Can somebody teach me how to play?

I don’t know how to play this game. I can do all the combos, gimmicks, and whatever, but when it comes down to playing this game competitively with other people, I’m really bad. I’m using Guile, Ken, R2 Sagat in C-groove as my team right now and if anybody can help me, I’d appreciate it.

What do I do when the opponent throws a projectile at me? I get owned up bad when Mai throws a fan or Guile throws a slow sonic boom. I jump straight up to avoid it, but then the other guy always walks up and hits me. If I jump forward over it, I always get anti-aired. When I play at the arcade, even Ryu gives me problems with his fireballs. BTW… I’m refuse to to pick Vega and jump over everything or Cammy and spiral arrow under everything. No Yamazaki and rolling either.

How do I fight people who run away from me all day? I go after Mai or Rolento, but they always fly away to the other side of the screen. It’s really frustrating. Blanka’s who mash on b+KKK all day too. With Sagat, I somewhat understand how to play the footsies game (using s.LK and d.HP and when to jump), but when I have Ken or Guile, it’s really hard.

How to I fight against Blanka who just sits there and does RC ball against everything I do. I hate fighting against players who know how to RC, but they can’t do anything else. Still, I can’t say anything if they’re beating me though.

I can’t beat Vice. Heck, I don’t even know how to fight against her. I keep getting hit by the hcf+K move over and over. Can’t walk forward, can’t poke or anything. When I jump, it’s always an early d.HP as well.

How do I fight against Dhalsim? What should my gameplan be? Those drill moves he does are really wierd. It looks like the character is so slow too, but just the wierdness factor this character has makes him really hard to fight.

How to fight against Yuri? The qcf+LK move she does gives me a lot of problems. She jumps in with HK and fakes me out with the butt move too.

Kyosuke? I can’t beat the computer when they have Kyosuke, nevermind another player. I know he’s really weak to rolls, but I don’t want to do that. Plus I’m using Guile anyway, and I never roll on offense with him.

K-Sagat gives me problems. K-groove in general give me problems actually. I get JD’d, thrown a LOT. Is there anyway to stop that? The only thing I have is to use a counter hit close s.HP with Ken after a jump in and to mash on d.LK when I’m close. K-Sagat is the worse though. He just goes crazy on my. Doesn’t matter how sloppy his rushdown is, I still always lose all my life for no reason.

So yeah, the more basic the tips the better. I know how to anti-air every jump in, what moves are safe and what aren’t, and to always do the maximum damaging combos whenever possbile. As for a solid gameplan, how to control the ground game (poking/footsies/etc…), and getting in/creating my own offense opportunities, I have no idea though. Any help would be fantastic.

more jokes… dude you make way to many help other people threads to be posting this, its not funny.

yo, try reading one of the many “KCXJ notes” :cool:

Hey, I’m not joking with this thread. Should I have posted under a different SN? I’ll delete the older threads I made if necessary. I tired of being a scrub who only knows gimmicks, and I just want to take my game to the next level. Knowledge means nothing if you don’t have the experience to back it up.

well you have the knowledge. just watch more vids, try to keep up with the high lvl pace, dont’ depend on scrubby shit, even if you think you can win with a few lucky hits. always go for what’s better in the long run and get used to it. i dont’ know what else i could say…since you seem to know all the minor details and combo’s and damage data, etc etc. gl

Man, I know all that stuff already. Otherwise I wouldn’t of shared it with everybody else in the first place. The purpose of this thread is to learn all the things I’ve realized I’m not so good at.

When do I jump? What are some ways to set up a jump? When should I roll? etc…

Use ken’s hurricane kicks for mobility. Mai throwing fans? sj.Hurricane kick to the other side of the screen. rolento running away? sj.hurricane kick him when ever he jumps, then you run a way. Getting beat by rolento’s pokes? use s.lk, and short hurricanes to let him know he can’t poke you.

my first post was a joke.
look at my 2nd post.

it’s also hard to help you with stuff like “when to jump” and “when to roll”, cuz not all of us has seen you play. try doing what obot64 did, and post up vids of your matches and ask people to analyze it. i’m pretty sure a lot of people will help you on your footsies and misc tactics. otherwise ask people irl that you play with(and better than you) and what you do wrong, you’re biggest mistkaes, small problems, etc, etc.

I think one of your main answer lies in your tag. RC! If you can do it reliably, then you shouldn’t be having so much problem. sim and vice dont fare particularly well vs RC. If they throw something at you, throw it right back. Or better yet roll. Or run away w/ air huriccane. Worse case scenario, you block it. How well do you RC charge moves and qcf motions?

Other things that you should pay more attention to are super jump and normal jump arcs and distances. If you are at the right spots, theres now way they should be able to anti air you cleanly each time.

But the main thing is anticipation. With all your game know how, you probably have a good understanding of what the opponent might want to do. So try to counter accordingly. Then you can force the other guy to make a few mistakes and play to your strenghts. Something that works for me keeping my line of focus on the opposing sprite while also aware of where my guy is in relation. That helps me read him better. Might work for you.

Against runaway…approach with caution I guess. The obvious thing cover yourself w/ a fireball, but you should also be cock blocking a lot too in C. Or you can choose not to chase him if you’re ahead. That C team isn’t particularly adept at killing runaway to begin w/ though. Turtling helps vs RC blankas too. What you might want to try is practicing blocking from a forward motion in training mode against something fast like bison PC or honda headbutt. Really helps reaction time.

On a side note, I don’t believe people who RC alot ONLY know how to RC. I just think they don’t want to bother thinking harder if their mindless methods work against someone who doesn’t know how to counter. They’re playing at cruise control if you will. It’s hard to imagine that people who know how to RC wouldn’t know how to do anything else.

Anyways gl with this.

play super turbo. honestly, it will teach you how to deal with fireballs besides roll/parry/rc/jd.

I suck at cvs2, too. I’m seriouslly thinking of quitting lol. 3S is more fun anyway. I hate ec cvs.

hmmmmmmm, it sounds like you want to play cvs2 with some type of honor code or as if you’re holding onto some type of higher ground while playing. one really important thing to realize is NOTHING is cheap in cvs2.

if somebody throws a slow projectile at me, i usually either just block it, or RC through it. if you have guile and ken, then either do a RC sonic boom or RC mp hadouken with ken RIGHT when the other fireball is about to hit you (so it passes through you and you throw one back). but blocking one or two fireballs here and there isn’t a big deal at all. you either eat the miniscule chip damage or a fierce AA by trying to jump over it or do something stupid. patience, patience, patience.

runaway? you said it yourself in another thread, play your character like a wall and slowly close the distance. i don’t play ken because i can’t RC funky kick consistently, but guile’s low forward should be your primary footsie tool, along with standing rh sobat kick (and backfist if they can’t duck it). use crouching mp with guile too. with ken? RC mp fireballs, forward + rh and just plain rh. use standing short and crouching mp too. you KNOW what normals are good and why, you just need to learn in what situations.

RC ball? don’t do things that are punishable by a RC ball. sounds simple, but i usually have to hit people with about 3 or 4 straight RC balls before they learn. don’t jump, don’t roll, don’t throw a projectile. just walk forward (watch for blanka’s slide), and play patient. once you get in blanka’s crouching fierce range, then use crouching forward/strong with guile and crouching strong with ken. if blanka walks forward or does RC electricity, THEN you can throw a projectile because he lost his charge. and if you BLOCK a blanka ball, be sure to punish it EVERYTIME.

Vice? hcf + k HAS to be blocked low. so just walk forward some, then block low. gradually close the distance. don’t jump, vice’s AA game is too tight IMO. vice doesn’t really have an answer for guile’s low forward because her best (and safest) poke is standing forward. once you know how vice will keep you out, you know what to look for. if you keep on slowly closing the distance, vice is in the corner, and guile is a monster when he has somebody cornered.

dhalsim? he’s going to use jab fireball a lot, so be patient. it’s ok to block a few. his AA game is tighter than you think. so just use low strong with ken/guile more at a distance to stuff his long ranged pokes. slowly close the distance, and DP/flashkick his drills on reaction.

yuri? you think you’re losing to yuri, but then look at your lifebar. if she did double the damage, she’d be a really good character, but she doesn’t. roll through qcf + lk with ken, then shorts into super. OR super jump away with both characters to throw out rapid fire crouching strongs to build meter or throw a fireball/sonic boom of your own. OR super jump right at yuri when you see her leave the ground and press roundhouse (unless she RC’d the fireball). this isn’t cvs1, so that move shouldn’t be too big of a problem. AA her jumping rh everytime, team daigo’s entire AA game is too solid for yuri to be getting jump ins like that. her overhead (forward + mk?) doesn’t do much damage (800?) or combo into anything, so don’t worry about that too much. but don’t try and jab afterwards, because that overhead sets up her RC ground fireball or RC running slappy thing. or don’t let yuri get in that close in the first place. guile/ken/sagat have good enough normals to keep her out.

kyosuke? i addressed the fireball thing earlier. roll through, or RC your projectile through theirs. rolling isn’t scrubby or dishonorable, it’s another tactic.

K-groove? that’s why i play A-groove, lol. but anyway, if you’re getting JD’d into throw, then your moves are too predictable. don’t really try and jump in, and mixup your poke timings with other normals AND especially your throw game. throw them a lot more. if you get a tech throw, DON’T do a low move afterwards, because that’s JD bait (same with P-groove). pick your spots to attack against K-sagat’s rushdown. realize what is safe, then RC through what isn’t (funky kick or sonic boom). super jump forward and roundhouse if they try to bait an AA to throw off their timing.

to summarize all that

-patience, patience, patience
-nothing is cheap
-guile’s low forward is very good
-be willing to block a few fireballs, because when you hit a level 2 cancel with ken or guile, the damage will be greatly in your favor.

hope i helped, peace

PS- watch daigo or choi play. shiro’s C-sagat is beastly, as is mago’s. dan’s C-ken is solid too. watching vids helps a lot.

are you using blanka and sagat? just by picking the toptier you have an edge over other players who know nothing about the game even when you yourself no nothing also! sagat and blanka have very good range, priority, and do high damage with their attacks. they also have very useful supers. sagat’s high tigershot super will antiair people who try to jump in(level 2 or level 3) and blanka’s direct lightning super will as well(also only levels 2 and 3). level 1 is good for a trade. sagat and blanka are excellent choices but you should use a 3rd character because 2 character teams are at a disadvantage. the boost of a ratio2 character up from a ratio1 is not better than having 2 ratio1 characters. however if you are going to pick bad characters (kyosuke, e.honda, sakura, dan, etc…) then dont even use a 3rd character. however if you want to use a good character then i would suggest yamazaki, or bison. the first step is to becoming a good player is always to have a good team. if your team is weak then there is not much you can do about it. work on your mind games because outthinking people is 50% of the battle. if youre one step ahead of your opponent he really does not stand a chance. for example if you know your opponent throws after you roll then you should roll into an invincible move like a dragonpunch or a level3. if you want to get good you also should know what moves are good overall. sagat’s ducking fierce cannot be punished by anybody. the recovery on his move is so quick. blanka’s low fierce is almost as good as is his slide move. however if a k groove player just defends your slide then you shouldnt do it. all a matter of outthinking your opponent like how i said before. if he is waiting for an antiair then dont jump in. fight on the ground. always choose characters who can poke people from far. thats the key element of solid ground games( a far poke ). and practice constantly. if you know your combos you will be very good. punishing mistakes is a very good way to know if youre good or not. how can you punish what your opponent has done worse than anything. if he does missed tigeruppercut and you have a level 3 super ready dont just throw. do the level 3. some moves are not punishable so you should save your super. if you block bison’s short scissor kick then he is totally safe. after blocking it dont do a super because he will just block it and you will waste meter. however his slide has huge recovery so you must super that when you block it.

know what moves have good recovery and bad recovery. know your most damaging combos.

pick a strong overall team and make use of your groove in the most effective way.

always think about what your opponent is thinking about. be one step ahead at all times.

dont think about how you can hit your opponent; think about how your opponent cant hurt you. keeping yourself alive is priority 1, priority 2 is hurting the enemy(this statement is true in almost every aspect of life).

if you cant beat an opponent use his team and see what beats you when you use it.

play good people because bad competition does not make you as good as good competition. even if it is sickening how behind you are skillwise to somebody else you should keep playing and take note of what makes him better. most of the time its not something so technical its something right infront of your eyes that is so obvious.

thats about all the advice i have for you. glad i could help!

You could always use A-groove.

I think C-groove is one of the harder grooves to play as it requires Street Fighter skills, not gimmicks, well not as much at least, but solid Street Fighter skills.

He’s right. A-groove would be the better choice. C-groove is extreamly good at dealing big damage, but if you wanna’ do REAL damage like the kind you would get from A-groove then you would have to practice endlessly and use shit like instant dizzy and learn perfect timing when you tap the buttons. However if you MUST learn C-groove then try using Chun-li. I’ve seen a few big combos from Akuma and Kyosuke, but there WAY too hard to do in a real match, and Kyosuke asides from combos just sucks as a character. A set of decent and easy combos with the team that you have right now is…

Guile-cross-up,C.lp, C.lp, C,Lk->lv.2 Total wipeout-> flashkick
or you can just connect a lv.3 sonic huricane after C.lk. It does the same damage, but if you do the lv.2xxFlash kick then you have a Lv.1 saved so you can build meter faster. this combo only does 6500, but in terms of combos Guile’s not really suited for C-groove.

Ken-Opponent 3/4s of the screen, Jump in H.k, C.Lk, C.Lk, C.Lk-> Lv.2 Shoryureppa, (delay) H.k huricane kick, lv.1 Shinryuken(mash). Does around 8000. This combo is allright because it packs some damage, it’s really easy and you can also cross-up into it. Only draw back is that they have to be like 1/4 of their way up the screen, meaning that they have to be KINDA close to the corner.

As for Sagat there really arent that many effective combos for him, but then again he’s not really a combo character. Just store those lv.1s quick and use those. Use a lv.2 hot foot and cancel to a tiger uppercut i guess. Just play him more in the style of pressure and gaurdcrush than combos.

Here are some combos from my C-groove team.

Chun Li-Cross up, C.Lp, C.Lp, C.Mp->lv.2"kick super"xxL.k spinning bird kick, Lv.1 super ball thingy. Or after the crossup you do a S.mp© and connect it straight into the super which is really cool because S.Mp© looks like shes doing a double pimp slap sort-a thing. Or you can jump in with F.p. Either way this combo does 9000-9500 damage and it’s pretty easy too.

Cammy-You should alread know this one, it’s just her standard 1337. The setup I use is Jump in or crossup, S.Fp, Lv.2 Spin drive Smasher-> Dive kick(whiff) Reverse shaft breaker.
does does around 7000-8000 (depending on setups).

I use C-ken too so just look up for one of the combos I use for him. Sorry if the combos I posted are kinda old.

And if your having trouble with turtles then its best to use a running groove like N or K. I would say S, but it’s too hard to use effectively. Small jump also punishes turtles too. N-groove also has some good combos too. like Terry’s S.FPxxlv.1 or 3 buster wolf, Lv.1 Power geyser or Hibiki’s lv.3 Going my way(root 3),lv.1 Heavenly spirit of victory.

If you wanna use A-groove then I would recommend Sakura. Dont’ listen to LZJ, A-Sakara is probably the best in the game and I think you already know why.

I’m really sorry if my C-Groove Shits Hella old, but I dont’ really play C much anymore. I only play it for fun. I know that CvS isnt about combos, But there good to know when you have the meter and good setups.

I cant help it but feel like I wasted my time doing all this. It seems like You’re not telling the truth, Kcxj. You’ve posted so much around this site. You seem to have so much Knowledge you should just put it to good use, but if you are telling the truth then I hope that I was able to help.

keep this in mind. snakedizzle, there’s no need to point out combos to kcxj, he wrote the book on most of them. hell, his A-blanka training guide is what basically taught me how to use A-blanka.

I guess lets keep it simple.

its weird becuz its like u leanred how to run b4 u could crawl.

Ive uesed guile once or twice but I kno about him.
just dont be afraid to get hit once and awhile also use dash.
if ur good at RCing with guile dont wait for a projectile just throw ur own first and get close using stand HK. keep holding back everytime you poke so when they try something u got RC sonic boom ready and waiting. forward mk is good as well becuz u hop kick going over lows.

cross over with jump lkits a good combo starter.

with ken I usually rush with ken but I use K groove hehe.
but I used to use A groove. its good to have different styles of fighting in ur team. sorry but not much tips with ken.

never underestimate Kyosuke. I use him as my start off character. since nobody really uses him hes quite unpredictable. so be careful.

kcxj, the team you’re playing (team daigo or choi, C-ken/guile/r2 sagat) requires like OG SF skills and a unique playstyle that not many players possess. that probably makes sense that ONLY daigo and choi can win with that team. check viscant’s posts in this old thread…

http://www.shoryuken.com/forums/showthread.php?t=60471&page=1&pp=15

maybe swtich out ken for blanka? idk, but ken is too advanced for like 90% of the people who play him IMO. no offense to you at all, he’s just super hard to learn and use effectively. guile isn’t as hard to play IMO, you just don’t want to fall into auto-pilot and get into long elaborate sonic boom block strings and what not.

peace

My bad. I guess i was just forgetting who I was posting to. :o He was asking for advice and I thought he knew everything already about everything else, and everyone already posted strats so I just decided to post a few combos that I knew. BTW to everyone who read the combos I posted, could you post some better ones so that I can get back into C-groove. I’ve been wanting to learn some new C combos for a while, but I havent had the time.

P.S. Kcxj, you know all the gimmicks, so just put it to good use. I guess I messed up posting all those combos, but I dont know what I can say that you dont already know.

Thanks for reminding me about that thread. I wish he’d post more often actually. Him and the other players who’ve been playing a lot longer than I have. Any kind of help about basic footsies, poking, and getting in would be great. Just what can I do with Ken to get in against Yama and land my low short? When is the best time to jump in against somebody who I know has an easy anti-air like Hibiki?

You’re right about not being afraid to block a few projectiles as well. I’m going to try to fix my habit of always trying to avoid one by jumping or rolling even when I know I’m leaving myself wide open when I do.

I think I’m going to jump on the bandwagon and see what I can do about putting up some match vids as well. Hopefully everybody will be able to get a better idea of what my playing level is after that.

Again, my thanks to everybody who’s been replying.