I’m pretty scrubby, but lemme take a shot at this Kyo Q.
The play style that is required to do well with Kyo usually lends itself better to P-Groove than to K-Groove. Kyo doesn’t have a dominating poke like most of the dominant characters in K-Groove. So instead you play careful footsies and try to get in to land the giant combo into mixups, and parry/dash is just better for this. K-Kyo is playable, but P-Kyo has an edge.
A lot of the information people post about sakura/cammy/sagat/blanka is total bullshit and should be ignored. And I’d venture a guess that the japanese players aren’t all over Eagle’s nuts for a reason.
edit: If you hand off a lead to R2 K-Kyo, he can do alright.
snake: thanx! great story behind it too. i was talking with one of my mexican friends about cartoons and that sucker says he remembers the red smurfs. punk had a broken t.v. most of his childhood and never realized. game over after that.
yeah, eagle dies to p cammy cause he doesn’t have enough damage options. at her rh range, she’s out of eagles low forward range and he can’t really do too much to her, actually, if she gets parry, which is really easy to do since eagle doesn’t have any dominating high pokes, then she gets free super into block string. basically, with p cammy vs. eagle, you do something like low jab stand fierce then walk around in that range… so yeah, even though what you said sounds hella scrubby, shits fucking unstoppable. eagles only “advantage” is htat his standing forward stuffs her pokes… problem with that is it doesn’t lead to any big damage and if you miss she gets free rh or poke super
hey I jus started playin c-groove honda guile and sagat…and damn it’s soo much easier to win, I was jus wonderin if any of you think c-honda will be on the rise…tier wise.Before I went to evo I thought honda would be cake since p-groove in theory counters alot of his game…but seriously getting knocked down once can mean game over.
Honda is a beast. RC handslap to counter keep away. RC headbutt to counter just about anything. Is headbutt even punishable on block? Command grab misup when close. He does get killed by patient players that punish well.
Although he does not build meter all too well. You rely on landing hits to get the meter you need for alpha counters, supers, and just plain camping on meter.
Guile is also an underrated beast. But guile has a good all around game.
this is one of the reasons why honda is usually first, this way he can do free headbutts for a while before their opponent gets bar.(other than battery and such)
A-Rolento is a really good battery, It’s just really hard landing his damn custom. I think this past tourny I landed it once, that’s because i just walked foward as if to grab then activated, lol. He’s really, really good though, definitely upper mid. Still P Rolento is better IMO, it’s alot easier landing that super than the custom. I’m starting to like K-Rolento, he’s fun.
k rolento is really fun. jd into standing jab or couching medium kick is so abusable. i call him the comeback kid. one tripwire equals instant victory.
RagingstormX: You should check out Kichiinii’s CC mixups with rolento. It’s basically a fail safe if your first hit with rolento doesn’t connect. It’s a nice trick to have up your sleeve.
c.MK. c.MK, c.HK, c.MK, c.MK (or similar pattern) ->
KK, j.MK/j.d+MK (opponent must block high + in right direction)
KK, late whiffed j.HK -> d.MK
wait, c.MK, c.HK again to attempt to catch your opponent jumping out/blocking high
rolento’s custom is awesome because he’ll always get ok damage as long as you can link the super at the end, the damaging part of his CC is braindead easy (s.HK, KK, j.HP)
Lately, I’ve been trying to focus on learning everything I can with Akuma. I usually use him as a lead off character, ala Ohnuki, but I actually play K-Groove instead of N.
Advantages of K-Akuma:
Awesome DP. Great wakeup move.
Easy, damaging, quick b&b combos (3 frame start up, c.lk -> lk hurricane kick -> Fierce Dragon punch (hit with the first 1-2 hits). Substitute the c.lk with a c.mk for a one longer frame start up, with much better range and damage
+Lots of juggle opportunities
+Run helps his rush down
+K gives access to level 3 supers about once per round at least. Has 9000+ damage Super Combo, 7000 range practical super combo, and of course the Raging Demon
Disadvantages
Loses to Sagat for free, can’t do much about A-Sak
Very little health
Bad footsies/range
What is everyone’s opinion on K-Akuma? I’d be interested to know.
It seems that with Akuma, it is always a one sided match one way or the other. Either Akuma will beat the shit out of the other character, or Akuma gets knocked the fuck out. It seems like the best option I have is high low games. Get them in the b&b, have them knocked down. Small jump in… from there, it is a paper rock scissors game. Hit from the air, into b&b is one option. Land, c.lk into b&b is another. JD whiff -> throw, or JD -> RH, land, c.mk into B&B. Rinse, repeat.
If you get knocked down and have rage, and they try to cross you up while you’re on the ground, Raging Demon stuffs a lot of timed correcty. Cross up Raging Demon is top notch too, but only if you’re extremely psychic, or your opponent is predictable.
Opinions? I’d say at LEAST mid, possibly high-mid.
I think if your char has a big, fast jump, they can beat Honda. Be a beyotch and jump back roundhouse his headbutts. When he gets close enough that his RC will win, jump over to the other side. After a while he won’t want to RC his way toward your corner and will jump or roll toward you, and hopefully you can punish that stuff.
Bad range/lack of footsies tools, getting owned for free by Sagat and Sakura, low health…in K groove…upper-mid, he is not.
He’s a lead (battery) in N-groove because builds meter like crazy, and he can use the N-groove tools to keep from getting his ass tore off. K-groove would be rough.