The NExt LeVel: CVS2 N-Groove Thread

i think a lot of people don’t play N-groove because it just requires too much work, and most players like to spam fierce/medium into super and slap out DP’s in CC’s instead. plus most N-groove players like to rushdown, which unless you’re in K-groove, about 99% of cvs2 players DON’T(can’t) do.

I really want to learn how to rush down badly!!! What are some good rush down tactics? What I see everyone basically do after knockdown is run > crouch > then jab the heck out of the opponent and try to link a super…

side note, is it just me or is it harder to do DPs while facing the right hand side than when facing the left…

also, Sagat has that eye patch on the left side of his eye right? wouldn’t it have made sense that when he is facing the left, you could see the patch on his eye (the side thats facing you) then when he turns its no facing you…

I would love to see Buktooths N-Hibiki… guess i gotta go on goforbroke and dee el it. i didn’t think you could do a level 3 into a level 1, thats just INSANE!!! (if thats true)

How do you become good at Hibiki!!! Argh…

How do you become good at Hibiki? Well typically patience. Hibiki has solid anti airs in s/c.fp. Also she has extremely solid wakeup games. She has an overhead that chains into a knockdown(dp+k, qcf hp)and a low hitting move that chains into a knockdown(close s.rh, qcb p, qcf p). Using these, Hibiki can really mixup her opponent. Her BNB is really easy(c.lk x3, c.lp, qcf mp) use less c.lk’s if you’re too far, and don’t do the slash against A Bison, becasuse he can always punish you with roundhouse scissors into custom. Basically, just read up stuff on the forums, you sound really inexperienced.

nice…

Forget learning about N-groove. Let’s talk about that instead. Hey look, there’s a cat outside my window. :lol:

what can n chunli do aginst a turtling cammy i cant seem to get in and punish.

and kcxj we have to play:mad:

s.mp is very good against Cammy. Use it. C.mp is too. Chun’s c.hk will trade with Cammy’s s.hk and give you the knockdown.

Yes, you should definitely spam c. hk with chun against cammy. :rolleyes:

s. mp is about your only recourse, and mucho cross-ups.

Did I say spam it? No, I said it trades. You’re a tool, and you suck at life.

Be patient. Poke with far s.MP and fireballs. Don’t try to jump, crossup, low jump, or roll for no reason. Stay just outside Cammy’s max range and wait for her to do something random (like a drill… which you roll through and punish).

You don’t have to play me btw. You can play EDs-nk, the Yamazaki beast. :lol:

kcxj, you change avatars on a monthly basis… hahaha…

im making a transition from c groove to n groove and so far i think i like it.

one problem though is when to run. when im on n groove i end up playing a lot like c groove probably because i dont know when im supposed to run.

you guys got any advice for me?

Run to close gaps quickly, and do small runs (start running, then do a quick jab or short to stop) as a rather useful substitute for a dash. Run any time you’d dash, but attack at the end instead of throw (as you can’t throw on the run).

And now…

WindyMan’s Helpful Guide to Using N-Groove

Let’s get one thing straight, N-Groove is not an inferior groove, not at all. The reason why people think this is that they use the groove improperly. I personally started using N-Groove in the beginning of my playing days, but became frustrated with it and switched to K. After I found that K-Groove wasn’t doing it for me, I went back to N, and suddenly it all became clear: I was using N-Groove the wrong way for almost a year.

So then, let me give you some helpful tips on how you should use N-Groove, and why it’s better than a lot of people think it is…

  • Power Up mode gives 20% extra damage when a stock is broken.
    In other words, all your attacks, nomals and specials, do 120% damage. This is a lot. Unlike in K-Groove, where you need to take a few hits to get your offensive damage bonus, in N-Groove you can use it whenever you have meter available, which is good. Because of this threat, being powered up will relieve pressure. If you’re in a jam, breaking a stock will make you more dangerous in both damage and super potential. This means people will usually back off a bit when you’re Powered Up, giving you time to recover. If they’re stupid and keep coming at you, a nice Level 3 super in their face will remind them who’s in charge.

  • Don’t be afraid to break a stock when you only have one available.
    Don’t you just hate it when you lose to someone by a few pixels? If you broke that last stock you had, your hits would have done 20% more damage, and you would have won. If it becomes obvious that you’re not going to get enough meter to go Level 3, or your Level 1 supers won’t be of any help to you given your situation, don’t let that damage boost go to waste. It might be your ticket to victory. Conversely…

  • Never, never, NEVER sit on a full 3-stock meter for any period of time.
    You get no damage or defensive bonuses for holding a full meter. If you’re pretty sure you can finish off someone before they cause you some trouble, and you want to save the whole meter for the next round, that’s fine. However, you’re not getting a 20% damage boost, or using Counter Attacks or Counter Movements, all of which will help you finish off characters a lot faster than if you just save them for supers you’ll probably never get off.

  • Sometimes it’s more efficient to break a stock and do a big combo than it is to burn it on a Level 1 or 3 super.
    Okay, so you stun someone, and have plenty of time to get something to drink, take a nap, and put the hurt on your poor, defenseless friend. You have three options: a) Do a super, b) break a stock and do a MAX Level super, or c) break a stock and do a damaging combo. If you chose option A or B right away, you’re not using N-Groove properly. Like with C-Groove and Level 2-into-1 cancels, some characters are better off with a big combo at 120% damage than a Level 1 or MAX level super.

Kyo is a perfect example of this phenomenon. His d.mk XX qcf, qcf+p super does a modest 3000 damage. While this is pretty good damage using a stock for a super, if instead you break the stock and do his big-money launching kicks combo, you can get 4000+ damage! The damaging part of his Level 3 flame super doesn’t even do that much. To top it off, when you’re done with the combo, you’ll have a good 10 seconds of activation left too, so you might yet get to land a Level 3 super, or land another big 120% combo.

  • Counter Rolling, when done right, can make you a tough opponent.
    There’s a right way and a wrong way to use the counter (forward) roll. The wrong way is blocking a projectile super from mid-screen or more, then rolling right into the lap of the fully-recovered thrower of said projectile. The correct way of pulling off a counter roll is to wait before or until the hit before a long, laggy move that people think are perfectly safe to end a poke combo with, then as they throw out that move, you’ll roll through it and be behind them to start a combo. Don’t throw them, because you’re giving them a chance to tech out of it. If you can hit then with a combo, by all means.

For instance, a couple of characters you could really put the hurt on with a counter roll would be against Yamazaki and his B&B swipe combo (roll before the last, low one), as well as Hibiki and her distance slashes (roll as you block one, you’ll get there in time). Look for other common patterns in laggy or slow moves to exploit (like Ryu ending every combo with a “safe” Hadouken), and start taking risks with it. Rolling in itself is a risk, but with a counter roll, you can roll at virtually any time.
You’re not “wasting” a stock doing this, because you’re letting the other person know that you can get out of any move at any time, which is worth the price of admission.

Oh, and it goes really without saying that counter rolls are the perfect anti A-Groove. Just remember that it’s not wise to roll when their CC is a bunch of normal attacks chained together (Ken), but rather, when a bunch of specials are chained together (Sakura). CCs with nothing but normals are completely harmless when blocked, so there’s no reason why you should roll away from them. (As an aside, if you block a Special-chain (Sakura) A-Groove combo, wait a bit for some free meter, and see if they try an overhead reset or something else that you can easily shake off without burning a stock. Otherwise, get out of their combo and punish as they recover from their whiffed special move.)

  • Counter Movement Back Step has a use after all.
    When that annoying Blanka player does the wakeup Electricity act on you, the smart players (alpha) counter attack them out of it after the RC invincibilty wears off. The smarter players, however, will perform the Counter Movement Back Step, and do onto the recovering Blanka whatever his heart desires. Whatever (usually) free move you get, it’s going to do a lot more damage than the 600 you get from the AC, and you have the added bonus of being able to safe fall check it. You could also always pull off a super on them to get them in line.

While this senario is the best use for it, it’s not the only one you can use the Back Step for. If you feel you’re in a situation where you can gain any advantage but putting a little more space between you and them, use the Back Step. You can also use it to get away from something that normally can’t be stepped away from, like Cammy’s or Sagat’s poke chains. (You’re going to lose half your guard crush anyway, so you might as well tell them that you’re in control of the match.) Whether or not positioning is worth using a stock is up for debate, but it is something else no other groove has, and like in the Blanka example, it can be quite effective in places.

  • The myth that the meter is slow-buliding is utterly false.
    The reason for this is twofold: One, it looks long. It appears to be a really long K-Groove meter that needs to be bulit up three times before it needs to be filled. Not the case. One N-Groove stock = 50% of the A-Groove gauge. That is, a full A-Groove meter = two N-Groove stocks. If you can fill the A-Groove meter quickly, you can fill the N-Groove meter quickly. It’s just that there’s more of it to fill, that’s all. The second reason stems from the fact that people who say this are using the groove incorrectly. If you use all the tools mentioned above, you will have more opportunities to attack and stay alive longer, which means more chances to bulid up meter. If you use the groove properly, you’ll always have meter when you really need it. When you don’t, you’ll do fine with the run/small jump/roll setup to bulid enough back up quickly.

Another myth, or rather, misconception, about what Groove meter is used for is to deal damage, and nothing else. Not entirely true. In grooves with a single meter, like P, S and K, it’s only useful to you when it’s full, and almost entirely only for offensive purposes. For the other 3 grooves, you have a way of avoiding damage with a meter that’s not so full. Once you realize that a well-placed alpha counter, counter roll or back step in N-Groove can save you from eventually getting hit with some big damage, you’ll see why using a stock defensively instead of offensively is extremely useful. If can dish out 3000 damage with a stock, or avoid getting hit with 3000, the smart choice would be to avoid the damage, because you only have so much vitality to work with in this game, and every little bit that you can get helps.

I hope this info was helpful. Needs more N-Groove love.

awesome thanks, ill definently give counter roll a shot.

now i need to work extra hard on my rushdown

Windyman has given some great tips there.

I just want to give a few reasons why I think Blanka gains a lot from N-groove:
-smalljump.hk is great overhead, comboing off of it (if you do it early like you should) is impossible, which is unfortunate, but it’s more of a zoning poking thing than anything else.
-poking a lot with the previous move should open up the possibility of empty smalljump into c.lk, c.lk, s.lp xx super… if you can do it consistently, you rule.
-counter roll compensates for Blanka’s very sucky AC, which means A-Sak/A-almost_anyone > Blanka is no longer valid.
-the most important reason that N-Blanka rules IMO:
increased guard crush ability because:
run-jabs: keeps pressure going = more guardbar
stock breaking: more damage % = more guardbar

Once blanka is powered up, ppl might fear lvl3, in this case you can rush, do crazy guardbar and once it’s below a certain level and blinking, you can safely do cr.hp xx super, if it hits it combos, if it’s blocked it guardbreaks and super lands.

Don’t take it from me though, it’s theory fighter. I’ve never done or tried it in real life cus I enjoy other characters more than Blanka. I sure made it sound convincing though :slight_smile:

[insane generalized claim]EVERY N-team should have a Blanka!!![/insane generalized claim]

Mash on fierce punch:lol:

N-groove really is a crazy good groove i think the best N-groove teams have blanka and chun li they both really benefit from this groove

or roll super dat azz like when i play smoothcat. roll with yam grab super owns his ass all the time bitcch

WindyMan’s Helpful Guide to Using N-Groove

Can’t any Blanka just Fierce Ball you on reaction once he sees you start moving back? Or forward hop, RC electricity all over again? Or super? Or…?

I’m assuming you’re talking about when Blanka’s going for RC Electricity chip and is mashing.

But if Blanka is just popping off a quick one-hit RC Elec… ?

Re: WindyMan’s Helpful Guide to Using N-Groove

Yes, you’re only going to use this when you anticipate that they’ll mash electrcity, but remember a few things. The recovery on strong/fierce elec is plenty long enough for you to punish, mostly because they’ll not be expecting the back step. Also, Blanka loses his charge while he’s doing Electricity (which is why you see them low roundhouse after it, to gain more time to recharge it), so immediately after the elecricity, you’re safe from things like that.

Otherwise (or to always be safe), counter attack it. If your character has a nice, quick close MK move, it’s an added bonus, as if they bait the electricity and stop it as you recover, ACing nothing will produce the MK attack, meaning you can cover all your bases.

Good post by Windyman. Lemme add some junk:

- Power Up mode gives you a 20% increase in guard bar damage

This is really important to know. If you have a guard crush string that does retarded guard bar (Kim, Rugal), it’s very likely to do 100% guard bar if powered up. Not only that, since you are powered up the natural reaction of the opponent is to turtle up. From there you can give their guard bar a beating if you want to play it safe.

Quick situation specific scenario: you knock the opponent down, whose guardbar is just barely flashing. You power up, and when they get up you do standing fierce into jab uppercut. Free guard break into whatever combo you want. If they take the fierce into dp, just do it again when they get up.

- additional uses of Counter Roll

To punish normal moves buffered into a safe super. You’re fighting K-Sagat, whose rage bar is about to run empty. So what does he do? He runs up and does a low forward xx level 3 low tiger to burn it right? Block it, wait for the super flash, THEN counter roll afterwards for the free combo of your choice. All of the sudden those random low forward xx supers from Sagat aren’t safe anymore.

To punish lots of safe supers/specials/crap:
Any Blanka super (block the super, then counter roll)
Chun kick super (get an entire free jump in combo)
Guile Sonic Hurricane (block the super, counter roll)
Sak CC (run in, free combo)
Bison level 1 (easier if you are in the corner, such as after blocking a Bison chip CC)
Eagle’s fierce/sweep
shoto low roundhouses
(not a comprehensive list)

- 2 more uses of backwards counter roll

Punishing a blocked Sagat level 2/3 hotfoot. This is a very old tactic, but apparently forgotten. Block the third kick, backwards counter roll, free combo. Doesn’t apply to every character however (some back dashes are too long).

Avoiding chip damage from Cammy/Ken’s shinryuken supers. Block the first hit, immediately counter roll backwards, run back in for your free combo.

- more uses for break stock xx super:

While break stock xx random super or break stock xx anti-air super is kinda gimmicky (break stock xx grab super is dope though :D) , here’s some other uses for it:

Block an opponent DP, break stock, combo to super.
This might seem like common sense, but most N-Groove players I see just do a standard b&b combo in this case. Not only can you punish with a combo into a level 3 in this case, your opponent is also more likely to take stupid risks like a random DP when you’re not powered up.

Guard break an opponent, break stock, super.
Opponents don’t try quite as hard to avoid guard break when you don’t have a level 3 ready. In the case of somebody like Vega, they don’t try at all. Handy tactic, especially if you were just powered up and didn’t break their guard bar in time before it ran out. If you break their guard close enough to them, you can power up, add some hits, then super also.

Oops, forgot to mention that. Kyo works so well in N mostly because of this and his guard crush game. Activating when their guard crush is around 60% is the way to go. It’ll be gone in no time if you can keep up the pressure. Again, the post-crush damage and momentum you gain from breaking the stock is worth it.

Don’t forget that some of these won’t work so well if you have a not-so-good roll. Kyo’s roll sucks ass. Also, careful when and where you roll through a Sonic Hurricane, because you might roll into the part behind Guile that will suck you back in again.

Uh, not quite, there were a couple of characters that I’ve been using (Hibiki, for one) that get sucked back into the super, even after back stepping out of it. Actually, it’s more of a hop then a step. Campbell, can you still do it safely with Hibiki if you do it at the first hit?

I ~heart~ Maki.