no tricks all skill!..j/k.
ferget those combos, randomize that ish!
ferget ken to, use sak baby!
no tricks all skill!..j/k.
ferget those combos, randomize that ish!
ferget ken to, use sak baby!
Can anyone do the repeated DP trick with a HORI joystick? I can’t, I have to do Sakura’s CC completely manually (which actually sounds like a galloping horse if done manually).
Hi mummy-B,
Just would like to check with ya, if there’s good CC with raiden?
Sick of playing sak bis blanka cammy, need to have a change! how about zangief, chang and raiden! so i thought…
Tks
That could be a very pimp team you know that? I’m not a fan of Zangeif outside of P-Groove, but even so, it’s so much health. Who’s R2? Who’s battery? I would; A-Zangeif, Chang, Raiden(2) personally, since 'geif’s CCs are… yeah… He’s battery. Chang’s a beast in A, and Raiden I just find to be the best of the biggies overall. Can’t help you with Raiden CCs without saying check namonaki though. :bluu:
Rolento’s A-groove Air Combo
Hey guys. Been using A-groove for about 2 weeks now. And I’m just starting to get the hang of connecting them online at a pretty steady rate. Well, (this one’s for Gunter and all other Rolento players) I’ve been working on his air combo, but I can’t seem to time the end where he gets you in to the corner, juggles you with the j.fierce then the Mine Sweeper.So what’s the key to make that thing connect?
Rolento’s A-groove Air Combo
The CC i use is D.forward, D.fierce x3, D.RH, 3 kicks, RH, Fierce, 3 kicks, Fierce, jab, J. strong, J.strong, s.fierce, mine sweeper.
Standing fierce into mine sweeper (fast).
Also, after the 3 kicks (first set) , the RH connects with the char. in the air into the fierce.
Alright I have a few Questions,
First off, In Ken’s CC i do the Repeated Towrard RH into Shoryu Reppa Super. Does that take more than finishing off with Low RH into Shinryuken, I went into training mode and it does seem to. Basically I want to know the most damaging way to finish off his CC.
Same Q. with Mai, i do 8 standing RH into Repeated low Forwards and finish it with Super Deadly Ninja Bees Super, is that the most efficent way to end it?
Alright This next Question is to Anyone who can consistently get Sakura’s CC.
Basically i want to know what im doing wrong because i can get like four or five of the Dragon Punch;s off b4 i fuck up and do either; a low Fierce, Fierce Fireball, Super Fire ball, or the Last Dragon Punch makes her leave the ground. Im actually doing better than when i first started I used to not even get two in a row now i get like four or five. I just want someone to give me specific advice on the Controller motions, speed and button timing like when do i hit the punch button in the Towrards direction? or Down-towards direction. I have a feeling that When i do a fireball my controller motion is toooo slow and when i do her Super my Motion is tooo fast, and if i get a fierce then my button timing is off, Is this correct.
I just want to get to the point where i can replace Mai, and Ken, With Characters that do more damge. I use them because there customs are easy as hell and They do decent damge. I want Blanka and Bison to replace them. Speaking of which what is Blanka’s all around Custom Combo and how do you set them up fot it.
doing the sweep xx hurricane kick xx super adds more hits and does slightly more damage not alot but its noticable and is his best finisher off a mid screen F.hk custom
that is the most effectie way to finish mai’s custom
and to do saks custom what I do is I do repeated fierball motions and just hit the fierce punch on the diagonal the custom is quite diffcult to mess up once you get the timing down and is very simple and dont forget to stop at 16 shoukens to hurricane kick^_^
and for blanka CC’s check namanaki for some blanka CC’s
i really like akuma in A groove, but what are some easier ways to take them to the corner to setup his red fireballs? on the evo dvd/namonaki site vid i saw BAS doing after a hurricane kick, (activate), standing hp, grab flip punch (1 hit), hurricane kick (1 hit), {land}, hp red fireball, repeat until corner, then red fireballs xx super fireball.
is there any easier way to get them to the corner? that motion just seems really hard.
and what are the most damaging CCs?
with bison’s i have a problem consistently painting the fence, any tips?
thanks.
you CAN just do hk hurricane kicks not very damaging but it gets the job done with absolutely no effort
so say lk hurricane XX activate hk hurricane x n (3 at full screen) then do red FB
Doesn’t he do s.mp between fireballs (once in corner)… correct me if I am wrong, but I thought I read this somewhere.
You can do Stand Jab or Strong. The reason for this is that it adds one more hit (at the end of CC’s, you want more hits for better damage) and makes them bounce not quite as high so you can get off more Red Fireballs. So hit them with the Red Fireball and then time it just right so you punch them immediately after the last hit of the Fireball, and then you can throw out another one quickly. Makes it a little trickier to time and get down, but once you get the rhythm, it becomes really simple to do consistently.
actually if U want to try something quick for beni just do standing fierce punch all the way, usually it takes U all the way to the corner and at the end do a 2in1 c.roundhouse and qcfx2 power.
And if the opponent is low just c.firce x2,c.roundhouse,forward+middle kick jump fierce punch x 2 roundhouse, down + roundhouse dp+lk jump again and same until meter runs low and power.
who are the best battery characters to build A-groove meter?
Sry if this team has been submited…how about Sakur Rt1 BISON RT1 and Ken is the rt 2…I’ll try it this weekend
ken used to be my r2 in a groove, im long changed it to r2 terry tho. i dont think ken is such a good r2, and i talk from experience. the way u got it tho, r1 sak and bison is good because they do cc that only require a r1. give terry a shot, he aint so bad
Explanation of air-guardbreak customs can be found here:
R2 Ken remains very potent, but he requires that you constantly fine-tune your strategies and tactics. I have no problem with this myself, so I continually use Ken(2). I assure you that Ken and Terry are both good choices, and have great potential.
The only reason I picked up Yuri is because of the utility of her CCs, and I don’t like Sak too much unfortunately. Aside from Ken, my team can CC given basically any situation… Too sweet.
And Popoblo, Almost anyone can be a great battery. I used to use Mai as my battery, and she worked wonders… very under-rated IMO. I stopped using her because her CCs have virtually no utility and she doesn’t dish out enough damage to trade. Besides, Yuri’s not fake. Yuri is a great battery in that she has great pokes with plenty of speed behind them. She’s lacking priority here and there, but it’s no biggie. Other great batteries include Akuma, Sakura, Rock, Terry, Rolento, Cammy, Kyo, Hibiki, etc… More or less anyone who can rush-down, or poke and zone opponents out.
i use cammy, blanka, or sagat as my batteries nowadays. they’re already top tier, and i basically use cammy the most, because she’s on my other teams and she can do some serious damage. although her customs don’t hurt too much, she can still hit them from awhile away by starting out with a hk spiral arrow.