Terry has no reliable AA so you can jump on him almost all day. Granted you can rc rising tackle as AA but then you have to continually charge with Terry and it ends up taking away from his game.
Down/Forward + HP seems like a reliable anti-air to me.
It isnt that reliable.
A groove Chip Damage Team
Hi, I guess it’s a case of ‘better late than never’, but I’m finally studying A groove seriously. I’m trying to learn a ‘chip damage’ team, as I play a lot of turtle players.
My main team at the moment is Kyo/Sakura/Ken, but find something seems to be missing. I’m not looking for ‘top tier’ team, just one that is relatively easy to learn, but has long term depth. Just looking for any suggestions? I would happily mix and match and experirment with anyone.
Cheers in advance.
my team: K-groove, Kyo, Rock, R2 Sagat
good team?? damage potential?? anyone with big names who uses this team??
I use that team occasionally for fun. I like it, but Cammy in place of Rock is much more damaging in the long run. But, if you like Rock, thats cool too, just that Rock requires more work for the money.
IMO, basically anyone, Kyo/Cammy, Sagat r2 is a badass team.
Well for starters, try not to have a team based around one thing, you’ll lose. Try to have characters that cover all points of the game(range, rushdown, better mixups, etc)
The thing missing from the team is range. I suggest putting in Vega or Blanka, and take Kyo out. Kyo really needs a small jump to be effective.
Other than that, just play.
Nick T, you are posting a bunch of bogus stuff…please, for the children, think twice…
Yamazaki can beat Vega…in fact that’s a nice match for him YES I SAID IT
I’ll 2nd it… Yama > Vega.
from someone who actually plays cvs2… vega>yama
And kyo is playable without small jump, he just plays very differently.
and rolento
k-athena is honestly garbage imo…she seems REALLLY linear in k groove (cr fierce). however she’s pretty interesting in roll grooves especially a groove…
k-kyo/rock are both buff as fuck in k groove but they are both pretty momentum driven. not to mention that you’re going to have to work for that potentially big dmg blah blah blah shit you already know blah blah.
hope to see most of you at evoworld.
K Athena is just all about rushdown, you have to know how to rushdown and how to keep pressure on. It is possible, it is just more work then say Sagat.
Yeah, that how I play Athena, and thats what I kinda noticed about her.
can u tell me more about k-kyo and rock please?? i am having a money match in two days, i want to boost my skill level as much as i can to win $40
Cheers for the advice, Kyo does seem better in K groove to me personally, small jumps seem to give him more options.
What character’s excel in K groove? Remember, I’m not that bothered about top tier ‘ness’, just which characters seem to be at least half decent in K?
Cheers.
Geese, Rock, Nakoruru, Raiden, Zangief, Chang, and in my personal experience, Haohmaru.
In addition to what he said above: Kyo, Sagat, Blanka, Cammy, Hibiki.
Although K groove is not the “groove of choice” for these chars, they all do fine in K groove.
Yeah for some weird ass reason, I love Nako in K. No idea why. shrug
I’m pretty good with K-Kyo. I’ll explain that and let Bean do K-Rock.
Keep in mind Kyo is very momentum based, and mixups are a big part of his game too.
*Throw
-Kick throw is IMO, the best throw in the game. It brings the opponent straight to the ground so they can’t safe fall. Use this when you’re not in or near the corner.
- Use Punch throw when you’re near the corner(vs. safe fall characters). Throw the opponent into the corner and this gives you the option to combo into RH upkicks. This is good because this also grounds the opponent so they can’t safe fall. With this scenario, you don’t lose position, but can potentially gain a free combo into a grounded character setup. Sounds good to me.
*BnBs
To me there are 2 of these depending on situation. Similar to the throws.
-cr. short, cr. jab, cr. strong xx jab rekka x2, RH
Use this when you’re near the corner. Same scenario as the punch throw. Potential free combo into RH upkicks if they safe fall.
-cr. short, cr. strong, forward upkicks xx RH upkicks
Use this when you’re nowhere near the corner or are comboing out of the corner.
Grounds the opponent. This is good.
*Mixups
All the mixups should be setup with a kick throw, or RH upkicks, and should always lead to either a throw or one of the 2 BnB’s depending on what situation you’re in.
-RH Throw, run up, whiff low short, RH throw/cr. short xx combo
-RH throw, small jump behind, meaty st. strong, ^ ^ ^ ^
(Random gimmick that I rarely use, but looks fun: combo into forward up kicks, land, st. jab, then either:
-run behind xx meaty
-run up, whiff, block, RH throw/combo
-crossup up short, low short, RH throw/combo)
*Getting in
Get in with mostly d/f+RH, if you’re close enough this sets you up with a CH st. RH.
Small jump fierce is also good.
(Random notes)
With Kyo, you have to know when to attack and when not to. One knockdown and its a guessing game that you don’t want.
Learn to land short upkicks into qcb, hcf + P super 100%. This should be your main combo when you get meter.
If you want to and you’re hitting the opponent near the corner, you can also practice the C.LP, C.MP, Medium Double Kick, ->HP (Body Ram) cancelled into his Jab Rekka but with the QCB follow ups done quickly, to punch him as the opponent lies on the ground. It’s his most damaging LP starting B&B for corners.