Cvs2 team formation: discussion/suggestions, etc

Nah sagats got nothing on Yun man. Specially C Yun

the guy said he was playing k terry so why are you even talking about rc’s? and a move thats only good with rc is never safe imo…what if they block your rc’ed power dunk…youre gonna eat a combo easily…using power wave is not the smartest thing in the world…a good number of characters with a decent run speed can punish this…characters with a quick jump can punish this as well …terry has no specials that greatly leave him in an advantageous position i think his normals are great though…the only way for him to win is to rush down in k’groove the good thing is…you land a super and you’ll probably end up being even or leading

sagat is a great character stopper…but vega and cammy can really piss you off and get you out of your game…fuck blanka he’s overrated…haha but the fight is generally listed as even with sagat vs all of those characters…simply because he can kill them pretty quickly

maybe your right…but last time i played sagat againts cammy especially i had so much trouble…i had to stick to standing low kicks to try to get her off rhythm…shes a filthy bitch!!

Oh yeah and i have a question…lets say im using a character that has a df move and a shoryu move as well ( like ryu )…evry time i do what i call run and gun ( poking with running), and i wanna end the poking with a lets say sweep hadoken…a fuckin shoryuken always comes out… pisses me off as im here sending a high ass shoryu out of a fuckin runing sweep all the freaking time wich leaves my oponent enough time to go take a piss and punish me hard!!

i know its because before the down foward theres that foward causes by the running…am i the only one with this problem?

From my experience Joe does really well against Vega and Blanka. I haven’t really played a good cammy player so I couldn’t say for her. Vega and Blanka rely heavily on pokes which I use to an advantage. I RC Joe like there’s no tomorrow :rofl:, so I RC from a distance which will hit them if they poke and once I get closer I RC to chip away guard. When I was a complete beginner I would rely on reaction specials meaning Joe’s double hurricane whenever someone jumped so now I have that and RC’ng :sweat:

I don’t play Sagat as much as I used, though. I’m starting to pick up Blanka a little more since I like piano RC and can keep doing electricity as long as my fingers hold up.

Excuse me, I took it out of context.
Even then, when I play Terry I rarely do RC. The only move I even bother to RC with is Crack Shot, and only as anti-air.

Ken RC Funky Kick, good when RC’d why the fuck bother otherwise outside of combos?
Iori RC Fierce Rekka
Guile’s RC LP Sonic Boom
Honda 360

And what if they did? It’s meant as deep anti-air, they’re not air blocking that. And I said already don’t bother using it outside of combos because it’s not really a safe thing to wait and aim for deep anti-airs with Terry.

You’d use this to try to get in.
If a character has a quick jump, then mind games come into play, an example being Terry backing for position to throw one can be used instead to bait the jump in so you can counter.
Them running to punish is handled in much the same manner, but this ground fireball isn’t Rugal’s Reppuken; it comes out in front of Terry so even in this scenario the window for reprisal is just about the same as a hadouken. Just grounded.
On the other side of the coin, if they’re slow jumpers, as is much of the cast, then that doesn’t really apply. You can counter their jump ins over the powerwave easily.
You don’t want to throw one unless you’re at the other side of the screen or slightly closer than that, and even then only if your opponent doesn’t challenge your backing off for that position… etc. etc. (this can go on 4eva)
Since good opponents will seldom let you have it your way, you’ll likely be fighting at mid range so powerwaves are out of the question besides.
Otherwise you still have it to press the advantage following knockdowns, which is traditionally a natural strength of fireball wielding characters vs those that don’t in such situations. Meaties aren’t safe, period.

Outside of RC Elec.
This (powerwave) is a move I’d like to use a lot, that I never really RC.

This his his primary failing, imo.
Lacking specials he can use at mid range that are safe and abusable like Sak’s Hurricane kick or Honda Hand slaps or RC Ball.
Or shit like meaty RC Elec.
It’d be nice if he could use his Burn Knuckle the same way Rock can his Hard Edge to get a free JD in there, but he can’t so that tactic sucks.
You could probably get away with Jab Burn Knuckles here and there to bait things, but after 2 times you won’t get far with it.
This doesn’t mean though that Terry can’t beat these tricks or match them with what he has, because what he has is still effective enough for what it is.
In a battle of attrition though he’ll find himself whittled at if you don’t know the matchups, or at least how to get past silly bullshit like the above.

If his normals were “great,” then maybe we’d be seeing more of him instead of Cammy. While I agree that the best way for him to win is to get in, running up there and getting some isn’t something I particularly advocate for Terry in this game with these top tiers.
Leave that for Real Bout 2.

Also, if the only way for him to win was to be in K, maybe you should petition to have the Tiers list changed from A-Terry to K, because A-Terry IS better.

if the person is playing Cammy in rhythm then you should know the full playbook by now. run and gun… you mean running jabs? if you don’t want the dp to come out then do c.jab/short, c.rh xx fireball, adding in the extra jab or short should cancel out the execution lag of inputing a dp instead of a fireball.

and the Joe, Hibiki, Sagat team can take on vega, cammy, or blanka. hope his team is in N-groove since C-groove is not Hibiki’s color. never underestimate joe and hibiki

ok just so we’re clear i’m not trying to see who’s better at theory fighter…more of a discussion…which is always good when ppl are passionate about the game(not saying you were either…just making it clear)

–funky kick, rekka, sonic boom, and 360 grab are all pretty much safe if blocked…save the 360 grab since you can’t block a grab obviously…what i was saying was…if the only way you can make a move effective is by rc’ing it i don’t view that as a very good move…you also have to understand that i’ve been a k’groover since i started playing so rc’ing doesn’t even factor in how i see fighters…

the reason i say he has great normals is because he can punish tons of shit with his normals and when they are blocked he is so safe…has so many pressure strings and can really mix up his game…thats where the strength of terry is imo when you make them fear ur block strings because they don’t want to be counter hit that definitely tilts the game in ur favor…i really don’t see why you even brought cammy into this…b/c he can definitely fight her besides if he lands one super on her in k groove she’s damn near dead from the blaster wolf burn knuckle …but when you bring on sagat its a completely different story

Power Dunk should never be done just a bad habit to even start …just anti-air them…and if they block start ur ground game up…

a pretty sly trick that ppl don’t use that often is mixing up his throw with the close fierce…it looks like the same motion almost and in pressure situations can be good to confuse the opponent…terry also has to break guard to win he is a rush down character simple as that…he’s either gonna give you a good round or get completely owned well usually thats how it goes…but he’s fun so if you jd well and link ur supers you should be taking out a good majority of characters in this game…

//Also, if the only way for him to win was to be in K, maybe you should petition to have the Tiers list changed from A-Terry to K, because A-Terry IS better.//

what i said was the only way for him to win in k is to rush down…not the only way to win with terry is to rush down in k groove

I play primarily C-groove with that team since I really need to be able to do Joe’s lv 3 whenever. In N-groove when I tried it, it has that bar which pretty much TELLS the guy I want to do a lv. 3 :rofl: I don’t rely to heavily on hibiki but she can own Blanka when I’m in a good rhythm.

Well I’m pretty sure your using it for an AA purpose, so just pop super the guy. and landing the super isn’t always a big deal if you can get a few grabs in because they are scared to get hit by a super. activating when you have full stock and a good amount of health is always a good measure since you might just get the chance to land a super when your not aiming for one. tnt xx tnt super would be nice to see in tournaments

Well, to be honest I don’t want to get into a theory fighter fight either.
I’m just posting how I go about playing with Terry, which generally works.
I am kinda drugged up right now too–my co-workers are saying that I’m doing things and saying things that either aren’t safe or not part of my character (Thing is I don’t remember either) so let me know if I’m being out of line and I’ll try harder to be more respectful.

It has to do with more than just being blocked. It’s a safe move blocked, and you RC moves strictly to beat or go through other moves. Ken has other normals he can use, just as Sagat, but whereas Sagat has d+HP, Ken has funky kick-the end all be all move, use it when it doubt. Use it to whiff for meter. Use it to hold your ground and let fireballs go through you. Use it do crush d+HP (or whatever.)
The Honda 360 is of course a part of his deadly “50/50” mixups. They jump it he counters with anti-air moves.

I guess the point being since the advent of RC’s one should consider strongly how it factors into one sees CvS2.

jab
his 2 frame jab comes out high and gives him +5
his other jabs come out at 3 and give him +5
His strongs range from 2-5
Short
Crouching comes out in 3, gives him +3
Far comes out in 5, gives him -1 (Still Sagat-like, but the angle isn’t as good.)
Fierce
Close Fierce (2-hit) +2,
Far standing Fierce -10
Crouching Fierce +6
Roundhouse
Sweep comes out in 6. On block gives him -8.

He really doesn’t have too much to “mixup” his game outside of the standard rushdown high/low mixups. He can play a pseudo-Rugal style of pressure in the corner with his powerwaves and mixups off connected Buster Wolfs and makes effective use of the 2nd Player Crossup Glitch nicely (but then, who doesn’t?).
His low jumps are good.
That’s it.
He doesn’t have an invincible RC guardcrush move / string he can use, so he needs to get in and stay there and hopefully guard crush once the opponent’s guard bar is flashing because his strings push him out too far.
A powerup bonus from K-Groove or N would definitely help in this situation,

So long as Cammy’s Fierce comes out as fast as Terry’s fastest jabs and shorts, so long as Fierces in general outprioritize jabs and shorts, a good Cammy will see to it that Terry never gets to land his one super on her.
That’s the crux of this discussion.
Rugal has some of the most damaging, fuck that, perhaps THE most damaging combos in the game. Because his methods of landing that damage and setting it up are severely limited is perhaps the primary reason he’s not top tier.

This doesn’t mean though that Terry cannot fight her point blank, it just requires some intricate counter-hit setups since Cammy will hit close fierce.

The opportunity is the important thing.
Your words make it apparent that if Terry were to win, he would have needed to RTSD, meaning he would’ve needed to get in point blank and everything.
The keyword in that statement is “if.”

I am saying that with RC’s and the way people play (or should be playing at least) you don’t just let people get in your face like that.
This is what seperates Terry from the top tiers IMO.
If things turn sour, he’s stuck though he does have limited reversal options.
His only chance is to take control, and really the only way to do that is to know the matchups.

At the very least use the move for the added damage / stun following the Buster Wolf in the corner please. In this character’s case every added bit of damage helps.
You are correct and I even said as such, Power Dunk shouldn’t be used period outside of combos.

I agree that Rushdown is his forte, but I’d say that Guardcrush and landing those shorts to Buster Wolf is his main gameplan.
Then again I play him in N as my battery or user.

I stand corrected.

Whoever said terry can fight cammy is HUGELY mistaken. Terry has no real anti air without a charge. He can use c.fierce on some people in certain situations. Of course jump back whatever works too but you dont wanna reset the match if you’re trying to get in.

df+fierce is a pretty amazing anti air

Also his crack shot aint too bad on block either.

i think Terry would be a perfect choice if it wants for his anti air problems…i mean he has evrything a character would need exept for blanka vega speed.i wich his ( power tag ) or wtv that is worked as an anti air but it fails like a bitch!

'nuff said.

I DINT EVEN KNOW HE HAD THAT MOVE!!! OH SHIT IM MAKING TERRY MY MAIN!!!:rock:

df+fierce doesnt really work to well, kinda random. crack shoot is terrible.

nuff said

^^^

Word.

That little up punch really isn’t that good.

im gonna test it in realy high level battle and if it really does suck then im gonna ditch Terry Bogard again…

don’t play a character according to what s/he can do, play the character cause you like to and want to get better at it. thats saying I wanna play A-Bison and Sak cause I can PTF and shosho now but not know how tto play the character at all. the characters a person plays is only as good as to how much effort the player puts into learning every possible thing about the character and the match ups.