If youre going to correct me just do it, I’m an A Sak scrub. This is what I do and win I know how to do the custom, and land it off a bunch of setups, but thats basically what I do. S.hk alot, and build meter when I can, and RC Fireball for AA.
Yeah, of course there are those exceptions. But Sakura isn’t on that list which was my point.
Oh yeah, short throw ranges aren’t that bad. In A-Groove, you can activate off of a throw.
2 characters can do that, and 1 of them has to be in ther corner (and coincidentally, has extended throw range :)).
To combo afterwards anyways. I’m just curious as to what your point is.
As far as chip customs go I haven’t seen two characters that need to be mentioned: Benimaru and Todo. Yeah, laugh, but seriously Benimaru can chip like crazy with his 3K move and Todo with waves in the corner (not sure if s.Fierce > j.Wave would work on a blocking opponent).
All I can say about anti-Sakura tactics is to learn when to jump out of possible activation set ups; such as jumping back to avoid a dive kick. It’s better to avoid blocking one of those from an A-Sakura with full bar. A command hop like Blanka’s and Vega’s could work too, Buktooth posted something about using those moves to dodge CC activation in his thread as one of the first little facts.
And is it just me or does it seem like Cammy has an increased throw range?
It SEEMS that way because her sprite is so small.
The biggest problem I have always had playing K Groove is playing against people who just sit on it or turtle per say. With the characters I have if I play N or K I play some what the same style but when I pick K its almost the the opponents offense goes on vacation. They will literally almost do nothing but sit or jump backwards or something to that exstent until I do something. They wont jump in at me as I will either AA or jd. And I hardly ever get hit on a jumpin as I either wait for the attack and jd or most of the time I just sj anyway. Its annoying to watch as a person does absolutely nothing just because of the groove you play. There offense is based entirely on your offense in essence. Thats always been the biggest problem ive seen playing K Groove. Of course there are always ways around it and it doesnt always work but it is still very annoying to play against and almost want to make me want to start playin N Groove more again.
sorry, I was at school and didnt want to write. and i couldnt put my words together to explain my thoughts. in fact i still dont, so i’ll just make one comment.
The main thing I wanted to comment on was the random rc’s comment. Random rc’s, especially the fierce versions, have a tendancy to get punished. Characters with good rolls can roll through them on reaction and punish. There are more ways but I dont really know the specifics of them I just know that I’ve been punished many times (and learned my lesson about random rc…). But basically you are giving an opening for huge damage if you use them randomly.
Anyway, 6:00 am is not a good time to try to make any sort of sense.
“Throw range” doesn’t mean the distance a throw will make between you and your opponent after the fact, it means how close someone needs to be to you in order for you to actually throw them. The shorter/smaller your range is, the closer you need to be to the other guy to throw him.
While it nice to have a throw that keeps your opponent close (or close enough to you) after you do one, if you can’t get in close to do one, there’s no point.
That’s a good thing, if you think about it. You’re pretty much safe for a bit, and if they get too ambitious about running away, you can nail them with an anti-air or projectile super.
The trick is to keep them jumping back or otherwise retreating/turtling to the corner, wherein their only option is to either roll out or jump over you.
The ones you should be concerned about are the ones that keep you as far away from them as possible. For instance, Sagat can simply throw Tiger Shots at you, and if you don’t have a very good jump or aren’t very fast, you won’t be able to do much to get in there close. In that case, all you can do is JD everything that comes in and inch your way in closer on the ground.
If you can get in one good lick or throw, or JD 10 projectiles, then your rage bonus has done its job. You don’t need to get a super out every time you’re raged. Even if you can’t get in close to them, you’ll get back enough life from JDs where it might add up to a match-deciding amount toward the end.
actually its not a good thing like windyman says, in a game that favors turtling when opponent goes strictly turtles its not that good especially if he has a solid turtling game…
to answer your question more specific i would need to know what characters you play…but overall, be patient. more than likely you corner them at sometime, and that is when the match is in your favor even if they are turtling. the easiest thing to do is bait jds and then attack for gaurd bar gradually untill the gaurd bar is gone. low jump whatever normally gives you opportunity to get an offensive going because of its priority and how fast it comes out (might be hard to react to it). use run to your advantage, if opponent is sitting there and throws out random turtle pokes to keep you out and it wiffs run in and attack for gaurd damage or a hit. so bascially what you want to do is stay JUST out of range of your opponent’s character’s best poke in order to do that. once you get that one knock down, i find that turtlers fall for a lot of throw mix ups because they attempt to block everything so you can incorporate that into your game. once you get that one or two mix ups of throws then you can mix it up with some normals to throw off their game. but the main thing is to be patient against turtles for that one opportunity (the knock down) once you have that take advantage of it doing at least 50% gaurd damage and working off that or the throw mix ups.
im outi
Roberth
I’m really going to correct myself. When I said random I didn’t really mean it, I really meant on reaction. Like reacting to a poke with RC Fireball.
I play N/K Athena/Joe/2Blanka Fundamentally but for K ill occasionally throw Nak or Sagat in the mix. And I already know someone is going to say just quit playing Athena I always here that shit but she if fucking nastly in K Groove.
athena is tyte; stop playin joe!:lol:
to tell you the truth what i said in my last post still stands because im not THAT familiar with the characters you play, but with joe turtling shouldnt be that big of a deal, you can c.rh hurricane mix up till you break gaurd or bait them to jump over projectile into your dp.
so like if opponent is just sitting there, there is a distance where joes hurricanes come out fast and he can keep doing them and its kinda hard to get out kind of like a fireball trap so what you can do is like. fb, fb, fb, or fb fb c.rh or fb c.rh or one fireball wait to see what hes going to do normally this tactic baits out a jump or a roll, and dont be afraid to abuse his c.rh at right distance just make sure you know your match up and who you are doing it against. it will break down their defense though forcing them to jump roll or else get gaurd broken.
with blanka and sagat like i said wait for wiff then run in with fp or whatever to aim at their gaurd bar or life if it hits, and with sagat throw out occassional fireballs for added pressure. Sagats s.lks are REALLY good and will stuff a lot of moves so you can abuse this move to get in and once you get in do small jump rh mix ups. normally i find small jump stuff good on getting in on turtlers. also since sagats s.mk has mad range probably more range than your opponents farthest move you can abuse their gaurd with this too. another interesting tactic you can take into consideration is if you are playing sagat turtlers are going to expect a lot of fps from you as an attempt to break their gaurd so they might bait them out. what you can do is throw off timing of your pokes. for example you just landing 2 c.fps in a row that were blocked sometimes people try to walk up or run up and do another one and opponents know this, so what you can do is walk up s.lp, if they are trying to bait your c.fh with whatever their move will wiff cause you didnt throw out fp but rather s.lp then do whatever. turtlers look for particular things for you to do so doing something like s.lp s.lp might throw them off. this basic old school bait tactic s.lp to fake a fireball cause people to jump over and you get to dp (but in this instance you are baiting a turtler to actually do something so you can counter). if you watch some shadyk vids his sagat trys shit like this a lot.
im outi
Roberth
…
We are in K groove thread so I guess that this is the right place for asking this… I heard about Ino’s justdefending at evo… AMAZING. Do you guys know any other vids where I can see amazing K groove skillz ??? japan-replay# or ino’s video other than evo one etc… link, name of the player or just name of the vids would be appreciate. thanks
She rocks C-groove people with poor AC’s like Blanka and Rolento too.
even then they still got roll and rc options to get around the ccs that p and k dont have.
im outi
Roberth
Uhh wtf Rolento has one of the best AC’s in CvS2.
Zuh?
…
Thanks for helping me guys hahahahaha…
OK OK, I’ll simplify my request… In top players (U.S. or Asia), Who use K-groove in tournament ??? ( I like R. Sigley style and of course Ino). I’ll use your information in “search option” of DC++… I live for K-groove hahaha
Thanks (for the second time)…