CvS2: P-Groove Thread

Er, anyone want to help me on that…?

S4v pretty much answered your question. Just delay your wake up. Gives you time to know which way to parry. Get a feel at what time you can be hit as you wake up. Its not that hard to parry the first hit and dp/super afterwards. Practice.

Personally, I’d just take the chip-damage and parry his C.HK afterwards. Way too risky to do it after a wake-up. Especially against A-Blanka because if you whiff the parry, you’re pretty much done for if he has meter for a CC.

Slept on P character #1

P - Guile as a battery is pretty buff in the right hands. I used to play him before evo2k3 (kyo, guile, r2 vega(!?)). Then i seen daigo play guile and immediately dropped my guile cuz i felt he’d never be as dope as c guile is. Very close minded at the time. Live and learn. Anyways p guile wont be c guile but he can be a totally different monster if your footsies are on point and you don’t sit back and sonic boom all day. Guiles pokes not only have very good priority but just about all but 1 that i can think of (close HP) have frame advantage. In my opinion he must be played a lil more agressive than what you’re used to seeing. Going on the attack more and using parries to scare off attacks. Ok… Enogh of that. Lets look at what makes him a decent battery and all around decent p character.

Guile builds meter really fast when he’s active. Here’s a quick run down on a typical 10 seconds of guile in action. Sonic boom , low strong, sonic boom. Back/forward/crouching+mk , sonic boom. Back+hk (swat team kick), sonic boom. All that builds meter. Every sonic boom you throw builds meter. When its blocked, parried, just defended, or eaten. It builds meter. In the midst of all that you’re throwing out a decent amount of low strongs/forwards and standing forwards/roundhouses. All building meter. And moreso when your enemy blocks, parries, jd’s, or eats it. Guile builds that meter!

Guiles defense is obvious. He has a many anti airs and parry just backs it up a bit. I don’t condone sitting there parrying jump ins and doing jab x3 > sonic boom, but it’s an option that does work well if you have super and they actually eat the jabs. You can also use the parry against high/early jump ins that trade/stuff the flash kick by parrying then doing the flash kick. Also his low jump HP can link into the jabs for more pressure.

Once he builds that meter you can’t whiff or do anything with a decent amount of delay. You will eat the hurricane. Also since parry gives him the option of parrying anti airs if he parrys your anti air you’re gonna get handled. There’s more to go on but i think if you’re not convinced by this i dunno what will do it. He’s not very easy to play but he is easier than kyo in some ways. I notice alot of players trying to play kyo (dope!) but kyo is hard to use. This is an option that works very well. Outro

Do you think it’s ever a good idea to just turtle completely with charge characters once you get the L3super?I mean sometimes I’m playin with blanka,and I have a level 3, but I’m still walking forward and jumping in.It makes me think, would it be more productive to just crouch block waiting for an opportunity, and maybe small jumping a little to advance?

Yeah, that’s basically what I do when I play. I just wait for one little mistake or opportunity and capitalize on it. I think this is really important to intelligent P-Groove play (as well as playing in general). Try to trap your opponent and make them do something that they don’t want to like jump at you. Since it takes so damn long to charge up the meter, you wanna make sure it hits so it doesn’t go to waste. Then again what do I know, people complain about my turtling. :lol:

Hmm. Completely turtling doesen’t sound like a good idea. Espcially if it’s obvious that you’re just waiting to serve fools with a level 3. Whats best is to try to create situations where you can use your super. Things like empty low jump set ups work well with blanka. Another way to land supers is to do pressure strings that have pauses that you can look for your enemy to breathe (jump, throw fireball, etc). If they sit, get back to business. They move, serve em. This is basics tho so maybe this is obvious. When i used to play vega its was obvious i wanted to super you cuz i would sit there and just poke at you until you gave it up…or not. My vega woulda been more effective if i tried more low jump super set ups but aroun dthe time i had that down perfectly i stopped usin him. I guess what im tryna say is it’s best to have many ways to do something

Can I suggest a slept on character? Vice. She has good offensive options, and was lacking in the defensive area that parry helps her in. Off of a parry, she can do cr jab cr fierce xx shoulder tackle xx ground slam. Afterwards she can do a shoulder tackle to tech catch , if they don’t tech she can set up her mind games with command throws, tick throws, corpse hop games, etc.

Very true since the only reliable way of empting meter with P-Vega is the C.LK > S.LK super link. But that’s easier said than done. And the fact that most smart players will stay grounded when Vega has a level 3 isn’t too reassuring. However, I like the idea of “aggressive turtling” though, which is what I call it. Make your opponent do things they don’t want to so that you can move in for the kill. Sounds kinda like zoning though now that I think about it. :stuck_out_tongue:

Btw, has anyone gotten a low parry > into charge super? The closest thing I got was a high parry from an air attack in to Red Impact.

I have done a low parry into charge super twice I think. Not by accident, but if you are crouching with P blanka, usually people won’t try to hit you low.

here’s a whole slew of my P-groove questions…

  1. since i’m learning P-groove, what should i learn first? developing a strong ground game is pretty obvious and i feel disciplined enough that i don’t parry for show. what should come next?

  2. if i want to DP something like meaty RC electricity in P-groove, what method should i use to parry the first hit then DP it?

  3. i remember reading somewhere that in SBO2 there was a P-ken player. the biggest thing i could think of would be option selects off of his meaty close standing rh and the ensuing patterns. anybody else know why P-ken would be good?

  4. what about team formation? when watching gee-o against ortiz at norcal regionals, he played something like P-blanka/r2 cammy/chun li. the r2 cammy in the middle is very smart because it gives cammy enough life to withstand a shoshosho and still be able to land her super which will do about the same damage to sakura. any other ideas on team formation other than the typical battery/user/anchor stuff?

  5. does bouya have any recent videos out there? i’ve gotten all his old stuff with his crazy P-rolento, but are there anymore new ones?

  6. when i go into training mode, what should i practice with P-groove? i find myself getting bored most of the time in practice mode so i play against the computer, which isn’t any real help at all.

thanks!

  1. Work on footsies, basically wiff punishing. And going for knockdowns. I guess a strong ground game comes from the trainning room(combos), and footsies, which you can get from playing an opponent.

  2. parry the electricity down cause you may not know what side they will be on.

  3. I’m not sure if he was option selecting. I don’t use it really. And i’m not sure why P-Ken would be good, if I did I’d play him!!:slight_smile:

  4. I think R2 cammy anchor is best, I don’t mean to undermine others stratigies tho. Cause I would rather have her last as well, to deal with Blanka.

  5. he hasen’t sent me any new ones :frowning:

  6. don’t play against the comp, just try to figure stuff out in the trainnning mode. Practice setups and combos + wiff punishing.

O yeah, and don’t waste your super, hahahah

LTB

LTB laying down with the truth on that one! :lol:

Things I would try to practice is parrying the end of GC strings. Like if a Sagat player does cr short short forward xx low fireball, parrying the fireball and retaliating appropriately. I try not to parry it unless I know I can punish it with a big combo or super.

Ken doesn’t really need option select. He’s pretty solid without it. After the st rh meaty I guess option select would help cover his follow ups.

Someone else plays P-Chun? Crazy. I’m still probably the only one stupid enough to put her R2. Ah well.

Bouya plays P chun last R2.

It’s like, people always wanna parry stuff. It will probably get you killed.

However, if you almost never parry, then the enemy won’t be looking for it as much. Then maybe you can get one important one that can win you the match. Thats how I look at it. Bouya, Makto, Gee-O, and myself. We all hardly parry at all. Thats why it can be effective. Of course we are talking about high level play, like tournies and stuff. If your just playing a random scrub from Idaho or something then yeah, you just parry everything and do big combos. In a real match your working on your ground game, footsies, and patience. Then, thruout the match your getting the enemy to think a certain way so you can get that one critical parry to win. Something like that. Make sense?

LTB

  1. I don’t know much about p ken but it SEEMS he’s the best shoto to use in p. He can punish after long range parries with his hk. He seems to be the strongest without rc. I was gonna play him as user in P. I punked out…

  2. As far as team formation i dunno. Things are changing a lot the more i think about it. Your battery can be whoever you want. Some are obviously stronger than others but the p groove battery position is the most ‘free’ as far as character selection is concerned. User is a lil more strict. I dunno who to use besides the obvious (sagat, cammy, blanka, rolento, vega). There’s more but those are pretty good. I play rugal (!). It works very well for me for the most part. Can’t say i recommend him as all purpose. Battery is the most strict. I can only think of 2 that are strong AND easy to use - cammy and blanka. Sagat is good in the right hands. Over time more options will open up im sure

Good to know! Any vids? I’d like to see how he plays with her when she has no meter.

In what situations would you parry? If you know you could super off of it? Or if you had to in order to keep your first character alive? Just curious.

I think there are vids of Bouya on the DC hub. At least that’s where I think I got them.

I dunno about LTB, but the situation that first came to mind for me is parrying a fireball after a block string and blowing through it by going for S.MP > Kicky Kick Super.

Well if it means parry or die, I would parry. Yeah I would pretty much only parry if I could capatalize big off of it. Or if it seems like the safest and yet offensive thing I could do.

OR

It’s like, you know the matchup your playing. For Example Sagat Vs. Sagat. If you do a short hop Roundhouse and they block, and your kinda far out. The only thing that can reach you is probably like a S. FP or S. ForwaRD, both are high parries. So you could imput a parry there, if you got it then you can super or s. FP.

Basically you don’t get that manny parries, but maybe you try for alot that are relatively safe. People only see the ones you guessed correctly on. It’s really only 10% of your game tho, 90% Footsies.

LTB

Easy mode characters like Vega are the only exception. You simply CAN’T try to play footsies against them when they’re jumping around, outranging you with no effort, and RCing in your face all day.

In those instances, you’re forced to parry your way out.