voted CvS2. Obvious this game needs the revival.
yezzir, the french still play a3 =)
When I saw this thread, I typed up a jumbled mess of reactions and ideas (like, three separate posts worth of crap). I just now was able to get back to my slop to put something together.
Props to Hav and MD for reviving competitive cvs2 in their area and bringing in some new blood. Having good players play regularly I think is crucial to keeping the game alive, because you guys are the ones who new players can get help from and can give people, once they learn how to play, motivation to get better. Try to encourage players who aren’t as good by having cvs2 gatherings and what not, try to explain the game, because the new players will be losing a lot and will need some kind of payoff to measure their progress by. And from your perspective, you may be cultivating players who will one day push you to be better, so don’t do it only for the scene, do it for yourselves! This goes for the good players everywhere. Don’t just be a part of cvs2’s past; be a part of cvs2’s future.
Posting matches on youtube is always helpful as well, lets people know the game is still alive, and also good for you as a player to reference back to. Ibaraki VIP and a-cho vids are must see matches, and it would be nice to have stuff like that coming out of the US. NCR vids were great too, so again, more events = better.
There are small groups of us here in norcal playing cvs2, so it’s not dead by any means here. Anybody who wants to play with us should send me a pm.
When I moved to Vegas I managed to get a few new people interested in the game. lol
kinda funny actually.
Yes we do!
Yeah CVS2 at EVO this year would be awesome and we’d definetly come if he’s on the line-up!
PS : Of course I already voted.
Lets talk about Chuns spinning bird kick for a second.
I was going through the guide book and it goes in depth about everything it seems except this move, which is the one that confuses me the most cause in the corner its the most irritating. So on hit the move is minus 2 for all three versions, on block the book just doesn’t know. If I remember correctly the MD crew told me if you have to stand up on for last hit of spinning bird kick or she gets frame advantage. It sort of makes sense since she her hitbox would be coming down on ducking character (I assume thats why anyway) but does anyone know where that leaves Chun exactly on a blocking standing and ducking opponent?
Last year I got back into fighting games with SF4. I used to play SF2-SFA3. I have never played CVS2 until this last december when I went to a fight night in Doylestown PA. Someone suggested playing and I thought what the hell because I saw videos of the game and thought it looked great. CVS2 is fucking awesome.
I know it’s been said a few times in this thread already, but this game needs a release on xbla/psn.
From someone who has played this game once and SF4 a shitload, I would immediately drop SF4 and start playing CVS2.
You reduce your block stun when you block something standing as opposed to crouching. I’m not sure what the exact frame data is, but moves become punishable/more punishable if you stand block them (ie blanka ball)
Thats not for all moves though right?
Welcome to the club. Now bring your friends.
Mostly unnoticeable on most moves.
Well I assume it was for spinning bird kick since the last hitbox hit comes down later than the other hits. Blanka ball doesn’t really make sense but this is one of those things that make me wish I could speak Japanese so I knew EXACTLY what was going on. Ima have to get my Japanese speaking friends to help me out with this to see is we can get an exact take on this.
If the book has no idea then we will just have to be, "well this is the way it is"
even on block for the short version, -1 on the forward version, and -2 for the Roundhouse version? Does that sound right?
I don’t know who told you about blocking SBK high. Sounds like some shit Steve would say… and I already told you guys not to listen to Steve talk about game mechanics.
So here’s my take on it.
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I never knew the data on SBK was like that.
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Anyway, the reason blocking stuff like Blanka Ball high lets you punish in ways that you can’t by blocking low, is because blocking low makes your character fatter. When you block low, the Blanka Ball contacts your character a little bit further up than it would if you were standing. So, Blanka contacts you further up, and his bounce back is based on that, so when you stand back up to punish, Blanka is bouncing further away than he would if you were standing, since your Low Block sprite stuck out a little further forward.
Now, if we were to apply this to SBK, I don’t think it would work the same way.
If there was any difference in low/high block, it’d be my understanding that it’s best to block low. Your character sticks out just a little further forward, so the SBK would contact you earlier, which would mean that you come out of block stun a frame or so earlier. If you blocked high, the SBK could potentially hit you a frame or so later, and still cause the same block stun, so you’d get out one frame slower, relative to Chun.
Again… that’s IF there’s a frame differential granted to blocking Low/High against that move, and I really don’t think there is… but the data isn’t helping any (at least not without reading Japanese), so I can’t say for sure.
CvS2 is my fav game still
Hav, I don’t think that’s it.
I always just accepted that blocking low causes greater block stun than blocking high, but now that I think about it, can’t it just be because when you’re in low block stun, before you can do a standing move (like walk, throw, special), your character actually has a few frames to bypass to actually stand before they can do x standing move? I’m not 100% sure, but that sounds like a more reasonable answer.
I remember years ago, playing a c-ryu player and telling him c-ryu can’t punish a crouch blocked blanka ball with superfireball, not even as a reversal. He replied “yes you can, you just gotta do it fast”. He then proceeded to show me it was possible, with a level 1 super at that. Hmmm… now that I think about it, you have 2 FRAMES to reversal, so maybe c-ryu has to reversal on the first frame to punish, but the second would be too slow (?). My memory is foggy, but maybe his back was to the wall, making it punishable (?). I dunno shrugs
Also remember there’s some extra animation frames going from crouching to standing, so it’s all timing too.
There aren’t any frames lost going form crouching to standing and vice versa.
Blocking low does not cause greater block stun than blocking high.
Those are both just false statements. Not trying to be a dick… but that stuff just isn’t true.
The stuff I said about crouch blocking versus stand blocking is just true. The only thing I’m unsure about is its application to SBK. I don’t think there is any difference to be gained in regards to SBK. I’m about 99.9% sure of that, but I guess there could be some shenanigans in there somewhere.
Honestly, I only apply blocking high to Blanka balls. I haven’t really seen a use outside of that, so my data is pretty limited. I had read somewhere that blocking high has less block stun, but that might have been YEARS ago before the frame data was collected, understood, and interpreted.
There are no extra frames when going high to low, if that was the case then you’d have unblockable CCs. I think 3s is the only game where you gain/lose a frame depending on if you were blocking low/high.
As far as the chun sbk thing, she is at disavdantage afterwards but not punishable. The prob i see with some of the new guys (in md/va) is where you can escape the sbk trap. If the chun player isn’t on top of you post sbk, and you think they’ll do it again you can just reversal through the next c.jab. If you don’t, the next escape point is after the c.strong since it doesn’t combo into sbk outside of a counter hit. The mix up with sbk is will she RC legs/sbk afterwards, throw out a random lvl2/lvl3, repeat the trap or fake the trap to try and catch you mid roll/reversal.
Well, there ARE a ton of unblockable CCs… :bgrin: