Ok, that’s it, I’m gonna get myself a CVS2/3S Frame Data book this Christmas. This shit is just too good not to have. Where do u get these beauties?
I’m not Buktooth… and this isn’t entirely tested…
but against K groove… Sagat when they jump in on him… if he does a very very deep Tiger Uppercut… where they have to Just Defend 4 times… they float so high that he is safe from getting comboed when they fall back down, since you land in time to block, or do another TU. I have done it numerous times against K groove Geese and what not… I haven’t tested vs many other characters… I’m sure characters like Vega or other chars with good downward pointing jumping attack might be able to hit Sagat out of the air for one hit, but it sure beats getting comboed.
Here’s a link to the CvS2 guide. I’m thinking about getting it too.
Man, I’ve helped sell so many of these guides, Famitsu should send me a check.
12/12/03:
After connecting with Kim’s d,u+fierce, since you land way before your opponent you have plenty of time to set up a lot of different things. My personal favorite (even though my Kim is horrible) would have to be his stance switch mix ups.
After a landed d,u+fierce, immediately do d,d+roundhouse when you land and hold down the button to go into the stance. From here you have several options:
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Press forward kick and do the (surprisingly fast) stance overhead. If it hits, you can fairly easily link a low short into s.short super. If the overhead is blocked, the move has a good amount of frame advantage so you can continue attacking anyway.
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At the last second, let go of roundhouse to go back into normal stance and block. A lot of people will see Kim in the stance and think they can wake up uppercut/super for free. Kim switches back into normal stance REALLY fast. I wouldn’t be surprised if he was able to block while he switching feet.
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At the last second, let go of roundhouse to go back into normal stance and throw. I’d recommend going for roundhouse throw for set up reasons… but 2p Kim can work with the 2p glitch off of a punch throw in the corner. Throwing out of the mix up works often since the opponent is usually concentrating on which way to block.
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At the last second, let go of roundhouse to go back into normal stance, do low shorts. Obviously, this will hit opponents who stand up expecting the overhead or the throw. If the opponent was in the corner, C-Kim can do low short x2 into lv2 launch super and go into the infinite. Outside the corner, low short x3, s.short super is good enough.
It might seem like options 2~4 are really impractical, but the act of switching back to normal stance is much faster than it might look.
Great risk/reward ratio on this mix up. Opponent can lose half of their life for blocking low, or ALL of their life for blocking high.
WOW… can people do the infinite now?.. I’ve been able to do it for a few hits and then I mess up. Is this really practical in a real match? …
Since we’re on the topic of Kim, I have a question on a strat that I get caught with sometimes. It goes something like: qcb+k, roll and 50/50 guessing game of either du+p or throw. Kim’s roll seems harder to deal with than Iori’s and although I can throw him out of it most of the time I can’t always punish this. The du+p move has a deceptive recovery time; it looks like Kim is wide open and if you retaliate you eat a move.
As well, how do you deal with this strat: You jump, Kim rolls and throws you as you’re landing. If you didn’t attack you can easily tech it, but if you attack it’s a free throw; it’s like I can never really jump in on Kim. By not jumping Kim practically forces you to block the qcb+k and there’s no way to punish outside of lvl3 supers…
I think it’s just that I don’t play against Kim enough to counter his tricks… I do know that if I JD the qcb+k I can punish, but outside of P or K groove all I can do is roll or dodge which is still in Kim’s favor…
It’s worth it to go for it. The thing that Eric Leezy does at SVGL is, he gets you in the corner and tries to get a crouching short on you. You can combo into the launch super and off of two c.shorts and infinite them if they’re standing. If they were crouching, you can’t combo into the launch super, but you can get a s.short in and combo into the rush super. Use a level 2, come down with a stomp that hits, then tiger knee 3 stomps, and then tiger knee an air super. It still does a lot of damage, so you have 2 options off of that c.short depending on if it hits them crouching or standing. If they block it, you can pressure with s.shorts.
Wut i do is a meaty c.mp in corner if they were knocked down and then follow with a c.lk. if they block the c.mp and try to jab back they will get hit with the c.lk then i combo into lvl 2 kick launcher into inf. I’ve only been able to get the inf. on two people, but they were kinda scrubby.
Damnit bucktooth u r letting out all my kim strats. i’ve hit so many people the the switch stance into meaty overhead trick, now it might not work as well since people know wut i’m doing:depress: . It’ll be funny to see how many pick up kim now. There are some really good guard break strings kim has with his switch stance, but this is your thread so i’ll keep it to myself . . . ok now, on with the tips
The Kim infinite is kinda tricky to learn, but once you get it down it’s pretty easy. I can do it, but my Kim is so horrible I have to ask people to let me hit them so I can do the infinite on them.
12/13/03:
I think I’ve mentioned this before, but it’s so important that I’ll bring it up again.
Rolento standing jab is among the best in the game, even if the numbers don’t say so. Lots of range, huge hitbox, and beats most anything. This leads to lots of counter hits.
Rolento’s throw is probably the best in the game, with its huge range combined with his quick walking speed and dash. Since its range is so huge it makes Rolento a threat from a little bit outside the point blank range. This makes opponents squirm and hit buttons.
Put these together, add in the fact that low forward links really easily off of a counter hit jab, and you have a really basic AND really powerful 50/50 mix up. While most Rolentos are happy enough doing 4 or 5 jabs into a low fierce for some guard bar, it very rarely gets Rolento anywhere.
Whenever Rolento gets in, he should ALWAYS be looking for the counter hit jab/throw mix up. Jab, walk up a tiny bit, jab low forward/throw. If the jab hit, you should have enough time to see it so you can buffer the patriot circles/super on reaction. If it was blocked, go for another counter hit jab low forward afterwards… and you get the picture. While most grab/throw mix ups are only good at point blank range, Rolento’s extended jab and throw range make him a threat from much further out. Take advantage of it.
i like doing that with nakoruru stand jab… do a few jabs, if they get crazy and try to stand up then sweep, if the jabs hit combo it into the slide thingymajigy,if they’re expecting you to keep jabbing (you can usually get about 6 or 7 in) then throw or cross up short. or low strong cancel into the strong bird, then you get a bunch of fun stuff to do, like win. ooh ooh, or if you’re in a groove wait till they push anything than you activate and scream at the top of your lungs while you do low forward into mash on cr. fierce… for extra style points, don’t finish the custom with the bird super, be dope and do one of the following…
a. standing jab low strong slide move
b. standing jab, wait, throw
c. just do another down-forward fierce just to show that you’re crazy enough to do one
d. cancel the last fierce with a roll, scream to psych your opponent out, then low short, jab, strong, slide move
e. sweep, jump back, taunt
f. jump on the bird and fly up up and away
g. say “damn i’m crazy” and walk away from the machine
damn campbell, i want more Secret weapons and tactics… BukPRO
No. Most Rolentos in the US are A-Groove. Breaking guard is THE BEST way to land his custom. It’s extremely hard to react to a counter hit jab, then activate, and THEN link a low forward. If you can do that, props to you. But the only guaranteed ways for Rolento are comboing into it off of air knockdown moves (knife, roll back-fierce move), or off a jumpkick. Those are rare. It’s much easier/common to break guard, activate, low forward, some low fierces, slide, etc.
Heh, this is probably why in Japan you see Rolento in every groove except A-Groove (and S of course). Besides, most A-Groove Rolento’s that I’ve seen don’t land their CCs with guard breaks. They land their CCs with random activates.
12/14/03:
Any time Rugal hits with his jumping dive punch thingie he can potentially win the match. Since Rugal lands so much earlier than his opponent he can spend plenty of time moving into just the right spot, wait a little more, then go for the deepest jumping forward cross up ever. I can’t say exactly which way to set it up since the dive punch hits at different distances and heights all the time… just go to training mode and mess with it until you the feel of how far rugals jump is and how fast your opponent gets up.
Anyway, the fact that there isn’t a concrete way to set up the cross up is good because it randomizes which way your opponent has to block it. After the cross up, s.forward into any assorted Rugal combo of death. If it’s blocked, Rugal’s close forward leaves him at a completely neutral frame advantage, but you can often get counter hit low shorts from there (into super).
This is nice because Rugal’s dive punch hits/trades fairly often, and each time it happens you can potentially end the match.
c.lp, s.fp xx god press to charcters who can’t duck the fierce. Short x2 xx god press work on Blanka crouching?!wtf? :lol:
How often does the dive punch hit though?.. Maybe a tigerkneed one, but it’s still not that great. That move is and easy JD or parry and free punishment… Then again, I don’t use Rugal so I’m not 100% sure, but from experience against it it’s pretty easy to punish…
Lots of moves can counter it for free too… Mai s.fierce, Rolento s.mp, i think all high counters… especially ones like eagle where you just do it whenever and then wait :D… sakura rc hurricaine + s.wp combo/qcb+k knockdown… or any other RC out of the air/as he lands for knock down… I too find this move fairly easy to punish… even rugal should RC god press this move
I havent played too much against tiger kneed dive punches, but even still rcs should have plenty of time to kill this move
Easy as hell to dp also, a good move against certain characters though.
Dam dude you helped more people than RED CROSS and the PEACE CORE put together?! :eek:
Is wish more “top player” would drop knowledge like you. That Rugal ,TODO,KIM,AThena…list goes on blah blah blah strats are way too Hot. DAm if your only Mid tier status… I aint ready for TOP!:lol: :lame:
No defence
Well, tigerkneed jab dive punch goes over low moves, beats/trades with most mid moves and moves Rugal forward. It also eats up projectiles and keeps going (think Guile). Jumping and doing the dive punch late will bait a lot of anti-airs to whiff and hit the recovery. Certain characters that aren’t RC dependant (Sagat, Cammy) will often time their uppercuts too early and get beat by the dive punch. Yes, you can RC the uppercuts but for whatever reason nobody does. Anyway, I see the move hit often enough at high level play.
12/15/03:
Mai’s RC d,u+p wall dive is really buff on wake up. She leaves the ground before she’s able to be thrown, and midscreen she just jumps back really far without going to the wall. Sagat can be pretty advanced and high tiger super it, but he has to be really looking for it.
When Mai is in the corner it’s even better, since she goes off the wall really low and is still invincible while she’s diving… think Sol’s qcb+k when he’s in the corner (but with invincibility obviously… and it isn’t an overhead). It’ll catch your opponent trying to stick out anything at all, even uppercuts. Not only that, if your opponent blocks it Mai has frame advantage and can keep attacking afterwards and get herself out of the corner. If it hits and Mai has level 3, she can juggle her elbow super for free (if a bit shitty) damage.
So basically… free wake ups, every time.
[quote]
*Originally posted by Buktooth88 *
**Certain characters that aren’t RC dependant (Sagat, Cammy) will often time their uppercuts too early and get beat by the dive punch. Yes, you can RC the uppercuts but for whatever reason nobody does. Anyway, I see the move hit often enough at high level play.
</quote>
sagat can just crouching FP it and cammy (i think) standing FK. but good streat none the less just because it’s easy to mess up the timing and then you eat it
This explains why Tragic was able to hit Lifetimeboy with throw, sweep, jab, throw, sweep, jab, sweep, etc…in the team tourney at NCR. I was thinking in my head, “man, why isn’t LTB jumping away?” Because even though Todo sweep is good, it doesn’t look that fast at all…
Wow, knowledge of frame data can be beastly.
That’s a really good Mai trick too, didn’t know that. EC could use that since everyone here plays Mai (I don’t.) LOL she’s all crazy!
Here’s a question for you that’s been nagging me for a while (perhaps you could explain this in your next tip of the day or something;)
Is there a trick to Blanka doing blankaball after kick throw? When I try to charge for it, I can’t do it. However, I was watching SBO vids and I saw Tokido do it off a kick throw, and he ended up in the corner. However, I believe (I can’t check cause I’m at work,) the kick throw was the last move that ended the CC (opponent blocked the CC.)
By request!
12/16/03:
All charge characters lose their charges when they throw. This is because you either:
A) Tap forward on the stick to throw, losing your charge, or:
B) Throw them backwards, which cause you to switch sides and lose your charge.
Since Blanka’s kick throw takes a while and he finishes WAY before his opponent reaches the ground he has time to do some shit. Kick throw, immediately start charging, walk back a tiny bit then ROLL, then do strong ball. At midscreen it will perfectly cross up the downed opponent and let you get your free RC elec/counter hit low short mix up.
If charge characters throw during CC, you can do as many charge moves as you want afterwards. 1p Blanka kick throwing somebody into the corner and whiffing 5 fierce balls looks all crazy!
On that note, I’ve mentioned this before but 2p Blanka can cross up using this trick: Kick throw opponent into corner, roll, fierce ball at the last second over your opponent and do whatever. This especially helps A-Blanka, since he can activate CC a little before the opponent gets up, fierce ball cross up, start the CC while the opponent is still blocking the wrong way. You can also fierce ball cross up, meaty standing strong, then LINK the CC. Non A-Blankas can go for meaty strong, link low short stand jab ball/super on fat characters. Otherwise meaty strong, link sweep is good enough. And then of course there’s the option to kick throw the opponent into the corner again while he’s trying to block…