Many scrub / intermediate questions

well i’m not really a scrub, but i’m not really a regional tourney calibur player (maybe local). i have some general questions about cvs2 that most intermediate level players should be able to answer. FYI I play C Guile, Blanka, Sagat (2)seriously - along with all other grooves but A and S. I also switch around a lot to Rugal, Bison, Cammy, Vega, Terry, Iori, Terry, Ken, Ryu, Rolento, Geese, Kyo, Joe and Rock. I know most of the gimicks and combos. Combo execution is decent, but not perfect. I can RC, but I suck at it. I also suck at footsies.

So here are the questions (I know every single answer could be: don’t put yourself in the situation, but that wouldn’t answer the questions to my satisfaction):
When playing against characters with Fast Jumps (downward jumps) and good cross ups like Vega, Blanka, Bison and such - how do you anti air with characters who don’t have a definite anti air? For example, if I’ m a shoto, I just DP on reaction. However, if I’m Blanka I can’t seem to anti air a good placed jump in. I can try, but the best i’ll do is trade. Most of the time I’ll eat a combo. I know people say things like RC ball / electricty. And they say the same for any other character wihtou a definite invincible DP. IS that the only real option? I suck at wake up RC reversals and would prolly end up just getting hit by a cross up or close jump in. From what I’ve read, it’s either roll out or take the block damage. I find rolling works ok, but it’s risky at times. I roll out of cross ups when i’m low on guard.

How do you get out of guard crush strings? For example I love using GC strings myself. one reason I use Sagat, Blanka and Guile is because they have really good GC strings IMO. But when i’m faced against a character who does the same crap to me, I can’t seem to figure out what to do. If sagat crosses up and does that jab, jab, jab, short, short, c mk, cfp , etc. what should I do? Normally I just ride the string out. But if I have a decent counter, I’ll use the alpha counter. Any suggestions?

how does one get good at footsie?
I suck at this. I know I should bait stuff, put out short recovery moves, build meter, and punish shit … but I’m not really good at it. When should I roll? Should I roll? should RCs be part of footsie? I have no clue about this. The only character I’m half decent at footsies at is guile. And I realize this is only because guile has really good normals (frame adv, quick moves, priority, good block stun, easy punishment).

Tiers and matchups?
I believe I’m half decent at with many characters. i also hate losing, so i switch around a lot. i realize all fighting games are matchup based. if i lose, i just end up switching characters and winning or losing less badly. is this a bad thing to do? i realize i haven’t fully mastered many characters. how do the best players in the world play these games? with specialized specific characters? or with a wide variety of characters at their disposal?

Some insight: I don’t really have much competition around where I live now (pitt), so it’s hard to train execution under pressure. I realized that execution in training mode is a LOT different from a match. I can RC very well in training mode. It is also true in a match where I get my rythm down. But once I lose it, I can’t RC for the rest of the match very well. Any solutions to this? It’s the same with 1-2 frame links, and punishment combos.

About the switching players thing. You shouldn’t do it unless the team you lost with wasn’t your best team and you want to use your best team now.

The way I see it is you use your best characters, or the chracters you want to learn, then you just work on them. Like get timing down for combos, combos into supers, etc.

But with Blanka, I hate playing against Vega, mainly because he can jump up roundhouse all day without worrying much. But I play K-groove so I can always try to JD the jump-in. But if I dont JD it, I always block the jumpin, because there isnt much they can do other than hit your guard a couple of times and then they’re out of range to do anything.

Vega is a bitch to anyone Shin, dont worry.

And footsies sound like something REALLY hard, which isnt, well, unless you play Nakororu all day or something

footsies = just knowing which normal attack to use and which not, which to use as AA, and exceptions like what to use against Blanka’s hard kick jumpin etc.

It isnt that easy though, there are a lot of exceptions,and every move is a possible AA, not just upwardhitting moves like Ryu c.hp, just look at Blanka’s slide, now thats pure AA against Sagat :wink:

[quote=m1kekim]

When playing against characters with Fast Jumps (downward jumps) and good cross ups like Vega, Blanka, Bison and such - how do you anti air with characters who don’t have a definite anti air? For example, if I’ m a shoto, I just DP on reaction. However, if I’m Blanka I can’t seem to anti air a good placed jump in. I can try, but the best i’ll do is trade. Most of the time I’ll eat a combo. I know people say things like RC ball / electricty. And they say the same for any other character wihtou a definite invincible DP. IS that the only real option?
[/Quote]
Go to training mode and test out different jumping positions vs. characters that you have problems AAing.
Test out:
What button to use for AAing in the corner
What to use when the opponent is on top of you.
All the positions.
If nothing works, then pick the next best option. (hop, roll, slide, etc.)

[Quote]

How do you get out of guard crush strings? For example I love using GC strings myself. one reason I use Sagat, Blanka and Guile is because they have really good GC strings IMO. But when i’m faced against a character who does the same crap to me, I can’t seem to figure out what to do. If sagat crosses up and does that jab, jab, jab, short, short, c mk, cfp , etc. what should I do? Normally I just ride the string out. But if I have a decent counter, I’ll use the alpha counter. Any suggestions?
[/Quote]
Go to training mode and test out different GC strings with different characters and practice attacking through the lagging parts of it.
Example:
Sagat:
jab, cr. forward, cr. fierce.
You could DP or RC or attack somehow after the cr. forward and before the cr. fierce. There’s alot of lag between cr. forward and cr. fierce.
But, there is very little lag if the fierce came out first then the cr. forward, up close. So just be aware of what the opponent uses.

[Quote]
How does one get good at footsie?
[/Quote]
Footsies are just basic character movements used to accomplish either:
A)Landing damage
B)Better character positioning
C)A certain setup or possible setup

There are a few other factors to think about when doing this:
A)Mixing up-
Obviously in order to not get caught in something, you mix your attacks up. Either on wakeup, after a roll, etc.
Example…
You get a knockdown with Sagat. on wakeup you do far jump up RH, cr. forward.
On the next knockdown, you do whiffed jabx2, walk back, st. forward.
Next one, empty jump up, land, cr. forward, st. fierce.
You may do the cr. forward because they’ll block high because they expect a RH on the way down and they don’t want to get hit by it.

B)Does your opponent have meter?
Most times if the opponent has meter, just bait the super, then follow up.

Thats the basic idea behind it. There’s more, but just work on that^.

[Quote]
Tiers and matchups?
[/Quote]

You only need to figure out the matchups for annoying situations.
Example…
Cammy vs. Chang keep away with Choi.
That’s annoying.
Other than that, its somewhat common sense stuff.
Like if a character has less range than another character, then outrange that character, or if a character doesn’t have a AA for a certain spot in their area, then attack that part.

The main thing isn’t really a matter of pressure during a match, it’s actually about being able to stay calm while executing. Basically, if you can RC and execute w/o having to think about it, you’re set for the most part. Just playing more ppl adds that little bit of help.

listen to Nick, he knows his shit

What I typed were just examples, calm down.
I never posted that its a planned series of attacks, just a general idea based on what the opponent does/doesn’t do.
That’s why I typed “Example…etc”.

I use A-Rolento.
For starters, obviously he can whiff jabs, and roll back. He can punish many moves like Sagat c.Fierce with a slide (within range), but i’m leaning towards safety nowadays and just going with c.Fierce or even s.Forward(pointless in A I know, just working stuff out). I’d like to see some frame data on that, I need to download that scan. Its probably on these boards anyway. Roll-back - slide is really good against people who have a better poke than you and aren’t afraid to use it, as it catches them trying to advance forward.

vs C-Chun and Yamazaki I go for a knockdown and use the cross-up a lot. I tend to go for s.jab x3 link c.forward and be a hero[and scoouter jump after c.forward if I’m not feeling comfortable about the link and it the combo hit, sometimes roll back), but I remember just doing crossup forward, c.forward was really hard for some people to block, I really think he has a fast ass c.forward (not sure, no frames again dont flame), but you its pretty viable for wake-up games (whiff jump ins).
A trick I don’t know if everyone knows because I don’t see it a lot, but publicized by buk after one of his japan trips was s.jab(blocked or hit), roll back, dash forward K throw. Its SOOOOOO smooth omg youre just grabbed. His kick throw sets up your jump in of choice (meaty s.strong crossup, whiff crossup). Anyway I try to use s.jab on these characters a lot since they don’t have a lot to mess with it at close range in terms of normals. Yama you’ll have to watch for RCs and bait supers of course, I’m not too familiar with that one. The other good thing is throwing a knife on top of someone as the wake up, really low. You can eyeball if theyre going to slow wake or or whatever and back out, but you can usually get out some safely blocked jabs if they block the knife. I guess I go for guard crushes on these characters.

Against Hibiscus just run away, roll back a lot, throw knives, hop off wall and stay out of fierce range. Hop the fuck around, she CANT hit you reliable. She turtles? Turtle harder, she’ll get mad. I know thats not what you want but im telling she cant chase that dude down if he doesn’t want her to.

I die to K groove. :sad:

Also, I don’t know if everyone knows about this (new to me), but I heard one thing LTB does when he plays Rolento against A, is when they activate mash that pogo stand (f+MK?). There’s a good chance you’ll just get knocked away and they wont be able to full combo. I never knew wtf that thing was for. ::shrugs::

Ok Im rambling now.
Wait I suck why am I talking?

:lol: u seriously hate kim dontcha muahahahaha

n-e-ways, all of your questions basically point to 1 awnser… pick a team and groove, and play that team until you are used to the way they move, and poke. once you have that, use the best and fastest pokes to play footsies, and zone ur opponent that way (which should help you with the RC issue). when you do this, they won’t be able to get in too close or cross up. for tiers and matchups? well when u pick ur team, pick it well lol, make sure you have characters that can stand their ground vs the usual cheapos (blanka, cammy, sagat, yamazaki, geese and whoever else shinace plays with… no wait, that’s it :lame: :razz: )