oops, sorry about the vague comment.
i meant, when you do high counter against cammy’s spiral arrow, you’ll whiff the crackshot ?sometimes?.(well, in my case the crackshot just whiffs everytime)
well, here’s a random tip then.(i haven’t really tested it out completely but…)
start of the match, rock vs cammy
if you know your opponent likes to do spiral arrows, then do high counter. then immediately do mid counter after it whiffs. iirc, i always block a s.fierce from cammy after i whiff the crack counter. my guess is that they try to throw me but are too far or too early. meh.
Rock is considered airborne during all versions of his elbow (Hardedge). It can go over the Trip Wire super. Not very applicable at all, I happened to do an elbow ass my friend did a trip wire super and I hit him out of it.
The counter for Rock whiffs Cammy’s arrows when she’s still laying flat (OTG). If you counter at the ending distance of her move you can hit her, otherwise you counter and kick over her head.
Leezy beat Ricky the Fabulous?? Awesome job! Maybe there’s hope for this game after all.
K-Rock vs Blanka:
If you’re going to fish for counter hits, use crouching jab rather than crouching short. For example, d.LK (blocked), hesitate, counter hit d.LP. Blanka has a bad habit of being able to mash either d.HP or s.HK to completely avoid high or low attacks. If he mashes s.HK, he’ll go straight over your d.LK. Likewise with being able to mash d.HP to go under Sagat’s or Rolento’s s.LP. A mid hitting attack like Rock’s crouching jab will cleanly counter all Blanka mashers.
-counter hit d.LP, d.HK
-counter hit d.LP, d.MK xx deadly rave
Random tips, hmmm. Here’s my chance to preach stuff.
Rock
Early j.hk sets up:
-counterhit c.lp
-rage shift
-360
If you superjump it you can get even closer. Lowjump lk does little hitstun and pushback, which is nice to get a 360 too. I love how this thread got off on the right foot with Rock discussion.
Early jumpins work cus they require faster reactions to AA, just like lowjumps. Getting thrown is the most common punishment I’ve seen.
Works for Kyosuke (j.mk - wait longer cus there’s not that much hitstun), King (j.hk) and Rugal (j.hk) too, or anyone whose jumpin has good vertical range. Characters with command throws get a nice mixup everytime they do this. Other characters don’t suffer greatly if their combos get blocked cus they’re closer than they were and have gained the initiative.
Tip 2, if you ARE gonna do regular/deep jumpins, then make sure you prepare a combo in case it hits. It seems very rediculous to to me to take the big risk of jumping and only use it to get close. I think it happens because ppl are so used to getting AA’d or having the jumpin blocked.
In a P vs S match, the P-groover should always input foward after a dodge, since all dodge attack are parried high, if they dodge attack, you get free damage.
what if they dont dodge xx attack and just finish the animation to go into a low attack?
tip: everyone on K groove should learn how to proximity cancel against A (i think thats what its called). input the directions for the super/special before the CC flash, press the button after. i dont think its really that hard to do. i kinda suck at it, but i get the feeling if i worked on it more its something that can probably be done pretty consistantly. playing against so many A groovers, you kinda get a feel for when the activate will be, so use it to your advantage. buffer when you think its coming, and dont press the button if you dont see the flash.
I suppose the A-Groove players you play aren’t very good. If an A-groover sees, hears, senses, whatever that you’re gonna spam a super after activation, they will roll. They can slap the machine and trick you into supering. You could accidentally tap a button and random super. Most A-groovers will wait until the custom is guaranteed. If you can get really good at it, and aren’t impatient, it works well. Most people can’t react correctly, and even if they do, good A players will stuff it anyway.
you are definately right that there is many ways around that. but as it seems to me, no one really expects it. no one is psychic, and no one activates and thinks to themselves “i better prepare for this guys reversal”. sure, if i were to start doing this everytime i saw an activate, then it’d be a little predictable. but even combofiend ate 2 level 3’s from ino after activates. but being the mediocre player that i am, i have the x factor of fucking up my execution anyways :rolleyes:. against sakura players, the custom is pretty guaranteed if you’re blocking, so its the main reason i try for this stuff. i got really tired of eating her customs. i’ve noticed that most sakuras i’ve played stop zoning, and start moving in when they want to CC. so it may not be high level stuff like you’re used to, but i think to the 95% of the rest of us, its good to know. idk, leezy, if an agroover sees, heres me spam a super during activation, in theory, couldnt i just bluff and start pressing buttons to make it seem like im about to try something and have them start their CC with a roll? idk about you, but no one i’ve played has taken that bluff. of course, if you’re ever so lucky to get the perfect proximity cancel DP, then it should come out damn quiet and sneaky. i’ve gotten it “perfectly” once. (as in i do the dp, and at the exact moment i would have normally hit punch, they activate, after flash i hit punch). its not something you have to know how to do to play K, but against sakura it certainly helps. also im just fed up with block CC. damn A groove emasculating my K rage. it just pisses me off to have no meter any more after blocking customs.
I’m just wondering about this proximity canceling. I’ve been able to get specails by doing the input DURING the activation freeze. But it’s not consistent and I think that it works only when the motion is finished after the freeze, but I could be wrong, it’s just hte feeling I get. One thing I couldn’t do is get supers to come out. I thought this was very strange and now I hear Deus talking about doing the motion BEFORE the freeze. Just wondering, what IS the time for this technique?
You can’t do anything, not even proximity cancel, out of a properly timed CC in your face, low short. Leezy’s right about A-groovers being smart and only using their CC in guaranteed situations too (ie. jab, jab, CC, d.MK against K-groove).
My advice? Quit.
This game is stupid. A-groove doesn’t even lose all their meter when you do manage to hit them out of a CC.
that’s ultimate tutrle tactics! turtle so hard you’re not even in the game! Can’t beat that ultmiate tatic, sure you can’t win, but you’re not gonna lose to randon a-groove activate/k groove lvl 3 supers!
It shouldn’t matter unless you are retarded and hold foward. I’m not saying base your whole gameplan on it, it just some useful info. You just tap foward then block, if you parry anything, free damage.
Yeah, blocking customs is the shits…better than getting hit, unless it’s Sak. I’d honestly rather get hit by Sak’s custom (most times) so at least I am raged after she’s done.
Random (not really) tip: If A-Sak is activated and accidentally noogies you, DO NOT MASH OUT. Just sit there and let her meter run out while you get noogied 7 times.
Same with Blanka or anyone else with a Multi hit throw.
RC QCB+K with Rolento, It gives you free meter and you cant get hit out of it.(according to my friend) You might get thrown but other wise its a good way to gain some meter or fly out the corner, its easier than RC Scouter Jump so thats good.
With honda,…whiff kara FP 360’s for fast and relativily safe meter, perfect for getting those pesky cntr attacks
Cool combo, in corner- mp hand slaps into c.Fpxxlv2 first hitxx into 360, then either handslaps for knockdown or Fp, for damage.
-outa corner jus do a level one for more damage.
This is generally basic knowledge in my opinion, but there’s always someone who doesnt recognize this. When using P-groove, you only have to low parry crouching kicks. As far as I know, no one in the game has a sweep like Makoto in 3rd Strike (d+ FP, for those who dont play 3s)or any other low hitting punch attack. Attacks like Sagat’s crouching FP can be parried high or low.
All you need to remember is: if you have to crouch to block it, you have to parry it low.
Keep an open mind, play different characters. You never know, maybe your opponent’s won’t know the matchup, and you will. Maybe you’ll find out Kyosuke is broken.