CvS2: Mind Games Thread

Play P Groove runaway Maki.

Run the entire match basically, occasionally jumping in to land a Final Fight chain.

Run forward, run back, fk. Then lure him in, jump back, lp jump across the screen. run back, fk. Do wall kicks and shit when they FB or whiff shit. Go in for a couple hits if they try zoning you. Poke for a while with stand mk.

Really annoying.

It’s all about making a person think they are not good…by making them forget their setups…miss supers…alpha countering cc’s and so on…Turtling and mixing it up with rushdown is the best tactic…Just OCV the bastards!!! lol

-Brandon:cool:

Cvs2 only has no mind games for those who can’t think.

C.fierce … well we can always shinshoryuken or counter that. Lv3 when they jump … hmm … people like Jay or Js can parry or JD that. Or even worse … A groove CC through it … so HA HA HA. You have just wasted a lv3 … now you know why there’s no mind games. :lol:

keep thinking cvs2 has depth.

there is some arguing about morrigan…
let me clarify how she’s the best rushdown character with many mindgames(in a run groove)…she should basically be played by dashing in with mix-ups but seriously watch out for anti-airs…and no these aren’t just tactics, they can be considered mindgames too :stuck_out_tongue:

midscreen(mostly consists of dash + mix-ups, you can do practically anything but just watch out for anti-airs)
IMPORTANT most of these midscreen tactics and mindgames should be used to get the opponent in the corner so you can start ‘real’ mindgames which i well get into in the corner section
-(pretty basic)weak fireball, opponent rolls/jump, you grab or anti-air
-dash +hk,s.mp,fireball, opponent rolls, you grab, if opponent just blocks, repeat but be weary of an anti-air(k-groove comes in handy)
-dash+d+hk,dash,jump,cross-up with mk,repeat, this confuses people and then u can just walk up and grab(you shouldn’t be that far away from them)
-dash+hk,s.mp,now they think ur gonna finish the trap by doing a fireball and will most likely be blocking low so you do, dash+hk,s.mp, and now do the fireball and all those 3 hits will hit them, quickly dash after them with hk, s.mp, this time they think your not going to do fireball but dash again and are ready to anti-air you so this time you do a fireball :evil:
-anyways you get the idea for midscreen

corner(and beside them at sweep length):evil:
-fireball, while in block stun, sweep :evil:
-fireball,sweep(blocked),fireball,opponent rolls, you grab, if opponent does roll then keep repeating fireball sweep fireball until they do
-fireball,sweep,dash+hk,s.mp,fireball,opponent rolls, grab or wait until they recover and do a chain ending in a sweep(always finish chains with sweeps so you can cross up after and chain into sweep repeat, sometimes they seriously can’t block it)
-fireball,dash in, opponent thinks ur gonna dash in with hk, but you just grab
-fireball, dash in, fireball(makes them totally confused and you can just play around with them :evil: )
-you get the idea right…

THIS IS AWESOME(not really a mindgame)
-sometimes when im facing a really good blanka, we’re at opposite ends and he does a fierce blanka roll, i hesitate and first press forward to do shoryuken, but i change my mind and bring from forward in a motion that’s like hcb, then i decide to jump at which time blanka is right in front of my face so i jump and the overall motion is forward,hcb and from back to up…
so what this does is the command grab and it WORKS…i try it more often now and it works but timing is crucial…call me a newb if you guys already knew about this but i thought it’s pretty cool so i decided to tell it to morrigan players
-another cool thing is you got the enemy on the ground, dash in so that you’re almost on top of the enemy and at jumping height, opponent wakes up to do a shoryuken, and then you can jump from your dash and avoid the shoryuken,land,chain their ass, if opponent doesn’t anti-air, then u can simply cross up…this works well against sagat and is hard to get on but my friend got the hang of it and he beats sagats easily with his morrigan(not just because of this mindgame)

also if your one of those people who are gonna come in here to say that cvs2 has no mindgames, you keep thinking that but dont fuking tell us, some of us come in here for mindgames, not against mindgames, it fuking annoys the thread starter, and other people who come in here for mindgames

I don’t know what kind of comp you have, but if you’re playing a Dash Morrigan, you can’t be so liberal about rushdown mid-screen. You should be focusing on using stand mp for a main poke and trying to create a cross up opportunity.

One thing had me confused, you’re talking about Dashing and then in one line you mention how K Groove is useful, where in K Groove she has Run/Fly. What exactly did you mean?

Sweep length is dangerous. Stay just outside of sweep range, which is one entire Dash back distance. If you lp Soul Fist correctly from this position, chances of getting Level 3’d on wake up is minimal. From sweep range, you can get Level 2’d even, easily, by a projectile super, or something relatively fast like Rock’s Shine Knuckle or Kim’s Ho’ou Kyaku.

So you’re saying you tigerknee Vector Drain as an anti-Blanka Ball? Like, how often do you pull this off? I am not being an asshole at all, but I don’t see very much practicality in this strat, because unless you pull it off two or more times in the same match, they’ll know it’s a fluke. On top of that, I know very few Blanka’s that Blanka Ball from all the way across the screen unless it’s RC’ed.

The only time I ever air Vector Drain is after an Air Parry, which is why I question the practicality.

I kind of like the idea you had for your last mind game, but I touched up on it - try dashing over the body to cross up, do a low mp, then re-cross them up again with a jump.

Also note that you can cancel a j.lp into a Air Soul Fist every now and then too.

This coming from someone who thinks 3S unblockables are ridiculous and unskilled, yet still uses them when the easiest character there is to pull them off.

Keep thinking you know how to play it.

morrigan trap my ass. the real morrigan trap is roll cancel command grab when opponent wakes up. it’ll grab ken right out of SRK. another thing is if they have safe fall you can dash over and sweep them because thats how fast she is they wont be able to block. the only way to get out of the trap is by jumping. but however if you jump and morrigan decides not to do RC grab she can do a chain combo thats starts with lk and ends with sweep to put you on your ass and start the confusion again. if you do guess wrong and RC grab while they jump you can DP if they jump straight up or over your head so they gotta jump back. but they gotta put themself closer to the corner where RC jab soul fists are really good. try using her in C or A groove since they are the ones that can dash next to the opponent really fast. fast dashes into RC grab are really tricky because its fast as hell and they cant really do anything about it. unless they hit you while youre dashing which probably wont happen because peoples reaction times usually arent that fast. yeah and just so you know i dont play morrigan but somebody that does fucked me up with this.

im sorry…ur first part made no sense.

blanka: command hop… throw… command hop… leet suprise lvl3, even jesus thinks you lost your charge, but secretly you did not…

yeah, ricky gets hit by that in nec trailer. and ricky is baby jesus. so u are right. MIND GAMES TO THE EXTREME!

While your roll canceling skills seem to be on par, your reading ability doesn’t seem to be. You probably missed that whole part specifying that I used her in P Groove, which actually doesn’t allow for one to roll cancel. But yes, RCing everything she has does make it nicer. You can RC whiff a Vector Drain midscreen and use it like an S Groove Dodge too.

Play me. I’ll bet it’ll take your 15-25% of your life bar before you get out the corner. :slight_smile:

Well, it’s not my fault you don’t understand English. If you know what you are talking about, then why don’t you elaborate on something constructive? All you do in this thread is say how much you know CvS2 lacks mind games, then you drool out some meaningless collection of words that only proves you’re lesser and lesser intelligent than when you began posting.

here’s a good mind game…

when you are trying to zone with sagat and blanka, you can c. fierce and it will probably beat or trade with all their pokes (in your favor). after you break them down mentally due to your superior mind games, you can goto MIND GAME #2 … >>>

mind game #2 is super when they jumpin or roll. after you do this several times in a round, they will be broken down mentally and you can steal the game easily.

elite!

dont get mad because i dont think youre trap is as solid as you make it sound. i just posted a better one. we can play if you want to but gainsville is far away. also i’m not a RC master. but i’ve seen ricky ortiz do the trap i was talking about and it fucked a lot of people up. which is why i posted it. we’re all friends youre probably good it doesnt matter. you cant use the same remarks on me as you can on the people who really dont make sense because i do. i think you just didnt read my argument. if justin and mixup help me find my ticket then i will go to gainsville on the 11th.

I’m not mad dude, I’m just saying that I don’t have the option of Roll Cancelling, which is why the trap I listed is useful in a Groove that is Roll-less.

I know how good it is. I started playing with RCed Vector Drains when Roll Canceling was discovered. I know that Ricky Ortiz uses it, and it made me happy to hear he was using it too because very few people know how to play Morrigan properly. But in terms of better/worse, I think it would have to actually come down to gameplay application.

One of the weakness of Ricky’s RCed Vector Drain was someone in P Groove who would jump straight up. The Vector Drain would whiff (ala Raging Demon) and the Shadow Blade behind would either get Parried or stuffed out (bad priority).

I would really classify Ricky’s use of RCed Vector Drain as a pressure tactic as opposed to mind game, because a mind game implies that you’re improvising the situation to gain an advantage in momentum of the match. I only used “trap” in my post way back because it really isn’t (like Yuri’s “trap” really isn’t), it’s just a bunch of normals put together to make a mind game, and it fast enough to adapt to whatever your opponent is doing (usually).

I hope you could come, that would be great to see someone else using Morrigan here. I think she is an underrated character. … if only they didn’t screw her vitality…

well i dont actually use morrigan i’ve just been tryin stuff out with her since i seen people good with her. i only use K and A and i dont have much of a use for her in either. i have heard of the A groove customs with her but i dont like how they work so i stick with the Agroove characters like bison rolento. but mixup said i would probably do well in the tournament so i might go.

Here’s another kind of mind trick i have, but doesn’t exactly work with everyone…

I’m know around the arcade that i go to for connecting Akuma’s Raging Demon 99% of the time. So everytime I use K-groove, and my Akuma is Raged, everyone just runs and jump back away like a mad man, then i just end up making them eat my super fireball from jumping =]

the same thing applies when i switch grooves to P, where my bar isn’t as noticable, so they forget about it and then I nab them with the raging demon =D

switching grooves plays great mind games =]

what are you talking about? CVS2 is where all the mind games are.

Original Geese why are you in here if all your doing is bashing cvs2?