RC drill is not the answer to Athena’s d.HP. Learn to play Cammy the character and not groove specific Cammy before picking up S-groove is my opinion. See if you can kick Athena back with your Cammy far s.HK before ever resorting to an RC. I would even test using my level 3 on reaction against a whiffed Athena d.HP like you can use level 3’s against fireballs. Maybe Cammy d.MK might be able to stuff Athena’s d.HP in it’s startup as well. If Athena has the advantage on you, just block. If she’s mashing d.HP, that’s actually good because she’s pushing herself out instead of attacking you with throws and counter hit d.LK, combo d.HP. If the Athena you’re playing is scrubby, look for her to roll in after pushing herself out with mash d.HP. I don’t care how many people say Athena has the best roll ever or if they even whip out frame data to back themselves up. Punish her roll with your Cammy d.MK every single time.
Yeah, I see what you mean though. :bluu:
Hmmm. I sort of like Ken’s dodges a lot more than Ryu’s.
Ken’s punch being his close FP, is a ridiculously easy hitconfirm. Also good for utility to keep people away or to cover dodge mistakes, like Cammy’s, since it’s fast and has a nice hitbox/priority.
Ken’s knockdown is about the same as Ryu’s. Can’t misuse either, really. Ryu’s may be quicker, but still a risk to blindly misuse. Both I would use only for punishing dodged attacks or max range poking. And in that respect, Ken’s has a much better range. Perhaps Ryu’s has the better speed, and a high enough hitbox to knock people out of the air. But I would still actually categorize it on the same usefulness level as Cammy’s and Sak’s, and not Ryu’s. Being able to dodge from further away and still know that you’re within punish range is quite valuable.
As far as supers go, I think of S groove’s level 1’s as sort of replacing specials in B&B’s, in a sort of way. True that I tend to spam Bison’s kick super, but I certainly wouldn’t spam any of Cammy’s outside of hit confirmed pokes or combos. Which is the way I use Ken’s. And there’s really something to be said for c.LK, c.LP, (c.MK) xx level 1 shoryureppa and c.LKx3 xx level 3 shippu jenraikyaku, and random hitconfirmed standing MP or HP or c.MK into super. I question the usefulness of being able to spam level 1 fireballs, considering the risk vs the payout. I don’t tend to spam level 1 fireballs with any character except occasionally fullscreen with Mai, depending on the opponent’s character. I don’t know, it just seems Ken’s supers are more threatening at level 3 and a lot easier to use at both level 1 and level 3. Though I get your point on Ryu’s level 1 hurricanes.
But that’s why I asked in the first place… perhaps I’m wrong. I don’t think I’ve given Ryu a fair enough chance yet. So, maybe I will.
Where is chun best placed in S?
Lol, yeah ur right. I only use Cammy in S tho. I really didn’t know how to deal with Athena at all so I assumed random RC lk drill will work against Cr. HP spammers. Thanx, i keep forgetting about Cammy’s cr. mk at times.
Crouching mk to poke her fierces…trying to get it on startup usually gets you beat, when it’s extended is much easier. Since you’re playing S, dodge it and fierce. If you’re close enough to hit her you will, if not, the fierce recovers in time for you to block her next one. Don’t dodge rh, it’s too slow to recover if it whiffs.
s-groove has no placement differences, it’s like k-groove since your bar resets every match.
to the guy talking about athena crouching fierce. Set the training mode dummy to do crouching fierce then block. learn how to hit her while she’s recovering with cammy, low forward and standing rh will both do the trick
just wanted to kinda bump this thread… now the s-groove team i’m using is cammy/r.2 ryu/athena.
for some reason, my s-groove athena has proven to be a very good character so i’m starting to put her last. kinda weird since i’m used to the ratio 2 character to be at the end. oh well.
anybody know some good strats for s-groove bison? i remember seeing some doc. b vids of him using bison, but don’t remember where i got it from. just trying to see why he’s good for this groove except for the abusable lvl 1 supers.
I think S-groove is distinguishes it’self from all the other grooves in that it is the worst groove, the mentality of those who use it is "hey i don’t care if i lose i’m just going to have fun"
It is completly different than N-groove, not having a roll is a huge difference; no RC, harder to get out of corner without roll…
another big differnce is that level one supers suck, a fierce punch or kick does about the same amount of damage, you can’t count on landing a big combo super, thus it makes your game less dangerous/explosive.
S-grrove is a inferior groove, the only reason to play it is to throw peoples timing off, and to have fun with infinate level 1 supers.
says the unexperienced
i use S-Sakura, Morrigan, Rock :tup:
i read on Sakura posts ago, any idea of Morrigan and Rock?
Im considering switching from N groove to S groove, but im not sure about if my team would actually benefit any from it. i use guile, yuri, and ken. i like using guile with infinite supers and dodge, but im having trouble getting yuri and ken to work right. are there certain strategies i should use with those two, or is it a lost cause and should i find two new teammates?
I think Ken’s level 1’s are really awesome.
-d.LK xx qcf, qcf+K
Does a very large amount of chip damage; if the opponent doesn’t know the gimmick to the super and blocks high after blocking low, you have frame advantage to hit him with another super afterwards; and if the super hits you can set up an extremely tricky 50/50 cross-up mixup afterwards. Do the super then either jump straight up early to go behind or jump straight up late to stay in front.
Ken’s punch super combos off low shorts from all ranges and sets up for you to do an extremely deep super jump cross-up MK afterwards. The best part is that the opponent can’t tech roll because supers can’t be tech rolled.
You’ll never land this, but dodge-kicking somebody out of the air when they’re in the corner gives you a free Shinryuken super.
Does Guile have anything abusable with infinite level 1’s besides free anti-airs with unairblockable Flash Kick supers?
The spam level 1 rush supers in this game isn’t safe like it is in CvS1. My frame data book says it leaves Guile at -4, and that leaves him wide open to 2 frame jab combos. Not good. Bison can paint your fence, Ken and Sagat can combo into level 2, and Sakura can combo you into knockdown.
Does comboing the level 1 supers off jabs work from all ranges? The rush super in particular because I think the Flash Kick super is hard.
Bump. Because it’s TEH ORIGINEL S-Groove Thread.
When I dabbled in S-groove, I liked how you could dodge-into AA with certain characters. For example, Rolento’s Dodge-HP/Fierce seems to be his best normal move AA. (Can’t remember, but I think S also grants Terry a decent AA outta dodge).
So in other words, it might make the AA game a bit better with the lower tiers, but still sucks overall.
Vids plz.
As for S-Groove Kyosuke, the only ‘advantage’ I see is the infinite combo of his, which is near impossible to do with human-input.
I don’t know if it’s still there, but I remember seeing stuff about it and a short vid at sonichurricane.com
He might’ve taken it down though, cause that was years ago (could just be an article).
So there is essentially nothing special with S and Kyosuke (unless someone here can confirm they can do his infinite in real-play).
Basically it supposed to work like this:
Level 1 Raising Blade (or w/e he says), j.MP, Level 1 Rising Blade, j.mp (repeat forever).
Anywho, keywords are: kyosuke s-groove infinite
What is S - Kyosuke’s infinite again? Cant find any vid of it on youtube.