CSULA (California State University, Los Angeles) - The Pitt

Oh man, Japan Video Games is close to where my grandmother lives. Awesome.

Last time I went was about 2-3 months after Jump Super Stars came out on the DS.

they got CvS2 now at the PIT. so when’s 3s coming?

cool!

SEEEEEE

VEEEEEE

ESSSSSS

TOOOO

!!!

Use the left coin slot.

OCE says 3s board is busted. He needs to find/purchase another before they can send it back. Who knows how long that’ll take.

Yay, cvs2. CSULA is in the 21st century now. LOL

Sad to see that the Third Strike machine is broken. I suck at CvS2 :frowning:

HELL YEAH!!! I’ll be there Monday. :smiley:

whyyyyyyyyyyyyyyy? stop going there damn you!

NO!!! CSULA didn’t have CvS2 when I attended, so now I have to go back and regulate. As long as CvS2 is there, I shall be there… that, and when my classes begin in the fall. :smiley:

Epic CvS2 session today, needs more Ken kicks :lol:

^ Yeah Ken kicks are so good. A lot of people refer to it as his “funky kick” haha

SugaFree: Oh yeah, I forgot to post this in the previous post. Here are some notes you may find useful for your Gamecube cvs2:

Ken stuff:

  • c.lk, c.lk, s.lk. hcf + lk
  • c.lk, c.lk xx super (qcfx2 + p)
  • close s.HK is very meaty use it against opponents wakeup
  • jumping mk is cross up
  • c.lk, c.lp, c.mk, super (qcbx2 + k)
  • c.jp, c.hp, fireball
  • Air + forward/back hk is air throw

Sagat stuff:

  • Air lk is crossup
  • c.lk, s.lp, tiger uppercut
  • c.lk, s.lp, tiger knee
  • c.lk, s.lp, c.lk, lvl2 super (qcbx2 + k), cancel into tiger uppercut (or another super)
  • c.hp xx super
  • s.hp xx super
  • roll super
  • spam c.hp

Honda stuff

  • roll super grab
  • lp head butt at the last minute, great anti air
  • roll through fireballs, maintain charge
  • roll cancel handslaps: lp, mp, hp, roll (lp+lk), hp. The timing is lp, mp, hp then very quickly roll then hp in a kara throw-like timing.
  • forward + hp knocks down from far away
  • turtle honda is very strong. his jab headbutt anti airs practically everything

You can perform the roll cancel in gamecube I think, but it does not give you invincibility properties.

don’t be surprised to see me show up on wednesday with notes :bgrin:

this game is fuckin FUN

^ Cool. Yeah, just ask me whatevers you guys wanna know. I’d be more than glad to share all kinds of info.
I even have all the frame data info if you guys wanna get technical later on.

Awesome, I am going to start practicing. I like using Cammy, Guile and Kyosuke for shits and giggles. My team will definitely have Sagat in there, he is too good.

I want to practice a bit more before getting a bit technical with the frame data.

speaking of combos, i know ronnie will enjoy this collection of 100% combos… [media=youtube]XdQAHbS9c44[/media]

what’s “capsom vs SNK2?” lol thread title spelling fail

is marvel workin?

^ Yea Marvel works, though the player 1 side is a bit iffy.

People need to get on dat CvS2 tho.

hahaha! Wow, that IS teh fail! I’m gonna leave it like that for a now only 'cause it’s funny - in a retarded way LOL!

Anyways, here are some more capSom vs snk 2 notes:

Cammy:

  • close and far s.hp give massive frame advantage. We’re talking like 10+ !! So if you hit someone with stand fierce, you can LINK a lvl3 super on reaction.
  • close s.hp, far s.hk xx lvl3 super
  • lvl2 super, dive kick (qcb+k) when she is in the air it will whiff, cannon spike when opponent is falling from air
  • lvl2 super, dive kick whiff, lvl1 super (the one that goes up qcbx2+k)
  • spam s.hk
  • canon spike (dp+k) is solid anti air
  • air throw with hp or hk
  • forward dash is a hop that will cross to the other side of the opponent when they are knocked down. Do it last minute when they stand to cross over to other side and s.hp, s.hk xx super
  • c.mp, c.mk, hk spiral arrow (qcf+k)
  • c.mp, c.mk, super
  • s.hp, c.mk, super
  • up super have very little recovery time. if u miss with it, do canon spike when you recover. also a great anti air or chip damager
  • spiral arrow goes under fireball from a distance
  • spiral arrow from max distance is safe on block

Guile

  • c.lk, c.lk, c.lk xx super (sonic hurricane)
  • anti airs: c.hp, s.mp, air hk, air throw with hp or hk
  • s.hk is hop kick, very useful for applying pressure
  • c.lp, c.lp xx flash kick
  • super jump (down then up/forward) hp, s.hp xx sonic hurricane
  • c.lp, c.lp, s.mp xx sonic boom
  • flash kick as anti air but do it late so you take advantage of the invincibility
  • roll towards your opponent at just the right distance, where they’re not sure whether you’ll be on their left or right side. Then c.lp, c.lp, flash kick.
  • jump hp, c.mp, flash kick

Kyosuke - I don’t really know to much about him

  • has infinite combo in s-groove (I think)
  • s.hp and s.hk are good pokes
  • all of his supers are good anti airs
  • he has a launcher combo mvc2 style. I think it’s df+hk (?) in air he has a chain combo
  • forward dash into throw is pretty quick
  • i think he’s considered one of the worst characters in the game lol
  • he wears glasses

Most useful information EVER.

Seems that my team is going to lean towards Sagat, Guile and Cammy and I will rotate Guile and Cammy with Ken and Honda.

By the way, A Groove Sakura and Bison are not that hard. I was practicing and it seems easy, its just the setup that is a bit difficult.