Cvs2 team formation: discussion/suggestions, etc

My new team is…

K-Geese/Kyo, Sagat, R2 Hibiki

I’m going to see if I can get good enough to play them before ECC.

K-Hibiki is definitely my character that shines the most at the moment:

At point blank range, comboing into the Rave Super off three low shorts flows like music and is damaging to boot. The trick to getting the follow up close s.HK xx cross-up running slash xx knockdown slash combo to work in the corner is to input the knockdown slash as hcb+HP instead of the qcf+HP you would naturally want to input it as.

When raged, Hibiki’s max range low short is truly a low short touch of death?.

-close s.MK to set up the distance, wait, counter hit d.LK, d.LP xx Rush Super

or

-close s.MK to set up the distance (but opponent was mashing and you got the counter hit), wait, combo d.LK, d.LP xx Rush Super


Stand outside of Sakura’s far s.HK range, and when she uses RC MK Hurricane kick on you, GRAB it on reaction with hcf+K, run up, Black Out Super.

Whenever Sakura is closer and goes for RC MK Hurricane Kick (like after you’ve blocked a jab string canceled into Hurricane kick), JD first hit, JD second hit, close s.LP, close s.LP, d.LK xx Rave Super.


Colin:

A couple questions…

How useful is Geese running under a jump in attempt, d.HP (while other guy is still in air) xx qcf+MP? What about run under a jump in attempt, “tripguard” d.LP, d.MK xx Deadly Rave attempt?

Is it possible to pull off a Raging Storm while your Reppuken is still on the screen? I want to be able to super opponents when they jump over my Reppuken, but I can’t seem to pull it off, and I don’t know if it’s me messing up my Raging Storm input, or it’s just not possible.

No reason not to do c.MK xx DR, maybe even meaty c.LK, c.MK xx DR. I don’t trust hitting tripguard with jabs (they usually bounce away), but if it works for you I guess go ahead. After blocked DR, f+HP xx qcf+MP/hcb+MP/hcb+HP, 2 frame gap between the string so you might get that juicy counterhit f+HP.

Guess there’s two tricks then. All you need to do is delay the qcf+HP after the Beckoning slash when in the corner, later than you’d initially think after the crossup occurs. The timing’s wierd though.
Wierder still after a jump in HK, s.HK xx qcf+HP, qcf+HP. Doesn’t look like she’s cancelling shit, just linking—the pause is that long… Cammy s.HP’ish.
That whole problem is evident and easy to understand in executing her related CC Resets.

Does d.LK have more range than d.LP? or are they so close that it doesn’t matter? Or are you speaking just from the hit confirmation and the ease of cancelling the rush super off d.LP following the d.LK?


Hey you said before something along the lines of “I don’t know about you but reacting to a MK hurricane is hard for me” :rofl:

Well really all you have to worry about at that range is her switching it up with a flash, at which point you just RC through it but you’re in K now:sad: Otherwise hcf+K handles everything she has on reaction.

Has to do with limiting her options so reacting with one or two of your own are no brainers.

Now that’s news to me, I thought Sak was safe after her RC Hurricane Kicks.
Or was that just the Roundhouse one?
Good stuff.

It’s possible you just have to delay it longer than you’d think so the second hcb is taken up by the recovery… Though it’s probably better in the long run to simply learn Raging Storm from the standing position as well as ducking since that trademark move of his simply solves virtually all jump ins by a good margin.

edit: how/why the fuck do you guys trademark death?? lol

it is. A-haoh/rolento/vega is even worse:arazz:. i’d still like to see those matches of me and jwong from FR9…

kcxj, good shit, sounds like a stronger OTK team. i’ll switch to N/K hibiki once i master comboing her deadly rave from low shorts. keeps practicing

Colin what was he doing with A-Mai and Hao?

^ i watched the match. with mai he would sweep you alot, and press s.fp alot. then u got frustrated an he hit u with an anti tripguard custom or something. with haoh, lots of c.jab s.fp occasionally, s.mp sometimes, straight up j.mp sometimes. random activate on mistakes.

No one quits SRK. NO ONE

There’s something unsettling about this post.
Almost like a threat,
or a promise.

Question. Has anyone seriously tried the format of ratio 1/2/1? The more I think about it, the more successful I think it can be.

Sadly though, its true.

I structure my team on that, due to Mummy B’s explanations in his Terry Thread on battery, User, and Anchor, and to Max out the damage on Hibiki’s CC’s and B&B’s so she puts enough of a dent in the opposing anchor so that my last character can turtle it out and capitalize on mistakes.

But you can still safely mix up the top tiers to get the same results if you think of the top tiers and their capabilities as ratios in themselves.

In some ways characters are stronger on the defensive and some are stronger on the offensive. Some are equal and play the same the whole match, a perfect set of balance.

1/2/1 really doesn’t affect K-Groove team structures too much, but to compensate for counter-teams maybe 1/2/1 could be a safe bet so long as you go by the model B posted, that your Anchor is meant to keep the lead that your user wins, and is easily very capable of keeping that lead or regaining it if some shit happens.

1/1/2 C-Groove teams/A-Groove teams/N-Teams are good because you get your powered up anchor (Usually C-Sagat or A-Blanka) who are easily hands down quite able to regain control and the lead of a match if things go sour.
C-Sagat will never truly suck so long as he’s used to sit on leads with at least a full lvl 2 super cancel at the ready or a full C-Groove Bar.

Still, all teams are susceptible to counter characters, and C-Sagat and A-Blanka are no exceptions–>A-Hibiki.

Yeah she’s a controversial character, but she will generally almost always put a strong dent in C-Sagat or A-Blanka’s armor, enough that my A-Rock can “sit back and relax,” even if they have a full bar since his defenses are so strong with either a lvl 3 (K-groove, though he could take advantage of the scare and rush) or a CC + RC’s at the ready.

Well anyway that’s the reasoning with my team.

****Another example is A-Are reversed.
****This is what I mean by application of top tiers in your 1/2/1 formula (sort of)but keep the 1/1/2 formula. As you can see it’s really matchup specific stuff, as CvS2 is really a matchup oriented game.

Blanka makes for a killer anchor. He’d also make a murderous hell-like battery, guaranteed to nearly kill off any battery he faces. Too bad you can’t have two eh?
Well, you have Bison centered as the user for one reason, if Blanka falls you get to keep the lead he’s earned since he’s Blanka and he’ll likely fuck up the battery and beat up (at least a little) the opponent’s user. You would want him as a user because he’s stronger here. If he’s your anchor and you’re behind he’ll have to take some initiative to land his CC, that means he’ll be open.
Bison’s a stronger threat when the opponent’s behind and must attack him, even knowing he’s got a full CC at the ready. So defensive wise he’s much more intimidating than A-Rock. But here as user, following a strong lead like Blanka it’s a sure thing here.
That and you want your last character to have a strong comeback potential.
Enter A-Sak (2) with her strong abusable RC’s and easily filled A-groove Bar. She’s undeniably better when she has a full bar or can quickly get one depending on what another character hands off to her. And regardless what anyone thinks she hands down beats any character in the corner, making C-Guile/Rugal corner games look like childs play.
All this, and she plays the same game regardless of whether you are ahead or behind, and yet it is still murderously effective. Whether as an anchor or battery, or user. However, as a battery she still falters IMO for this one reason, there’s plenty of battery-style characters that’ll run circles around her, litterally
coughRolento/Mai/Vegacough

(I say matchup oriented game, because you have R1’s out there able to destroy R4’s easily just because that R1 happens to be that R4’s counter character. Please keep this in mind when you review my post)

But generally, the reason I do this is to boost up the damage Hibiki’s got as my user and that she’s an able counter (or should I say near even matchup) to C-Sagat and A-Blanka, the most common, usually seen anchors practically everywhere, and has few, but horrendously bad matchups in those positions.
Though right now I’m still undecided about whether or not to stick with A-Rolento for my battery and trade him off for someone like A-Vega (thanks to Nick T.'s enlightening) or A-Mai (not too familiar with her bad matchups). A-Rolento doesn’t have particularly bad matchups with the top tier, they are winnable, but you’ve gotta work your ass off in comparison to A-Vega as a battery.

vs a groove pigadoken does that, to beat the fuck outta sakura before she can chip him to death (p-mode)

He didn’t use haohmaru, he used mai/rolento/vega2.

As far as Mai he just has a much more intimate knowledge of the matchups and played a way better game than me on the ground. I should have been trickier and faked more and just been more solid, but I played sort of predictably and got sorta nervous after I lost the first game. He really didn’t do anything revolutionary he is just really good at executing basic strategies. Also her standing fierce eats like everything, which I didn’t know previously but that really shouldn’t have worked as well on me as it did. All comes down to experience which I sadly don’t get much of anymore. That kid is really a prodigy.

Yeah you can Raging storm with a fireball on the screen, like if you do low roundhouse xx fireball and one of the slower jumping characters like bison jumps over it you can super them.

Okay, I have no way of playing CvS2 at arcades, or with anyone right now. I own the Gamecube version of CvS2, but I play Geese K-groove (R-4). I do have converter so I can use my arcade stick. Before when I used to play at arcades I was able to win with my Geese, but I kinda dont wanna lose that… playing against people knowledge… What should I do, because I’m that kind of person who doesn’t play people regularly, I just start to suck.

Best advice I’ve gotten from another player, branch out and practice with other characters based on the knowledge you glean on here, yours truly, SRK:rofl:
Seriously though, to get an idea of everything, at least keep your execution, get in training mode and start setting up situations that you had a hard time getting past or some such.
People have been getting away with that in general discussion a lot lately so I don’t see a reason why you couldn’t.

On another matter I wanted to address…
Pardon me for using CAPS here and there. I do that to emphasize things so they stick out in your mind… Kinda like how David Blaine uses trick cards do to the same thing.

Ok. Nakoruru is a RUSHDOWN character.
Her main strengths come from when she’s busting up her opponent, on the OFFENSIVE. She already DOES NOT dish out enough damage with her b&b’s, but when “Raged” or “Popped” it becomes workable for a character who’s main strengths come from her mixups and such (Think A-Sakura, whose b&b’s don’t deal out THAT much more than Nako’s when glowing)

The tried and proven way to utilize rage and powerup is to use that damage up while the timer’s going on the other guy’s guard or life meter and before time’s nearly up say… last 10% of the meter ticking away, you aim to land that super.

The ONLY SAFE WAY to execute her healing super is to throw them across the screen so they bounce clear across to the other side so you’re on opposing corners.

IF you do this when your opponent is already cornered, you are NOT clear across the screen. Fast reversal supers or specials or fuck long range fucking pokes will nail you maybe since that shit (The THROWING) IS Tech-rollable. If you dash back you’ll be there, but by then they’d have probably recovered whether through safe fall or whatever if you’re not doing your job punishing safe falls and making the other guy realize that safe falls are ironically “not” safe. And with all the OTK stuff going on lately players with the knowing might expect that from someone who doesn’t use Nako properly and waits to get raged via JD or from getting “busted up” herself (Though JD’ing is good if you got the skills. Watch out for RC A-Sak though).

And for what… 1000 life? Since you’ve got to cancel it to stay safe and golden you HAVE to cancel it, unless your opponent is a TOTAL DOUCHE who doesn’t know better, or perhaps is like myself in that looking at the pretty colors makes everything sweet and saucy, then let her rip and don’t cancel it. But just so you know people with the knowledge WILL punish you for that.

Fuck that shit.
With N at least you can break stock when YOU choose to, not the opponent. Nako builds meter like a beast when she gets her pressure on, and her corner game is dope for such a “weak” character besides. Following a knockdown in the corner, pop and dash back.
Your speed makes up for a lot, and your “pitiful damage” will add up. Even if it’s only 20 seconds, it’s 20 seconds YOU started the clock on, not your opponent.
You are saved the hassle of your opponent turtling his ass off preventing himself from getting nailed by your RAGE that he started, really in a matter of speaking.

My 2 cents.

umm Nako has no other choice but to rush. I don’t see where the problem is. :slight_smile:

Nako can rush no matter what groove it is…it is kind of hard to pigeonhole her into one groove like that. She has the same weaknesses really no matter what groove you put her in.

cough sorry cough Just in an uproar because of the generally accepted superiority of K vs N and Nako being godly in K because OTK uses her so without even paying her. I mean, WTF? Even Hookers get paid more than Nako does, come on, what’s she going to do with "50 Cents?"
cough I’ll chill out now, lol cough

1/2/1, i saw watson use C-vega/R2 sagat/chun li a few times. makes sense if you think about it. vega most likely won’t use the meter, so sagat comes in with a full bar, hits a level 2 to level 1 cancel which will take over 75% off a ratio 1. then chun li will slowly get meter back, and if SHE lands her level 2 to level 1 even on a ratio 2, the damage will still be solid as hell.

geo would use P-blanka/R2 cammy/chun li also. same logic as pigadoken, have cammy (who already counters sakura) kill that dumb broad by hitting the super. even if sakura DOES get her chip custom off, cammy can just rush her the fuck down and hit the super to even things up (since she’s a R2, she’ll survive the custom). they were old matches off a NCR finals or semi’s or something against ricky. good shit.

Oh nice you read it perfectly :pray: :badboy:
And regarding the rest of the recent posts, I think it’s about time someone made some Nakoruru videos! Didn’t Ricky Ortiz use her waaay back in the day? Whenever I feel like using a different character/groove I pick her but then it doesn’t take me long to stop…