Ask me something

if I’m doing an ordinary roll, I’ll use middle and index fingers of my right hand. If I’m doing a roll cancel however, I use index finger and thumb to roll, and pinky to complete the move by tapping HP or HK or whatever

what are some super deep small jump setups for geese?

Some fun Hibiki ?'s for ya.
What are some (probably character specific) uses for Hibiki’s KKK dodge?
Is there any reason to roll cancel it?
Are there any tricks to canceling her sc.fierce(hold fierce) into her KKK dodge? It seems a great way to avoid the recovery, but I’ve only been able to do it twice in training mode.
Is there any use to her KKK, towards+K run?

A wakeup mixup vs. dp friendly people.
Do it through a fast fireball
CC reset option.
Combo fakeout/bait
Anti crossup maybe.

To get out of the corner. But you might as well just use running slash. Other than that the move is kind of slow.

I always use index and thumb.

I won’t take too much of your time, Buktooth. Basically I started playing CvS2 because nobody played Tekken at my arcade. I only have about a year of experience with the game.

My team: K-Kyo, Ken, Sagat (I prefer simplicity–no roll cancelling, quick lvl3’s, and just-defend are all I need).

My problem: C-Vega/Bison/Blanka. This guy just keeps the pressure coming. With Vega he pokes away with the claw. Then he does slides and the big flying thing to punish. I’m afraid to move and then I get chipped to death. For Bison, once I get in the corner I’m guard-crushed and done. He does a lot of normals and pokes and then the occassional b,f+K or d+HK. I guess roll would be the only solution to this. Perhaps Just Defend but the pokes are so random/fast I can’t stay consistent.

Blanka: I’d be lucky if I even made it there. Ironically I can handle his Blanka since I know a lot of Blanka’s basic stuff.

So what I’m asking is: How do I beat a rushdown C-Vega/Bison with K-groove? I hope that’s specific enough. Thanks in advance.

BTW: I know I sound a bit scrubby but I am familiar with most of the terminology and can perform strings/cancels and the like. So there’s no need to explain any extra details to save time on your part.

How do you fight Guile and Honda? I don’t really have that much experince against Guile. He sonic booms, dashes after and does some normal (f + FP, f + RH, f + mk etc) and so I’m kind of cornered all the time. The only other option I use would be jumping but he just cr.fierces that. Then Honda is so annoying cuz of the handslaps (its not even RCed) but i managed to get GCed and anti aired with s.fierce. Any tips on fighting them with K groove Blanka,Geese and Sagat? I can use other grooves but I’ve had the longest experience with K.

yea, whenever she does well :tup:
sometimes there’s long stretches of time where she’s nothing but a deadweight and i start thinking about dropping her for vice or chun though

first question is way too vague

the vast majority of arcade players roll using their index and thumb

rh throw/high counter/mid counter, walk back a step, low jump fwd

uhh, there’s a lot more uses than you’d might think. too many to list actually. here’s some examples:

-cutting the recovery time off of a low jump attack
-tricky CC overhead
-proximity cancelling a move into it to avoid CCs/supers (anybody here see the finals at fr8? :bgrin:)
-using it to avoid sak CC (P/K groove)
-making her close fierce anti-air safe against k-groove by kara cancelling the 2nd fierce
-a kajillion tricky setups using her hop back out of the dodge
-hop back fierce to build meter safely
-and more!

roll cancelling it gives it a little less vulnerable time at the end, but hardly anybody uses the dodge from mid/far range, so its not all that useful

for kara cancelling the second hit of her fierce into the dodge, most people do a slide technique similar to marvel players doing trijumps: hit fierce for the anti-air, then hit fierce again and slide your hand down to go over the fwd and rh buttons. i found that just mashing hp+mk+hk works pretty well also, but doing that way makes it kinda hard to get the move you want after the hop back

the run after the dodge will cross up grounded opponents, even cornered ones, regardless of which player side you’re on. it’s also how non-run grooves close in the distance after knockdowns such as after a throw

awesome, i have to test that when i get back home because i took my DC home so i would actually study for finals, lol. but i’ve been wondering how to do that for forever. it seemed like otaku was just mashing hp+mk+hk twice when he did it in casual against me. the slide technique sounds interesting too.

thanks!

Can you explain proximity cancel to me? If I remember right its sticking out a move like a cr short and then cancelling it on reaction. Is that correct? If not, which moves can be proximity cancelled?

(This is a question that might be good for the CvS2 new/question thread)

Buktooth: In your opinion, who are the top 5 CvS2 players in the world today? And who are the top 5 CvS2 players in the USA at the moment. Feel free to include yourself in the mix. :slight_smile:

Yo, do you still live in Boston? I’m the top player then. Forget your awesome Kinha vids and bet me instead.

I never lived in Boston.

that really isnt specific enough, so i’ll just try to answer the stuff that you were specific about.

it sounds like your main problems are:

  1. you need to get better at JD
  2. you dont understand how the ground game works in 2D fighters

everything the vega player is doing to you is punishable after a JD (low strongs, slide), so work on that. if hes doing random slides, walking up and blocking is good too so that you can bait him into sliding too close to you, letting you punish his slide after the block

with bison it sounds like you just need to walk up and block more, especially if hes doing random slides and scissor kicks. walk up, block those and punish.

other than that just play more and try to get a better understanding of the ground game

also not specific enough, but it sounds like your problem is that you need to get better at JD also

it’s an old term used in alpha 3. all it is is basically having a move out when they activate CC/super, then kara cancelling the move into a special move after the flash is done. there were some wacky properties that happened in a3, but in cvs2 basically all you’re doing is kara cancelling

ehh, this probably isnt the best subject to get into. fools will get butthurt as to why they/their favorite player isnt on the list, why i chose this guy to be on the list over this guy, etc.
all you need to know is that choi and ricky are #1 and 2

Some old tricks with “proximity canceling” …

There’s no way i was the one to discover it cuz it took me like two years to put the cursor over Hibiki. But whoever did discover it, didn’t do a very good job of spreading the word cuz i’d never heard of it.

So what happened to addressing my Vega vs Chun issue? :slight_smile:

Thanks for the response, Buktooth. I apoligize for not being specific enough.

Ironically I just played the guy about half-and-hour ago and beat him with C-Ken/Guile/Sagat. It was a very close finish and could have gone either way (both of us hit at the end but mine did more damage).

He changed his team to C-Terry/Vega/Bison for some reason. Terry was no sweat with Ken. I utilized the roll to get around his Vega by anticipation and then punished with throws and lows. I thought I was done with Bison but I got in a c.mk xx super xx tiger uppercut to even it out. Then just got lucky at the end I guess.

Anyways, as you mentioned, I definitely need to get better at JD’ing. I can’t JD when I’m on the offense but when I’m on the defense I can get a few in. Just gotta work on speed/anticipation I guess. Thanks again.

maki is the proximity canceling queen, mash that KKK!

Quick yes or no - So all normal attacks can be proximity cancelled on the first few frames?

Yes