I have been playing CvS2 on and off for a few years now but only lately have I started to care enough to become better then your average roll super arcade scrub. So because of wanting to get better, I really need to figure out how to control space and how to control the corner, especially after knockdowns.
Right now I’m playing K-Groove w/ Joe/Cammy/Sagat(2) and I’m working on my execution (mainly cancels and hit confirms) but I really I need something explained to me.
I’ll put out a number of scenarios that I don’t understand with the hope that somebody can fill me in on the exact details.
Scenario 1:
I play Joe who has nothing but ground game and have issues with keeping pressure on my cornered opponent. When can I use TnT punches to pressure and when is it safe/not safe? An example is can I TNT(hp) while my opponent is getting up or will that lead to me getting DP’d? Also, can somebody explain tick throws exactly?
I know what a tick throw is (landing a frame advantage normal that allows you to throw after) but I don’t know when to use them. Do you wait for after they get up and isn’t it a bit risky to throw in a normal against somebody with a DP that has invincibility startup?
Scenario 2:
How do you utilize meaty normals and does the frame guidebook tell you which normals are meaty? Can you throw a meaty when somebody is getting up and will it be safe or can you get hit by a level 2/DP/RC?
Scenario 3:
Running and how to make the most of it is something that I don’t have a grasp over either. I know you can’t JD/block while running and that normals can cancel your run. My lack of understanding involves running c.lp’s. Do you get enough frame advantage from landing a blocked jab to be able to run and chain another c.lp without being counter-poked or dp’d? Or is that dependent on how much frame advantage your jabs give?
Scenario 4:
I don’t understand the mechanics of jumping in terms of recovery when you land. If I have somebody corned and they whiff a j.hk after jumping straight up, how long do I have to punish them once they land?
Scenario 5:
I haven’t fully figured out how to punish the roll or to defend against the stupid roll super either. I know you can throw people out of rolls, which I do, but how soon can you roll after getting up? Can you straight up roll after recovering from a knockdown?
I know one reason I am getting punished by roll supers is I use specials that have enough recovery that makes them unsafe which I’m trying to fix. Hence, I never throw tigers or hurricanes unless I’m sure they can’t punish them. However, I also try to punish rolls by mashing on c.lp/lk which I seem to have read is a mistake. Is it a bad idea to punish rolls with jabs and shorts? Should I instead be relying on crouching meaty normals?
Another question I have doesn’t quite relate to corner/knockdown/recovery and instead involves super/special cancels. I know Joe can do c.lk,lp,c.lk to Hurricane upper and Sagat can do lp,lp to Hotfoot/DP. However, I’m a bit lost in terms of how to cancel or link to the super. They are cancels right? Is there a trick to the buffering that I don’t understand?
The way I have it figured is you hit the normals and then as soon as you hit the last c.lk you hold that button and then input the super command. Is there a shortcut to this method?
Can you do d.lk, qcf+lp, d.lk, qcf+p instead of just doing d.lk, lp, d.lk + hold lk, qcf x 2 + P? Are there any shortcuts for buffering that I haven’t figured out for sagat as well? Like is there an easy method to execute c.lk x 2, tiger uppercut? Should I be doing it c.lk, joystick to forward, c.lk, df+P?
One last question. When in training mode and practicing combos, will the combo meter always tell you if a combo works and when there are gaps? Or do some combos create enough reel so that the combo meter will not register it as a combo? Example: Pretend hotfoot hits for 8 hits. Will c.lk, c.lk register as 10 hit combo every time? If it registers as only 8, does that mean that the combo is broken and they can block before the super comes out? Do breaks in the combo meter always mean you effed up your execution?
I asked a shit-load of questions so I understand if I won’t get any detailed responses but anything is better then nothing. I actually want to get good enough @ CvS2 to attend EVO this year and not get completely stomped by everybody. Thanks.