i think empty jump into crouching weak moves will beat that type of pattern. just keep trying diff shit until something works. no 1 mixup in the game is completely unstoppable…
yeah, albert (I think) from keystone has a j.hk xx hcb, hcb+p setup that is nice
I’ve been trying different things out, and I seem to go back and forth between characters with nice dodge combos and characters with abusive supers. I love guys like Iori, Vice, Kyo, Rolento, but most of those (except Kyo) don’t have what I’d call abusable lvl 1’s.
I’m still monkeying around with S-Vega/Iori/someguy. I like Vice, but I know she has problems. I’m horrible wih Kyo, so it looks like Yama or Blanka will anchor.
i was playing s-vega, guile, cammy the other day, it was fun losing 4 dollars =[
That’s what happens, man. That’s what happens.
S-GROOVE POWER BITCHES !!!
-D R B
BRANDON I DEMAND SOME SESSIONS…plz?
Topknot aka Hong Dizzle: Call me…lets set that up…where u stay @ now ?
-B.
The TYRAM TOURNEY CvS2 vidz are up !!! Thanks to TOP RAM-EN and SOUL STAR. Feat. some S-Groove matches !!!
Part 17
http://youtube.com/watch?v=1ZCTa0LfQ-U
Part 18
Part 19
part 20
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part 21
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The Rematch Tourney is on 11/11/07 Look Out
Plus look on Youtube for the previous parts to the match vids featuring also feat. MvC2…
Kinda interesting to note that if you manage to bait an A-groove custom from a character such as Sakura and end up getting thrown or grounded somehow, combining S-Groove’s dodge with delayed getup kinda eases the potential damage that A-groove customs (in general) can do to you, especially if you don’t have any charged meter built up for an AC.
Just a note.
-Wouldn’t say S-Groove is “God Tier,” though. More like a “Dark Horse.”
Got any matches of Doc B’s S-Groove? I searched Youtube but oddly nothing came up :looney:
“As a little aside, this i swhy I tend to be more interested in tactics generally than in combos alone. Combos never CREATE an opportunity, they’re merely ways of taking advantage of existing opportunities.” -Ponder
Those words are very true.
What does it matter if it takes 100 hits to kill your opponent, and they kill themselves trying to figure out how to get in? If a strat is beating them and they’re unable to adapt to beat it, then I’d say the strat is pretty damn good, regardless of the damage you inflict.
Think on turtles, they don’t necessarily have to destroy their opponents to win, they just have to not loose.
That is also true.
IMO, based off of Dr.B’s matches, only characters that can make good use of quick dodge attacks at range, where people would feel inclined to play footsies, and make excellent use of lvl 1’s are good in S.
People oft say that P/K is simpler and for other reasons thus puts those two grooves above S, and in some instances they’d be right; you can’t really dodge against close in d.lk’s and d.lp’s, while you can parry/jd said moves.
However at range, where you’d be playing footsies, S-Cammy stands a good chance at dropping K-Cammy in a dance, at that point it’s really however good the players are.
Terry for example would be GOD in S if his dodge attacks equalled Cammy’s.
That doesn’t mean Terry is complete crap in S, he still has his good low jump HK, can seem open during a charge by “charging” his rising tackle.
“Charge-baiting” I think was the term coined by B a few years back.
A lot of Terry’s moves are freaking annoying, if he could land his b&b’s leading to Burn Knuckles off shorts without the need for counter-hit setups he’d be pretty damn good.
It rather depends on the individual character movesets.
So long as they can anti-air things like short jumps and all they’d be ok.
I’m no serious S-groover, at least not really. Messed with it a few times. Watching those serious players though they charge almost completely, but to prevent it from draining on them when they’d need it say vs Sak or what not the meters’ perhaps 10/12ths full.
Combine that with dodge and tactical recovery, run and short jump and the desperation mode you have a groove that’s designed to roll with the punches and go the distance. Played correctly it should be an endurance match.
If your game’s not solid though and the opponent’s on top of you dodging is completely out, unlike P/K, but unlike P and K you at least have that AC nearly ready to go in a pinch. Using that to reverse the flow, and you have your footsies again. Dodge attack to knockdown, senidng them to the other side, you have your charge again.
It’s tedious but it works.
I don’t have the patience for it but keeping all of the above in mind in casuals I do fairly well.
Hellion good to see you back. S-groove really IS an endurance test, because it takes a lot of work to kill someone. I got back into K-groove (I just like running I think) and it’s so easy to kill people now. I’m not very consistent but K-groove makes that not matter as much as it does for S-groove. Maybe…the best way to play S-groove is to play it seriously for like 10 matches and then switch to another groove before your brain dies.
What’s up Weepel. 'course I’m back, see the sig?
I see what you mean, it’s like that with characters too for training with links IMO.
After doing Nako’s b&b for a bit Chun’s jabs to strong seems easy as sin.
Watch from 3:10…agreed god tier
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