lol, that’s good shit. i remember watching a video off of top-players.com where ricky was playing K-CBS against choi’s team daigo. ricky’s cammy jumped, choi did a DEEP tiger uppercut and all hits were just defended. choi landed first, and did ANOTHER deep tiger uppercut. all hits were just defended again. so choi did something like a high tiger shot super, and it was only one hit (just defended). so ricky, still in midair, did something like a mid-air rh, standing rh, level 3 spin drive smasher.
one of the coolest things i’ve ever seen in cvs2. up there with ino just defending like 10 hits of mago’s RC honda hands.
Yeah, I hated that. I just rush 'em down if they decide they want to play runaway. Either that or bait them into taking some hits. Throws work too since chances are, they’ll be blocking. And if they’re trying to bait a super on wake-up, just throw them.
if they are turtling you got to either crack the guard, or get a good couple throws in or bait something out that you can punish with a JD…these are the basic options when people turtle against k-groove.
They are RUNNiNG and I can’t chase em down with kyo and cammy. They r not turtling. I mean I have trouble with runaway charcters like mai,rolento,shotos,maki and all runaway type characters.
Be more patient:p. If you run out of meter, so what? You just need a couple of good hits or a throw and you’ve made good use of your meter. You can get the meter back very easily and if they’re running away they can’t do any damage to you either unless you chase them. Spacing is important against run away characters; there is a “grey zone” where you have a chance to catch them because they’re too anxious to run. Take Mai for example; if she’s all the way in the corner don’t get close to her and try to bait a wall dive. If you have a super fireball you can bait them into diving over you and you nail them on the other side. If not, you get into the grey zone where they aren’t sure whether they should run away or not. Try not to get frustrated when they run since you have control of the match and you lose it by rushing in.
Whoa, I just had an Ino moment the other day when I JD almost all the hits of a wake-up Sonic Hurricane. The guy I was playing was like, “You fucking cheater!” as he saw my life bar go up. I know the guy, so it was all good, but his reaction was PRICELESS.
Yeah, multiple JDing is easyer then multiple Parrying. That best JD I did while in combat was JD all 8 hits of Gouki Lvl3 Messattsu Gouhadou; but my oppoent was stupid anough to just sit there and watch me do it.
Remember that if they’re running away from you most of the time, they’re not attacking you. If you run out of meter, a bunch of JDs and taking one or two good licks will fill it back up again, making them run away again. If you attack each other equally, your hits will do more damage (plus all the life you get back), and you’ll usually win out in the end.
Speaking of life, I believe the amount you get back per JD is 100 hit points. If you JD just 20 times per match across all your characters, that’s roughly equivalent to a Level 1 super. While the one JD does nothing, adding them all together can be quite a signifigant amount of life.
I really do wanna be good in this groove. But like some others said earlier, A-sak has just put serious doubts in my head. Fortunately for me, I’ve been able to actually see it in person. There are a few good A-saks in my area & there’s one really good k-groover in particular,(This guy routinely JDs tick strings, specials, supers, some CCs and basically everything), and so I’ve witnessed him (on many occasions) just get crushed by A-sak. He can totally be in control, I mean simply dominating the match, and have it go down the tubes all because he misses the JD on the start of her shoshosho cc…
She seems the worse, but there are other characters that can potentially wreak similar type havoc against k. I’ve seen someone do basically the same shosho type cc with other characters…
100 hp per JD makes sense for most moves, but I think there are exceptions… it’s hard but try JDing Iori’s purple pillar. Just one gets you like 400 hp, at least looks like it
K-Groove vs A-groove actually isn’t all that bad, if you look at the whole picture.
If you can JD the first few hits of an A-combo you know is coming, that’s great. If you can’t, by the time your guard crush goes half their meter will be gone. You’ll rage almost immediately after that, and cut down all the damage you take considerably (20%, isn’t it?). By the time they super to finish it off, you’ll probably have 50%-75% rage time left.
This means that every time they land an A-combo, you’ll have a Level 3 super ready to go. The person using A-groove will need to face the fact that if they land a combo, they’re going to have to run away, giving you an advantage after it’s over, instead of the rushdown you would usually get after someone does it.
By the way, N-Groove is the best anti A-Groove because of counter rolling. Counter Roll into Level 3 Super into Finest KO is very satisfying. After that, C is second best and I feel K is third best.
who else in A does K die to when a mode chips them
Iori
Kyo
akuma red fb cc in corner
yea most k groove players after they are done eating a CC end up with 50 % of a super bar which is pretty limited than always having your 100% meter to beat off your super somehow