Hm…nobody else eh?
Yeah yeah…I’m being lazy with working on this now…I might get some more done here later today and upload it once more…maybe…>_>
FAQ slightly updated on my FileFront account. Still working vigorously on it though! Not dead yet.
Yep yep…still at it…
Why is C better than N
Someone told me but I can’t remember as all I can think off is air block and level 2 super into a special move.
I mean N has run, super and mini jump, level 3 super only costs 2 boxes and you also get 120% with power up.
Personally i think C is better than N because C builds meter faster than N Groove. With C Groove i find myself going for a level 2 more, and getting a level 3 is only excess meter build up because i havent found a way to land my super yet.
Level 2 xx level 1 or special move (which builds meter too!)can do similar damage than a level 3 on its own if not do more(ie: Sagat, Todo, Ken…). And N has a timer(timer = bad) when you want to land a super. So easy to get meter in C compared to N and supers without a constraint.
@ abhi:
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Stored meter. Having a stock popped to do a level 3 is similar to being raged in K-Groove in the sense that, if your opponent knows what he’s doing, he’ll a.) run like a pansy, b.) turtle, c.) zone you out or d.) a little bit of all three. Chances are, you might not land that level 3 because of those variables, or maybe even personal error.
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Smaller meter. C-Groove = 168 units, N-Groove = 216 units. While not by an entirely long margin, C-Groove’s bar is easier to fill, especially considering that one of its best characters is the best battery in the game. (will get to that later)
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Level 1 supers, outside of combos are generally useless (for lack of a better term) = I know, both grooves start out with level 1 supers and on paper allow you to do three at full bar, but with C-Groove you get a higher level super faster, and with level 2 supers you get a degree of invincibility (giving you stuff like AA L2 Tiger Chain and stuff), more damage off of a combo/hit confirm/punish, and the like.
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Character compatibility = Look at the general tier listing, and take a look at the characters and their best grooves. Guile, the game’s best battery works best in C. Sagat works best in C. Same goes for generally high tiered/solid characters like Ken, Rolento, Yama and the like. With this in mind, I think C has a better team dynamic and less tedious meter management issues.
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The benefits of super canceling = The best level 2->level 1 cancels deal more damage than level 3 supers altogether, while canceling into specials gets you back meter and in some cases, add stun for your opponent.
I might be missing something, but this is what comes to mind at the moment. To make things simple, think of the damage Sagat can do off of a c.mk in C as opposed to N. If you’re popped it’s all good, but if you’re not, that’s where the nature of C-Groove comes in handy. You’re looking at 8,000 damage on average right there, and if you’ve played your cards right your user/anchor should be coming into the match with meter, giving you that edge from the get-go.
NOTE: Groove bar data taken from Buktooth’s systems FAQ.
I think I’ll shut my mouth
Not sure if I’m going to continue this faq or not…even though it’s pretty much 50% done…haven’t had the motivation to complete it…>_>
Hm…forgot all about this still being here…<_<