Hm, never thought of that. So basically, I can just hit him right after I block the knife, right? I guess it would depend on whether he recovers fast enough.
Alright, I’ll keep that in mind next time it comes up. Jeez, I think I AM the only person that plays P-Groove since I’m the only one posting. :lame:
Hmm, im not sure about hitting rolento, Ive never been hit after throwing a knife unless i severely screwed up the timing. Normal moves wont hit because of the distance rolento is at, you can trade with him though… a super might work too, but im not entirely sure as i havent tried it out much… just speakin from when im using rolento against p groove…
I know this was mentioned before on other threads, but there’s not enough information relating to P-groove. My question is how parrying affects your opponent’s tripguard. I heard that if you parry a jump-in attack, you can’t hit them low if they try to block. So if I’m Kyo for example, and parry Sagat’s jumping RH…could I still go into cr. stongxxwhatever rather than cr.lk, cr. strongxxwhatver? Also, could Sagat retaliate with a special (uppercut) or super upon landing after my parry? Thanks. BTW, I have to agree with others that if you want to be serious with P-groove, you have to stick with it all the time. It gets to the point where I try to parry in other grooves by mistake. I even tried to parry in MVC2 when I was down to Commando. That’s a good sign as far as practicing parrying goes.
Iori is best in N, then A, then C. Idk where the S Came from… Anyway, to parry you press forward as an attack hits you if it is high, and down if it is low. You can parry everything but throws, and you can also parry multiple attacks. When you parry you gain meter, lose no life or guard damage, and you get an advantage when attacking.
I know that P Kyo is supposed to be great and all, but I’m not doing too well with him. Any tips? My Kyo right now is all about combo’ing, I can’t really zone too well with him (not that you should play defensively with him) but I have a hard time getting in without run.
If you want, I should have some vids of me playing P groove that you can look at by January. I’m not great, but I guess you might learn a thing or two, if not get a kick out of how badly I do. Its over XBox Live, so its random stuff, but I do have some stuff vs Calipower, and a few others.
P-groove Iori is great. A lot of times while jumping I parry fireballs a pokes and go right into crouching hard punch-deadly flower. I’ts my main groove my team is Iori, Zangief, Rock. Along with rocks counter he’s great in p_groove. Also My awsome Zangief parrys in the air which the makes the enemy drop ight into Hard SPD. It pisses people of and gives you advantage because they can’t jump out of the way sometimes when bar is full level 3 Final Automic Buster. Oh Yeah!!!:eek: :evil:
kyo’s got really great pokes!!! dont forget about his pokes. As for zoning, blanka has small jump hp, and sagat too right?/ i use small jump mk to zone out but i don’t abuse it as i do with blanka’s small jump hp. His anti air is his dp and c.hp, i perfer c.hp though. c.hp works best when it’s fully extended.
Can someone enlighten us on the tripguard thing? I’m not too hot about these technical things. Maybe Buktooth?
I could have sworn that I hit someone with a C.HK slide with Vega after a parried jump-in attack. I’m not sure if the person was blocking or even tried to block after the parry though.
ive been playing p-groove lately aswell, 3s experience really helps
however i had the same with vega, my cr.hk looked like anti-air for some reason X_x
with kyo ive been having problems, i can parry but i never hit that fkn c.strong at times, its so frustrating, what are good mixups though? ive been doing small jump up down+fierce, i use down+roundhouse, or just c.lk, c.strongxxbla…
btw what is the correct combo? qcf+fierce, hcb+fierce and then what???
my cammy is good tho, i use rh to keep em out of line, parry a laggy move, c.mk xx death
with vega ive only been using fierce, c.fierce, mp, c.mp and slide when ive parried and c.mk…
any other pokes i should use? for jumping i mainly use hk and then c.mk coz it connect… i could try a super after it… but my vega aint about connecting a super, its more annoying my opponents with his pokes and shit…
not really a contribution, more a burden, but whatever