Well for me…
i’d say give them the higher ratio. that’ll give 'em a bit longer to live, and make you even more of a monster when raged.
Well for me…
i’d say give them the higher ratio. that’ll give 'em a bit longer to live, and make you even more of a monster when raged.
Well for me…
i do not think that players with crappy stanima are crappy FOR THAT REASON in k-groove at all. players with poor stamina are going to have poor stamina in any groove, so why does it hurt them more in k-groove?
cammy is HELLA good in k-groove i heard. most of the people u listed benefit more from other grooves because of options the groove offers and wut not. not saying the characters u listed aren’t decent in k-groove, its just not their best groove more than likely…except maybe for cammy.
IMO, if the character is good in one groove, chances are they’ll be good in another, even though it may not seem that way. For example, Shiro uses C-Rolento, who has a pretty crappy lvl 2 cancel, but is still equally powerful. Why? Because of his high priority lvl 3 and his ability to be Storm.
Chances are, you’ll probably be able to use your same team in K, even though it may not seem like it. Certain people do excel a lot better in K than in other grooves. Vega or Cammy’s, IMO, potential increase dramatically when they’re in P or K groove. As stated previously, the whole point of K groove is to get meter and then become aggressive, which has it’s up and downsides. Up because what a basic hit would be is now counter hit damage. Down because your gameplay WILL be foreseen and can/will be evaded. So when playing K, it really does get down to how well your running and low jump skills are. Previous posts have addressed the JD follow ups, very well done. The real reason Cammy or Sagat do so well in K groove is because they have a dominating poke, and it just happens that that poke has a long range/high priority or both, and if it hits, you get a free super. To really make your K groove top notch, start or refine your mind games. Incorporate some P groove stuff, Bouya, who has a VERY scary parrying ability, relies a lot on mind games, and learning how an opponent will attack. If you know somebody’s going to hit you when you wake up, JD to your advantage. Reading your opponent and matching your actions to counter his is the whole reason the game is still interesting in some ways.
i understand that the amount of meter you get from being hit isn’t necessarily proportional to the damage you take, but often depends just on the type of attack sustained. for example, i read that getting hit by a fierce from whatever ratio earns you the same amount of meter even though a ratio 1 fierce and a ratio 4 fierce are a lot different.
is this true with all attacks? i hope my information is correct and if i’m completely off, someone correct me.
what i’m getting at is this. when i’m using my ratio 1 char vs. a ratio 2 and i’m in K, a lot more of my life goes down before i get raged. and when i’m ratio 2 in K vs a ratio 1, i get more rages it seems because i get the same meter while sustaining less damage. might it be advantageous for a K groover to go with r2/r2 for this reason?
ur right in that it does take more for a R1 to get raged when going against a R2, but shit…an R2 in k-groove going against a R1 is also hella advantageous…i see wut ur saying, but to me, it all evens out…but i ain’t sayin im ryte, juss my opinion, it seems like u would just EVEN the board out if u put a R2 against an R2
your super is the most powerful in K
Geekboy was wrong about this one line. Level 3 supers are strongest in N and S grooves. K ranks number 3.
Proof- level 3 fireball super from a ratio 2 ryu against a ratio 2 Kyo does
5432 in S,
5400 in N,
and only 4950 in K.
In C, it does 4725
and a shitty 4500 in P.
I would think that a level 3 in K would be stronger then N atleast and that P would be stronger then C atleast. But i guess the 30 percent damage increase in K is still kick ass
finally a k-groove thread!
anywhoo, i was wondering if option selecting would be possible in K-groove (like option select parry but jd instead of parry). Also, for people with fast jabs, like Nako’s standing jab, if i JD, can i follow it up with anything, or do i just have to eat em?
If option select JD worked, EVERYBODY would use it, seriously, everybody would, it doesn’t. If it’s a fast jab person you’re fighting, I’d just suggest JD, block or JD, throw. Block cause it’s safe or throw cause you get invincibility frames in throws (not many, like 2)
Geekboy is right!
No, Geekboy was right about that K-groove deals the most damage out of all the grooves [when supers are concerned].
I did this test on the DC’s version of Capcom vs SNK 2… I don’t think that matters unless it’s hella different from the arcade version! :lol: Anyways… the damaged recorded was done on level 2 damage… R2 Yama’s level 3 Guillotine [the flying grab
super] versus a R2 Ryu. Here are the results.
C - 6000 [level 3 MAX]
P - 6000 [level 3 MAX]
S - 6300 [Red Life+Charged Bar]
N - 6000 [Power Stock+Another Stock]
K - 6600 [Charged Bar]
You probaly got your numbers wrong because if you left your bar set to INFINITY, you will ALWAYS have the bar. This may seem obvious but for N and S groove… it matters. Because if you left it in INFINITY, the 20% attack boost stays on while your super is activated. This means the super will do 20% more damage than it should. Samething goes with S-groove. The red-life attack boost stays there forever [unless you heal somehow… ex: Nako’s heal thing or groove edit mode and JD like a mad man] but the charged meter attack boost goes away once a super is activated… thus you lose the attack bost. For some reason K-groove seems to be the only one [along with S-groove’s Red life attack boost] that tags super’s damage with the attack boost.
The interesting thing is that supposed C groove gets a certain percentage attack boost once it reaches a certain level on the bar. This is true but it doesn’t effect the super. So P-groove can dish out as much super damage as would C groove. The only ones that recieve attack boosts are S and K. The following info I got from Gamefaqs.
C-Level 1 | = (1%)
C-Level 2 | == (2%)
C-Level 3 | ===== (5%)
A-Full Meter | (0%)
P-Full Meter | (0%)
S-Red Life | ===== (5%)
S-Full Meter | =============== (15%)
S-Full Meter + Red Life | ===================== (20.7%)
N-Power Activation | ==================== (20%)
K-Full Rage Meter | =================================== (35%)
As you can see… K-groove delivers the most damage in terms of super damage and attack boost. So there =P
Ok anyways… I wasn’t saying that crappy stamina characters are… crappy. I’m just saying that crappy stamina characters arn’t suited for K-groove because of it’s way of attaining meter [getting hit and JD’ing] because they won’t last that long. But I see your point that once Cammy get’s raged… damn watch out! Her pokes are even more dangerous. But I don’t think small jumps are all THAT good. Sure it can act like a bootleg universal overhead or start your rushdown… but ur still vunerable on the way down. Plus u can’t JD because your not allowed to when you small jump. Oh well. I guess K-groove is a type of groove that your character is really good at or pure garbage.
Well… if your character has a super throw… won’t you be able to do that too? I think super throws have the highest priority because I once beat this person’s Ryu’s Shin-Hadoken with Yama’s Drill [not the jumping throw super]. It was crazy o_o…
Geekboy is right!
have you taken a look here? www.shoryuken.com/games/cvs2
take a look at the damage data for supers. i dunno if the info is wrong, but if someone can confirm tanion, then shite.
http://shoryuken.com/games/cvs2/img/groove-super-damage.jpg
I’m assuming this is the chart. If it’s made by Capcom then it’s probably accurate. I know for sure S-groove has the most damaging lvl3 super, but I’m not sure if N does more damage than K…
im talking about like specials and normal throws because that is what the person before me was talking about. but yeah; super throws work everytime just about. but man…how stupid are you if you normal jump towards a k-groove raged character, especially a zangief, yama…or anybody with a super throw
Aiit, I tested lvl3 supers out with R2 Chun Li’s kick super on R2 Ryu. I used recover instead of infinite meter and here are the results I got:
S: 6140
K: 5940
N: 5400
I guess K is more damaging than N so that chart may be wrong.
Hi, the Chart is wrong. Whoever made it, did it with Infinte On.
Hello Pain, you can’t use Recover , you have to use normal because halfway through her move, she gains back her power up raising her attack damage up to 6281 even. under Normal mode, her Lvl 3 Super Actually Does 5670 to Ryu under the same circumstances.
Under the Level 3 Line up it’s ;
K - 5940
S - 5670
P - 5400
N - 5400
C - 5400
A - Huh?
And the same reason why it’s better to Do a Level 1 special on C-Groove when your bar is full, is because they give you the extra damage on your level 1.
I read somewhere a while ago that the Japanese found something out in CvS2 where there are times you can’t go into a blocking animation, but you can parry or JD. I was wondering if anyone has found such situations and knows how to exploit them. I can’t seem to figure out such a situation where this works.
Is there a way to keep my charge when JDing? I play K Blanka and Vega and I have trouble pulling off my charge moves when i JD (sometimes i can do it, sometimes not) Whats the trick here?
How bout we talk about something important, instead of lame tests on damage. Everyone should know the damage ratios. How bout specific parrys that give you free attacks, like Sagat vs K-Sagat…JD ducking fierce…free low short tiger knee for K-Sagat.
Chew on that for awhile…and come back with some useful information instead of what groove does the most damage.
AfroCole
I read from shinakuma that if you low jump with fierce or rh then immediately go into a low super, it would be unblockable. Is this true at all? Maybe cole can shed some light on it.
Dammit… some one give me some good examples of what i am talking about. Blocking takes frames to go into. JDing is instant… so like what would be some good uses to this? I thought I had an idea w/ K groove Hibiki. I read a while ago about the Japanese trick they use w/ her… where her combo cr LK X 3, cr jab, MP slash is safe from Bison’s Scissor kick. Well I tried it out. Didn’t work. CPU couldn’t block reversal S. Kicks. So I figured that maybe if I put it on all JD… well that didn’t work either. So I wanna know wtf the japanese dudes were talking about w/ practical applications to this.
And people STFU about groove bar damage… all you need to know is K groove supers hurt.
EDIT:
Is there any point to JDing cammy other than having the option of a DP or super if you figure she may counter.
Cole… do you mean Sagat gets a free tigerknee… or cr LK into tigerknee?
I know Geese gets a free cr jab if he JD’s Blanka’s cr FP at mid range.
EDIT2: K groove Sagat vs Chun or K groove Geese vs Chun… can they JD first hit of SBK and DP or high counter? This would be useful info for K groove people… cuz Chun Li is a whore.