Capcom Vs Snk 2: Match Analysis

The threads going great so far psx2000. I think ima be a poser and do the same thing for MvC2 if you don’t mind because I blow at CvS2 and can actually help out at MvC2.

This is begining to be one of my favorite threads to read thru every day.

Love the different views and matches that are brought up.

The debates are good and the theories and strats are excellent.

Love the interesting matchups to.

vs Cammy

General

Her basic poke game consists of c.short, s.short, c.forward, s.roundhouse, s.fierce. Watch out for the s.fierce as it can link into the s.roundhouse and both these normals have great priority.

Block low and look for an opening to exploit.

Learn which moves can punish a short cannon spike (her biggest asset). Grounding Cammy and keeping her out of s.roundhouse range pretty much kills her. In any groove that is weak in the air (N, A, S), punish her the second you see her get off the ground. Her Cannon Strike can be a good way for her to mix up her poking game so you’ll want to stop her there. A smart Cammy will actually jump backwards a bit before doing it, essentially being safe.

Her cross-over can lead to some big combos (co -> c.short -> s.short -> roundhouse cannon spike, and many other variations) so srk/trade/roll outta that because short of poking games, thats where all the damage will come from.

Don’t jump over her when she has meter (reverse shaft breaker) and don’t make yourself vulnerable when you’re in spin drive smasher range. Cammy doesn’t really depend on super arts though so she may just be acting as a pressure battery as well (similar to Yuri).

If you’re playing someone who roll cancels, watch out. A roll cancelled short cannon drill is a mean thing.

Ideally, you want to zone her with a good range/counter character (Eagle does well, as does Yamazaki). Cammy with meter can actually give Sagat a decent challenge (not a lot still, but not bad) but Blanka has a good advantage over her and its an uphill battle. Cammy also has the mobility to give Vega/Balrog a good challenge.

C-groove specific

Cammy gets a bonus from air guard and her super cancels are pretty decent and make her super arts worth using just a bit more.

With air guard she can safely get closer to you (where she wants to be) and start chipping away at you.

If the person you’re playing is basically stupid and rolls with Cammy close to you in any non-safe manner, exploit it. Cammy has a horrible roll and should only be used in certain situations (which I’m sure you all know).

A-groove specific

Fear her custom combo. Its possibly the easiest way for her to do the most damage. Basically watch for it and don’t get hit by it.

P-groove specific

Cammy can really shine in this groove. She doesn’t have a roll, but her roll sucked anyway. She gains short jump which is great for her pressure game and parry, which alllows her to open the holes needed to really do damage, as well as safely jump in.

She should be unpredicably short hopping at you with short/trying cross-over on you while being prepared for a parry.

S-groove specific

Cammy can be pretty mean in this one with dodges. dodge -> dodge -> whatever. I don’t really play S-groove Cammy but I’ve seen some mean ones.

She does gain a LOT from run though. Run lets her do some sick pressure games, and that along with her short jump abilities makes her pretty tough.

N-groove specific

Similar to S-groove in that she can pressure short jump and run, but she also gets the MAX bonus so her pressure game gains some damage capabilities. Ideally she would want to be in MAX mode as much as possible.

K-groove specific

This is probably Cammy’s worst groove. JD really gets her nowhere as it doesn’t give her much chance to continue her attacks. Granted she still has short jump and run like S and N but she can’t be RAGE’d as much as she can be MAX’d in N and bouncing around JD’ing in the air doesn’t help her pressure game any.

If anyone wants some: Cammy, Beni, Iori, Rugal matchups I’ll write some more specifics. Hope this is useful.

Iori (N) vs. Sagat (It doesn’t matter).

This is seriously, really, really hard for me. I need some advice, although this is what I do:

Poke with fireballs. Roll in trying to get past C. Fierce. Low jump roundhouse. RC his dashing punches through fierces.

Is there anything else to this besides laying down and losing?

Iori’s hcb+K goes through his high fireball

rolling, then lk, qcb+P(X3) is usually good when he does a low fireball, or wiffs an uppercut.

As for the cFierce :fury:, I usually can trade with a standing roundhouse. :wtf:

keep playing footsies, and when you hit go for the qcb+P(X3). :rolleyes:

And don’t forget the maiden masher does go through all fireballs and is great AA! :smiley:

Umm,

roll, Lp+ QCBx3 isn’t a valid tactic against Sagat.

What can I do besides playing guessing games where the risk is higher than the reward? I know how to use Iori against most characters, I know his basic pokes and strats, just what does he do to Sagat?

I know Kyosuke’s ranked as the worst, but what are some matches he can actually win? As in, characters Kyosuke could probably own providing that your opponent isn’t a scrub?

Kyosuke owns Dan. :smiley:

A-rolento vs A-Nak… i get crossed up SO MUCH!

(C-Groove) Rock vs. (C-Groove) Iori

Actually Kyosuke is a very good character, you just have to be EXTRMEMLY CAREFUL, and know when to back off. I think he is best is S groove, though that leads to problems when he is rushed down, or N groove cuz he need the run and level 1s. He can also work in A, but don’t unless you can do his aa custom (launch, lowfiercexxroll, [low fierce, high fierce xx roll]x3~4, then whatever i guess…).

Against K or P groove (or a groove without a roll, at least), you rely on running fierce xx into a his crosscutter. Which button depends on the distance you are at, or what you exspect them to do. You have to anticipate a lot with Kyosuke… Once you get them in the corner, you keep pressuring them with the run fierce, but mix it up with a run dodge xx fierce xx fireball, low forward, low jabs xx overhead, low jabs then throw, and a jump in and last second air fireball thing, lowjump anything (they all suck anyway…). Those last 2 shouldn’t be used much… If you are in the red, the run up to a suitable range (its different for each character. go experiment), then super fireball. then superfireball, then super fireball,so much so that the block stun pretty much runs all together. Then cheese them to death. If teh take the hit, pause then repeat the supers. If they parry (they only need to parry once), they can get out however, thats why you want to make them block first. If you anticipate a parry on their getup, use his pillar-thing super then jump up and air kick super. And thats about it for that.

Against grooves with roll, you lose. well not always, but you have to be very patient and anticipate a lot. you can’t rush them, except with the fierce (don’t fireball! unless you think they will jump then jab fireball). his main aa is low fierce, stand forward, and late df rh (launch). If you have supers, then do his pillar-thing early. Your whole job during this match is to make sure they stay the hell away. This is best done with his fireballs at the right ranges. Learn the range and HEIGHT of each of his strength fireballs!

Other than that, you almost automatically lose. Just hope you have really good back up characters. btw, this is all at ratio 1, his optimum ratio (he does very little damage, even at ratio4, but ship is always the same, so at least ratio 1 doesn’t waste space.)

oh yeah, kyosuke’s other main job on the team is to drain the opponents super meter. He does this being so annoying the only way to kill hiim is to level 3 super is pansy ass. This however does not work well against K groove, or S, but is nice against P.

They best way to play kyosuke is to not take him, or play rival schools, where he is a good character.

Ok, I’m done now. Like anyone wanted to hear about kyosuke anyway…

And yes, I have beaten non-scrubs with him.

ok im going to takle a bunch of these today anyone else want to tackle some feel free i think the more feedback the better.

Well let me throw a match out there.

Vega © vs Cammy (K)

Shhh…you’re telling people how to beat me. :smiley: Good strats. Now, anti-these anti-Hoahmaru strats.

Yamakazi, Vega (Claw), Rolento, and Cammy give Hoahmaru the biggest problem. The first, beacuse of his reach. The latter three because of their speed. To all you guys getting owned by Hoahmaru here’s something that’ll probably help you out, I’m going to be sorry I said this because I’m going to start getting whupped, but HE IS SLOW! If you can take advantage of the lag on his moves, you have a great shot. This DOES NOT mean rush him down. A good Hoahmaru will kill you if you try to rush in. I’m just saying pick your shots carefully. Cammy is especially a problem because he Hoahmaru doesn’t have a “solid” anti air attack. His DP is risky, and so is d.fierce. One of the best things you can do against a jump is jump straight up and either lp or mp, depending on where your opponent is. (Lp slashes forward, mp slashes at a slight downward angle.) I’ve traded with Eagle doing this, but hit everybody else.

Randomcelestial ponited out a problem that Hoahmaru players have that gets taken advantage of. You don’t “jump in” per se with Hoahmaru. (Like you would jump in with a Shoto.) He has reach, you “jump in front of.” That means you jump just far enough so that the tip of the sword connects, but his body doesn’t. I know that sounds kind of retarted but listen. The range of a jumping mp is actually a little less than the crouching lp. Plus you’ll be jumpng forward. So this means that if you jump in front of you opponent with mp, you can still do the c.lp X3, c.mp knockdown combo. Jump in, slash the opponent IN THE FACE. (That’s important too, knowing when to hit the button. To early and you’ll miss, to late and you’ll hit, but probably get blasted on.) And then procede with aformentioned combo.

vs. Sagat. Stay out of his range. They can’t use the godlike d. fierce if they aren’t in range right? Stay just outside the range of it, so your opponent will attempt it, and when he whiffs. Standing fierce. DON’T try to anticipate the punch and slash before the punch. You’ll get punched in the foot. Wait until his arm is extended all the way, then hit the button. You’ll catch him just before he can do anything (like block). And if you miss, Sagat can not hit your sword. So if his doesn’t throw a projectile, you can block or backdash to safety. Don’t try to get in too close, you’ll get Dp’d. Just stay out if his range, but keep within your dash range just in case. Hoah dashes really fast. Esp. his backdash. Don’t try to trade pokes, please. I learned this the hard way so learn from my beatdowns. It ain’t gonna happen. Get in, get 3 or 4 small hits. Get out. Don’t spend the whole match looking for the money shot against Sagat, odds are it won’t come anyway.

I think someone said this already, but try to guardbreak with lp only. Anything else is too slow, and you’ll miss your very small window of opportunity. That’s one gripe I have about this game, the guard crush window on A3 was much longer.

hmm well here is my biggest problem c groove joe vs bison(american) any groove

I would like some help with S-Balrog vs C-Cammy. I have a lot of trouble with people who low poke alot with Balrog, and Cammy is pretty much the queen at this, so how would you recommend beating her? S-Zangief vs C-Cammy as well, in fact.

i really need some help in these matchups

c yamazaki vs c cammy / c/a chun li / c sagat (turtle)/ p athena p hibiki p hahomaru

c kyo vs sagat in general

thnak you in advance

Yama against Cammy…

In the last tournament I used C groove and N groove and depended on rolling just a bit too much. Got me killed against more skilled players. Since the tournament I have been using P groove exclusively. And while my CVS2 parrying skills aren’t yet up to what I want them to be (I’m one of the best 3S parryers I know), it’s really helped me get around such matchups as this.

Simple example, trying to get close to Mai. Granted this isn’t as complex as trying to get close to Sagat (although if you can parry the Tiger Uppercut you’ve put a HUGE damper on his anti-air game) but its just an example. Mai’s flame-on move (where she sets herself on fire) is a pretty good anti-air. It’ll trade/hit many air moves and can’t be air-blocked. This could be an issue for some characters. With P groove you can just jump-in, parry, parry, and B&B to SA with no problems.

Now for this matchup, a similar but opposite occurance is happening. Yama wants to get Cammy in a position where he can either:

  • B&B combo (either one, knife or slash)
  • SA
  • Keep her at a distance and hurt her from there

C groove Yama doesn’t really gain much against Cammy (except a super cancel). She should NOT be rolling pretty much ever and she doesn’t really have any roll-through moves that she’ll be tossing out. She just wants to get in and poke to B&B and punish any mistakes you make. So I would push for P groove here to gain an advantage and put you in the position to achieve the three aforementioned goals. Your roll IS better than hers so if you either see her roll or do a fk or rh cannon drill you could rol land punish if you’re at the right distance and fast enough. If you stick with C groove, you’ll be concetrating on doing three things:

  • Don’t get thrown
  • Keep Cammy out of the air
  • Watch out for Cannon Drills

Cammy will be doing her best to get in and poke you to B&B/SA. Blocking low and keeping her out of the air are key here (her only overheads will come from the air). Her ideal distance is about s.fp distance and you’ll either want to keep her at s.rh distance or greater. If she’s keeping you at the distance she wants she’ll be able to just hop and throw you so be on the lookout for those. That’s about it. Good luck.

Thanks for the help could anyone tell me the safest poke to use against cammy with yamazaki and what can kyo do to a turtling sagat?

Hey

How about this match… Sagat vs. Rolento. I say
Sagat=n-groove against Rolento=n-groove. In my opion, Rolento wins this fight. Cause it’s to hard for sagat to constantly Anti-air Rolento’s Jumping strong. Plus, a really good rolento can just run away for a time over.

Hey

rolento rapes sagat up the ass with his pole