[quote]
*Originally posted by Evil Rahsaan *
**RC electricity is by far the best RC in game.
QUOTE]
Agreed but it is no ez task.
RC taunt is pretty cool to do but does no damage what soo
ever…:lame: :lol: :lol: …
i still have a problem…with RC i think my timing is way off
or some thing is wrong with my thinking…
RC short cannon drills are too fuckin good.
its also one of the easiest RCs to do.
This made me think of two things.
1st, I usually play K/P-Vega, but I always thought RCed flip kick would be really valuable against A/S/N grooves. I also wonder if his KK backflip is short enough (or if his roll has enough invincibility) to make a RCed KK backflip completly safe.
2nd, who sucks in RCing? Really, everyone’s dope if you can RC 95% of the time. Kyosuke’s the only character I can think of off hand who doesn’t get a “non-airblockable” anti-air. I have a paper to write so I’m not thinking too much about this right now
Well, it breaks down to the character’s specials. If they have decent specials, they’ll be good with RCs. RCing doesn’t make every character top tier or we would only be playing the rolling grooves. It just makes some of the good characters better and a couple of the mediocre characters really good. Take Balrog and Iori for example. They’re both decent characters. Not exactly top tier, but still decent. When RCs came out , i’ve seen a slew of new tactics for them, IMO making them playable.
Compare that with characters like Raiden and Zangief. Have they improved their game immensely because of RC? Not exactly. They might get anti-air, but they still don’t have good enough specials to make a difference in most cases.
As I said before, it isn’t all about the RC, it’s all about the specials. They make RCs good or bad.
Y’know,
I hear alot of talk about how RC kills cvs2 and how its unfair bla bla bla… but really, I couldn’t think of anything better. If everyone learned to RC – suddenly no ONE character dominates. It’d become like super turbo where (almost) everyone has the weapons to win. Of course, capcom could have fixed this simply by loosening up parrying (ie make it as easy as 3S parrying) but that is just a dream
Just my $0.02
just go play ricky and you will hate it too :evil:
Can’t find any threads on how to practice this technique as well as how to use it effectively in gameplay.
It seems as if everyone’s posting stuff on how to defend against it or deal with it, but very very few posts on strategies for using it.
So I’ll start things off with something novel I noticed about RC properties.
In the CVS2 Kara Roll Glitch article posted here at SRK, it says that kara roll cancelling retains the invincibility frames of the roll of that particular character. This makes me wonder if characters who are typically known for their shitty rolls just might have an advantage.
From jchensor’s CvS2 guide, I got these roll properties
Cammy has a roll where she’s fully invincible for 22 frames and has a high invincibility for 4 frames (that means only low attacks can get her during this moment). She’s fully vulnerable for the next 6 frames. That’s 26 frames of invincibility for all of her specials considering I can’t think of a Cammy special susceptible to low attacks. That’s relatively long compared to everyone else’s rolls (Only Rock and Chang have a longer invincibility window).
Does that give Cammy any particular advantage? It seems like her spiral can’t be poked and maybe her lk cannon spike might retain some invincibility during the recovery phase giving it the ability of zero recovery time. Imagine, a completely safe cannon spike! What intrigues me most is the possibility of her hooligan combination. She can throw at will if you can’t punish her in the air (Akuma may have a similar advantage, but with a 23 frame window of invincibility).
Also about the cannon strike. Can it be RC’d? I doubt it from logical reasoning because you can’t roll while you’re in the air, but if you could, this move could also be abused to no end (imagine an invincible jump-in!! Well we could just use the hooligan combo for that… hmmm). Wishful thinking.
Just wondering about all this because I’m guessing there’s not too many people who play RC Cammy considering her roll sucks. But because of her particularly long roll property (well it’s not that long… about 4 frames longer is practically miniscule), I was wondering if people noticed the possible advantages mentioned above. I can’t RC so I can’t try them out for myself.
I also got a question about that fully vulnerable phase of the roll that follows the high invincibility phase (if this doesn’t make any sense, read jchensor’s CVS2 guide on gamefaqs.com). If you RC a special, will that latter vulnerability phase affect the priority of the special assuming the move lasts that long?
I also want to point out that Chang has the longest invincibility window of them all.
22 frames of invincibility and TEN frames of high invincibility. That’s a whopping 32 frames. Now Chang’s specials aren’t as airborne as Cammy’s so the latter 10 frames may not play as big a role, but just wondering if anyone has played around with an RC Chang. It seems like loads of potential lurks within this very large man.
This is just to try to start things off. Feel free to post any RC strats or even savvy techniques to simply DO roll cancels. They’re damn hard to do.
I’m a Zangief player myself and have found his rc’d lariats both easy to do ( I can’t consistently do any other rc’s) and effective. To do his, or any pp/kk move, just set your index and middle fingers on jab and short and the others on the two punches (kick and be a little tricky to twist you hand around) now roll the fingers left to right, it’s almost like one button press, just with the short kick added.
any advice on others would be appreciated, I could use the edge.
I hit the buttons all at once, not left to right, then i do the joystick motion. Works good w/ Iori’s 3 punch rush combo.
if you hit all the buttons at once, how would you roll cancel?
rcing lol.
yo, rcing doesnt add much to your game. It just makes u a little tougher to beat, but for the amount of time u have to put in just to use it consistently… Well its not nearly worth it.
Doing rcs is very very easy.
Fireballs are done by pushing the roll button just as u hit the diagonal , followed by hitting a punch button once facing foward. Its like so instant. If u even try to think about when to push the roll button, u wont get it.
Just remember this, do the roll right before u push the main button and u should do fine.
Invincible, nearly safe regular specials with every character not worth it? Hardly. Consider Kim RC’ing through a sagat fierce with the hangetsuzan (qcb+k), not eating the fierce and punishing sagat for trying it. Or the shittiest thing ever, blanka RC’ing the blanka ball through a fireball or super fireball and punishing the thrower for trying it. Don’t think it’s worth it? Well, I won’t be able to change your mind then.
In an arcade/tournament situation, you’re not going to have the luxury of the console button mapping of the roll (unless it’s lamely allowed in a console tournament). You’ve got to manually input the roll with jab+short, and then the move plus strength. Try doing that yourself instead using the “roll button” and see just how easy it is to implement.
-Chris
Moe>> I think I’ve spent more time practicing Custom Combos than RCs. It doesn’t take that long to learn. I agree though; it doesn’t make you THAT much harder to beat. Sure, it takes away some of the opponent’s options and sometimes gives your character a better anti-air, but it’s not absolutely gamebreaking, that can single-handedly win a match for you.
One thing I like about RCing though is that it totally makes you a better player. Playing with and against RCs forces you to be more careful and precise, and since a lot of your options are taken away, it also forces you to be more creative in attacking the opponent. In turn, is awesome CvS2 training. It’s definitely helped me become a much better player than before.
current fave RC moves:
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Todo command grab. When powered up you get 9000+ off of it with walk up strong, c.fierce into level 3. If not powered up just a simple low forward into jab wave does 3600. If they jump out of it, s.fierce, low fierce or super. Also lots of re-grab set-ups. Whee!
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Sakura fierce fireball. A total beast when your opponent is in the corner, and RC hurricane kick accomplishes that very well.
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Chun-Li roundhouse legs. If you hit with it you get the easy jab strong super link for almost 6000 damage at level 1. If blocked you can still link a low jab and keep attacking.
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Maki run into stop. It’s like a super roll! Run, stop and do kick grab or 720… or do another RC run-stop to go through attempts to punish it. RC backwards run-stop to punish cross-ups is neat too.
You make RC sound so easy. It kinda is tho, but its adds a hell of alot to ur game did u see the final evo match? RC electricity is insanely good everyone who uses him in a rolling groove should know how to do it. Its well worth it to put time into it, because once you can do it consistantly you can abuse it. Even now in training all i practice is RC, and combos. What else is there?
I dont think RC kills cvs2 (almost does), but as of now, blanka, and ehona with RC does dominate, mostly blanka, so yes one character does dominate, on the other hand, sagat is still good without RC. Seems like his Tiger crush would be good better practice that.
but i’m just sayin play ricky ortiz’ blanka, and see if one character dominates.
Well honestly, you now play the same style as his. But you dont be as patient as he does with his blanka. Plus he gets alot of cats with stupidity. I mean witnessing him do it would tell you to us precaution, not tryin to do a wake up move [once knocked down] and get popped.
Anyhow, RC doesnt kill the game. Just forces you to build up your game. I use RC when needed [ Hadoken111 knows]. Only on nintendo games to use it to death…lol :lol:
It isnt that bad, yuou just have to be extra careful. RC does not dominate the game, RC honda bah! i laugh at it. c groove that shit. but as for RC electricty thats cheap…ive seen people build so much meter by just doing that the whole fight.
I know this is stupid, but I’ll post it anyway:
-E.Honda’s Command Grab has a 3 frame startup, and 13 frame recovery. The move’s duration is a total of 16 frames.
-E.Honda’s roll has 21 frames of invincibility.
Therefore, if E.Honda repeated RC Command Grabs, his invincibility would never run out, and he would only be susceptible to throws. However, since it’s a Command Grab that he keeps repeating, you can’t throw him either because he’ll just throw you first.
So barring a longer ranged throw, does that mean that you literally can’t do shit to Honda, if he keeps doing RC Command Grabs??
(Of course, you’ll have to be able to do RC 360s once every half second, without ever missing)