How do you walk back when a move is coming at you? This sounds more like prevention than countering. And in most cases you cant really walk back. Especially since RCs tend to move your character pretty far forward, generally faster than walking speed.
Correct, if I see you walk back, I can machine gun jabs and make you into my own personal statue. Completely fucking up your zone.
Although I’ve seen some matches where blanka will do RC elec on the opponents wakeup. Some opponents will activate on wakeup and try to walk back, but the range of elec is too great. I’ve never seen it work. Plus you can only walk back because you can’t block in CC. Otherwise, you’re losing some of that guard meter.
EDIT: hop back is likely a good alternative. Every character in every groove has it, so use it. You see sakura start up a fireball and you know it’s gonna be a fierce, DASH BACK. You’ve got bison and activate on your wakeup against RC elec, DASH BACK. If you have blanka and you’re doing some poke strings, DASH BACK. If you’re cornered, DON’T DASH BACK.
Al, walk back works wonders against RC electricity, in most situations. Most of the time(unless Blanka opens himself up to get thrown for free) wake up activation against RC electricity is a free CC… dont walk back, press low forward. And Sakura should RC jab fireball way more often than fierce…you only see fierce fireball so much cause it’s the easiest one to do.
Jumping straight up was one of the initial counters to RC, but that shiet is risky as hell. Gwai Lo will attest to that. It does work well against careless RC’s…and the times when you guess right, obviously. I think the damage you can dish out from jumping straight up makes it seem better than it is.
I just realized I missed the second move in that list, throwing the whole order out of wack. Editing now.
As for the walking back thing, it’s the same thing as making normal moves whiff. You can’t walk back on reaction to normal moves, you have to walk back beforehand to mess up their spacing. Same thing applies to RCs.
Trying to relearn cvs2
Just 2 questions:
1.What about on wakeups?like say sakura Rc’s her Fb Right in your face(and thus starting her awesome pressure game)How do i stop the Fb?
2.I hear it’s possible to throw Rc’s (because of the property of the roll),Now my question is of any of the most popular Rc’s listed be Countered by throws and if they are,why aren’t they listed as viable options?
I read the thread and it’s still what I meant, it’s mostly on prevention/punishing/treating like it was a normal move and not countering.
Now as for wake up, you have a few choices, For Roll Grooves, you can do a wake up roll (Or wake up RC).
For S Groove, you mess them up with Delayed Get Up. Can you wake up dodge?
For P, Parry.
For K, JD.
That’s one way to prevent the chipping done to you if you’d have blocked it.
As for ‘Throwing an RC’. You can answer this one yourself actually. Which of these moves would be done to you when they are next to your face? RC Hop in to RC Electricity would be one that you can Throw. The rest are just not done so often right next to you where you are able to throw them. Unless you speak of Punishing them after they complete the move, which means it’s nothing to do about RC already.
Let’s break it down some more for ease :
- RCed moves are invincible right? So you can’t trade hits with it unless you RC back a bit later.
This leaves, Throwing it halfway through the move <-Rarely done, or using a counter halfway through it.<-Specific to characters, or unless you Zero Counter it.
- Aside from the other two options, what is left is to evade it or Punish it during recovery. In which case, you can treat it like a normal move. <-This should be what we will be discussing here.
but what do I know I play K.
I have one Character with a Very good RC that almost ‘counters’ all these though … Rugal RC God press. Ha! i just got hit by one when my Todo threw his wave. WHAM PING CC i almost died.
For RC Iori Rekka…
Which characters/grooves can block and punish?
Any character with a 4.frame or less move in rage.
Some ones of my head are Ken (2.frame jab), Sak(2 frame jab as well), Zangief (spd), Sagat (c.mk, not sure if jab reaches), Cammy (c.mk), Rock (c.mk), Bison(c.mk), Blanka can punish it easily and hard with s.jab lv3…
i dont think you can walk back from sak’s hurricane, i think it puts you in block animation…
im outi
Roberth
ps…you can jump back though…i think hahaha…
Trying to relearn cvs2
Sak fireball is a slow ass move, made even slower by RCing it. The majority of the time you can just wake up and throw it, and if they’re doing it so early that you can’t throw it you can just DP it for free since the invul runs out by then.
In the list above the only RC move that is generally done close to the opponent is Blanka’s RC elec. A lot of the above moves can be thrown, but you’re generally never in a position to do it. Of course if Guile is waking up with RC sonic booms or something then yea you can grab him. Rolento RC jump can be thrown, but it’s generally not worth it to try. The timing is strict (1-2 frames leeway) and if you jack it up Rolento gets a free jump in combo on you. Command grabbing it is relatively easier though.
Epsilon: a lot of your counters to Iori rekka won’t reach.
Which ones miss? The jabs are sketchy if because the rekka has to be point blank or else it’ll whiff, pretty pointless because you could just throw it at that range. The best and most practical one on there is s.lp lv3 ball with Blanka. And the SPD I’m not quite sure about.
Is it silly to throw ken of if his hcf lk rc? cuz my friend does it like all the time on wake up. I am just wonder if this is a good option. cus usually when I try to punish him for wiffing Rc hcf lk I end up getting hit by the second wave.:mad:
Its usually my C ken vs… his C ken. Ive notice that RC lp firebally works well… It just floats slow enough that it linger’s in kens sprite hitting him on recovery.
Its really gets out of hand when I RC funkey kick…to stop his wake up attempt… and he end up RC funkey kick at the same time. So we both cancel each other out,and both wiff.
Then it turns it to a RC funkey kick fight to see who mess up.
:o Sorry if this sounds scrubby.
Re: Trying to relearn cvs2
thanks buk,and the rokiseph guy
Seeing as how I played C but couldn’t RC (and now play K with shoddy JD), some things I learned against all those guys that seem to RC at will:
Eagle in general:
few useful RCs hit low. If they are doing a RC rushdown, QCF+MP that. This is one of the reasons why I use Eagle in K now, even though that isn’t supposed to be his best groove. Naturally, this doesn’t work again RC command grab, but then again most moves on the ground don’t Random wtf: Joe’s d.RH slide can be autoguarded mid.
Cammy and Spiral arrow:
Seeing as how I couldn’t RC myself, I found myself running away from RC attack a lot.
Cammy FK/RH Spiral Arrow can be used to go under some things (notably Sak RC HK), and bring you into the distance where you can throw them or whatever. Of course, if you pick wrong you’ll be stuck in recovery while they are free to beat on you, but that’s the way it goes.
To think about:
Does meaty RC electricity seem to be a bit less of a threat to K groove? Since it’s such a meaty attack, in order to JD the first hit, you just need to know when your character has gotten up. The rest of the rhythm is up to practice, but if you can snag even a few each time, you’ll be raged quick.
Walking backwards:
Walking backwards from RC seemed really hard for me; most of the time I’d just end up going into block, and that defeats the whole purpose of trying to walk back. Any tips on this?
Yamazaki:
RC Yamazaki sounds really good to me… but since I still have such trouble with RC, I can’t prove it for myself that it’s true. RC snake hand, dust kick, fierce knife, hell even the overhead kick all sound like useful RCs. RC command grab, even. How is Yama with RC?