Dang I should take my own advice and put parameters. Anyway I was going for “they can all do at least 3 supers one after another” but your answer works too.
A-groove and P-groove obviously only get to do 2 and 1 in a row, respectively. I’ve only seen K-groove do 2 in a row, never 3 (I think it’s impossible)
EDIT: Thinking about it…doing 3 supers in one combo in A-groove sounds like an interesting challenge…
Which characters can combo a lvl 3 super into a lvl 1 super in N/S-groove? (list the character and the combo, combo must begin against a grounded opponent, can include special moves, traded supers don’t count)
Which systems are available in custom grooves but not in any regular groove?
Which SNK based sub-systems are available in the Capcom grooves?
Which characters have some sort of chain combo? (canceling a normal into another normal/command normal, rapid-fire light attacks don’t count)
Who is the only low tier character (according the tier list here at SRK) ever used in Evo final 8, and which player used it?
which groove(s) can do stronger level 3 supers than normal?
S groove for sure
which character can run straight under moves like sagat high tiger and ken funky kick?
My guess is geese, since i know he runs under Yamazakis mp slash
what is the easiest way to cancel a single standing attack into geese’s raging storm?
Mashh hcb like crazy duh
1p and 2p rugal?
2p rugal can corner dive punch to reverse sides?
what’s the one character-specific change that maki received in cvs2 EO?
Can’t CC off her punch throw
which groove(s) can do stronger level 3 supers than normal?
C, S, K, N
who is the tallest female character while crouching?
King?
which character can run straight under moves like sagat high tiger and ken funky kick?
I know Geese can go under high tiger cannon but I think a lot of people can. Maybe Cammy, Nako or Mai
if vega is knocked down in the corner, what is sagat’s universal counter to all of vega’s possible wakeup RC attacks?
Jump over Vega with cross-up lk?
what is the easiest way to cancel a single standing attack into geese’s raging storm?
Does it involve which standing normal has most active frames? Maybe start at db, hcb+hp, df+p? Or does it involve the command normal in corner?
Your old trivia involved Morikawa getting knocked off by Sawada at SBO2, 2 frame jabs, best AC, throw reversals I think, guile and chun being juggleable lower to the ground and devil’s reverse being safer by holding the stick one direction I think.
Which characters can combo a lvl 3 super into a lvl 1 super in N/S-groove? (list the character and the combo, combo must begin against a grounded opponent, can include special moves, traded supers don’t count)
Geese: DR finished early into s.lk, c.lp, c.hk xx Raising Storm
Which systems are available in custom grooves but not in any regular groove?
Special Cancel
Which SNK based sub-systems are available in the Capcom grooves?
Isn’t rolling and tactical recovery snk based?
Which characters have some sort of chain combo? (canceling a normal into another normal/command normal, rapid-fire light attacks don’t count)
Terry can cancel his s.fp into df+fp
Who is the only low tier character (according the tier list here at SRK) ever used in Evo final 8, and which player used it?
Man w/ the sword.
Correct, however ending the combo with s.LK, c.LP, c.HK xx RS doesn’t work iirc. When I tested it in training mode even ending the combo with s.HP xx RS didn’t work because the s.HP pushed the opponent out of range. Ending the combo with s.LK/c.LK xx RS works fine, though.
Let’s see if people will come up with a full list for this one.
not sure what you meant in here, from my understanding special cancel is canceling a normal/command normal w/ a special move.
Roll is right. Tactical recovery isn’t. There’s still another one.
By special cancel I mean cancel the special into a super, like in SFIII. Rising Tackle xx Raising Storm as an example.
In terms of Geese’s lvl 3 to lvl 1, I believe you can also stop the DR and do a low jump fierce that hits twice canceled into RS. Hard as hell and only works on Gief or Chang probably.
what are the differences between 1p chun and 2p chun? Kick throw sets up 2P glitch for 1P Chun, not 2P. (wtf)
1p and 2p rugal? shrug
how does iori do 60 stun in one combo, starting from a command grab? shrug
what’s the one character-specific change that maki received in cvs2 EO? Her punch throw, activate no longer works.
what’s the easiest way for a character do a running 720 super (though it’s really only useful with raiden)? shrug
which groove(s) can do stronger level 3 supers than normal? S, K, N, C in that order.
who is the tallest female character while crouching? King
which character can run straight under moves like sagat high tiger and ken funky kick? I’m gonna guess Vice.
if vega is knocked down in the corner, what is sagat’s universal counter to all of vega’s possible wakeup RC attacks?shrug
what is the easiest way to cancel a single standing attack into geese’s raging storm? shrug
…I’d like to hear the answers to these, sounds interesting.
Oh, and the chain question, I’ll try that one…
Morrigan chains
Kyosuke air chains
Yun 1 2 3, and s.MP, s.HP, b+HP, and j.LP, j.b+HP
Maki FF chain
Terry fierces
Iori MP, f+MP
Athena close s.MP, f+MK
…Does Bison’s j.MP, j.MP count?
If so, then Chun’s j.HP, j.HP too.
…Ugh, this last one’s gonna piss me off. Does Kim overhead into stance normal count as a chain? O.o
That OG chart that listed S-groove as having the most damaging super is wrong, I think someone once stated that that chart was devised using the Unlimited setting for the groove gauges, so I think K-groove (maybe N, I think K) has the strongest lvl3.
2p Chun can’t use 2p glitch, but 1p Chun can…and yeah, some flip kick shenanigans that somehow tie in, it’s all in the Chun subforum
Any shoto can dash back from any of Vega’s RC attacks and DP(usually)/sweep(if it’s flip kicks)/super(best results with Ryu or Sagat)
Chun Li - (corner) lvl 3 Kick Super, lvl 1 Puffball Super
Dan - (corner) lvl 3 Shinku Gadouken, lvl 1 Rush Super
Geese - Deadly Rave, stop at HK, s.LK/c.LK lvl 1 Raging Storm
Hibiki - Deadly Rave (root 2) stop at MK, [close s.HK x qcb+HP xx] lvl 1 Dash Super
Honda - (corner) lvl 3 Headbutt Super, lvl 1 Headbutt Super (tested against Chun Li)
Iori - lvl 3 Pillar Super, lvl 1 Rush Super
Kim - lvl 3 Launcher Super, lvl 1 Rush Super
Kyosuke - lvl 3 Pillar Super, jump cancel, lvl 1 Air Kick Super
Rock - Deadly Rave, stop at HK, [close s.HK] xx lvl 1 Shine Knuckle
Rolento - lvl 3 Steel Rain, lvl 1 Tripwire
Rugal - lvl 3 Dash Super, lvl 1 Anti-air Super
Ryo - lvl 3 Super Punch (opponent dizzied), lvl 1 Rush Super
Terry - lvl 3 Buster Wolf > lvl 1 Power Geiser
Yun - (corner) lvl 3 You-Hou, dp+HP, lvl 1 Sourai-Rengeki
Obviously, not all of them are practical. Rugal & Geese can get up to 11K with their combos, Chun Li can get around 10K. For Hibiki’s & Rock’s combos the part in brackets can be ommited (their supers are fast enough to be comboed into directly).
chain combos, air chain combos, super cancels, cancel any move
roll in C/A, low jump in P
Don’t know if it’s true but I heard that including low jumps in P-groove was Capcom’s attempt to make up for the lack of universal overheads. Also, who would imagine a SNK system would become one of the most important features in a Capcom game (roll, RC)?
Athena - s.MP > f+MK
Bison - j.MP > MP
Chun Li - j.HP > HP
Hibiki - close s.HP > HP
Iori - s.MP > f+MP
Kyosuke - air chain combos
Maki - s.LP > s.MP > s.HP > s.HK/c.HP
Morrigan - Vapire Savior chains
Terry - close s.HP > df+HP
Yun - SF3 target combos