CvS2- K groove strategies

No, you can’t do anything after the first JD; just JD the rest of the super or block until the super finishes and then punish them.

Do the combo very slowly, as slowly as possible. I don’t play Hibiki but the point was to spread out the hits as long as possible so that they still combo but push out the opponent even farther than a B&B done with normal timing. IIRC Roundhouse Scissor Kicks will still punish but Short or Forward will not. I forget if PC still does. So depending on what your opponent is accustomed to punishing with, the trick could be useful.

K gief owns… JD into SPD/FAB… jump ins… pokes… just sit there… and if they are far away (Sagat c.fierce) then do the flying powerbomb… and if raged the ARS is also too good… even if they jump straight up or away… run up and ARS (does hella damage while raged it seems esp. r2)…
I also use Rock and Nak alot in K… the run in s.jab over and over maybe a tick throw (with nak obviously) is fun to annoy with… with rock if u JD a laggy poke while up close and raged you can NDR… I use yama alot but I like him better with roll or dodge…
ok now ceasing rambling… later dudes…
—>>Ben

no one answered cheesemasters question as to whether geese can jd the first hit of sbk, then counter. I Don’t think its possible, but can anyone prove this. JD to counter would make my life sooo much easier

It isn’t. SBK is a continuous attack and JDing gives lag at the end, so just keep blocking or JDing. It’s the same with Eagle’s stick thing. You COULD try doing JD, jab, that works in P groove a lot to stuff people’s attacks, but it’s sort of risky. But, long story short, it doesn’t work.

I thought Specials and super can cancel the lag on a JD. That the reason I say it. I mean Geese can JD a rapid fire jab into a counter… so thats why I asked… cuz the hits on a SBK aren’t that fast… so I guessed you have time to cancel a JD recovery into a counter. I’m going to check it out on the DC sometime this evening and be back w/ results tomorrow.

hey i found against chun if you jd her cross up you can pritty much just throw her after it for free…

im outi

Roberth

K… it doesn’t work. I am pissed. I hate having to sit there and JD the SBK and guess whether it is going to end or keep going… and in the process have to block another one.

As far as throwing Chun for free after JDing her crossup… you can do that… but they can always super you after they land, so its not free.

I don’t know what the hell Cole was talking about… I haven’t got crap to hit after JDing the cr FP.

ya but who does cross up into super when the cross up wont combo into super??? never heard of that shit before…

but about what cole was talking about…i didnt understand what he meant, did you try…the lk version of the tiger knee after the JD??? what about c.lk then tiger knee??? i think thats what he was talking about low short then tiger knee…makes sense cause the low short is a quick move so you have enough time to throw it out after the jd then tiger knee…i havent been to the arcade yet so i havent been able to try it…

im outi

Roberth

i saw cole one time at evo like try to JD sakuras fireball move thing…and the game was like in slow motion i was like wtf…looked like it was glitching up dont know what was up with that shit…looked tricky to JD cause of slow motion…

does anyone know how many JDs is sagat fp DP??? i think ive JD like 4 or 5 times before but i still get hit…

im outi

Roberth

Depends on how high you are in the air, if you’re really high in the air, you have to JD the whole thing, if you’re close to the ground, you just need to JD 1-3 times to fall down.

If i see someone only JD an air attack and throw repeated… i’ll do it. Plus i think foos can land and do a crouching Jab just before you can get your throw out.

EDIT: and crossup super does combo if done deep enough. LOL.

thats what i was saying, that you can throw chun like right when she lands because you come out of jd like split second before she lands so she cant do anything…but again this is IF you jd that shit high enough…

im outi

Roberth

this is an ok thread but people are coming with not so useful things

here are some things if you jd you make “unsafe”

if you jd rolento,blanka and vega slide you can low forward with most characters into super

honda headbutt after you jd this you get at least a low forward helps out against the rc game

spiral arrow after you jd this you get at least a low forward

these are some things i know of hopefully someone can post up something useful

after i JD a sagat c.fp it seems that little is guaranteed if i’m too far away. that poke has nice reach so if it just nips you, perhaps, only a super is guaranteed. so i guess for that JD c.fp and then do c.short, tiger knee or whatever, you’d have to be close enough for the c.short to connect, but i dunno how many sagats will try to c.fp you when they’re close enough for c.short to connect.

also, sagat, vs. sagat…if one sagat JDs a c.fierce, it seems he can’t c.fierce back fast enough. i suppose if he’s in c.fwd range, he could c.fwd back…does anyone know if c.rh will be fast enough? that’d be nice…

After JD’ing a C.fierce, nothing sagat has will connect. This was tested on training mode, not by using all guard, but by recording the sequence ub,land,c.fierce, hold DB. The jump is just so i can time the JD properly, playing as the other person. After JDing the stick was left in neutral (or down for crouching moves) to make sure there was no stun other than JD stun. A jab at blank range doesn’t even work. Supers haven’t worked either, the only thing i’m not sure about is the QCBx2+k, cause i was on a pad and couldn’t get it out with the proper timing. Other characters have faster jabs i believe will connect, but not too much, i will test more.

However, JD’ing a S.fierce lets sagat use either short, or either jab. JD’ing both hits of s.short lets sagat s/c.short. Also with kyo, JD a S.Fierce, then s.strong, qcf+short(2 hits), lvl 3. The strong needs to be timed to hit, but it’s more than worth it. I can’t quite remember the other one cause i had to leave, but i believe it was JD a Blanka C.fierce, c.strong XX jab chain.

After testing JDs i am starting to think they are a better implementation than parries. They let you counter attack, but your opponent has to make a mistake beyond “You Pressed a Button”. I still hate the K meter, but i think i like JDs.

Try these for yourself and see what you get.

Who are the people that totally and completely benefit from K-Groove? My team is Geese and Ryo, and i usually just random the third person because i can’t find anyone else fun to play as in K Groove. Please Help!

The meter benefits everyone, the JDs depend on who your playing, for instance with JD, kyo can fight blanka in K/P/A, but not C/N/S. The bottom line is what system advantages give you the best shot at winning, if your plan is to use RC Blanka, then your not gonna pick K, if your plan is turtle blanka with random super, then K might be a good idea. Its not generally about being aggresive or not, that was just one example.

its just about f’in impossible to have a gameplan of turtling with blanka in k-groove. people can get around his small hop straight up and fierce punch, vertical ball, c.fp, so i mean he can’t really turtle that well without RC or a super to sit on…and k-groove is about being agressive, u only turtle when u have GREAT opportunity to turtle, which is like…25%…basically u can’t abuse turtling in k-groove and shouldn’t because its rushdown is TOO good.

btw…“if your plan is turtle blanka with random super” your going to lose in k-groove.

Woot.

^^^ People that excel in K-groove ^^^

Rock - Counters and he just does more damage in K than in other grooves. He is good at R1… you don’t really need him at R2.

Yama - Jesus christ… just about everything he does gives him rage. Double Return and his Yama Counter [what is he saying when he is doing that counter?] give him free rage meter and are good attacks if you don’t abuse them. He is awesome at R2.

Eagle - His autoguards give him free rage meter too. His supers can be comboed with a s.MK I think… so they are not that hard to combo. He has good range and priority with them uhh beatin’ sticks. o_O; He is good at R1.

Geese - Guard Crush, Guard Crush, Guard Crush! When he is raged his normals do more damage AND more guard damage. His supers are kinda hard to do but i THINK you can combo a s.mp into the deadly rave. I don’t know if countering super moves give you rage meter. Never really noticed. He rapes opponents at R2.

Ken - His hurricane kick super does oodles of damage in K-groove. Plus i think if you JD a jump in… that gives you a free dragon punch. Ken’s fierce DP has a lot of priority so you might snuff just about anything minus level 3 supers.

Zangief - Gief owns in K-groove. A couple of raged SPD or double suplexes is pretty much the same thing as a FAB. Plus now Gief can rush because he has run! Sure it might be a pretty slow run… at least he won’t be slowly lariating his way to his opponents. He is downright scary at R2. He is ok at R1.

Chang - A lot of people think that Chang sucks but he doesn’t! He is pretty damaging in K-groove because K-groove gives what Chang what needs… Run and Just Defense. So fireballs can kiss their arse good bye because he will own projectiles for free. Also his autoguard gives him free rage meter. I recommend that you use his weak version of the autoguard because sometimes the medium and fierce version miss close opponents. Oh and don’t use his Choi super… it has ALOT of start-up while Chang’s rushing super does a lot more damage. He does alright in R1 but if you want deal a lot and absorb a lot of damage go R2.

Raiden - I thought his charging attack would give him rage but it gives him invincibility [can’t get raged when your invincible… damn =/] oh well. He owns jump in’s [of course when he JD’s] you just Giant bomb their ass. With JD, he can get raged and a little bit of life back which is good since most of his moves are hard to hit on quick opponents so when you do get raged… at least you’ll be doing great damage. He is best at R2… he barely gets the job done at R1 IMO.

E. Honda - What? Are you kidding me? But I need to RC his headbutts! Sure RC headbutts are nice… but they are somewhat difficult to due every freaking time. But he does ALOT of damage when he is raged. Plus he can own jump ins too since he has a 360 throw of his own. He is pretty awesome at R2 but he can do well at R1.

Cammy - Despite[!] that she has horrible stamina, she is a dangerous foe in K-groove. She does very good damage when rage and since she is quick, it’s going to rack up very fast. But IMHO… she does oodles better when she is at R2 or better. She doesn’t cut it when she is at R1 in K-groove.

Nakoruru - Another person with terrible stamina but once she gets raged… holy crap it’s like… where did my life go!? Her speed really helps her out when she gets raged and her sliding attacks are really good if you don’t abuse them. She does good at R1 but she is doesn’t seem THAT strong at R2 for some reason.

Rugal - a K-groove Godpress at any ratio… HURTS LIKE HELL. He has good stamina so he will be able to get raged twice per round and he has two good anti-airs… the genocide counter and his s.RK. He has two good projectiles and a bootleg air attack. He is great at R2 but he is quite efficient as R1.

Haohmaru - I think he is pretty good at K-groove. He may not have the best stamina but he will be able to get raged twice a round if you JD enough. I don’t know… he doesn’t really stand out as much in other grooves than K-groove. Use his s.hp SPARINGLY… sure it does about 2800+ damage but the lag is not nice. But a jump-in comboed into his super moon crescent slash does uber damage. He does well at R1 but he is actually very good at R4. A simple mistake from an opponent can mean the end for them with a s.hp.

*** People that are not that good in K-groove ***

  • Iori, Athena, Benimaru, Kim, King, Yuri, Mai, Blanka -

Rolling whores. This characters have really good rolls [maybe except for blanka but his RC blanka balls are really good… too good] and some of them depend on them and since K-groove doesn’t have rolling… this characters tend to do better with rolling grooves.

  • M. Bison, Chun li, Rolento -

A groove whores. I rarely see this characters in any other groove.

  • Todo, Ryu, Vega, Sagat, Akuma -

Meter whores. This characters tend to lean toward grooves that can be able to hold meter indefintenly [C, A, P, N] because their supers do very good damage and actually make their opponents become more cautious when they attack. No one likes getting a Shinryuken or a lvl3 Tiger raid up their ass.

  • Morrigan and Yun -

N-groove whores. Sometimes I see them in A-groove but not much. There is something about N-groove that brings the best out of this characters cuz you have roll and run. Also since this characters don’t benefit MUCH from other grooves either. Even though their rolls suck, RC Shadowblades and RC Yun’s dashing punch can be quite annoying. Plus they need to have supers handy since most of their supers can be comboed. K-groove puts a restriction on that since you only have about 18 seconds to use up your meter.

K-groove analysis

Basically… K-groove is a awesome groove but it’s not for everyone. It leans towards super-aggressive characters as well characters that you are fighting that are super-aggressive. So basically if your character…

  • Has counters [Geese and Yama’s Counters]
  • Is super-aggressive [Cammy and Nakoruru]
  • Has good defensive moves [Ken’s DP and Eagle’s Autoguards]
  • Instant command throws [Gief’s SPD and Raiden’s Giant Bomb]
  • Damaging and Quick supers [Rock’s Shine Knuckle]

Then K-groove is for you! But if your character don’t have this attributes… they tend to lean toward other grooves.

-C groove-

  • Rolling whores [Iori]
  • Need to hold super indefintely [Sagat]
  • Are super-defensive [Dhalsim]

-A groove-

  • Well… they have godly custom combos [Bison and Rolento]
  • Rolling whores [Kim]
  • Have good level 1 supers [Morrigan and Yun]

-P groove-

  • Good Parrying Skills [Player skill dependent]
  • Don’t need to have super meter to be effective [Blanka]

-S groove-

  • Dodging whores [Player’s style]
  • Have good level 1 supers [Ryu]

-N groove-

  • Running and Rolling Whores [Morrigan, Akuma, Sakura]
  • Good level 1+3 supers [Ryu and Sagat]

##Conclusion##

I know there are some characters that I am missing [like Dan, Vice, Hibiki, Maki, Guile, Joe] is because I don’t know how to play them efficiently as characters themselves. Plus I havn’t experimented them in other grooves so I would know who would do well in what groove. Well this is mostly what I think are good characters in K-groove.