CvS2: A-Groove Discussion

Gunter, I’m working on a Sakura Air Guardbreak CC.

I’m trying out Air Divekick (they airblock), she lands first, activate CC, low forward, DP+fpxN, super

It’s been slightly tricky to work out in training mode, maybe you can get some luck with it.

Define don’t hurt much. Sure, Bison and Geese and a few others get upwards of 10000, but my expectations aren’t so high. I feel any CC or character set of CCs that has good utility and deals any more than 6500 damage is good. Cammy passes this one indefinately. I will suggest Cammy, but if you can RC taps and charges with at least 70% consistancy, then go Blanka.

don’t hurt much- around 1/2 of a bar. and i also define don’t hurt much in comparison to my other 2 characters (rolento and eagle) and their damaging customs.

if i was going for damage, i’d just play her in C, and his cr mp, cr mp, level 2 spin drive smasher, canceled into dive kick, then level one reverse shaft breaker (in the corner of course) for more damage.

i’ve never tried to learn how to RC, considering i don’t have an arcade with cvs2 around my area, and i’ve heard the console is hard to do it on.

It’s naturally a bit harder to RC on a pad, but not a big difference in most cases. But things like Ken’s RC hcf + short… that’s tough stuff. basically RCs that require the use of one of the roll command buttons.

Who said home version = playing with pad? :confused:

word, i play on my agetec.

It’s a generalization… and it’s generally true.

You can’t do it on an Agetec? I have an Agetec, but I really am not too fond of it. Why would it be harder on a console than on an arcade if you have a stick? If anything I think it’s easier at home.

the timing is slightly different (you have to be faster and more precise on the console), and since the timing is already so ridiculously tight, why bother? i play A-groove anyway, so it’s all good.

can you guys help me finish my A-groove team? eagle just isn’t doing it for me. here’s my team so far.

rolento, todo, ???

i basically just need to find a third character, then decide on my R2. and i don’t like ken, terry, i can’t do repeated dp motions (so sakura and bison are out), and i can’t RC.

any ideas?

What’s wrong with Eagle? I think he’s a decent middle-tier character and might even work as an anchor to the rest of your team. What isn’t working out with your Eagle (moves getting stuffed out? Don’t know what to do versus certain chars?)?

If anything, I would switch out Todo with somebody else. Todo is also a decent middle-tier but kinda dies badly against solid Sagat, Blanka, Bison, and Vega players. I should know since I used to play him quite a lot. In fact, I gave up on Todo until I learned how to RC consistently. Then I gave up on Todo again once everybody figured out how to get around an RC Todo (not that hard really).

You might want to try:

Vega – all-around solid char. Only problem is that he has no real anti-air CC and the CC that I do use with him doesn’t give that much damage (around 5000 for a R2 Vega). He also has a decent chip CC (ball all the way).

Cammy – also a solid char. Has an anti-air CC, a trip-guard CC (like everybody else), and a link CC. Only problem is she doesn’t have a good chip CC.

RC’ing isn’t a must if you play top-tier characters (for example Blanka, Bison, Sagat) but for all other mid-low tier characters, RC’ing helps. You should try to learn RC’ing – it’ll also help your accuracy.

Sak and Bison I think are key to any A-groover’s team though. Although their CC’s are the best, they are also very solid characters with few bad match-ups. Plus if you learn their CC’s, your overall execution and accuracy will get better. I know mines has.

If you’re interested in Cammy and/or Vega, just say so and I’ll give you some simple CC’s to work with (since this message has gone on long enough) . . .

thanks for your reply.

eagle just seems so sluggish to me. and he doesn’t have as many options it seems to hit his CC. that’s another thing i really like in my characters- versatility in the ability to hit their CC’s. for example- todo, grab equals CC, simple enough. rolento is an offensive machine, too many chances to list.

i used to play cammy as my battery, but her CC’s are so weak damage-wise. i do like sakura, but i can’t hit her custom, and her alternatives do hardly any damage at all.

is sagat any good in A-groove?

tell me about cammy’s trip guard custom. i don’t even think i know what a tripguard custom is:confused:

thanks man

If you dig around the forums, you can probably find a post on the concept of trip-guard. I think jchensor gives a good description of trip-guard in his CVS2 FAQ. I’ll just give a brief primer – trip guard is the phenomenom when somebody jumps and attacks, there is a one frame delay when he lands where he is vulnerable to anything. If you jump and do no attacks, then you have instant recovery when you land.

Hopefully you can see how it pertains to A-groove . . . say your opponent jumps and attacks while in the air. You’re expecting him to attack so you activate your CC on the ground right when he tries to hit you. You get some frames of invincibility so his attack whiffs. Now you do a low mk or low rh immediately while he’s still in the air. He’ll land and because of that 1-frame delay, he’ll get hit by the low attack. Then you continue your CC on the ground to your heart’s content.

I make a distinction between this type of CC and anti-air CC’s because I don’t believe trip-guard is a true anti-air CC. If your opponent jumps and does nothing, your trip-guard CC won’t hit. An anti-air CC should be doable regardless of what your opponent does (aside from parrying and just defending). So in Cammy’s case, I would do something like:

Activate, l.mk, l.fp, l.rh, rh drill [until corner], then the vertical super.

I stick in the low fierce because it pushes them far enough so the rh drills connect easily.

Eagle would be:

Activate, l.mk, fierce x 3 (or 4 if you’re feeling saucy), hcf mk (for only one hit), fierce x 3, hcf mk (until meter is almost out), super.

I still think Eagle is an okay choice for your team. You can use the above mentioned trip-guard CC, or you can even link the CC off his jab. For instance, l.sk, l.jp, activate, s.mk, s.rh, hcf mk, fierce x 3, hcf mk until meter is almost out, super.

If you can do that and the above CC, then all you have to do is work your opponent into jumping and attacking or you landing a jab, then link to a CC. Probably easier said than done though . . . also keep in mind that if your opponent gets fireball happy, you can activate then do hcf mk to blow through their fireball and continue with your CC happiness.

Also, don’t worry about losing out on damage with the first few weak hits in the CC’s I mentioned. For Eagle’s all those still do about 7000 damage for a R2 Eagle (you should do about 32-33 hits for the combo).

I don’t think so. psx2000 and I agree that A-groove is probably Sagat’s weakest. He only has an anti-air CC and in the corner he can link his CC after landing a fierce tiger uppercut. I noticed if I play a bad game with my Sagat (that is, I get whipped), I’ll only have 1/3 meter built up but even if I play a good game, I sometimes don’t even have a full meter. One of his anti-air CC’s is: activate, [jab uppercut, jab uppercut-roll, jab uppercut-roll] x 2, (if at corner) jab uppercut x 2, super. It does good damage but that second uppercut whiffs certain characters (M.Bison and Yamazaki I know for sure).

If you insist on playing with Todo, you might try the following link-CC:

cross-up mk, l.jab, activate, l.mk, l.fp, [jab wave -> standing fierce] until meter is almost gone, super.

i thought it was kinda worthless to quote your entire reply, so here’s some more questions…

-so you could also bait someone into using their CC in attempt to trip guard by just empty jumping right? and vice versa?

-do you have a link to that systems FAQ? i’d like to read up on that. now that i think about it, i remember playing an A-ken and getting CC’d after i jumped in and threw out an attack, and i wonder what happened to it considering that he started his kicking spree with a cr mk x2/3, then standing hk’s until super.

-small question- how many frames of invincibility do you get when you activate your CC?

-and couldn’t trip guard CC’s also absolutely kill cross-ups?

-do you think comboing into your CC is essential? i’m not very good at it…

-who has the best guardbreak CC’s not involving a DP motion? that’s another reason why i love todo. get them to the corner, and it’s almost half their life by doing tiger kneed mp waves.

thanks for all your help. i’ve messed around with geese a little bit, ridiculously strong. but my only problem is hitting his [standing hp, hp, crouching hp, far hk]x2. you have to be really close for the crouching hp to hit. are there any other alternatives to his ground chain of hp/hk’s before he starts his hc+k motions? i can hit the raging storm consistently, it’s just that ground chain gives me trouble.

thanks again.

Here’s the FAQ . . . it’s on gamefaqs.com:

http://db.gamefaqs.com/coinop/arcade/file/capcom_vs_snk_2_system_combo.txt

Yes you are right about baiting the CC by not doing anything in the air. But be careful – it’s not safe against characters with real anti-air CC’s. If your opponent is obviously abusing cross-ups, then you could try throw in your CC’s then. It’s not quite as useful on the get up though since it’s hard to get the reversal on CC activation (in my opinion).

I don’t know how many frames of invincibility CC activation gives you. I’ve heard 6 or 8 frames or something small like that. Put it this way: it’s enough provided you attack immediately after activation. :wink: Invincibility is less than a level 3 and more than a level 2.

Comboing in the CC is essential for those characters that can do it. My tournament team is Cammy, Vega, Bison(2). Only Cammy and Bison have link CC’s but that doesn’t mean I’ll ditch Vega for somebody else. Think about it this way: if you can combo in your CC from another move, it’s one more option you have in getting that CC in. I’ll give an example for Geese below . . .

Geese has an easy guardbreak CC . . . just do hcb sk all the way . . . Vega is okay (just ball as fast as possible) . . . as far as the best, I’d say Todo’s is. Midscreen, you can also just fierce -> jab wave until your meter runs out. The absolute best guardbreak CC’s are DP motions though (Sak, Kyo, Iori, and others I’m probably forgetting).

For Geese, try:

Activate, [s.fp, s.fp, s.mk, s.fp (far one), s.rh]x2, hcb sk x 3, Raging Storm.

The medium kick is easier to get in of course and you don’t loose out on much damage (probably a couple hundred points at most).

Geese seems to be the easiest to link CC’s off his jab compared to other characters. Try this:

Cross-up mk., l.sk, l.jp, activate, l.mk, l.rh, s.rh (until at corner), towards fp (until meter almost gone), Raging Storm.

Using jabs in the corner don’t really get more hits and using towards fierce helps when you buffer the final Raging Storm.

For trip-guard (Geese has no real anti-air CC) try:

Activate, l.mk, s.fp (close one), hcb short kick (only for one hit), s.fp, s.fp, s.mk, s.fp (far one), s.rh, hcb sk (until meter almost gone), Raging Storm.

That last CC will actually go all the way across the playing field (the others don’t quite make it so the Raging Storm might be a little more challenging to get in). It’s also good for characters who were ducking when you first nailed them (the hcb sk will force them to stand up).

Link CC’s definitely help my Geese’s game. It’s fairly easy to get them in a position for you to cross-up. The low short afterwards will force them to block low too. By the time you get to the low jab, you’ll be able to see if you can stick in the CC or not. If you’re hitting your opponent by then, activate, if not, continue with a linked l.mk or l.rh. Absolutely safe. If you activate by mistake or mess up your timing after the activation, no prob, just go into your chip CC. See my point? Because of that possibility of the link CC, you have quite a lot of options on getting some kind of damage on your opponent or aborting and keeping safe. All from a damn cross-up.

EDIT: Fixed the Geese trip-guard CC (hcb sk instead of hcb jab). Just testing y’all!

wow, thanks a lot man. i’ll be sure to test out those CC’s when i get home.

thanks again.

you’re right, that geese custom is a ton easier to do. one question with his CC- can you connect all the hits on his raging storm mid-screen? do you just have to cancel it really quick? i basically went through all the characters, checked out their styles of play, and more importantly their CC’s, and this is who i came up with that i would want on my team…

-cammy
-eagle
-rolento
-chang
-geese
-todo
-iori

that’s basically it. and rolento will DEFINITELY be on my team considering how versatile he is and how i get his CC 100% of the time. i played around with chang, and his custom does insane damage. you can get upper 9000, only a few hundred points short of 10,000! and chang’s biggest problem is his how he dies once they get in close, especially to poking characters. his CC fixes all of that. do you have any trip guard CC’s for him? do you think he would be a worthwhile character to put on my team?

and i’ve always heard about how good iori is in A-groove, but i don’t really see why. any reasons why he’s so widely played in A-groove?

thanks

A-Iori with meter is as scary as, say, P-Balrog sittin on lvl3. Iori is one of many of the “swiss army knives” of A-Groove (as I call them). By this I mean he can custom under almost any situation, any circumstance, granted you know the necessary customs. Other characters with this kind of versatility include Bison, Yuri, Morrigan, Sakura, Blanka, and of course, Rolento. So sure, Iori CCs only range from around 6,800 - 8,200 damage, but the fact that he cuts out so many of the opponent’s worthwhile options while alloting himself enough options to CC basically whenever he feels like grants Iori a high postion in A-Groove character rankings. Not to mention he’s considered by a lot of people to be top-tier already.

interesting. would you mind sharing some of those circumstances where you can constantly nail a custom, outside of the more obvious ones (AA, roll, tripguard, random poke, tick throw pattern, etc)? and when is the best time to use his CC where he does lp dp canceled into standing hk/cr hp, roll, repeat until corner, and then super? is that basically just an AA CC only?

EDIT- i’m finally throwing in the towel and playing bison. i do his custom a little ghetto for now (when i paint the fence, i put a standing short inbetween each DP motion so i make sure i don’t mess up. yea, i lose damage, but i hope that i’ll get quicker hands, and i’ll eventually take the short out), but i was wondering when you go to hit his super, should you put a scissor kick or some other type of move in there to put them more on your level so you get more damage, or just go straight from the scrapes to the super?

thanks

If your opponent is blocking, you can go into a DP chip CC (use medium punch). While you’re in the middle of the chip CC, cancel into the overhead kick, then quickly cancel that into the grab. Then start your regular bread & butter CC to your heart’s content. His chip CC looks damn cool too (it should look like a walking pillar of purple flame).

Incidentally Kyo’s chip CC is the same but easier to do for some reason.

If you time it right, then you can get three hits straight from the scrape. I believe three hits is the maximum you can get with that super since your opponent is in the air. Once you start the scrapes in the corner, for maximum damage, it’s best to just continue with scrapes until your meter is out (then super). Doing an extra move like a scissor kick will result in one or two less scrapes you can get in which is 500-1000 damage and not worth the 600 or so points you miss out on not getting all three hits of the super.

Hi i’m a newbie here i like to practice A-groove and i’m having a hard time using this groove because three of my characters are rolento, kim, and eagle.

Eagle cc are quite easy i use the dash poking thing move( i forgot the name of the move) over and over then super.

Kim and rolento are hard to use the groove, i can do the cc only in console.

when i play in the arcade i use eagle as my last player. because im trying to use their cc and i cannot connect their combos.

Anyone here please help on how to connect their combos, also in tips on playing their game. Thanks