Capcom Vs Snk 2: Match Analysis

this is kenny

jesse…playing footsies is for pansies. you have to go forward without ever holding back and get hit by fierces from top tier characters and then you die.

haha listen to jesse, he’s good.

N/C YUN vs YAMAzaki any groove

I always have a hard time Vs Yamazaki can any one tell me what to do?? or is this match just wey in his favor?

Someone give me the low-down on K-Rock vs. K-Kyo.

i side with that guy who said gief owns them bitches…

  1. i parry till i have no fukkin life…i’ll grab one of them bitches legs and 360 her ass.
  2. gief is a fukkin pimp…with the pink panties and the taco meat…he owns them already.
  3. i can care less about zoning and shit…i’ll rush that shit down with his superman thing in the air.
  4. if u don’t believe me, i’m in so cal and i’ll play you for money or ur life.

FEAR THE BEAST, FEAR GIEF !

who are you using?

it’s really hard to cross up or overhead rock on knockdown because he’s so fucking small, but he has no dp move so you can usually rush him down. the match is just each player trying to get knockdowns so they can get mixups. they play really similarly in this matchup but kyo gets the edge because his combos do a lot more damage/stun, he can punish tech get ups easier… uh, lost my train of thought, i’ll write more later

K - Kyo vs. Honda

Headbutt is easy to deal with- if you JD it you get a free low fierce into rekkas(unfortunately you are too far away to do low fierce into upkicks), free low short into short upkicks into super, or if you have it, you can just JD and do the qcfx2 punch super for free also. It’s not hard at all to JD the majority of the headbutts that the average Honda player throws at you.

Hands are harder to deal with, your most reliable counter if you know they will hands you is to jump straight up. Kyo’s jump straight up RH(which by the way is an extremely sturdy ass move) into a combo will counter the hands every time. Actually Kyo’s jump up RH crosses up-if their hands move them under you when you jump up and they are on the other side, the jump up rh will cross them up and then you can get a really beefy combo(I wish that the jump up RH was used as his jumpin move also instead of the RH he has-he’d be 10 times better. That move is sturdy). If they like to do it at point blank(like when you get up) you can throw them(if they do it late) or dp/super them(if they do it early) just like blanka’s electricity. And if all else fails at least try to JD a few hits of it and get the meter, and remember, he’s just hitting you with hands. Most Honda’s arent going to do much damage with them, so don’t panic. If the Honda knows about the link combos off of strong hands then you will have a harder time but in general most hondas are just hitting you with about 1400-1500 damage with each hit of the hands. You should be doing about 4500 with each hit you land and your hits are a lot tricker to block than his are. All Kyo needs is one hit and he wins this match-land one of your huge BnB combos and get a lead, and Honda has to come after you. You obviously have the advantage in this kind of match. Don’t fall for the desperation 720, if he has a full meter keep an eye out for wakeup, roll, dash, stand short etc. into 720 super. Dash 720 is actually particularly surprising at times if the opponent is good enough to do it, since short bursts of offense from Honda are usually unexpected and at that range you are often watching for stuff like a headbutt to JD or whatnot and not expecting it.

I really don’t think this is that hard of a matchup for Kyo, as long as you make the most of the mixup opportunities you get and don’t gimp out on your bnb combos and mixups. Honda is far from uncounterable now that all his tricks are exposed and I really don’t see him as being all that abusable anymore…

Comments? Suggestions?

-Colin

hey jesus/ucrollerblader: what do i do against nam’s a-sakura? LOL :lol:

hmmm, a tough but fair question… you must parry all 80 hits or destroy him before he gets meter… as for beating that divekick… i have no idea

Neither, really. I was just curious because my brother uses both of them.

A-Haomaru Vs. Anygroove Blanka

Well i dont know about everybody else but i have a big fear of playing against blanka…i mean u really cant do anything against the dude…but that why im here…yeah my Hao usually gets owned against blanka but sometimes he does good…but that only if i can get a good rush down…if you can give me any of ur info that would be very helpfull
Thank you!!!:smiley: :smiley:

after you block a rolling ball, activate cc, then do a fierce slash and then continue.

fuck activating… just hit fierce and go for the dizzy and huge amount of damage…
if it dizzy’s you can do jumping fierce, s. rh, uppercut and all that will probably do as much as a custom anyways.

-Low jump up and down and press HK.

-Press d.MP when Cammy does random drill. It doesn’t matter how skilled the player is you’re playing against. Always be ready for a random drill. Your best bet is to actually stay CLOSE to Cammy. Know the range at whenever she does LK drill you can hit her for free after blocking everytime.

-Press d.MK at max range after you visibly see Cammy whiff one of her moves. It doesn’t have to be a far s.HK. She can whiff a d.MP even. As long as you’re in max range, press d.MK. It will make her block at least.

-If you do df+HK and Cammy jumps over you, never just block. Always try for a “cross-up” DP instead.

-Go easy on the far s.HK’s. Cammy can kick you after when you whiff.

Also in Kyo v Cammy, rc Rekka is actually a very good tool you just cant do it randomly. Cammy is pressing RH when she sees you miss something? Whiff a low short or jab then rc rekka, you will get a lot of hits that way, knock her down with that and you can then do your mixups on her as she rises, no character wants Kyo standing over them as they get up. He is arguably the most dangerous person in the game when he puts someone in this position. Cammy is a 60 stun character and you are Kyo, take that and run with it. All you need is one low short within half screen of the corner and you win, basically.

Jump up RH is really good like the previous poster said, it is one of Kyo’s underdog moves because many people dont use it but it is a great way to kill time and turtle with kyo for a little while as you wait for an opportunity to get in. I have yet to see any ground attack beat this move, it stops sagat stand fierce and cammy stand roundhouse clean and really only the very best players are going to be punishing you for jumping straight up. Low jump up is more risky imo, i do normal jump up because even if my RH whiffs I can just block or attack with RC rekka upon landing in the vast majority of cases whereas if low jump up rh whiffs cammy gets a free stand RH xx super and the only thing I can do about it is random uppercut upon landing which will not get you too far.

DF + rh is a godsend for you in this fight, it is an active threat on the screen for a long time. What does this mean? Cammy cannot walk backwards when this move is near her. If she is just walking backwards all day do this, she will have to block it. See how she reacts after blocking it and punish accordingly, if she just keeps turtling then you have an opportunity here to get in and win. If she preemptively presses s RH then that means she is pressing it at random when you approach so you should be able to coax a lot of whiffs out of a cammy like this and punish them.

Like the previous poster said, I agree, low fwd is a great move for you, punish any whiffs you see with low fwd or if you have exceptionally fast reflexes you can also use low roundhouse for a much greater reward. You will find this often hits her after whiffs even if you do not catch the recovery perfectly, as she is holding back to walk away, not down back to block low. If she starts pressing down back then you can run in on her after seeing the RH miss and start some things. Lots of ways to make her think twice about whiffing RH on you so just keep that in mind.

Basically dont be afraid to take a few RH’s, people lose to cammy because they play her game and turtle against her and she loves that shit. You will get hit by RH. Look for patterns in your opponent, slip in a RC rekka and knock her down and a winner is you, youll take 3 rhs and then youll do a 11000 damage combo on her. Just dont give her obvious opportunities to do stand RH xx super on you, like whiffing s rh’s or something similar. DF + rh and c MK are your main pokes in this match IMO. And rc rekka if you count that as a poke lol. Be ballsy and make sure your execution on your mixups is spot on.

From what you are saying the person you are fighting sounds like a very twitchy player pressing RH whenever he sees you do anything. Against these people, whiff low short or jab then rc rekka through their attempt to rh you will make them not press rh whenever they see you move, once you train them to be more careful with their rh, then you can do the other pokes a lot more.

Also, rc medium rekka at the right range is a safe thing to do pretty much, she will have a very hard time punishing it even if she does block it.

C-groove Terry vs Blanka. How the hell do you guys approach that running bastard? I am using Terry.

Ryumexicano

Kyo vs Cammy … if your main problem is her st rh, then you should probably go for the DP trade xx super. More importantly, it gives you the momentum shift and knockdown.

I don’t think that’s something you should depend on. Fight Cammy with your far s.HK, max range d.MK, and d.MP instead.

Watch your ranges and always be aware of what you or Cammy can or can’t do depending on what range that is. Not challenging her when she does manage to get up close is the most important thing in this match. Block or JD and always be ready to tech throw instead.

can i get some help with N-hoah,ken,yama vs k-cammy/hibiki,blanka,balrog/sagat?

I use n-hoah,ken,yama.