Best K Groove

you’re contradicting yourself. If you can JD after the s.HP… there must be a hole.

Either that or your opponent messed up, and created the hole for you.

Which could be the case in my example, i don’t know.

Its a good thing you posted Drunken Master…

Your right there is no such thing as Throw superiorty… what I meant is that they have, like good distance on there throws and there frames come out quick, interupting some moves.

And YES you can hit them after the kick or the punch… whatever they use as the first hit… its all the matter of having the right character with the right move, however… I wait. haha

Even though you can jump after it, you might not see it coming or you try to counterattack/throw. Besides I can mixup, you jump C. Fp. Just like that. :wink:

And what does AFAIK mean… fake advice, cause if so I guess your right then, but hey… I didnt claim to be a pro and besides I come here for advice as well. :wink: And thanks for clearing up my mistakes.

Lots of love and thanks

Oh yeah… in the CC of Sak’s how many JD’s is one shouken before they repeat? 1 or 2?

usually 3, but you’re better off JD’ing the roundhouse and then jumping the fuck out of there.

Damn I forgot, does JD reset your charge, man… cause sometimes it seems that way… maybe Im not getting the move out correctly.

And I didnt know you could jump… thats hella sick!

There is no hole in a Sakura blocked CC. There only reason it looked like Ino is able to JD, then DP Sakura is because JD slows down the timing of the game. The guy playing Sakura needs to slow down the timing of his inputs as well (otherwise they don’t become valid anymore).

Set the dummy Ken to do j.HP, close s.HP xx funny kick all really fast for example. Now press play and JD the first hit. Notice Ken’s close s.HP doesn’t even come out? You get a free JD, mash on throw.

Now set dummy Ken to do the above combo SLOWLY. You get messed up when you try to throw Ken even after you JD’d the j.HP perfectly.

JD, then DPing Sakura isn’t because Ino has some super natural powers (although he is the sickest CvS2 player I’ve ever seen :lol: ). It’s because the guy playing Sakura messed up.

Hey Drunken Master read the post before mine

{ex: CC, s.HP, DP, [hole], DP, [hole], DP, etc.}

notice where he put the word ‘HOLE’ ok, there are no holes there.

I am not contradicting myself, the only ‘hole’ that can only come out of this CC is if the person who activated did his S.HP and…

The only reason why that Tgger Uppercut came out was because he did it after the S.HP, and it MUST be a S.HP and nothing, and you must be a character with a very fast attack i.e. Sagat. and…

And yes it’s Sakura’s fault for messing up by using S.Hp against someone as fast as Sagat who could also JD the first hit. And for her not to have input another move fast enough. (A Shououken is not fast enough because it still needed time to travel, another S.HP would have been a different story). And I also wonder if that Sakura had been closer, would Sagat have made it?

Hey Pimped out geese, How many you JD depends on how your opponent does it. By observation it seems like it is 3 but on JDing it turned out to be 2. Maybe because my opponent still did his input as fast so it cancelled ‘early’.

I think they have the same distance and startup on their throws as everyone else… Except for the handfull that have different ranges (not Yama or Cammy)

As Far As I Know…

Which brings me to:

Yeah I know… it was ME who posted it. :slight_smile:

But I would have to disagree with what you’re saying from experience. AFAIK, there are indeed holes in between the DPs if all the hits are JDed.

Have you even tried it? If not, go into training mode and try this out:

Pick A-Sak vs… uhhh, K-Geese i guess. Get the dummy to activate then do 2 DPs. Make sure Sak cancels her 1st DP into the 2nd one on the 1st JD.

Now, try JDing just that one hit of the first DP… and then hold towards on the stick. Sak goes into her 2nd DP, and hits you. HOLE

Now change the dummy recording so she goes into her 2nd DP after 2 JDs. Try JDing those first 2 hits only, and hold towards on the stick… you should get hit by the 2nd DP. HOLE

Now change the dummy so she goes into her 2nd DP after 3 JDs. Yada yada, Same results. HOLE

This is pretty obvious… and the fact that you can squeeze in a Jab Counter and grab the 2nd DP in all these situations just proves it even more.

Now maybe I’m wrong… or I’m screwing something up somehow, but AFAIK there are holes between Sak’s DPs during her shoshosho CC when all the hits are JDed.

ps: k-geese 0wnz j00 :slight_smile:

Ummm ok…considering I can’t retaliate between when I JD a few of of Ryu’s C.LP or C.LK, I don’t see how I can retaliate between shououkens :slight_smile:

Anyway yeah, i see what you’ve been doing, good try on the training mode. It’s not you screwing up that’s for sure.

Remember to try this next thing without Auto JD if you haven’t been trying already.

How about you try this, JD the first hit of the Shououken and then attack her back. With the fastest move you have. Just keep trying. Sagat’s TU, Zangiefs SPD, anything, even just mash Maki’s 3 Kicks. I don’t have a home console to try this on :(.

And if you succeed, you would be the first person to compile a list of moves I can use after JDing a whole shitload of Sak’s DP.

If I can see Geese retaliating with a counter halfway through in K groove instead of P groove, It would thrill the heck outta me.

Sorry Drunken, lookin’ back at my post it seemed like I was flamin on ya…

However man, that would be just nasty if you could Jab counter, Imma try that.

And I see what you mean, between the second and third JD of a sho. there is a bit of a pause. Should be enough time for a really quick move… maybe a lvl 3 perhaps if your that quick? Deadly Rave…? Dunno…

Ok, it’s not between the hits of the sho… it’s when she goes into her next one is when the hole appears.

If she does a 3 hit sho, there’s no hole between hits 1-2-and 3. But if she cancels into ANOTHER sho on the 3rd hit, there is a tiny hole before her next sho comes out. That’s when you can hit her. You have to hit her out of the first hit of her NEXT sho.

I have managed to fit in specials (Geese’s Jab counter and Maki’s KKK for example) during the CC… so I’m pretty sure there’s a hole. That fact that you can get HIT, at all, just screams “hole”!. If there was no hole at all, you would automatically block it… Right? Right.

Just go try it out.

Now, i don’t think this would be anti-sak or anything… How the hell are you gonna know which hit she’s gonna cancel to go into the next sho? You’d have to guess, or anticipate. If you mess up, you could get hit… but I guess there’s no harm in trying? You’re gonna get crushed anyhow.

Again, just AFAIK… :slight_smile:

then i guess as far as you know is’nt really that far

Perhaps… I was just trying to explain my post further.

But anyway… It would be nice to have another source confirm it for me. It’s just me, and who knows… maybe I am messing something up?

Anyone? :slight_smile: I posted this ages ago actually, but I was told I was wrong or it was ignored.

I thought I’d drag this back up and say Hoahmaru is plenty scary in K-Groove, and very much an underated monster. He just takes an assload of patience to play with.

I played Omar (Troopa) today, great stuff. I haven’t played other K-groovers in ages, and it was so refreshing to play someone who wasn’t using any top tier. I mean save that shit for ECC or something, I just want to have fun.

:smiley:

maybe if you didn’t go to Port Authority all the time you could have more fun. :confused:

Ever since the prices went up I don’t go to PA anymore, though I hang out with the folks from there. I’ll try and come to CTF every Friday now though.

I’d love to play you so more too.

:smiley:

I don’t understand why K-Gief is supposed to be good. He has no roll/RC, run just gives him one less thing to buffer into a 360 (although dash into 360 wasn’t all that useful, what’s important is that you CAN do it), and JD doesn’t give him free throws. He doesn’t rely on guard crush, and he really needs to be able to sit on a super to be at his best. I’d say either C/P is alot better than K, maybe even A is better.

K-Geif, Although he works better in a Roll groove (RC) he can use rage to start trading hits with you and the hits all trade in his favor. Thats one of the reasons people would regard him as good

forgive me if i sound like a newbie i somewhat am at cvs2…

what about:
Iori and Bison/Balrog (boxer)?

Iori does very well with his dash, RC and lvl 2 cancels. I wouldn’t consider him a good choice for K. Although from time to time, I will play him in N.

Iori is best in N then A. Balrog is pretty good in P, in A his custom is useless for smaller character, but hes still ok. P/C For Rog cuz his dash and lv2 cancels are good, and RC isn’t bad either for him.