CvS2- K groove strategies

You won’t like this reply then.

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The point of turtling is not to sit there and do nothing, you can’t win that way. EVERY turtle has to attack to win, turtles just do it only when it’s overwhelmingly in their favor to, and don’t otherwise. Go back to Alpha 3, remember runaway vega? What did he do with a full VC meter? that’s right, land it! Even then it rarely took him half as long as a K groove meter to land it. If you abandon your gameplan to runaway because of the meter, then the turtling portion of the game has succeded. Now they have the advantage PLUS you have just changed your gameplan PLUS damage boost. If your a turtle, you would still attack then, but it doesn’t label you aggressive to do so.

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The point of the example was to demonstrate how long the K groove meter is, and that even in the WORST case (getting hit by a full A combo), the timer still leaves you some time to get even.

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You didn’t get hit because you were aggressive, you got hit cause you made a bad choice (jumping in when i was prepared to DP a jumpin). This is ridiculous, your comparing a point blank jumpin to a across the screen turtle, and saying “LOOK, aggression = getting hit, OMG!!!”. Compare apples to apples for once, across the screen, turtling and agression aren’t going to get hit as much, point blank, aggression can be attacked, and blocking can be thrown, both styles can and will take damage. Eventually both will need to learn to take the least amount of damage possible, which is my point.

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Again, your assuming that aggression = playing carelessly. SF is based on taking less damage than your opponent, risk of damage != damage. I’m saying that good aggressors and good turtles take the same amount of damage, bad aggressors take more damage than good aggressors, bad turtles take more damage than good turtles. The rest of your post doesn’t further the issue beyond this, so there is no need to reply to it.

“The point of turtling is not to sit there and do nothing, you can’t win that way. EVERY turtle has to attack to win, turtles just do it only when it’s overwhelmingly in their favor to, and don’t otherwise. Go back to Alpha 3, remember runaway vega? What did he do with a full VC meter? that’s right, land it! Even then it rarely took him half as long as a K groove meter to land it. If you abandon your gameplan to runaway because of the meter, then the turtling portion of the game has succeded. Now they have the advantage PLUS you have just changed your gameplan PLUS damage boost. If your a turtle, you would still attack then, but it doesn’t label you aggressive to do so.”

i dont understand your example it doesnt make sense…runaway is different than turtle…you can sit on a full V bar cause it never diminishes…so no shit you will eventually land it you got all the time to sit on it…

im outi

Roberth

Zangief K groove:

After JDing an air attack, is he always gauranteed a SPD?

Alpha ask in the real K thread, this is K flamewar thread thx.

You can, but would you? The longer you sit on it, the less value it is on having it. With V-vega your getting damage just by activating, so in the time someone spent sitting on a V, you could have used yours, and built another 50% back up whiffing jump back kicks or throws or something. But again, it doesn’t mean your not playing runaway vega anymore. Runaway is what turtles will do if you can’t chase them, so they aren’t that different. Again rushing or turtling doesn’t mean you don’t strictly pick that option, it means given an equal choice you pick that option. When aggressors aren’t in a position to attack, they don’t, when defenders aren’t in a great position to defend, they won’t.

No one sits on a full bar of V. turtle or not. Once you get it, activate and abuse it’s power.

AFAIK, you can still jump straight up to avoid it, ala Raging Demon style. But there are not many people that will instinctively jump straight up as soon as they land, and if they do, you would probably have enough time to Lariat them after you whiff.

really why dont you explain that to danny leong (sp) he barely activates his v with akuma and still fucking good, you can even see this in the US vs japan 5 on 5…

how do you automatically just get damage by activating with vega??? thats BIG time generalization…theres so much shit you can do to stop a v…

im outi

Roberth

Most US players suck in A3. Japs will just activate. Just because he is good to you, doesn’t mean he is good at all. You are the one generalizing.

Thanks, I will test that.

You lose here, Alphastorm. Danny Leong is one of the better A3 players. He went very well against the Japanese in the EVO A3 exhibition. Check your facts next time. And no, it’s not good to “immediately activate V” if you have a full bar, especially since you start with one anyway. You have to setup the confusion VC for best results.

Yess we’re back to Alpha 3…

Anyway the point of the VC tangent was to say that meter you can sit on, isn’t that much different than a meter with a long ass K timer, your still gonna use it in that time. I don’t even think Danny will sit on it for longer than a full K-groove timer. In this instance, ‘immediate’ should refer to the length of the K timer. Dasrik posts still own tho.

I never said immediate. I meant no one will sit on it. they will find an opening and abuse. Maybe danny isn’t very good at finding those openings. Maybe he did well because his talent lies elsewhere. Whose knows, who cares. If you want to sit there and turtle with your full bar of V, be my guest.

No, I didn’t assume that at all.

With everything that you said in your post, that doesn’t make me any less wrong. My post is still right. In principle, when you are aggressive, careless or not, your chances to take damage go up because even though you are attacking “non carelessly,” you are still leaving yourself open to be retaliated against and take damage. Being carefully aggressive, or “intelligently” aggressive I suppose, lessens the chances of being outright hit out of everything, but I have yet to see a match with two equally skilled, high level players not changing the momentum of the game by halting an offensive movement.

Getting hit in P Groove doesn’t reward you as much than with K. Why, because K is scrubby - if you JD you get meter, but screw it if I screw up I’ll get alot of meter too? No. Because in P Groove you don’t have the option of using anything to get out of hairy situations. You are not “supposed to get hit.” You’re supposed to Parry and retaliate.

Last I checked, CvS2 was one of the few games where the risk/reward vaule for aggression was outweighted by turtling. You don’t benefit from attacking as much as turtling, the game rewards turtling moreso than attacking, in general. You’re comparing it to games like Zero 3 - the risk/reward for aggression is much more beneficial than sitting back and turtling. CvS2 caters to the Sagat that will sit and crouch fierce XX Tiger Cannon you when you get close, fierce DP you when you jump, and the Blanka that will get a knockdown, Ball behind you, and RC electricity to build a meter, guard crush you, chip damage you, and sit on a Level 3 for when you come in. Zero 3 is not like that.

In any case, you’ve got a pretty hypocritical stance in so far as crowning yourself the SRK God of K Groove strategy and deeming this thread a flame war, when you’re the first person to jump on my ass when I presented an arguement objectively and not offering anything better yourself. I gave generalized examples, and you’re still not intelligent enough to read through the lines instead of barking at the surface. It is not my fault I have to connect the dots for you to see the big bright picture. The fact of the matter is, in principle, I am right. Even when I apply your “non careless aggression” filter, I am still right. You haven’t said anything that makes me wrong. Until you do, keep barking, because you’re doing it up an empty tree.

Sorry, Rage meter does not give a fuck about whatever you just said. It cares about getting hit, which does not equal chance to get hit. End of discussion, thanks for playing.

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Yep, i never said otherwise.

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Nope, all that bullshit was to drive home that damn K-groove timer point, which noone cares about anyway now.

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Nope, never said i was god of anything, if opening my DC up for a half hour makes me a god, then my standards are way too low. I can get this level of conversation by standing near a SC2 conquest machine, i didn’t know that wanting to discuss something practical and/or worthwhile was considered elitist. Of course there were people that agreed with me, you just have to wade back 6-7 pages to find it, and those people already gave up. They don’t even know what the hell the topic is anymore, nor did any of it help them JD, counter after JD, use meter, or anything useful.

The only person it helped is probably some guy with no clue how to play, reading it and saying ‘OK A and B characters are good in K groove and i’m supposed to ‘rush down’ as these internet people say’, then when his ass gets handed back to him what then? more generalized bullshit? Running people around in circles until they learn to just say to hell with it and play namco?

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You can be right all you want about a point that doesn’t even exist in reality. For all i care you can be the ‘theoretical chance of getting hit’ master of the world, enjoy. When you got something that is useful in the world of people that play K-groove, be sure to drop back in.

Uh, that makes no sense. Chance to get hit translates to the possibility of being hit, which increases the Ikari Meter. If there’s no chance to be hit while not blocking and you’re not Just Defending, how does it build? Dark Jedi Mind Tricks?

REMEMBER THIS IS STILL NOT THE REAL K-GROOVE THREAD

Aggressiveness (which you have said = higher chance of being hit, which is also false but whatever), has 0 relation with amount of actual hits taken. It is entirely possible to be aggressive, and get perfected, or perfect someone, or a whole range in between. The amount taken is up to the player, there is no ‘typically more’ or ‘sometimes less’, it’s totaly undetermined.

Rage/Ikari meter, rises in relation to hits/damage taken, which you just had to agree is undetermined for SF to be even worth playing.

i have come to the conclusion that FMjaguar doesnt make sense…

moving on…

mummy-b go check the cvs2 akuma thread i responded to one of your posts with a question…im curious to see what you have to say about it…

im outi

Roberth

"Aggressiveness (which you have said = higher chance of being hit, which is also false but whatever), has 0 relation with amount of actual hits taken. It is entirely possible to be aggressive, and get perfected, or perfect someone, or a whole range in between. The amount taken is up to the player, there is no ‘typically more’ or ‘sometimes less’, it’s totaly undetermined.

Rage/Ikari meter, rises in relation to hits/damage taken, which you just had to agree is undetermined for SF to be even worth playing."

What the hell are you talking about? Of course you have a higher chance of being hit when you are on the attack, simply because you are more often in states where you can be hit. If you throw out a d.forward, there’s every chance that you can be interrupted during that d.forward with a dp, a higher priority normal, a super, whatever.

“The point of turtling is not to sit there and do nothing, you can’t win that way. EVERY turtle has to attack to win, turtles just do it only when it’s overwhelmingly in their favor to, and don’t otherwise.”

By your own admission, a turtle doesn’t attack unless there’s a ridiculous chance that his hit will be succesful, other than that, it’s usually just playing footsies trying to force bad situations for the rushdown players.

You’re missing the point entirely and arguing the words used instead. The point that Mummy-B is trying to make is that he believes that k-groove is better used for rushdown simply because when rushing, the odds say that you’ll get hit more, doesn’t matter how smart your rushdown is, doesn’t matter with your perfect mixups, fact is that if you play rushdown you attempt to force the pace, by forcing the pace you attack, while attacking you run the risk of being out-prioritised etc, this raises your meter allowing you to hopefully land a combo with lvl 3 attached and hopefully make the comeback.

What advantages does K give a turtle? Unless you have flawless defense and can JD everything, you aren’t gonna get much meter, unless your turtling is shithouse and you get hit anyway, in which case you have even less chance of landing the combo…

1 - because once you get the rage, the turtle’s opportunities to land the combos will dimish because people will stop attacking.

2 - because if you’re bad enough to get raged a lot while turtling, your skills won’t be good enough to land the comeback combo.

no matter what the case, you might not agree with Mummy-B’s assessment of the groove itself, but he’s right about aggressiveness leading to a higher chance to get hit, only perfect rushdown would be able to rush totally safely, and like the perfect turtle in the K groove example, that doesn’t exist.

To me, JDs aren’t really made for punishment in 90% of cases anyway. JD doesn’t reduce your blockstun enough (in a whole lot of cases) to create a whole lot of new hit opportunities, what it does is it makes moves that are safe because of pushback punishable because you don’t get pushed. If you JD a jump-in, IMO your best bet is to either prepare to JD another poke, or try to throw them, in most cases you won’t be able to attack fast enough to get free hits anyway.

So I personally JD just to gain meter and keep on rushing basically, in the cases where I can punish I try to, but most times, I don’t try to attack after JD (unless it’s throw) because it just gets you hit or they can block and punish.

No matter what though, quit your high and mighty shit fm, junk like “this isn’t the REAL K-groove thread” doesn’t help anyone. If you want your thread to be dedicated to trying to find new situations where JD can be used to punish, more power to you, hope you find some cool shit. Leave the rest of the people to discuss whatever they want to discuss, wouldn’t be the first time that you read pointless trash on SRK after all :slight_smile:

cya
d.s

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You said yourself that your hoping to land a combo with lvl3 for a comeback, now where in the SF handbook does it say that your supposed to have less life by being aggressive? Again you’ve just had to admit my point, there’s really no way around it.

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Remember success in K, is in total damage, not nessecarily super. Supers are the simplest, but most characters can also do this with 2 throws and a medium strength attack (assuming they’ve landed 0 damage since their meter was empty). I am suprised that so many people feel it’s impossible or even impractical to land 3 moves in 15 or so seconds, especially when you admit that most opponents will fear the meter and practically let you chase them.

You can look at any decent match and find aggressors that aren’t getting hit, aren’t jumping in and getting DPed for no reason, and basically wouldn’t benefit from being in K-Groove. Yet ppl will still make blanket statements about what you should and shouldn’t do.

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He is trying to make a leap from that point to actual hits, since his point as you state it doesn’t affect the K groove discussion. So the issue is whether the ‘possibility of getting hit’ and ‘getting hit’ are close enough to be counted the same way. Common sense says that this is impossible, if it were true, rushdown would defeat itself: the better you rush down, the more you get hit? if you are the best rushdown player, it results in you getting perfected i guess.

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So i get it, we just ignore JD cause you said it doesn’t help you 90% of the time. Meanwhile, i go find out that you can s.jab(sagat) XX super after JD’ing a c.fierce, s.strong(chun) a 1 hit s.foward, 2 hit anything, etc… Now the thing is i could be wrong, but how the hell do i know, i’m the only person i know trying it! And if i’m talking about that, wtf is everyone else talking about then?? Furthermore what are these left field conclusions about rushdown and turtling and shit based on, whether vega can be used in K groove etc… if noone can even answer basic JD questions properly.

Do you wanna know why you can turtle in K anyway, cause people will play the way you described. You don’t have to work when your opponent thinks 90% of his moves are unpunishable, let him hit you a few times… in fact just let go of the joystick until your raged, then bait one of those supposedly unpunishable moves, and get the dmg back for free. If not remember 2 throws and it’s all good.

“You said yourself that your hoping to land a combo with lvl3 for a comeback, now where in the SF handbook does it say that your supposed to have less life by being aggressive? Again you’ve just had to admit my point, there’s really no way around it.”

I used a poor choice of wording, I apologise. What I mean is that if you are getting hit more (which is what is most likely to happen) then you’ll have more meter to use which is more beneficial to a rushdown player than a turtle.

"Remember success in K, is in total damage, not nessecarily super. Supers are the simplest, but most characters can also do this with 2 throws and a medium strength attack (assuming they’ve landed 0 damage since their meter was empty). I am suprised that so many people feel it’s impossible or even impractical to land 3 moves in 15 or so seconds, especially when you admit that most opponents will fear the meter and practically let you chase them.

You can look at any decent match and find aggressors that aren’t getting hit, aren’t jumping in and getting DPed for no reason, and basically wouldn’t benefit from being in K-Groove. Yet ppl will still make blanket statements about what you should and shouldn’t do."

OK, first of all, can we stop using the jump in VS non active player as an example? That’s not being aggressive, that’s just being a moron :slight_smile:

What I don’t think is being conveyed here is that the point of aggressiveness leading to a higher chance to get hit is just based on odds. Odds are just guesses at what happens during certain situations, I’m not saying that being aggressive WILL get you hit more often, I’m just saying that the LIKELYHOOD is that you’ll be hit more simply because while attacking you cannot be in a state of defense, you can’t block while doing a d.forward, I’ve already explained the d.forward situation.

Aggressive players have a higher likelyhood of being hit than turtle players, simply because they are less often in states of defense than turtles. We talk odds here because when you talk about SF, unless you site specific situations all you can talk about is odds and likelyhoods because it’s all theory anyway. Nothing is set in stone in SF, that’s what makes it good.

That being said though, you’ve gotta consider that even a player the caliber of Ohnuki (who at the time had what was considered to be the best rushdown around) got hit plenty during Evolution :slight_smile:

“He is trying to make a leap from that point to actual hits, since his point as you state it doesn’t affect the K groove discussion. So the issue is whether the ‘possibility of getting hit’ and ‘getting hit’ are close enough to be counted the same way. Common sense says that this is impossible, if it were true, rushdown would defeat itself: the better you rush down, the more you get hit? if you are the best rushdown player, it results in you getting perfected i guess.”

I think his point is that because you’ll most likely be hit more often and have more meter while rushing, that is a better advantage you have in K over simply turtling, although I do agree with a lot of what you’ve said in this paragraph :slight_smile:

“So i get it, we just ignore JD cause you said it doesn’t help you 90% of the time. Meanwhile, i go find out that you can s.jab(sagat) XX super after JD’ing a c.fierce, s.strong(chun) a 1 hit s.foward, 2 hit anything, etc… Now the thing is i could be wrong, but how the hell do i know, i’m the only person i know trying it! And if i’m talking about that, wtf is everyone else talking about then?? Furthermore what are these left field conclusions about rushdown and turtling and shit based on, whether vega can be used in K groove etc… if noone can even answer basic JD questions properly.”

Where did I say that JD doesn’t help you 90% of the time? I said that in 90% of cases (which I should say is probably too high a percentage considering I haven’t tested it) it doesn’t give you the “free” damage which you crave. That doesn’t mean that there’s no point to it, what it means is that IMO in a lot of cases a JD should not be considered something that leads to immediate reward (like a parry).

For example, take the standard jump in (which is ironic considering I said we should drop this example like 2 seconds ago :)). Say you play Rock in K-Groove, Rock has a perfectly fine AA in s.RH, yet you see a lot of people merely wait around for the jump in and JD it. I don’t see a point to doing that, AFAIK JDing a jump in doesn’t give you enough advantage to get free damage when they land, so all you get is something like a 50/50 mixup when they hit ground. Worse still is the opponent isn’t forced to defend against the 50/50, they get the same opportunity, throw or hit. Either it’s a victory to the char with the higher priority hit, a throw break, or a free hit because the other person went to throw. I’d rather take the easier and better (at least vs 4 of 6 grooves) and just AA them to begin with, it’s almost free damage for me and a match reset at a range which doesn’t particular benefit either player.

Heaps of JDs that happen end up in that situation, basically just drawing you closer to the opponent to get that 50/50, in some cases that’s better than what you would have had before so it’s worth doing. In some others, that space isn’t such a bad thing (anyone wanna be closer to Gief or Raiden in one of those 50/50s?). What you are attempting to do in the other thread is great, any real information on what a JD allows you to do is great, I’ll even go so far as to say that attempting to talk about the ideology of a groove isn’t really all that helpful, so what if a lot of people think a groove is better at one thing than another, if it’s not successful for you it doesn’t help.

What I do think though is that I like to hear what serious players think about things? I like to hear how some people approach a groove and how it differs from mine, of course you get the talk from the random scrub fool and that’s shitty and annoying to have to look through, but seeing how some people approach things differently might make you rethink your approach, and be better in the end. Arguments like this and calling it totally pointless detract from this kind of conversation and don’t help anyone. Heck, I’d like to hear how you approach the groove itself, I know you’re trying to work out a lot of punishment options, but just your general bead on it would be good to hear.

cya
d.s

there is no such a thing as a SF handbook your shit is still invalid…

im outi

Roberth