CvS2- K groove strategies

About air JD’ing. Say for instance I’m fighting Sagat or Ryu and they do a Tiger Uppercut/Shoruyken Super. When you air JD the first hit, will you bounce back enough to avoid the rest of the attack or will you have to try to JD the whole thing to avoid taking damage?

Also is it true that if you do an attack in the air that you can’t JD afterwards?

On a tiger uppercut - no
on a Shin shoryuken - sort of
ryu’s normal shoryuken - its only one hit

on a fierce tiger uppercut you have to JD all of the hits if your character doesn’t have a move that will knock Sagat out of it. I’m still experimenting with who can and who can’t. I found out the whole thing by accident during a tournament match last month.

On a shin shoryuken the main hit is the first hit, if you JD the first hit and get hit by the second it does almost no damage, but if you want to JD the whole thing its only two air JDs

if you attack in the air you can’t parry or JD afterward except for one situation that I know “should work in theory” but I haven’t tested it.

i find that its hard to counter attack after a JD…but certain JDs like if you jd and jumping attack early you can counter attack…do you guys have effective ways to be able to counter attack after JDing?

im outi

Roberth

You have to develop a quick combo and just learn what you can counter and what you can’t with each character. You can generally counter most low sweeps after a JD and many fierce attacks. If you JD a medium attack generally you are about even timing, go for a throw or a combo starting with low short.

anybody have any good strategies/characters that do especially well in K groove? i’d imagine blanka would do very well considering his great pokes to use after JD’ing, his extremely fast level 3 ball super, short jump with hk, etc.

characters with auto guard, like geese and eagle, work good because they get a lot of meter when they get hit in auto guard (and counter).

OR

pick somebody with a good super, just let your opponent beat you until you get a full meter, then hit them with level 3 super, but that’s not for beginners. :stuck_out_tongue:

yes! awesome, a k-groove thread.

some good info on what is guaranteed after a successful JD on common pokes like sagat’s or blanka’s c.fierce, or ryu’s c.strong, or bison’s scissor kick blah blah blah, would be helpful. just some useful tidbits would help.

also, after i JD as the guy jumps in at me with an attack, what’s the best thing to do?

Does Yun stand a chance in K groove?

I play blanka, rock, sagat, geese, and chun-li the most in k-groove. and i know they are good in k-groove. blanka is a bitch with run, small hop, and jd.

i have heard yami, cammy, rolento (sp?), and ken are good as well. i would like to know some strats especially for them in k-groove.

i have a hard time playin rolento, cuz u can’t sit on the super in k-groove, so that hinders his game a little, but im sure run adds some to his game, i know small hop does but i’d juss like to know everything…even if i already “think” i know it.

k groove ownz…

most characters are pritty good in k groove, except for those that really benefits from a roll like iori, or those that would benefit more from RCing like yun…

couple of things you can do after JDing a jump in…

if you JD high enough, you can attack before they hit the ground, normally the attack has to be fairly high…

if you jd deep enough or at certain heights you can throw when opponent lands…

you can try to continue JDing opponent if you annticipate low attacks which normally follow jump ins…

you can JD then super you can even do it with charge characters you dont loose the charge…

with rolento, when you have super rushdown and try to find an opening to combo take no prisoner super, of small jump cross ups, or small jump mp into take no prisoner…apply pressure on opponent to increase chances of mistakes and punishing them with take no prisoner…

also IMO when your super activates you shouldnt be turtling, use the extra damage and defense to your advantage and rush that shit down because if you get hit you take less damage but at the same time you give more damage when you attack…its a win win situation, your opponent should have been damaged more than you…

also depending on how good you are at JDing, if you are really good, then just burn super, i remember ino getting super with sagat at evo and then just running in do c.mk into super crouching fireball, if the mk hit hey thats cool if it didnt hey thats cool does block damage…i saw him do this as many as 3 times a round…so if you JD a lot burn fast, if not try to find opening but burn it before it runs out, if you will be safe…but this is theory, it all depends on whats happening during the match at certain points you would want to try to do more damage with your character thats raged instead of just wasting super…whatever though just do it when appropriate use your judgement at what times you should do things…

im outi

Roberth

throw! especially if you have a command throw.

good info heaT, i hope i can see a lot of good K groove action on the evo dvd.

but you can’t get JD happy, because then the opponent can just jump in with no attack, you obviously whiff the JD, and they can throw you.

HIbiki

Just know one thing for all HIBIKI users, SHE GETS OWNED BY ANYBODY IN K GROOVE. Everything she dishes out can get screwed over. So never Pick Hibiki in K.

throw seems to be a popular thing to do after JDing a jump-in. my concern is that if they go for follow-up attacks, like a c.short, will i be hit out of my throw attemp? does it depend on the nature of the jump-in?

also, if i JD a cross-up, what should i do after that?

and since small jumps give the char a little delay after they land from it if they do an attack in the air, if you JD an opponent’s small jump, wouldn’t this open up a lot of guaranteed attacks because of that delay?

thanks ahead of time.

HIbiki

you mean against k groove, cause she plays pritty good in k…

im outi

Roberth

Just JD the follow up, more meter, more health, JDing when you can is good. If he follows up with c.Short a lot, he’ll 2 or 3 before quitting, on instinct most of the time, if he does c.Forward or something, just JD that and throw/super.

JDing a cross up follow ups…depends on how deep/close the opponent hit me. If he has a ways to go before falling down (like an inch or something) you’ll be able to do your B&B if you want, super, throw, go for damage at this point.

And yes, JDing a small jump attack basically gives you a free follow up, depending if the person does it immediately, which is the case most of the time. All this talk of K groove makes me want to use it again…

-----some tid bits on k-groove for newbies-----

a major bonus of JD’ing is that u game frame advantage on any kind of jump in. i know everybody knows that, but there are MANY ways u can take adv. of the frame adv.

the way i like to, i like to just start a fairly short poke combo to set me up to where i can start my rushdown.

it disrupts a rushdown if u JD, start a poke, don’t finish it completely, n u put urself in a good position to begin ur rushdown.

i throw VERY SPARINGLY against people after i JD, because there is time for them to get off a super, lv1 lv2 or lv3. so im weary of doing that, unless it is a SPD by gief, but even he can still eat supers too.

after JD’ing though, u can throw out ur super almost immediately after u JD, so if you have a quick super…use that tatic. u can’t throw out normals or specials right after u JD.

as for JD’ing in the air…i don’t know TOO much about it, i don’t really use it to deal damage, i use it to save my ass, or to provoke people to burn their super they are TRYING to sit on, such as a fuckin blanka sittin on a lv3 in c-groove. any adv. tatics for JD’ing in the air would be helpful to me.

aight 1st off yamazaki, yes he is good in k but i think he needs rolling personally. with zaki all u really need is standing r.house and standing fierce to combo his slap move. other than this u will be turtling most of the time.

cammy, damn good in k groove! with cammy wut u wanna do of course is abuse standing fierce and r.house but she has other pokes that own. for example, standing forward(from a distance), hella good priority, its fast, and it can be buffered into super. sound good eh? also her standing strong(from a distance) is really good against sagat and can be buffered into super as well as her special moves. for example, cammy vs sagat, say that ur poking at sagat wit close fierceX2 and he’s ducking and of course blocking…after the fierceX2 do standing strong into her hoolagen(sp) combination or in short her command grab, if he stands up grab his ass, if he ducks hit kick and she’ll do her dive kick and u can either 1, do a cannon spike, or 2 go into either super of ur choice depending on where it hit. if ur too deep both will not combo, but if ur at a good distance u own that foo for free.

ken, i play ken in k as well and he benifits from the rage gauge really good. y? for the simple fact that he can break guard faster than a sagat scrub can hit low fierce. example, if ur in rage and u go for the cross up, follow up with crouching jab, stand r.house and his half-circle forward+short kick and watch their guard meter say bye bye after doing that at most 3 times if not 2. always remember to use standing short and go into his half-circle forward kick bcuz it breaks the guard and that is wut ken is all about in k-groove.

also ur not obligated to jus waste ur meter by doing a super for easy block damage. y not jus throw their ass instead? ur already bitch strong so u do 2times the damgage of a normal throw.

wut i like to do if i kno i cant get a super is to rush them down, and after i do my poking series i would run up to them and throw them rite after i run. if ur wondering how so? well u can buffer a throw in stop animation of ur char. so basically after ur char stops running hold the direction u wanna throw them and chunk’em.

things that r good to kno if u dont know already:

  1. ur bitch strong when raged
  2. u break guard 2times faster
  3. the enemy will fear u when u r raged:lol:
  4. take advantage of 1-3

i hope this helped :smiley:

Well for me…

I think K-groove is better suited for average stamina - above stamina characters. I mean you can’t JD everything an opponent is going to throw at your [your bound to mess up anyways… or the joystick gets racist >_<]. Currently, I am using a team of Rock/Rugal/Yama(2)… and I am doing pretty damn good with it.

I sometimes switch Rugal with Geese but I have trouble using Geese’s supers [Raging Storm] when I need to really use it. But then again Geese is a freaking monster when he is raged… as if normals didn’t do big damage when he WASN’T raged. And countering supers is definentely a plus ^_^!

Also… Hibiki isn’t all THAT bad in K-groove. She has a counter ya know! Which builds up her rage meter. But the low stamina keeps her from getting raged twice in a round [unless u JD]. But hey… she was never meant to be a power character like Rugal or Bison. Just be careful with her and you’ll do fine.

Also… characters with counters and good auto guards like… Rock, Yama, Geese, Eagle, Hibiki are great in K-groove since they can get Rage meter in other ways which in turn… is going to be easier for you to rage and kill your opponent ^_^.

Plus… JDs gives you free health [it might not be alot but hey… at least you won’t die from chip damage if you JD]. Plus with JD… you can avoid a whole MESS of crap. Plus it saves you from throws too [unlike parrying… if you parry a move… they can throw you… but if you JD… ur in block stun so u won’t be thrown].

JD into a fast super is really awesome because you’ll be out of block stun really quick [ex: JD into Rock’s Shine Knuckle, Yama’s Drill, Blanka Ball… etc].

But anyways… I don’t think characters with really crappy stamina is good for K-groove. Sure they might get the added defense when they are raged but if your JD’ing is off… you’ll pretty much only rage once a round. I want to hear your opinions on low stamina characters with K-groove like Morrigan, Yun, Akuma, Nakoruru, and Cammy.

Standard K groove rules:
Only attack with small jump. When u long jump in, always emtpy jump hoping to JD. Never attack with a long jump unless you are jumping over a projectile or something like that. When you jump to meet someone in the air, always JD first, then counter hit. Always try to JD into a sweep or c.fp as a wake-up unless you have a DP, but even so, i would JD anyways because most good players will only get nailed by a wake-up once in a match if any at all. Never get too far away from the opponent, you can’t JD if you play keep away. (well ignore that last part if you use Rolento and Vega, they have to hit and run)

My K groove team,

Rock 1 on point
Nakororu 1
Bison 2

ROCK kicks total ass in K groove especilly if u play zone. I wouldn’t turtle with Rock, the crouching position isn’t very strong for him. Just stand up and walk back and forth. Only attack with short jump and if they are zoning as well, then run toward them a litte and stop. Throw repukens from a far and mix up the high counters with s.rh. Try to stay about 3/4 -1/2 screen from them at all times. Never forget to JD and K groove rules.

Nak good here too, keep close to them, poke with c.wp or a walking wk. Do not throw out a, qcf p or a bcd p if you know it will be blocked because even you use the wp version, you’re gonna get nailed. Throw the bird at them and run towards them if they get to far away. BCD fp (the sliding sword thing) can be used from a far if they are standing. It can go under projectiles too. And her Heal super can be done from a full screen away and it can work at time because most people have never even seen her so they don’t know about that super. By the time they notice you’re getting life back, its too late. Never forget to JD and the K groove rules.

Nothing needs to be said about Bison…