The NExt LeVel: CVS2 N-Groove Thread

you’ve always helped me with mvc2 advice, so i’ll help you out.

you have a good structure with N-xxx/chun li/r2 sagat. chun li is an excellent user, and sagat is obviously a good anchor. now you need a solid battery.

honda- a BEAST in N-groove. i feel it’s his best groove over C/A groove, but nobody will ever agree with me. short jump roundhouse is amazing in his problem matchups and let’s him take a more offensive approach. you get a knockdown, run up, standing jab into 50/50 mixup of sweep or RC 360. counter roll is helpful also, because you can counter roll into 360 and immediately gain the initiative again. be sure you can RC hands from a whiffed crouching short or standing jab because you can’t dash into RC hands or 360. poke with crouching mp if necessary. check in the honda thread, i’ve written some stuff on honda there. i’d choose him if i were you. low learning curve, but you need RC skills big time.

kyo- i messed around with N-kyo also, but i didn’t like using him. P/K would be a better groove choice, although popping a stock does help with guard crush strings and damage. if you get the dizzy, popping a stock into a big jump in combo like jumping rh, standing rh, qcf + k, k, dp + k does massive damage. but kyo’s mixups are too random and unreliable, and not being able to parry or just defend takes the scare factor out of your opponent not pressing buttons. very high learning curve also.

kim- i don’t know too much about kim, but he’s better suited in C/K groove. popping a stock is nice because his guard crush strings do much more. very high learning curve, but see if you like him.

rock- best suited in K-groove by far so he can have so many level 3’s for the ability to just defend. i never learned rock for some reason, so i can’t say much either. very high learning curve again, but his mixups up close are beastly. pop a stock and your opponent will naturally turtle up which will lead to a lot more 360 grabs.

so i’d rank them as this- honda first, then kyo or rock, then kim. N-iori is solid too, just read buk’s iori FAQ, it’s all there.

peace

i would say iori has a lower learning curve than honda, and alot less rc skilled is required. pretty much all of iori’s combos are rekka’s (since they combo off ANYTHING), and they’re off hit confirm cr.lk’s/lp’s. Having a fireball in the game can give iori some full screen advantage over honda.

he’s also got that fast grab mixup…not as godly as honda’s rc 360, but still fairly good.

When you rush down you’ll build meter, fast. rekka’s are pretty much free, since you’re safe 90% of the time after the first one.

Iori’s roll >>>>>>>> honda’s roll. I think everyone will agree with that.

having a dp can also help get out of situations where honda needs to rc headbutt.

No HORRIBLE match ups. Honda vs Vega (Claw) has always been a bad match, and it continues this day. c.mp owns you for free. Off the top of my head i can’t think of an auto-loss for iori.

i appreciate the replies…part of the reason i was wondering how these characters would be in N-groove is because i’ve never seen how good something like a rc mk run by rock, or how good running and rc rekkas are with kyo, all i know is k-groove. can you utilize rock’s sweep as much as you can in K? and if not how important is that (such as do other things like roll canceling make up for it)? but once again yall, thanx for the response

Bison, Honda, Blanka. God I hate those three. I can’t rush in, and my footsies aren’t good enough to slowly work my way in. Totally screws me up when I play my N-team vs. A-groovers.

RC Hands/torpedo attacks shut me down, and I can’t use fireballs to create openings. I end up relying on Alpha Counters to create openings, otherwise, we just sit there whiffing c.mp/c.mk until the other Honda/Blanka/Bison decides to torpedo my ass.

The Bastards.

I’d like to say a few things about N-Rock. I’ve never seen an N-rock players except for myself. The thing that hurts Rock while in N has allready been mentioned, he doesn’t get as many lvl3’s. JD is important for A: building the precious rage bar B: landing more sweeps => more mixups. Once raged the risk/reward ratio of his mixups is almost too good not to take advantage of.

On the other hand, in N you get roll. Wow, what a trade :rolleyes: Rock has one of the worst rolls in the game. RC helps in the sence that it covers some of your rear-end, but the only moves I could ever imagine RC’ing would be the elbows, hp reppuken and 360.
RC Elbow: allready has great priority without RC. At the distance that the lp and mp ones are safe there is not much use for the invincibility at startup.
RC Hp reppuken: semi useful as meaty attack but never more practical than a 360/shift/counterhit mixup.
RC 360: Would be his most awesome RC if it weren’t so hard to do.

IMO he gains nothing substantial from N if he moves there from K except for maybe AC’s. In short, N-Rock is still usable as a K-Rock since he still has lowjump and run, but gets less chances to do big damage. I just play him cus I think he’s a badass character. He’s not the worst battery, but he’s definitely down there. And since that’s what you need, then no, go for someone else.

this thread has been very useful so far to me :tup:

I currently use Iori, Ken, Sagat-R2 (although my sig team is Iori, Benimaru, Sagat-R2 :bgrin: ) and I have a question: how important is RCing in N as opposed to other grooves?

sorry if this was asked (Don’t have the time right now to go through every post again) any links to some good N-groove vids?

I believe you’re not allowed to ask for vids, but I can tell you to try and look for vids of Ohnuki.

About RC’ing in N: I don’t think the necessity of RC’s change from groove to groove, but more so from character to character. Looking at your team, I would say only Iori and Ken would really benefit from RC’s. Even if you put that team in C or A, those two would still benefit just as much from RC’s.

Secret Tech vs Honda: Roll through rc hands. Abit risky, but if time it right, you’ll be free. And he torpedo’s you? jump back/up. he’ll lose the invincibility as you fall, so you can hit hout out of it with falling :hk: You just need to be more patient in this match. i personally don’t play n-iori much, but maybe counter roll threw hands would work as well?

Bison’s Psycho Crusher is super punishable. He shouldn’t be able to abuse it.

If blanka does rc ball from full screen you, you can dp him out of it. but either way, you can block and punish blanka ball’s anyways.

But theses aren’t auto lose matchups, it’s just that those char’s are top tier, and any one would have abit of a problem fighting them (cept vega (claw) vs honda, and a couple others imo).

I’m not worried about Bison/Honda/Blanka abusing their torpedo attacks. What worries me is any turtling Bison/Honda/Blanka that just sits there holding down/back, waiting for me to make my move. They don’t have to do anything, just whiff their medium attacks and build meter. No RC needed.

So I usually end up whiffing d.mp to build meter, but it gets neither of us anywhere. Usually, I end up trying to bait attacks to block, then F+mp+mk them to create a knockdown and then start my mixups. Doesn’t work well if someone switches their team so that, say, blanka starts first.

However, I do know that Blanka whiffing electricity from a distance is an invitation for me to throw a fireball. Same with Honda whiffing RC hands at a distance, since they lose charge on mash moves.

This is a really good thread i think i’m gonna bump it back. I really like that point system Buk thanks for making it. I had something to point out though…

Ranevski was talking about Ken earlier in this thread:

What unblockable? I never heard of this.

crossup after mp dp/ac. its hella meaty and ambiguous especially good in lv1 shoryureppa so they cant quick get up.