My buddy uses sakura and the thing is, his whole game is around rolling and the choke grab. I use lots of light punches and if i whiff a move he resorts to the choke grab it seems he finds a way around it everything i do , any tips on how to counter his ticking?
throw him out of his rolls. tech the throws.
Jump. The worst that can happen is you get hit out of it with the jab.
Pick Kim, then roll and throw even more than non-ticking tickboy.
He shouldn’t be able to walk up and grab you off whiffed moves unless you play very unsafe. If he rolls through your moves, then just vary the timing in between them. Once he eats a few combos I promise he’ll stop rolling in. But considering the problem you have, I’m assuming you can’t punish him too badly so he has no reason to stop rolling.
pick
C-zangief/kim/iori
Random rolls = death to opponent!!!
PUNISH, PUNISH, PUNISH!!!
If the rolls are timely & not random, & you are using JABS as pokes, then you should still have time to recover & react!!!
Throw, combo, at least jump away!
This was one of my biggest problems too, when I was just starting to play CVS2. I couldn’t stop rolls…I was such a scrub…now I’ve improved to scrub & 1/2!
anymore tips, me and my friend aren’t scrubs we know what we are doing so the problem isn’t about me being scruby with my moves he knows what he is doing and he knows i’m doing my best to counter them.
Well, @ that point it depends on knowing a character’s roll, and a players tendencies.
Use your pokes to an advantage, and bait a roll. Or try to feel it out…I know that it sounds too obvious, or UN-helpful, but it eventually will come.
It’s like how everyone tells you how to do Sak’s CC. I mean, you know how it’s done, and everyone has given their advice, but not everyone can do it. It all comes down to the “feel.”
Seriously, you want to PUNISH rolls, throws are nice, but a roll especially if you can sense it coming, is a free invitation to a lot of damage.
Once you start to combo rolls, they will stop rolling, and all of sudden your pokes are that much more stronger!
Hope that helps, that’s all I can say on the subject, cause that’s all I know…
OG SF NERD ALERT!!!
To “tick” is to perform an action. The “tick” is the sound of blocking, and was originally coined in OG SF2. You make them block something like a ducking jab >tick!<, then throw them right after. Cheap as hell!!! But equally awesome!!!
So he’s not “ticking” you. Which is not surprising really because ticks kinda suck in CVS2. He’s just throwing your ass all over the place.
Like the others have said, punish the rolls, tech the throws. I ate them a lot too when I started playing CvS2. You just gotta get your reflexes up to par.
Hrm… hav you tried mashing ducking jabs whenever he gets close?? It’s not exactly brilliant strategy, but it should stop him from constantly throwing you anyhow. If it connects go into s.short into HP dragon punch.
You need to either do one of 4 things:
- Tech his throw, or try to throw him during the roll
- Jab during his roll
- Use a meaty move that stays out for a long time
- Jump
Teching his throw is the obvious selection. Sometimes this can become challenging however. Therefore use option 2. When he comes out of the roll, he will be hit with jabs, a potential combo starter. Lastly, if you use a meaty move this will hit him as soon as begins recovering from the roll. I’m sure that all rolls take a few frames to recover, which is why you can jab or meaty hit them on the recovery of the roll. Jumping away from the roll as Windy said is not a bad idea at all. Not only does it stop him from throwing you, however it also diminishes MANY roll supers/activations. Thanks Windy!
You say that he rolls through your pokes, allowing him to throw you. I know what you mean in a sense cuz my friend does this a lot to me. What I may suggest is don’t ALWAYS use your farthest hitting poke. For example, you could use Blanka’s c.mk instead of his hp. This allows you to recover quicker, making the timing for him much more precise.
Jumping isn’t really the best option for that. If he was good he could just activate and use the anti air cc but regardless learning how to punish rolls in general is something you need to accomplish.
Jumping isn’t as bad as you make it out to be Glory. First of all Sakura’s AA CC is not good at all. Instead it rather sucks especially if you jump away from her. I think that if you jump away from her, there’s no way she can activate sho sho AA CC. Instead that leaves you with a stupid activate, j. hk’s into corner, weak as hell. Anyways, jumping away IMO is a pretty safe bet.
To practice against people who are rolling threw you fight against Iori in the training mode. He will roll whenever you press a button. You need to figure out how to recover in time enough to throw him out of his roll.
In otherwords, playing Iori in training mode with the grooves C/A/N will give you SOME help but not enough to beat your friend.
Sakura’s AA cc sucks but that’s not the point. I was just saying thats not the best option against a roll. All you have to do is throw the person. A strong ground game is essential.
simple. when he rolls you roll. then he can never catch you.
No, he can still catch you.
If you have enough reaction time to roll past another roll why wouldn’t you just throw them? Come on now that’s really the only option you guys should suggest. One thing you want to look out for though if the roll frame is at it’s ends and you try to grab them it may whiff and their roll super might hit you.
Which is why Jumping may be sometimes better.
Jumping away from the roll cannot be “good”… It might avoid the throw, but wheeee, so what?
So you jump back… he walks forward. When he gets close he rolls again. You jump back again? Or forward this time?
It’s good for getting the hell out of there, but it DOES leave you open… maybe not to Shosho, but to SOMETHING. Also, why would you give up an opportunity for FREE (albeit sometimes difficult) damage?? It doesn’t make sense…
He’s going to have to learn how to deal with the roll. That’s the bottom line. Either by throwing (when close) or punish (close and far).
For punishing, he should start with moves that stay out a long time… so that the opponent rolls INTO the attack. It’s easy to time.
Once he learns the timing and gets his reflexes built up enough, he can punish with combos. Jabs into whatever, low forward into super, blah blah.
Rolling might be hard to stop at first, but if he works at punishing them, he can make it really risky for the opponent to just roll about willy-nilly.
** Hero Ninja**
Oh yeah… if he does roll through your normal, and throws you, you can STILL tech the throw. So even if you know he guessed right and caught you with a normal sticking out, GO FOR THE TECH ANYHOW. It can’t hurt. It could save your ass even.
He should be comboing you if he manages to guess right and catch you whiffing a normal… throws are weak!
don’t do ANYTHING except this:
wait for him to jump … anti air
wait for him to roll … GRAB THE SHIT OUT OF THAT you shouldn’t let any rolls go through whatsoever!
and do this while running P Groove … :badboy: