CvS2: A-Groove Discussion

what i do when i go for bison’s scissor kick extension CC is after the mk scissor kick, i watch bison’s feet ONLY. once i see him recover from his move, i activate, then do standing lp, etc etc etc

i could never get the timing down until i concentrated on his feet after the mk scissors, and the only time i mess up is when i DON’T look at his feet and try to time it by what feels right. train yourself to focus on his feet and know when he has recovered from his mk scissor kick.

OK thnx for the tips.

About Japanese double tapping…
I’m just wonder how should you press your buttons when you sometimes need to hold one button for another to come out right

say akuma’s cr.hk(hold)->qcb lk
how would you do it?

Where has everybody gone to?

To keep this informative thread alive, i think i should at least post a couple question, its the least i can do.

So anyones knows of a more potent CC for honda?

Currently, i can only think of(midscreen) Activate>s.HPX2>c.HP>s.HP>d/u MK>Thousand slap(HP)> b/f HP>s.HPX2>s.HKX2>b/f/b/f LP.

I hope to know of a CC where i can activate from anywhere in the screen. This only works for mid screen and below.

kinda off topic
hey Wake, is that a Westie in you avatar?
I love that type of dogs. I haven’t had any luck finding a breader in my town. :frowning:

At the end of Athena’s CC, do you have to jump to land the cancel part of the super (HCB, HCB+P xx HCF+P)…?

You don’t HAVE to jump, but I find it just makes it easier to get a good # of hits.

Misuchiru: Yes, that would be how you would do it… ducking rh (hold RH), qcb+lk. However, during CC it’s not a big deal becasue negative edge is disabled during CC mode.

Akuma’s CC

I’m new, but I haven’t seen this anywhere on the site:

After a super fireball (hcbx2+p, and if your in the corner like you should be) you can link a hurricane kick (or a DP) for a little extra damage.

Akuma’s CC

You’re obviously new. If you’re talking about Akuma’s CC, which is the subject of your post, he will be juggling his opponent. You can’t DP/HK after a super FB if the person was in the air when it hit (and it connected on all hits).

About Chang’s ground CC:

What’s the problem with his s.forward? I would keep mashing on it, and sometimes, his butt doesn’t connect for one hit and it ruins the custom. Is it because it doesn’t go further enough, or what?

Akuma’s CC

Off of Akuma’s Super Fireball (it hits 4 times correct?) I can do a hurricane kick ( I’m on PS2 though if that matters ). I use this all the time in A, and In S-groove.

Akuma’s CC

Is the opponent in the air when the super fireball hits?

The answer is NO.

A3 > CvS2


Just trying to fuel the fire :slight_smile:

Why do people always start Bison’s CCs after scissor kicks with jab? I’ve been using s.strong for ages and I’ve never had a problem with it. Any secret as to why the jab should be used?

-Paco-

Because strong has twice as much startup. When you activate slightly later than the ideal time, that makes a lot of difference. 700 damage isn’t a lot to sacrifice in the long run when it comes to Bison.

Yes it does. Ever heard of the CvS2 magic pixel? Where all your fierces magically hit and boom they die? It’s happenned to me before :frowning:

can someone post a good geese anti air combo or have a video of it. i like his ground cc but i need a ant air

counter

does anybody use the a-groove counter??
[sp+fk] i just think its not so obvious when in the game play
concentrated on what the next move should be, im trying to make a reflex so that when i see a blue block shield i should be pressing sp+fk but it doesnt seem obvious,

any thoughts??

I have a similar problem with Chang’s Custom that s.mk doesn’t seem to connect all the time even when I mash “carefull” I found if you switch with s.mp it isn’t so bad but obviously you can’t mass as fast because that will activate the Ball Spin. Of course the damage is way less if you mash s.mp but the accuracy is a bit better. Also I heard there is a way to combo Chang’s other super [Choi Tornado?] in his A-groove and it does crazy damage… how the hell do you set that shit up? That shit is insanely slow. I only lose it if fuck up the custom, managed to trip the fucker somehow and use it to chip.

There’s a way to actually connect the choi Tornado in the CC.

After sweeping the opponent and doing jumping hits for hit count damage, you can do two c.fierces into the Choi super. That’s the hard way…

The EASY way is to land from the jumping hits with the spinning ball move, let it hit once and as it hits the second time immediately do the Choi super - you should be pumping the super motion during the first hit, and press the button as it hits the second time.