CvS2: A-Groove Discussion

Cool, I use Low tier A-groove then!!
And Chun’s ground CC is powerful, since when is 7000hp weak ??
Also I think she can play better mind games then blanka (just my thoughts) I also find blanka’s CC can be difficult to master, and even then it is still possible to fuck up. I can see why blanka would be better then chun in the hands of an Expert, someone like Bas or any japanese, though. I dont get how Chun cant be in their top 8 though. . .No Nako either ?? I play her similar to how I play Blanka…Jump cross up, jump HK, dash in CC :p.

And how does sak automatically do 9000 after a cross up ??
Cross up Activate ??
Theoretically Any character can nail their cc after a cross up. . .Sak’s just happens to be around 9000
She is top in A-groove though

RC Electricity = Eliminates mindgames done to you and makes mindgames for people who think you can’t RC. Chun’s CC starting with c.strong does up to 7800 (the way I do it) which IS indeed good. But, why would I ever bother going into custom when I can do jab jab strong super? Chun IS good in A-groove. I will not refute that, but the other characters by far make A-Groove shine the more. Besides, if they block your custom, what do you do? Whore flip kicks? Or fierce kikkoken x N (LOL! I actually did this against Danny Leong. I think I did about 35 kikkokens. It was hilarious).? Not many options. In fact, you expose yourself.

Notice that a lot of the characters in the list can do something if they mess up their custom. Ken can throw hadoukens to stop mash jab against the overhead, plus if they roll s.rh still gets to them. Rolento can do random side reset (c.forward, c.fierce x 3-4, KK down + mk, land on random side). Hibiki will always hit you no matter what. Cammy can harass you with low hits and toss in a Hooligan Flip for a high/low instant mixup, plus dive kicks and cannon spikes to counter your mash attempts. Sagat can’t do as much, but since when does Sagat need anything but fierce? (Note, his easy mode anti air CC does 8200 something, and can’t be counter cc’ed deep.) Blanka can mash low forward into random hop into RC’ed electricity and continue. Bison can do strong DP’s to chip you and stay close at the same time. Sakura has chipping + an overhead (you figure it out ^_^). Vega and Chun don’t get that privilege.

A-Vega is really good, and I can’t refute that, but not quite top 8-10. Neither is Chun. I’d have them at 11-12 for sure, but not top 10.

Sakura can do crossup forward, low short, low jab, activate, c.forward, s.rh and DP’s all over. You have a LOT of time to see if your stuff is hitting, which is always a plus.

And for Nakoruru, if she would have been a better character overall, she’d probably make it. But outside of the top 8, there are a LOT of other characters to consider:

Geese
Akuma
Iori
Kyo
Chun (as you said)
Vega (as you said)

She just doesn’t quite as cut it as much as before. I’m out.

-Gandido-

Could ya explain this a bit? I know Hibiki’s qcb. mp crosses up and confuses a lot of ppl but I don’t see how it resets cuz she doesn’t have an overhead.

Try a dragonpunch motion with one of the kick buttons. :wink:

Things Hibiki can do to piss people off:

  1. switch sides rapidly then score a random low hit.
  2. close s.rh hits LOW, and looks a lot like dp + K overhead.
  3. mash c.shorts then jump with roundhouses. You get that Hibiki random side landing factor.
  4. rh throw, continue custom
  5. rh throw THEN activate and land custom
  6. far slash on reset button mashers.
  7. dodge, back + kick then j.rh while there (acts as a different overhead, good for when people get used to DP + kick)

That’s just a TAD little bit from what she can do.

haha I did that once too in a tournament everyone was like wtf :wtf: cause no one ever did that before

Heh I forgot about Hibiki’s hilt smash overhead…I always get jabbed when I tried to pull it off so i never bothered. Whoa I didn’t realize her close s.rh hit low. Maybe I should move my Hibiki to A instead of K.

can someone list vega’s (claw dude) CC?

something i can hit from midscreen.

c.mk, c.hp x3 c.hk s.lp (sj.mk x2) x2, land s.hk xx super

MAke sure u super jump or u may not make it to the corner :stuck_out_tongue:

I have a couple of questions:

Do you put Bison first, second or third???
Do you guys set Bison to Ratio One or Ratio Two, and why???

**Note - This is assuming that you are using three characters, one of which is Bison, which is what you should be doing anyway, if you’re in A-Groove.

I’m using a team of:
R1-<Varies between 5-7 characters>
R1-Blanka
R2-Bison

I put my Bison as anchor. The reason is obvious. Bison is capable of hiding behind his full meter when you’re winning, and Bison is capable of easily making a big comeback when you’re losing; any anchor should have both of these characteristics. However, I find that putting Bison in the middle helps me secure the matchup earlier, while Blanka is capable of anchoring just as well as Bison can. I still prefer Bison last though.

I always have Bison as my Ratio Two. However, this is where the big question mark arises. I’d like to point out that painting the fence as a Ratio One does almost as much damage as with a Ratio Two, because most of the damage comes from the combos high hit count. Since after the damage reduces to 100 damage per hit, regardless of whether Bison’s R1 or R2, the damage from the “painting” part of the custom remains unchanged. Meanwhile, Blanka has a custom where the damage comes from strong hits, rather than a high hit-count. Therefore, Blanka’s CC is more affected by his ratio. So, mathematically, if you look at their CCs, having Blanka as R2 instead of Bison is more efficient in terms of damage:meter. Also, I think my Blanka is more solid than my Bison is. On the other hand, if you have Bison as a R2, he lives longer and possibly giving him an extra chance at a custom combo.

Anyways, I was hoping you guys could give your opinion on this matter.

Can someone give me another CC for terry?

OK, I FINALLY got it! The BEST way (IMO) to setup the spacing for the pillar custom from far away.

[Jab DP, c.Fierce] x3, Jab DP, s.close RH (you should be a little far from the corner), c.RH, c.Fierce x3 xx Pillar, Fierce DP

ok this is really gettin on my nerves… for Benimaru’s CC, the hella easy one. CC s.Fierce * X, s.Strong *3, s.Jab, QCF.Fierce a few times then finish with the QCF super, i always miss the QCF.Fierce its too slow, am i missing something ? anyone wanna help me out here ?

Don’t bother with the s.Jab, just do the QCF+Fierce after the Strongs.

Do it the easy way - sweep first. When you get to the corner with the fierces, do a c.roundhouse to sweep them, then a s.strong into qct+fierce. Repeat s.strong into qct+fierce until the meter is almost done, then do qctx2+fierce. If you do it right, the opponent will stay in one spot - much like BAS’s Akuma CC ender. :cool:

omg, i just found a wicked cc with ryu
in corner, cc, c.hk,(red fireball), repeat () x whatever, shinku hadouken…
does massive damage like gouki’s cc…
don’t mind me if u already knew about this

omg Trip fireball!!!
I cant believe no one ever thought of this before!!

applause

…damn straight!

Forgive me, but could someone please post the Painting the Fence CC again? I lost my printout and old comp so I don’t remember how… and my friend wants to learn it… yeah, that’d be great… yeah… thanks. :confused:

I hate asking stupid questions…

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