Ok, part 1: Systems

Yeah, everyone knows how C groove works by now, he fastest building meter, a lot of AC due to this, 101,103 and 105 % more attack damage per lvl, lvl2 cancel only if super connects, etc. So, lets see thing more closely…
**
What does C-Groove REALLY HAS?**

Offensive-wise:

*-FAST, building meter. *

Yeah, everyone knows this, but to be ABLE to know, when, and how to use your meter, makes you and c groove unstoppable machines of destructions. Lots of whiffing, block strings, specials, etc makes you fill that bar FAST, what takes us to:

-Unique, lvl2 cancels

C Being the only bar with lvl 2, gives it a super that, has invencibility to Blow normals, and when canceled, do lvl3 alike (a bit less or more, depending on your character) damage. Combined with the fast bar, characters like Rugal, Sagat and Chunli, can wipe out a character in a matter of seconds.

-Roll AND Roll Cancel

Yup, you have access to the most broken shit of the game (doesnt this makes you happy xD?)
Also, RCing your specials makes you not only defend / attack, but makes you gain TONS OF METER in the procces, thus gaining lvl2s, thus gaining ability to kill.
*
-Dash*

Some may say that Run is better, but ionno… it really depends on the character. Take Blanka and Ken, for ex. Dash makes them have really GOOD 50/ 50 options (Dash – RC elec/Funky, cr shorts to death, Throw to more cheapness, etc), that combined with RC, and lvl2, is gonna make a hell of your opponent life bar.

Air Block AND Chicken Guard

I dont really thing that air guard is that great in this game. Other bars can JD/Parry/Activate in the air, so… But chicken guard, well used is a REALLY DANGEROUS TOOL. Take that annoying Bison, early jumping to your Rugal… You chicken guard his damm kick, cr.lk x2 to death… Yeah baby…

Defensive Wise

-Alpha Counters

Yeap, youregonna get a lot of thems. Also, youre not gonna die blocking to those cheap ass motherfuckers A groove Charactes, neither chipped to death…

Airblock, RC, chicken guard: See above.

So, whats bad? Well, not a bad thing, but your cant low jump, and you dont run, but obviously youre here to play good ole SF, not MvC2, ya know?

Seriously, lacking more subsystems, is a really good thing in the long run. YOURE GONNA LEARN how to POKE, PUNISH, HAVE A STRONG AA and GROUND GAME, and to NEVER, EVER miss a Combo. Seriously, A and K groove spoil ppl, so when you finish playing CvS2, with Cgroove youre ready to play every damm fighting game that involves footsies.

Im sleepy again (damm job), so tomorrow ill continue. Excuse my grammar, obviulsy english is not my first language, but im sure every thing said here is understandable, so dont be a nazi grammar.

Also, post strats, questions, etc. About everything C groove related. Tomorrow im gonna talk about Team Dynamics (Battery/User/Anchor) and the best part of C-Groove: Cheap, fun, and underrated characters. Have fun boys…

You forgot one, no tech roll, which makes C-groove inferior to A/K/N after being knocked down imo.

As for advantages of C, I think you should include stored lvl 2/3 on the list, being patient and playing safe is really important in CvS2, having stored lvl 2/3 supers helps with that.

Best C-groove team: C-Guile, Chun, Sagat

Also delayed getup. It’s useful in some situations. (against chars with annoying crossups).

Good shit, Geadom.

I remember an old Maj video of Guile displaying chicken blocking with him and then doing level 2 kick punch kick thingy into flash kick. There’s tons of chicken block tricks you can do really.

Im so fucking sleepy rite now, but imma gonna write something more:

Team Dynamics:

What the heck is this you ask? This is the WAY to make yourself more able to win, to put your characters in the positions were they are more useful, thus more cheap, thus more effective.

1/1/2?

The main reason why CvS2 is played in two R1 and 1 R2 at the end is simple: Youre picking the MOST AVAILABLE QUANTITY of characters, thus, more LIFE, thus less chance to be COUNTERED by some character or 2. Thank god, i FIRMLY believe, that having a lvl2 always AVAILABE makes even the most HARD matchups a breeze if you just KNOW when and how…

So, lets take a look to those positions and how they work, key?

Battery

Or your opening character. Is always a character that can fight REALLY well without meter, and can build it fast as well. Also, if it is neccesary, can use it, AND,another plus, if it is a good character with few bad matchups or ways around them. Obviously, KEN, GUILE, IORI, HIBIKI, and the GOD OF ALL DAMM BATTERY character, HONDA, are good picks.

Dont worry if your character doesnt fall into all of those categories, just a good meter builder is more than OK in this position.

User

Ahh, the meat and bone of c-groove. SOOO, watcha gonna do with all that meter that (usually) your first character lets you? Of curse, KILL, KILL, and… KILL?. Chunners, Rugal, Eagle, Sagat sometimes, Ken… Are really good at taking that annoying life bar of your opponent. Just two things to watch for: 1-) Always SAVE SOME METER for this character… Usually, they are very ineffective to build meter by themselves (Geese, Rugal, Chun), and 2-) DONT MISS. hit practice mode once maybe 2 a week, and make sure those combos are perfect.

Anchor

The all around guy that places last and R2. The most important things on this character are HOW GOOD YOU ARE WITH HIM, and HIS ABILITY TO COME BACK IF EVERYTHING GOES TO HELL. Sagat and Blanka are hands down the best R2 for C-Groove, but Rugal, Yamazaki, Chun sometimes, and some others (DAMM DID I MENTION IM SLEEPY NIGGAS?) can be used.

So, a normal match flow would be:
**
Battery** starts, whiffing a little, making some block strings, come good bnb, etc, gets lvl 2, if good hits the opponent, if LUCKY kills it without using, worst of case, leaves at least a lvl1 or smthing for USER if dies, etc.

Then, Battery continues/**User **appears, **Battery **heavily damages opponent user, by using lvl usually, if good and lucky gets to fight R2, User kills opponent first character w/out using meter, or using only one, if things get ugly uses lvl2 to kill him, so R2 can make a comeback (YAY FOR C-SAGAT!).

Last, if BATTERY if still alive, build meter, plays NINJA TURTLE STYLE to gain and MAYBE hit with it, User if still around kills everything that moves with lvl2 cancels, makes some seriuos damage to opponent R2, leaving a good advantage for your R2. If R2 is here, is time to kick ass, but playing really cautious.

Tomorrow more, kids…

awesome

my favorite of the capcom grooves

its all about that lv2 cancel

i cant beleive you didnt mention vegaclaw as a good anchor

thats cause claw is a good battery not anchor. claw as an anchor is not scary in Cgroove cause he has no beefy dmg to make you scared. he just annoys the shit out of you with pokes.

i like cgroove myself but i can’t find myself main a roll groove since fucking up a rc can cost you half your life at times. and i could never choose a set team in cgroove, WAYYY too many fun characters to choose from that still do crazy dmg.

Geadom

what about cammy man? she has beastly c groove combos, a great ground game, i think like three anti airs, and she can hit confirm SO easily.

her roll sucks, and her dash isn’t the best, but i think she’s a great user of meter

Side note: King builds meter really fast, so if you want a funteam, she’s good battery.

^ def for advanced users though

king has nothing but hard fights

One of my favorite “user” characters is Rolento. S. jab, c. forward into trip wire is a hell of a good way to take advantage of meter left by the first character, and patriot circle combos build it right back up. Rolento is great in C.

what is rolento’s ranking in battery? cause watchin rolento in a “stored meter” groove is just retarded. i was watching a friend play c-rolento as battery, ran away for like 5 seconds and next thing i know i see him with a lv3 stocked already, like wtf.

isn’t s.jab x2, c.jab xx trip wire a better hitconfirm since you don’t have to only fish for a CH s.jab, c.forward xx trip wire?

Yeah, you have more opportunities to bail with two s. jabs and c. jab, though personally I’m more consistent with the latter. Must be the range on the c. forward, or the way I was raised or something.

Although my main groove is A, I often play C groove if I’m bored, and my opinion on “team dynamics” is the same for C as it is for A. B/U/A is very basic and should not be taken as gospel. While it’s a good guide for beginners, you should ALWAYS take into account matchups and character capabilities. Say your point character is low on life, has one level, and can kill your opponent’s point character. If that point character is someone that your second character has a HUGE problem with, then use your damn meter to kill him. It’s best to get the problem out of the way and not have meter. For example, if your second character is Blanka and the opponent’s point is a full-meter A-Sakura, I’d kill Sakura and use up my meter.

You should also practice with your characters to the point where you are comfortable with them with or without meter. If you have confidence in your characters, you can rearrange your team to have advantageous matchups according to your opponent’s team. Thinking only “B/U/A” restricts your team to one order and one playing style. Just because a character does better with meter doesn’t mean you shouldn’t put him first if you’re confident in his ground game (case in point Bas’s A-Bison).

I’m of the opinion that you should just pick characters that you like and learn them inside out, then look at your opponent’s team and see arrange your team accordingly.

Her dash is BEASTLY. She can crossup / fake crossup downed opponents really easy, and her EASY LINKS, and more EASY whiff punishing hit confirms (especially st.HK) make her a really good battery and user. Anchor, honestly im not buk, i cant run 60 stun and low hp characters as r2, but if youre good with her, do it.

Yeah, she builds meter like hell, is a shame that shes never or almost never gonna use it :shake:

Rolento is honestly one of the best C groove characters. Can build meter really fast, is a good character against a-groove, and his stored lvl3 does a ton of damage. But is for advanced users, mainly because A-) Non reliable anti air (must alternate between st mp and RC scouter HP), and you MUST know your pokes. Seriously, a sweep JD against a raged opponent hurts.

I agree with you, but honestly this is an advanced choice as well. I suggest ANYONE learning to play, or at intermediate lvl, to stick with basic team formation. In the long run is gonna be more productive.

Also, i LOVED shiro playstile mainly cos of this : He could switch characters around and be really effective with this.

More tomorrow…!

Scouter jump --> jab is pretty good too, mainly against non-C characters, and s. roundhouse can counter faraway jump-ins for good damage.

Oh yeah, and if you see a faraway jump-in quickly enough, level 3 grenades.

shit i totally forgot she could cross up dash. i mainly use her in k, but she can do some damage in c

and like you said i wouldn’t put her as an anchor in c, but she makes some of the best use of meter, and she looks good doing it

Oh, sorry, about the link, for the sake of god i could never combo the 3 jabs, but i hitted a lot of CH jab , cr.Forward into super. Thats one of the reasons i LOOOOVE C-Groove, playing counter hit games is really effective (and fun, imho, cos it makes you think AHEAD of your opponent)

Also, her dash makes her a triple threat: Youre zoning / poking with st.HK, antiairing good, and whiff punishing, your opponent is afraid or THINKS before throwing something, you DASH, and…

1-) Cr.lk x2 into super /drill: Obviously better if you have meter.
2-) Throw. Beats ppl blocking option #1
3-) st.HP xx Super. Beats ppl that like to mash or stick something when a throw coming (options 1 and 2). I donno WHAT the fuck cammy has in those gloves, but she should never be allowed in real life boxing or a fight :rofl: . Shit counterhits everything and gives TONS of Frame advantage on block, so you can RESET into the 3 options or DASH again.

Damm cheap character :rofl: