The reason why PokesYOU may have lost to you is because he overestimated you. I find more matches i lose to in CVS2 is because i overestimate. If Player X doesn’t know how to link BNB combo for X character, i rush in, thinking he Player X has shitty execution, so when i rush in i get supered or something. So in other words, PokesYOU may have lost to you because you suck in CVS2. I’ve won games because people overestimate me also. rsigly, i’m not trying to dis you. after all you did say you sucked at cvs2 so yeah. hope we r cool.
white boys stop this animosity.
Top Tiers for A???
Yeah, I’m noob, so I’m going to be asking many noob questions until I get better at this game… so plz deal with it. haha but anyway: What characters are best suited for A-Groove?! and Is CAmmy a good choice for A-groove?
Top Tiers for A???
Cammy is good in any groove, so A would be fine, good thing about Cammy is that she has an all purpose CC you can do from anywhere. since you seem to have Sakura in your avatar, use her too. to round it out, if you can do Sakura’s CC, that means you should be able to learn Bison’s. that right there is a top A groove team.
Top Tiers for A???
Best suited
Cammy is good in every groove, so yes, she is good in A.
Sakura and Bison for damage plus they have multiple setups.
Hibiki for her reset options. Throw into cc setup.
Sagat and Vega as battery.
Todo for keep away and pressure. RC command grab=free cc.
Blanka for RC electricity setup. Electricity for building meter faster.
Good for A Groove
Akuma is pretty good. Decently damaging CC, multiple setups.
Rolento: Damaging CC
Eagle: Damaging cc, multiple setups.
Ken: Good for battery, decent cc.
Iori: RC rekkas to build meter. Good cc setups. Damaging cc.
Technically you can use everyone in A groove as long as u know/learn, or make up setups, and know the basic idea of what to do in A against certain things.
Wow, great responses, just what im looking for thanks a bunch guys… one more qustion, what’s a “reset”? and also, is there a spefic place is should learn about set ups? thanks again guys… this is helpful as hell.
A reset is when the CC starts over, in the middle of the cc. It does more damage because ur reseting the hit counter and therefore reseting the damage counter. Resets are risky, but worth it.
Go to Gunters website
alot of good vids
but there are far more setups than whats on that site for most characters.
Mainly once u learn the basic setups, you’ll start coming up with ur own.
What team is more solid for me??? A Ken/Joe/Sagat or A- Joe/Sag/Cammy???
-B.
Hmm…well…you’re basically asking which character should you use between the 2 teams?..Ken, or Cammy?
So let’s compare the two.
Ken:
Builds meter at a good rate.
CC off of blocked Blanka Ball.
Counters blocked Blanka Ball.
All around cc setups.
A cc reset option.
Crazy mixups.
Can handle the top tiers decently if you play your cards right.
Good RC’s
Cammy:
Builds meter at good rate.
CC of blocked Blanka Ball.
Counters blocked Blanka ball.
All around cc setups.
No cc reset option(at least none that I know of)
Decent mixups.
Handles top tiers nicely, has problems with Sagat.
Decent RC’s
Your better bet is probably Ken if you’re looking for good mixups and RC’s.
If you want better team balance in terms of damage and hit points, pick Cammy.
Now as for the teams themselves, the Ken/Joe/Sagat team is a little meh. Its hard to have Sagat in A when he’s last. He has a few cc setups, but if the opponent doesn’t jump, you’re pretty much just sitting on meter, and you’re going to end up using him for the supers, but no lvl 2 cancels. He would be better first, or maybe second.
Ken is also good first, for the stuff listed above. But that would still put Joe list, which is still kinda meh.
Now as for the other team, switch Joe and Sagat, leave Cammy last and you have a pretty solid team. Cammy can hold her own last, and she can build meter just in case. Sagat can be battery, and Joe has just about what you need to win.(CC setups, good range, etc.)
So, uhh, ya.
Hmm, Dr. B using A groove…
Pokes:
No offense, but this thread is getting funny again…
What setups do you have? As long as it’s not dash, CC I’m all set…
-Punch throw, dash over, meaty d.MK, CC
Everything else I can think of involves random activate. :lol:
You really use RC rekka’s to build meter? Nevermind if I just jump straight up right?
Also, how does Ken have good mixups but Cammy only has decent? You’re playing A-groove for one thing, which lets Cammy do her dash. Cammy’s fierces (both far and close) always give at least +9. I’d say with two things alone, Cammy has some fantastic mixups. Ken’s bnb combo doesn’t even knockdown. Cammy has short, short xx spiral arrow at least.
Ken has one good RC. Cammy has one good RC. Both have their uses, and both are highly counterable when used poorly. Does the damage thing you said even make sense?
That is all.
After the throw that knocks them down close to you, walk back a bit, roll cc activate. I’m not an eagle player so I dunno how effective it is.
Anywho, which character does best vs sakura.?
And my sakura blows, when I do the cc I can do it @ home but not at the arcade. What should I tell my self as I do it?
I slowly count to fourteen. One number for each time you press hard punch/the number of dp’s you’re doing.
Hope that helps.
If they jumped to avoid it, Iori can continue his rekkas to create more space.
**
Ken has The Bullshit Crossup after lvl 1 super.
**
He has 2. Fireball and Funky Kick. Anyone who’s played a Ken vs. Cammy match knows how important the RC Fireball is.
Today I played a very decent a-groover. He did not have the best execution (worse than mine), but the time he chose to activate was so good that I was surprised by him. Now I don’t remember anything other than being surprised and beaten.
I only know a few setups
after dash in
after empy jump in
anti-air
tripguard
i also saw activation between a guard crash string
like opponent jump mk, d.lp or something, that guy activated after guarding that j.mk… that was good…
when do you activate cc other than obvious punishable mistakes made by your opponent? how do you bait to activate?
Do you mean character specific or in general?
Mainly if you know different setups for the characters.
But I don’t know if you mean specific or general.
Like for Cammy, you can activate off of close st. fierce, RH dive kick where it hits below the opponents knee, RC knuckle punch in the corner, or a jump in attack.
Just do anything that would make them come to you or mess up something.
Empty jump, wait for them to anti air, activate through it.
Throw fireballs, make them come forward.
PokesYOU,
the queston was meant for a general situation, but it sure would be nice to know that for specific characters
I use generally use team bas, but sometime use ken instead of blanka
today’s match made me realise how scrubby my blanka and sakura are… both of them only took down 1 and a quarter ratio 1s. with luck bison took care of the rest of the team and ended that guy’s winning streak
technically, I am scrubby against some certain matchups and certain play style… ar… nevermind…
anyways, thanks for the reply
Well, with Blanka you can activate off of RC electricity.
But since it seems like you might need help with basics, try to work with ranging with Blanka, zone your opponent. Then when you get a knockdown or grab, go for a good wakeup game everytime. Of course watching out for supers
I like to do:
1)Punch grab, crossup forward, tick throw
2)Punch grab, strong Blanka Ball behind as they get up**
**That setup starts a whole bunch of mixups after you Blanka ball behind:
a)RC electricity
b)tick throw
c)cr. short x2, st. jab, fierce blanka ball
d)cr. short x2, wait, st. jab, fierce blanka ball
e)roll in front of again, throw(etc, a bunch of stuff)
Alot of stuff you can do on wakeup
With Sakura, I think she works good with counter hit/throw mixups, considering her pokes come out fast.
One mixup u can do is, walking st. jab x2(yes, this does combo), wait, counter hit jab, st. short, DP…etc
You can also mixup the walking jabs with the non walking st. jabs, just for a little extra ground game.
Of course, you can’t do that all day, so she does have a nice mixup game after knockdown. Most of the stuff was mentioned I think.
Eagle:
regular d.MK, CC, d.MP (first hit) xx stick pokes
A cool little combo into CC. d.MK, d.MP is a two frame link. The CC activation adds whatever frames it does with that short time freeze thing it does.
Cammy:
RC knuckle punches don’t do anything except leave you open. Possibly being the worse RC in the game is why nobody ever uses them.
What crossup are you talking about? The jump straight up after level one shinryuken? Or foward j.MK after landing short, short, super?
I also throws lots and lots fireballs versus fully charged A-Bison all the time (to bait their activation).
PokesYOU,
these are really great info
really appreciate it
for sakura how do you get close enough to do that jabbing?
do that after knock down, cross up?
what are the mix-ups that bison has???