Rank the scrubbiest grooves from most to least

If I had to say the scrubbiest groove it would be C or K.

C because its the basic capcom groove that most people are familiar with and K because alot of people just try to sit back and super.

I play K groove and its not as easy to play as people think, jd does have advantages ie, my Athena doesnt have to worry about AA as much so jumpins are alot all but elimanated, but there isnt that many options in K, no roll no rc, no dash, all you have is jd. JD doesnt give you any frame advantages either it gives you block stun which can help in situations. Not to mention whenever someone sees K raged they run the fuck away. It also depends on the character to, ie my main one Athena is extremely hard to play in K Groove, she does have a roll or rc so you have to depend on short jumps and alot of tactics to get you by the match.

I think honestly P is the hardest to master, the timing for the parry still fucks me up but that may have to do more with the fact that I play K groove. Not to mention it takes away alot of options, ie I cant really jump in with Athena unless its a small jump butt bounce which even if parried is usually unretaliable. I cant df or fireball most of the time. You have to do shit like jab fireball run foward jab, jab, strong, df or some weird mixup that they wont expect. Its also harder to crossup a good P Groove. Supers I dont worry about them trying to parry, ive seen LTB try to parry my Joes super a couple times then he just ran the fuck away and Athenas never get parried if its a lvl3.

Thats just my opinion though although like they said there really arent scrubby grooves just players that use them.

dont play athena…

and ppl run away when your raged because you can get reaged easily, therefor many times, and pull of a L.3

now your thinking : well its not that easy with my athena. and thats when i tell you what i said at the begining of the post:

dont play athena

now ppl run away when your raged cuz you get raged so easily, that i dont want to confront you EVERY time so we’l just keep our distance until you cool off or pull a L.3

dont play athena…

Why nothing wrong with playing Athena. Her supers are alot more effective in K and even if you dont hit the SCB you still get alot of block damage of it then you just cancel it and have quick recovery of it so your still safe. Athena is hard to play in K but has benefits if you learn how, she still has small jump which imo is the most important thing to have for Athena. You can sj buttbounce almost all day and just annoy the shit out of your opponent. Not to mention the jd is actually useful for her as it acts as an AA against characters like Rock and Sak where her AA doesnt work against them. She is one of the easiest characters to do a jd AA then throw afterward. Plus with the run in K you can hella rushdown with Athena and constantly stay in there face or you can use hit and run tactics or just plain fucking turtle. While yes it is hard to play her in K, once you can you can be very very efficient and effective with her and she is an absolute terror.

Everyone has there own style, and skill, but I guess the only way to find out if your a scrub or not, is to win in all grooves.

If you win in K, and someone thinks your only winning because of a scrubby groove, beat him in C, or N, etc. No more excuses.

People here say that C is a scrub groove and N is a hard one to use, but I use C & N, and N is like C with run and low jumps, so my game play doesn’t change too much.

So in my opinion C & N are equal, does that now make N a scrub groove? No.

If your good, your good!

N is the least scrubbiest groove because it has the highest learning curve.

S is the scrubbiest groove because all I ever see people do when they play S is random dodge, dodge, super. Plus the majority of them aren’t good in general.

P, A, K follow closely behind. The elite Canada tactics of full meter A-Bison cornering an opponent then RUNNING AWAY so they can do random roll, CC is beyond me. P-groove scrubs are always bitching about “well, if this was 3rd strike… blah… blah”. You know what? Shut the fuck up. K is for scrubs because the shinakuma.com unblockable is too much.

With C you need to play real patient. Those who can’t resist doing roll, super have hope though. The people who pick C and spam on RC like Mago all day though… no comment.

fuck these threads suck now

pgroove has a silly easy gameplan that falls apart vs high lvl cheap shit in the game.

you can still get by through smart play,

HOWEVER

i wouldn’t call baiting out sak custom, executing your parry and THEN dp’ing the bitch scrubby…

K groove is the king of scrub, apoc has posted the truth about it so many times i need not repeat it…

A-groove is really scrubby when i’m losing to it
:lol:

We have to remember that there is a difference between most scrubby and hardest to master.

Remember that there is a big difference between “Best” “Easiest to Learn” and “Hardest to Master”. Easiest is what takes the least skill, effort and time. Hardest is what takes the most. Best is just stupid as it depends on the character in question and matchups. It is becasue of these confusions that many of these threads wind up as flaming wars ;).

Most Scrubby:

K is the most Scrubby hands down. I don’t think anyone will disagree with this. You get given Run and Small Jump and JD. You have the ultimate rushdown. If anything goes awry you will have Rage mode to back you up or to pull a lvl3 out of your ass like off a JD. You can turtle as well and easily control the momentum of the match.

Next is S because it is not at all hard to sit there and Dodge xx Fierce or Dodge xx Super all day. Again with Run and Small Jump for great rusdown and Dodge to save you out of anything. You can easily out Prioritize many things that you shouldn’t with Dodge xx Fierce and when you’re in the Red you can just keep chucking out safe supers (e.g Ryu rushdown Shinkuu Hadoukens.)

Then comes C as you can easily sit on meter. It builds fast so you can pretty much always use it, you are given air block to keep your jumps safe and also have roll to save you against a lot of things. Many people are also familiar with it as it has appeared nore or less in various games. It only has a few modifications.

Following is N as again you have great offense in Run and Small Jump. You also have Roll and often super but not quite as often as C. You have no air block and it takes a bit of timing to get Stock Break into Super right.

Now comes P as you do have Run and Small Jump for great offense. You also have Parry for great momentum control but lack consistent super. You also don’t have anything to really save yourself if you make a mistake except Parry which I don’t think a Scrub can rely on to much. Even when you have Super it isn’t to scary, but you can sit on it.

Finally comes A. Learning good CC’s is hard enough for a scrub and you also are stuck with no Run or Small Jump. You only have Lvl1 supers that are of average consistency and never have a level 3 when your down. You really have to get good at CC’s and your whole game pretty much has to be based on that and Roll. Roll is the only real saviour a scrub has here.

Hardest to Master:

N is the hardest to master as there are very few people that have got it downpat as it is. It does offer a lot in Run a small jump, as well as the most frequent lvl3’s in the game bar K. Counter Movement is what makes this groove so good yet hard to master as it’s really the entire reason to play it. You also have to master RC’s in conjuction with counter movents and Stock Break into supers.

P is the next hardest because you have to get really good at incorperating Parry into your game. To be able to Parry well only takes practice, but knowing what and WHEN to Parry requires an absurd amount of skill. Perfecting rushdown with Parry to keep momentum is harder to incorperate than it may seem. You also have to know how to not rely on super and perfect the rest of your game, whilst still being able to use it properly.

Following is C. C requires the patience to know how to play footsies very well as rushdown is hard to apply without Run and Small Jump. Learning to time late Air Block sparingly is also difficult against the variety of AA in the game. You have to know when to use Alpha Counter and getting RC downpat requires time and effort. Also perfecting situational juggles is a must. Learning how to cancel every super against different characters in different situations is harder than many people give it credit for. I have seen some cancels that really shouldn’t juggle that Choi has done purely on what seems instinct. It requires a deep understanding of the juggle sytem and hitboxes.

A is not that hard to master. Getting great at CC’s just requires a significant amount of training and practice. As does RC’ing. You have to learn to apply pressure properly without Run and Small Jump and have to be very reliable in your use of Meter. You must also know when to Alpha Counter.

K is not very hard compared to the rest to master as it is very all round tight and user friendly. You have an answer for every situation.

S is not as hard as others to master as it does not offer much to begin with. NOTE THAT I AM NOT SAYING IT IS NOT HARD TO WIN WITH. That’s entirely different. To be a great S user requires quite some skill, more than many people have, but to master the groove is not that hard compared to the rest of the field. With S you have to do more than master your groove to win.

Everyrthing? ?that beats me is cheap.

Everyr groove?that beats me is scrubby.

Yes…
Everyrthing.

Yes…
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Yes…
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This one’s gotta go to P groove…I look at the P-groove thread…and all i see is a bunch of holla balloo about parrying…

I swear…every time P is brought up in an arcade…they look for nothing but parry’s

P isn’t good juss cuz you can parry…