Improving Strategy for CVS2

If your opponent has a nearly full K Groove meter and your character is about to die, you can taunt to fill their meter, die, and then they have an empty meter to fight your next character.

or you could hit them, max out their meter/do some damage then die happy that their flame will die out.

I do that alot.

Guys thanks for the information on the characters you like over others. I think that other players can see exactly who is the best in certain views and who is not.

Okay, i’ll try to post what I can or whatever.

In CvS2, there are alot of random things that can happen in the game and depending on the character, there are alot of things to look out for. Whether it’s turtling, rushdown, runaway, or whatever, strategies will change. The thing that all these strategies have in common when used properly are wakeup games that can be used on your opponent. Of course applying them is different in each groove and character. I find that its easier to get a knockdown on your opponent in a run groove, but that’s just me, and i’ll explain why.

Basic Mixups/wakeup games

The idea behind the wakeup games is to keep your opponent guessing after you knock them down.
Example: Any Blanka
You get a knockdown
1) Hop RC/ regular electricity
2) roll behind, crossup forward electricity / throw / combo / knockdown etc.
3) Hop, throw
4) roll behind, hop, throw / combo etc…
5) small jump behind, small jump forward, combo…etc.
6) knockdown again(sweep, throw etc.)

Pretty much once you knockdown, anything goes, unless you see your opponent has meter, then be careful.

Rushdown

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Getting a knockdown in a run groove

-Small jump vs. regular jump:
Small jumps are harder to spot when they’re not abused. Regular jumps are rarely used nowadays unless you have some type of protection against an anti air(jd, parry, activate etc.). Small jumps offer more mixup possibilitie in wakeup games. Regular jumps only offer one or two until you land, attack, or, depending on character and groove, JD, air block, parry, or super.

-Counter hit/throw setups:
They’re easier to use because it’s easier to get in rather than a dash groove because of small jump(the only exception is P groove). If you get zoned out in a dash groove, since most dash grooves(except P) have a roll, your only choice is to RC out of whatever the hell you’re stuck in.

Counter hit / throw setups are a way of being offensive and tricking your opponent.

Example: N-Kyo…

    **Run in cr. short, wait, cr. short x2, qcf + short...etc

You basically make your opponent attack and you counter that attack with something quick into a bigger combo.
After the knockdown, the mixup games come in.

     **Small jump behind, regular jump crossup short, cr. short x2, walk up throw. 

That’s the throw part of the example. It’s basically used to make your opponent think you’re attacking, and since they block , you throw. If they try to counter you or keep you away, you go into turtling mode. I’ll get into that later.

-Run up, super:
Really dumb tactic, but like I said, it’s all about tricking the player into thinking something else, and pulling that random thing I mentioned. It’s basically used for guard damage, making your opponent attack, or doing a super through your opponents throw. etc.

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Getting a knockdown in a dash groove

-Dashing and walking forward:
A basic fundamental of the game, and yet can still be a powerful tool in a good ground game. Depending on the distance between you and your opponent, dashing creates a bunch of options unless you get hit out of the dash, so don’t abuse it. :P.
Example: C- Sagat…

   **cr. short x2, dash in..... 
             1) cr. short, wait, cr. short x2, super..etc
             2) st. jab, throw
             3) throw 
             4) Tiger Uppercut
             5) roll behind, super
             6) knockdown into wakeup game
             7) super

You get the idea. :slight_smile:

Walking forward kinda has the same effect as dashing. But I think its a little different.
Example: C-Sagat…

    **cr. short x2, st. jab, cr. forward, walk forward.....
            1) counter hit, super.
            2) throw
            3) super
            4) roll super
            5) crossup short, throw/combo/super etc. 

I feel that dashing is used for mixing up actual attacks/pokes etc., and walking forward mixes up direction of attacks/pokes etc…

-Empty jump/crossups:
This is only used to make your opponent think you’re going to attack and you’re really not. You should only do this once in a while in any groove.
Example: N-Chun…
**cr. jab x2, cr. short, empty crossup…
1) cr. jab x2, cr. strong, kick super
2) cr. jab, throw
3) cr. jab, cr. strong, SBK
4) cr. jab, small jump headstomp, short, rapid kicks,
cr.strong, super
etc.

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Random stuff i’ve seen / done related to rushdown

K-Hibiki:
jab running slash, super: You block the slash, but then you try to attack and you get hit with a lvl 3.

C Sagat:
cr. short x2, dash in, cr. short x2, super, lvl 2 cancel.

A Nakoruru:
Activate, ghetto cc(the knife roll repeated), it got blocked, qcb+RH, qcb+fierce, finish cc:
The knife would hit as a counter attack.

N Mai:
cr. short x2, qcb+jab, small jump, cr. short st. short, flame super.

N Rugal:
throw fireball, run in, small jump RH, small jump cr. short, st. short, kick super.

A Sakura:
cr. short, wait, cr. short st. short, fierce DP

Turtling

Most people use turtling as a way of just attacking the whole match. But I feel that turtling is just a way of making an opening to make it a rushdown situation, whether by baiting, getting a knockdown, throw, or a crossup.

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Creating a rushdown situation

This is just to give you basic examples if you get zoned out. This follows for both run and dashing type grooves.

-Jumping/small jump straight up:
This could be used for baiting your opponent to do something stupid, to pull off a big attack after you land for a counter attack, or to try to get a chance to move in.
Example: N Akuma Vs. C Cammy…

You try to bait Cammy by small jumping straight up, she tries to counter you when you land, but when you land, you do Raging Demon.

Example #2: N Akuma vs. C Cammy…

Jump straight up, strong air fireball, Cammy rolls through, you land, cr. short, walk up throw. Than you start a mixup game, etc.

-Throw a quick poke out:
Just basic baiting. :stuck_out_tongue:

Example: A Akuma vs. C Sagat…

I whiff st. jab x2, cr. short.
Sagat dashes in and does cr. short x3, cr. forward, low RH tiger shot.
But, since the tiger shot doesn’t combo after the cr. forward in that combo, I do short hurricane over the fireball, sweep, short hurricane, activate, etc.

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Random stuff i’ve seen / done related to turtling

A Vega vs. C Sagat:
I whiff st. jab, cr. short in close, Sagat does a low Tiger Shot, I jump over it, jumping Rh, sweep.

A Akuma vs. C Sagat:
short Hurricane over low Tiger Shots.
fireball underneath high Tiger Shots.
Throw air fireballs on wakeup
Divekick, teleport away.

C Sagat vs. any Cammy:
Mixup Tiger Shots to get Cammy to jump in.

K Cammy:
whiff short Cannon Spike, short Cannon Spike:
The whiffed one can be used to bait.

Any Cammy:
Cannon Drill, Cannon Spike

I wasn’t kidding…

Taunting kicks ass.

After watching some vids on the japanese players i can understand why they love short jump and run grove. Sagat is insane after a few games with him i like the whole short jump RH and c.fierce. His short jump RH is it at all punishable and by whom. I was thinking about Blanka’s C.Fierce and Bison C.Fierce Imo neither seems to stop it.

Yea, but now all defensive/really safe offensive wins.

Examples: Devils in hockey - most boring team to watch because of their trap defense or whatever but they win.

West Coast offense in football - 3 yard passes all day

bunch of past super bowl winners (TB, NE, Balt) won it with defense the only team who didn’t was the Rams but that’s cause their offense was too powerful but now they suck again

RC owns small jump for free, since you can do it in response to a small jump, and you have recovery frames after you land (if the move that was RCed is slow, or else they’ll just hit you out of a small jump before you even land).

I would think charge characters like bison, blanka, and honda could RC against short jumps. That could be the only characters i can see that would not struggle against the short jump if RC.

sakura can rc mp fireball, maybe hurricane kick. shotos can rc fireballs, hurricane kicks. cammy can rc cannon drill, etc. most characters have at least one or 2 moves they can RC to counter small jumps relatively easily.

Sakura can’t RC fireballs against low jumps. Even if she does it late, nothing is guaranteed. Most of the time the low jump just goes right over the fireball, Sakura’s invincibility runs outs, and Sakura dies to the shinakuma.com unblockable because of her long fireball recovery.

I do close s.HP or far s.MP is stop low jumps instead. d.HP has been iffy for me at times… The best counter is to CC if you have it.

For Cammy, why RC cannon drill when you can dp?

See that was what i was think KCXJ why waste the time to RC while there are other moves that could be more successful. A few post back i stated the thing about bison’s C.FP i think his S.FP would be a little better against low jumps. Can anyone confirm that for me:)