that sounds like a solid team for P-groove assuming cammy is your ratio2
Except Ken gets nothing special off of a parry. He’s better in C or even K. RC Funky kick is a big chunk of his game in C and in K, he’s a guard crush, momentum character. P doesn’t do much for him. Low jump is nice, but dash and no RC kinda hinder his performance. Not to mention no lvl2 cancels. His lvl3 is fine and all, but it’s better with the damage boost from K.
I’d even put Rock in that spot rather than Ken, and I don’t see Rock being anything too special in P. If you prefer Geese instead of Rock, P is probably his 2nd or 3rd best groove. Parry > fierce > jaiken is too powerful.
You can always battery Ken, and I think Parry gets you cl.hk xx hp dp.
yeah, cammy is my R2. i’ve been switching the order of kyo and ken around a lot, so it’s not really a problem.
and i know ken loses a lot without RC, but i’m perfectly comfortable without it. i’ve been getting the parrying down (when to and when not to), so it’s been going great.
thanks guys.
How will my A-team do in tournys?
depends on your skill and the skill of your opponents. if the opposition is bad, you can use any team.
just use the characters you like, learn them inside out, and hope your opponents haven’t learned the matchups. That’s what I do with A-Gief. :wgrin:
Gonna learn K - Kyo, Rock, Sagat (R2) as a second team.
Standard K groove team but I really want to use Kyo and Rock properly and K groove are their suited groove. Need to get some JD setups down as I’m new to K groove: http://forums.shoryuken.com/showthread.php?p=4281410#post4281410
I’m dropping Blanka as my R2.
I get more wins with my fucking Balrog then my Blanka.
I’ll likely learn Sagat as an R2 instead.
Currently working on Nak / Joe / Hibiki as well.
Can’t believe I’m still having fun with this game :lovin:.
I’m not.
Whoa…black rep…that is so cool…
What’s a JD setup?
Like setups to get you JDs, or what to do after you JD something?
haha jd set ups.
black rep = disabled rep. you can only have if you’re dead(premium).
Sorry I’m new to K - Groove but I get the picture now with JDing its not like its Garou self where you can break the guard animation to counter attack.
Basically but I thought you can always counter attack back after JD in CvS2. But yeah this as well.
I think fuckin’ K-Rugal, Yama, Geese is just destined to be my team, even after trying to drop that team it keep on coming back, kinda like those bad herpes days. Not like I have herpes…
You know, the concept of JD setups is interesting. I could see those as a way to frustrate your opponent by making him follow a flow chart to get him to hit you in a certain way, only for you to render it futile by JDing and throwing out something annoying like a 2 frame jab or something.
Someone besides me should make the thread because my K-groove is mainly just rushdown and hardly any setups…
Its how I sort of play Garou so I thought that the same idea could be implemented in CvS2. However in Garou you can counter attack after a JD the correct term is called Guard Break. To manually do a Guard Break in Garou is insanely difficult but there is an easier way of doing it by simply buffering the motion of the special you want to do GB with, tap back to JD, then press the corresponding button. But you got to anticipate a retaliation in order to make full use of it. Difficult to do on command unless your a robot :cybot:.
Problem with CvS2 (as I learnt thanks to tetsuye00) you cant counter attack after JD, depends on the move the opponent used. However you do build bar really fast so there could still be some use with the concept.
Some food for thought (argh I just started fasting and I’m already hungry :wasted:)
I’m pretty sure some K - Groovers are methodical about JDing just no one is telling :arazz:.
K-Rugal for the win. Raged shorts into supers are too good :bgrin:
About JD-ing:
If you play K long enough, the whole system will come naturally. For now, learn what you can and can’t do after a successful JD. You may not be able to DP after JD-ing a j.rh, but you can throw. For characters like Kyo, this gives you loads of options since you can JD->kick throw->set up mixups. Rock gets an opening after JD-ing a laggy poke with JD->c.mk xx mp elbow. Stuff like that.
IMO, the only way to be “methodical” is to not try and JD everything you see. Know when you’ve got the advantage after a successful JD then work from there. Better to leave everything to instinct rather than second-guess yourself every time by asking “should I or can I JD this and that?”.
I see thanks for that :tup:
jd as much as you can, but not if you have a better option. best way to put it. it’s like watching a scrub jd jump ins instead of anti airing.
also learn how to “option select” where on your/their wakeup hit db or back depending on what attack you wish to use and hit the button. most of the time you would use “option select” on wake ups and jump ins. for cross overs they get situational depending on what the opponent has for a bar. if they don’t have a bar and you jd the cross up attempt for the throw quickly, but if they have bar don’t jd a cross up cause you might eat a super if they baited the jd.
How about…
Learn how to play the characters you want to play by utilizing the sub-systems of the groove and taking advantage of quick level 3 supers…
and then work in JDing.
I know most people look at K and automatically think JD and too many supers…but none of that means anything if you can’t ATTACK and abuse those easy to get lvl 3s.