc… is because they never mastered the basics first. I’ll practice this and work on the Rolento strategy for sure.

Have you ever had a match where you say ‘damn i’m glad i picked morrigan’ ?

how do you rushdown with maki?

how do people on sticks/arcades roll? index finger and thumb for lp lk? or index finger for both?