this might be a bitch to say, but if you want to punish rolls early in the game, pick Vice… her ommand grab goes over whole the screen, and you will get hit if they put out a fierce… so you will have to see when they roll… seriously: Vice rapes rolls
I have got an acho vid of a Vice playing, u can see how she handles a honda pretty wel, till he supers her
if you want the vid, hit me up on aim: dormdormain
Yeah, you can be blocking too much. Don’t be so concerned about being hit that you block a majority of the time - realistically, you will be hit sometime or another no matter how much you block. Hit buttons more and you’ll trade hits now and again and learn which trades favour you and which don’t - block the ones that don’t.
Try to:
1.Be confident with your anti-airs. It sounds like you let people jump in on you. Learn more than one anti-air for each character.
2.Train yourself to not hold downback when you don’t need to b/c:
-when blocking low your character is wider than usual and more easily hit (e.g., crossups) and thrown
-for some characters to retaliate against certain some moves (e.g., Blanka Ball), it is necessary to be blocking high.
-Holding downback can make it more difficult to do some motions (e.g., HCF).
-for P and K grooves not holding a direction facilitates the Parry and JD attempt
Good advice. I cut and paste it into the CvS2 notes I keep on my computer. It’s useful for the novice all the way the player around my level (average, trying to become expert).
Blocking too much and having no confidence in what you do is one of the biggest faults any player can make. Ever watch top players like Daigo? They don’t care whether they get hit or not, every move they make they always have confidence in. If something doesn’t work, it’s no big deal and they won’t think twice. Hit or miss, they’ve now figured out your play style anyway. Everything’s always a win/win situation when you have confidence.
Got a question for you. I’m starting to write a ken faq for gamefaqs and just want to ask if you’re cool with me taking frame data and tips from your Ken threads? You’ll be given credit of course.
Yes, in application it’s been very useful for me. My patience and confidence is growing and I’m playing some good matches. Rolls are being punished on a much more regular basis (although Guile still messes with me) People jump in far less on me, but I do still take some crossups badly, and still have a hard time with corner traps (Although rolling in C has helped as it gets me out of the corner when they press, and it screws up people’s jump ins)…I guess it’ll come in time.
well for me its even worse i always played on d pad cause i never went to the arcade and i got really good i mean i could do almast all the cc’s for every character but then i was tired of just playing my friends so i went to the arcade i could not even do specials or dp and i cant affort a stick cause im only 14 with a dreamcast wat should i do
Okay this is my new growing conundrum, patience vs confidence.
For my examples I’m going to use the character I tend to use on the most consistant basis, Eagle. (This is C Groove, BTW)
Now I’m gathered that Eagle is a decent zoning character, and I can zone a person for a while, however one of two things can happen: 1) Zoning scores a knockdown, and I have to decide to start to pressure. My pressure game with Eagle is kinda meh, as I can’t combo the Oxford Red on reaction or off a crouch (due to HCF motion) unless I 100% commit to doing it beforehand, with would probably leave me open on block, so I don’t. So a lot of pressure revolves around poke strings/punch throw guessing games. Which is off 2 crouching jabs (then either dash throw, cr fwd to st fierce, or jump in fwd) Now I’ve been stuffed outta this a number of times so I’m not too confident with my pressure game. 2) Zoning eventually fails and the opponent begins to RTSD. This is where the match is generally over. I have a really hard time finding openings and get confused as to why my jabs to slow the corner rush down are stuffed by slower moves. If I’m patient and watch the string, I get guard crushed. If I believe confidently that a move will stuff the recovering move (Good examples are Kim’s Comet Crusher and Ken’s short Hurricane Kick) I’m wrong as the moves tend to recover very fast with me being the one punished instead.
I’m sorta stuck in this see-saw of confidence and patience. I know that the two can work together but I can’t seem to figure it out. I have no means to maintain pressure or patiently see openings in rushdown.
As a side note I’m curious how people maintain their frustration. I get seriously frustrated when I’m losing. I mean I understand it’s just a game, and I shouldn’t take it too seriously, but I get pissed when I work hard at something at it not really pay off…maybe I just haven’t spent enough time taking L’s yet.
Now I don’t know much about tourney fellas… But I play with lots of folks and I can hold my own generally.
The key to CvS2 is asking the opponent to make a descicion. An example of this for my Ryu is, after a throw throw a med or light fireball. Rush and wait for fireball to connect as they are getting up. The idea is that they can not move because they must block the fireball. Then I have a super jump-in that combos low involves a hurricane kick and if I wiff kick I throw again ~ ~ fireball jumpin…
Eagle has a lot of priority and is a decent character, a bit of a specialist though.
If you want a good zone character observe Honda. st.HP is a great anti air, as well as st.HK f.HK is a better sweep then cr.HK (cr.HP is suicide most likely) and has a great combo ability with cr.mk 100hand slap.
Zoning is patience. Just stand your ground. Or… remember to keep moving your feet. I had an excercise with a sparring partner where I would just stay in the middle of the map and I would dodge walking left and right and using parry and cross over blocks.
Sometimes, it’s better just to walk AT someone. You may notice certain characters have advantages in the air because of they way they jump. Certainly CPK are less wary in the air, but it remains the Sagat and Blanka have the best jumps in the game. However they only take advantage if you are in the air as well. If you are on the ground, potentially dashing while they are jumping it is possible to land a throw or whatever.
After reading the OBot thread where Buk (You are the man Buk, I must say.) was analzying his game and rereading this, I think I really need to make my game more basic. My anti-air really sucks, and I need to focus on that and punishing more.
Here are two new questions:
Is it possible I don’t have the reaction time required to go from a blocked string into a combo if I score a hit/counter hit (ie: lets say that I’m poking with Rolento’s standing jab, and one lands, or I’m running cr, jab, cr jab, st short with Bison, and somewhere in that string a hit lands. Needless to say I can’t combo without full commiting to before I start the string.) or is there some technique to this sort of option? Should I just be practicing this more?
I really don’t understand position. At least mid screen position. For example I’m Honda, and I’m fighting a scrub fireballer. He’s laying into the ground and air fb’s all day, and I have no real counter to that save a headbutt super. Now this is where my game degrades as I’m desperate to get in. (I ‘try’ to play a slight aggressive Honda, as I don’t wanna play super turtle Honda) Now is their some method in general I should be doing to close this distance safely, or should I just be turtling this? I really don’t know. Granted it’s a stupid situation I shouldn’t have trouble with but I do. Or say Cammy is running her poke game, and we are mid screen. I can’t figure how I’m to get in a position where I can hit her, and she cannot hit me. IF I back away I’m moving towards the corner.
[quote]
*Originally posted by IronChefOni *
**Here are two new questions:
Is it possible I don’t have the reaction time required to go from a blocked string into a combo if I score a hit/counter hit (ie: lets say that I’m poking with Rolento’s standing jab, and one lands, or I’m running cr, jab, cr jab, st short with Bison, and somewhere in that string a hit lands. Needless to say I can’t combo without full commiting to before I start the string.) or is there some technique to this sort of option? Should I just be practicing this more?**
[/Quote]
Just keep it basic until you’re forced to use advanced stuff.
I have a question that if anyone can answer, it would be appreciated (not to take attention away from Oni’s questions):
What is the benefit of turtling in this game? I only see the detrements:
-Easily pushed into a corner/lose advantageous screen positioning.
-GC possibility
-Eat cheese
-Lack of meter
If your losing to fireballs, keep an eye on your opponent as you block/jump straight up. If they’re looking to close in on you, do a late jump straight up to hit them as they try to move in. It works decent on Guile’s or Athena’s that follow their projectiles. If they don’t move and keep chucking projectiles, cautiously advance forward. Don’t get too antsy to jump in, you’ll just eat a dragon punch or anti air. Close the gap gradually, and if they still chuck fireballs from mid range, low jump attack.
I see your in C groove right now. Thats good, I wouldn’t suggest using P/K groove when you’re still learning stuff. It makes for bad crutches and will show if you pick another groove. I picked up C groove after a long period of nothing but P. Its helping me get a grasp of zoning and footsies.