And I use K. I used to FLIP OUT when raged and try a lv 3 combo. Not anymore. You learn quick that it’s suicide. I play a K Geese now, and his raged normal attacks alone to insane damage…i only pull off a LV3 RS is the guy is dumb enough to jump at me.
K is good if you like to preassure your opponents IMO. Playing against a raged LV2 Geese can be quite horrifying. His GC damage is also INSANE…want to turtle? 3 or 4 Forward+FP and standing RH will GC you…
Well this isnt a Geese thread, so i’ll stop…but I just like K…and if you can JD well, you can have a air block like C ^.^
dont’ use iori for k groove if you think iori sucks in k groove…compared to rolling groove…
if you think k groove players are “oftenly” getting predictable ithe the rage mode…what do you think about people who abuse rolls?..throw them out of the roll…
some people use rage mode to burn there super…but that’s not what rage mode is…it really gives you some time to go more offensive…you have more damage, more defense…why waste it on a super…
k groove player who only jd fireballs shouldn’t be using k groove…
jd is not made for anti turtles/fireball abusers…you can jump in and jd anti airs…
sometimes it won’t work because they will wise and either air throw, or just not attack and wait till you land to throw you…but that’s why you mix things up…doing jd a lot is good, but doing them out of habit is better…dont’ force urself to jd…just let it come to you naturally…have it so you try to jd everything out of habit,…it’s hard to get used to…
k groove and p groove are anti roll cancel groove…
my team for k groove is maki/zangief/athena…guess why…
While im far from an good player I use K groove almost exclusively because none of the other grooves fit the way i play the game.
Id like to say just so you guys know i recognise K groove is scrub friendly… extra damage for taking damage, but what about the drawbacks, no roll and you cant hold your meter, making the supers a good deal less threatning (16 seconds to pull off a super? come on) I play a P groove ken user on a regular basis (were both not to good) and ive already seen that you cant just open up on people using K or you will be handed your rear on a platter.
k groove is hard to play vs anyone with solid defense. sure it’s a nasty groove, i don’t think anyone will deny that, but the bottom line is you HAVE to create an opening if you want to get that big damage in. grooves that allow you to store super own hard because they allow you to wait for an opening (whiff a poke vs c chun, and you better hope you don’t eat that standing mp into death combo for example). but at the end of the day, playing k means you have to be creative. counter hit set ups, solid mix ups, throw games, jd skills and good reflexes are all the tools you really have to incorporate if you want to run people with k. otherwise, you’ll get peaced out quick.
so yeah, k does have a lot of supers, but so what? that’s why god invented blocking.
K-groove is actually one of the most mobile grooves in the game.
It has run, small jump, and air just defense. All the things you say about K, with the exception of possessing good jd skills, actually ring true for C not K.
And I’m getting tired of people saying whiff=death. Punishing whiffs in CvS2 is very situational. C-Sagat vs. C-Sagat is probably the most whiff oriented matchup in the game. Outside of that matchup and a handful of others punishing whiffs does not play as big a part as people make it out to be.
K-groove is the scrubbiest groove in the game bar none. At least with A-groove you need execution. I’ve seen complete scrubs go from crap to competitive in a matter of weeks just because they switched to K. The only thing stopping K is the fact that A-groove is practically broken.
And I’d like to see you just block against my K-Geese while he’s raged. Can you say: “bye, bye, guard bar”?
i disagree. to say whiff punishing is situational is untrue. any character can punish a whiff, and some punish harder than others. that’s why i said c chun as an example. off the top of my head, i can also say kyo, maki, and rolento will hurt you hard if you fuck up, because all those characters have long ranged pokes that are cancellable into a super. even characters who can’t combo into super can still do decent damage just by punishing mistakes. miss 2 or 3 times vs ken and see what your life bar looks like.
and i agree with you about k groove being mobile and scrub friendly. but at the same time, it has limitations which make it inferior to grooves that let you sit on bar, with the possible exception of p groove. that’s what i’m trying to point out. but i will always feel that playing k in a higher than scrub level requires all the things i stated in my previous post. in all honesty, you have to apply that to any groove, but i feel with k groove it becomes more important because your options are limited as to when you can do serious damage. basically, if you aren’t raged, all you can do is a b&b at best. see my point?
and about k geese, everyone knows he rapes guard. it doesn’t mean you have to let him. i don’t mean block for the sake of blocking. i mean instead of complaining that k groove has 2/3 supers a round, learn to defend better and block that shit so you don’t lose all your life.
and for the record, i’m pro k groove. i think it’s dirty, but i don’t pretend it’s greater than it is.
admittendly im beginning to see what some people are talking about, however it seems certian combos of Grooves and Characters are what make the problems not necissarely the grooves or characters themselves, and if you try to balance this by neutering the grooves or the characters, all you get is a result that is basically the same only on a smaller scale (which doesn’t fix the problem so much as offset it) which doesn’t change the game at all due to the fact the same characters will still be “questionible” in certian grooves