CvS2: A-Groove Discussion

I’ll give the generic answer everyone hates:

Depends on what Custom it is.

For the most part, I just know the number of sequences. Or I have a set pattern. Example? Benimaru’s Anti-Air CC:

Roundhouse DP XX Stand Short (whiff). Jumping Fierce x 3. Jumping Fierce x 3. Jumping Fierce x 4. Jumping Fierce x 4. Do a Fierce Raikouken XX Level 1 Taikuu Raikouken.

I do that sequence exactly, with exactly that number of Fierces in every Jump. Makes it easy. But as for Benimaru’s Ground Custom?

Crouch Short XX Fireball + Short -> Towards + Forward -> (S.Fierce x n) -> Towards Forward into Elec-Trigger.

The Standing Fierce part? Just keep hitting it until the Meter runs low. So it really just depends. Mashable ones, I just look at the Meter. Ones that are a bit more careful, I have fixed sequences.

Use whichever one you are more comfortable with, but there’s no reason you should only use one or the other.

  • James

jchen>> Yeah, I agree. If it’s a one button CC, then just mash on that button and keep an eye on the meter. But when doing any combo that’s not a one button CC, then it’s always good to know what you’re going to do and when you’re going to do it in advance.

Hey, I dunno if you guys already know this, but I’ll post it anyways…

For Bison’s ground CC, most people start off with:

s.HP2, s.HK2, c.HK, s.MP…

From here, you bring the opponent to the corner with:

(Super Jump, j.HK*3)*n

After that, you paint his fence, of course. Now, depending on where you are in relation to the corner, you’ll need either 0, 1 or 2 jumps to get the opponent to the corner. The thing is, you want the fewest number of jumps as possible (to optimize the damage). If your back is to the corner when you activate, you’ll need two jumps to get to the other corner. However, what you CAN do is use the sweep to cross the opponent over. Just take out the two s.HKs before the sweep, and Bison will slide under the opponent, causing the two of you to switch sides. Just like that, you’re using the corner that’s closer to you, resulting in more damage.

So, if you’re doing Bison’s ground CC, and you need TWO jumps to get to the other corner, instead of doing…

s.HP2, s.HK2, c.HK, s.MP, (Super Jump, j.HK*3)2, DP+HP4, BFBF+K
(8580 damage)

…do this instead:

s.HP2, c.HK (crossover), s.MP, Super Jump, j.HK3), DP+HP9, BFBF+K
(10232 damage)

Again, I don’t know if everyone else already knows this, but I see a lot of people doing the standard “two-jump” combo, so maybe someone will find this little tidbit particularly useful.

Is qcb+p x n a good (or perhaps better) thing to include into Mai’s CC’s? Or should I just stick to that accursed c.MK of hers?

i have a question about akumas cc, i know the ones from Gunters site, but in all the movies i see most of the people use the ccs with the dp.kick move, can someone give me some of them??

Most basic one I can think of is:
low roundhouse XX QCB+short x2, activate, s.fierce XX DP+roundhouse, K XX air QCB+K, [sj.roundhouse x3, air QCB+K]x corner, [red fireball XX s.strong]xN, super.

You can set it up in all the normal Akuma ways.

The version I do is:
setup, activate, [s.fierce XX DP+roundhouse, K XX air QCB+K]x2, [red fireball XX s.strong]xN.
If you haven’t reached the corner yet, do a HCB+fierce XX Demon Flip Kick XX air Hurricane. Or just sj.roundhouse x3 XX air QCB+K

You live in Germany… can’t you get arrested for playing? Just curious…

Anyways, there’s a couple of variants for the CC. It’s basically:

combo into custom in any manner, then s.fierce, dp + rh, air rh, hurricane kick, land (fierce red fireball, dp + rh, air rh, hurricane kick, land ) x corner.

Now, if you get too close to the corner to start doing fierce red fb’s, s. strong patterns, you can choose to do one of these:

a) fierce red fb, s.jab, walk back, repeat
b) s.fierce, whiff s. jab, walk back, s. fierce, whiff jab, walk back, then the red fireballs.

End obviously with the fireball super. Whiff a short HK after, then do a meaty air fireball while running away, and a short hk right after. It’s a pretty safe way to gain back some meter right after.

i dont know who said this to u^^ but its not the true, in germany ull get everything. We dont have such a large comunity and not even a small pice of ur number of players in the us or even an arcadehall, but me and a few other people trying to become some god players, and if u know the firaball tournament, in cvs2 and 3s well get the firs places in the “friendly Tournamen”

thx for the ccs =)

The thing is, I recall there being an arguement about trying to shut down gambling in Germany. A statement was issued that included all electronic gaming and entertainment machines, including video games were illegal. I used to have a link to this, but I lost it. Oh well. =/

yea, i remember hearing about that too, I think it’s Greece though.

Keep it on topic talk please. And Taiji, take away those blank lines on your signature.

Use her Turn & Burn as a guard crush CC. It works especially good in the corner. Make sure to end it with a rush super to be safe.

Is it true that when u do iori’s dp w/ jab x N for a guard crush, it will be out people’s alpha counter?

I thought as much, thanks Gunter.

:smiley:

Small N00B question: Can you roll cancel into a CC activation?

NOOOOOOOOOOO. Didn’t you read the article on roll cancelling?

Well, as a bump, there is still a question: Who are the top A-Groove characters? Personally, I’d rank them somewhere up as:

Top 3:

  1. Bison
  2. Blanka
  3. Sakura

Why? High damaging customs, easy ways to get into them, and they have really dominant RC’s.

Then the other “Top Tier” apart from them would go as:

  1. Hibiki (She ALWAYS lands a hit. If you do NOT know why, I would love to try and reset you to death.)
  2. Cammy (All purpose custom, s.fierce into custom. Still has much going for her. Plus it’s Cammy so that is a plus. :))
  3. Iori (Easy, pretty damaging customs, unblockables and the GC custom of death.)
  4. Rolentp (Played out, IMO, but still pretty effective. Has crap RC’s though besides RC Scouter jump.)
  5. TBD. Seriously, if it was up to me, I’d say Akuma, since the only reason he would ever have to activate was in between a combo. Some people might argue that Ken is better because he can randomly activate and try to reset you to death (and I don’t mean just by doing overheads. Be smart, people.) Geese should be high up there too, but his lack of a really good anti-air CC (or an easy one at that) would put him down here. If you have any other guesses, by all means, go ahead.

-Gandido-

And u leave out Vega And chun!!!
A-chun is Way better then A-Blanka i dont care how good u can RC. …A-Blanka is good but chun-li fits into A-groove much better IMO. Also I dont think a good RC is a good bases. Cause Yun has a really good RC, but he is no where near top tier A-groove. . .

…How can Chun be better than Blanka when Blanka is the best in the game, while A being his best groove? Chun’s best groove is C (now), followed by N (still) then A. She doesn’t do as much damage as the others, and A doesn’t suit her THAT well, because you are suppossed to use activation as a way around RC, and Chun’s main goal is her level one supers, unless you are in C-groove, which would be her mad powerful level 2 cancels. This is coming from someone who has used A-Chun ALL THE WAY (A-Iori,Chun-Rolento-2 at Evolution). Vega isn’t all that in A-Groove. He only has ONE custom that’s worthy of usage, and it doesn’t even do that much. RC’ing has to do a lot with A-Groove because the top 3 characters can RC their way into nailing a custom, and STILL do hella damage. Also, Sak can do over 9000 damage after a crossup ANYWHERE in the screen.

Also, look at the higher numbers. Which do you see there that relies on a super (lvl. 1) to do their damage outside of a custom? Not many. All of these chars have averagely damaging bnb combos that while gaining meter, they provide a means of offense outside the CC.

I just talked to Bas, and this is the way he pictures the top 8:

  1. Bison
  2. Blanka
  3. Sakura
  4. Hibiki
  5. Ken
  6. Cammy
  7. Sagat
  8. Rolento

He says that A-Iori and Rolento are dying in Japan. There’s only like 2-4 players left that pick them. Also, he says Kyo is better than Iori, because of a much better ground game. Anyone care to elaborate? But he said that Iori would be better if someone would find a consistent way to RC Scum Gale. IMO, that’s hella true.

-Gandido-