CvS2: P-Groove Thread

I think its because I jump WAAAAY too much. Parrying anti airs gives me a bad habit of jumping.

As for trip guard, its when your opponent jumps in the air, as soon as they attack they lose trip guard and will be open to low attacks. Stuff like Chun’s cr strong and etc. If they don’t attack in the air they still have trip guard and block it.

Yeah, I have the same problem with parrying anti-airs a lot. Mix that shit up and you’ll be a beast in the air. Oh, and if your attempted parry jump ends up as an empty jump, you have an option of throwing. It’s probably the last thing the oppenent is thinking about since they’re expecting a parry.

CvS2’s P-Groove actually helped me with 3s which I’ve been getting into recently since parrying is less lenient.

P Groove scrubs…Good P Players only parry what they KNOW is coming. You’ll almost NEVER catch Gee-O, Desiken, or Makoto, parrying more than once or twice in a round. When you try to parry everything, you give your opponent (if they have any skill) the advantage.

Just curious:

What are your reasons to pick P groove over, say, K groove?

(Don’t want to start some hot debate, just curious)

And where can I find videos of good P groove users?

P groove players have larger penises, apparently

dude, nothing beats a raged sex.

fucking n00b

:wink:

Because its more or less a free combo off of a parry. And if you can read an opponents gameplay you’ll be seeing a lot of parries, and have a lot more success with it because of it. I’d use P groove all the time if it hadrun …

As aforementioned, I’ll have some vids of me up soon, but I’m a strictly average P groove player.

No, just bigger balls.

Cause if your a bad ass parryer, then there is no reason to pick any other Groove

the reason to pick p over k is higher reward per parry vs just defend. Its also high risk. One miss timed parry and you’re dead but one perfectly timed parry can lead to big health damage plus psychological damage. K is way safer overall than p.

The thing about p that i think affects alot of mediocre p groovers (me?) is:

OVER PARRYING
The fact that it’s possible to parry EVERYTHING. It truly is. But should you do that? No. I find myself goin for parries way more than attacking or blocking. Making my opponents mix shit up on me hella more. The truth is every parry doesent lead to something special so taking the risk to do somethin like jab-jab-jab which makes your opponent think ‘oh shit im parried! wait…it wasn’t that bad. Im coming back at him harder!’.

Parrying jump-ins is another no-no. If you can hit them cleanly - do it. Every time. Matter of fact only time you shouldn’t always anti air is if the enemy is also p/k or has a custom/air super. Then you gotta use some discretion. Parrying deep jump-ins is rarely safe. The people who jump in are usually sorta shocked or dont know that they can do a special if they hit the ground. So while you parried ken’s jumpin RH he can land and uppercut you while you’re goin for that throw or combo. I believe if more people played against p groove this would be the norm. They tryna catch me with that more now at svgl. Its a problem.

Another point that kinda similar to the first example of over parrying is in a footsies situation where the enemy has the momentum on his side. You’re blocking his sorta sloppy blocked string. And you see an opening to parry but not do much if any damage at all. Don’t parry! Let him do his set of moves and more than likely he’ll push himself out and you’ll get a chance to breathe. Parrying him and not being able to do anything will only keep him in and he’ll stay on you even more at the very least. Similar type of situation is the fire ball from across the screen situation from run groove characters. Lets say N-Akuma. You see it and you’re like ‘imma parry all 3 hits of this red fireball, fool!’ While you’re doin that bs the sweep came and you got faded. You out sucka. Shoulda ate the bs chip damage and got yourself pushed out or just jump over it to avoid it altogether.

There’s so many more examples and other situations. Even the ones listed aren’t concrete but they should give you an understanding of the way some things are. I’ll post later with dif info

If you’re lookin for p groove vids just look for a guy named makoto who uses kyo, vega, and cammy. He’s the only p-groover i’ve seen who has all his bases covered.

You should check out a vid of Gee-O, or a Japanese player named Desiken. You can get the Gee-O vids on www.denjinvideo.com , and you can get the Desiken vid off a link in a thread in the Kyo forum about Kyo vids.

Low Parry strats

Since someone asked me about this earlier, I guess it’s probably best if share it in the thread.

Hm, let’s see. I usually look for a low parry if my oppenent likes sticking out low pokes that reach pretty far like Hibiki or Vega. If you do get the parry, you need to hit with something with range seeing as your opponent is pretty far away.

Also, if I empty jump and end up pretty close to my oppenent who’s anticipating the air-parry or whatnot, I go neutral and press down as soon as my character’s feet touch the ground and go into block or an attack depending if I get the parry or not. It’s a pretty useful tactic for someone like Kyo who just needs one clean C.MP to go into his rekka combo. High risk, but definetely in your favor if you get it.

That’s all for now. I’ll post more of my findings later when I’ve had time to experiement more. And Ricky needs to stop beasting the machine at NPT. :lol:

Random Tip

All standing jabs can be parried low or high no matter what. So if you’re p sagat and somebody is tryna pressure you with walk-up standing jabs and ducking shorts. Its the same parry

Well yeah, anything that hits mid, can be parried high or low.

The link to that guy: http://page.freett.com/QSYUKAPUESU2/index.htm

No movies on there :frowning:

Anyway, i’ve started to play P more, my team at the moment is: Ken, Sagat and… nothing here.

Recommend someone?

3 letters, K-Y-O. Drop Ken, use Cammy.

small jump

whats the basic role of small jump?

is it to do a air attack by staying on a semi-gground level??

and can anyone do a special on small jump ( i cant )

also: is there trip gurad with a small jump? and is it taken away if i attack ( like a normal jump )

basicly what im asking is: what are the small jump properties, what good and what not?

small jump

Small Jumps are good for getting in/near your oppenent. It’s good against people who are crouching because it hits high like an overhead attack. So it’s basically used as an offensive manuever.

You can cancel small jump attacks into a special move if it hits. For example with Cammy: Small Jump > J.HK > Cannon Spike. The cancel is pretty quick so as soon as the small jump attack hits, go into a special. From my experience, it only works with DP moves or supers. I dunno, maybe it’s just me.

Basically works like a normal jump, but it you actually leave the ground a little slower. As for trip-guard, it works like a normal jump. Oh yeah, and you CAN’T parry when you small jump.

Small jumps are good for a 3 option mixup (throw, low, high) best used after a knockdown.

I wanna learn p, and is it good to practice parries vs the computer? Wuts a good way to practice? If I can jd, can I parry?