I couldn’t have said it better myself…oh wait, I already have! Yay!
CVS2 Top Tier Teams are as follow:
A-GROOVE(Blanka,Sakura,Bison)
K-GROOVE(Sagat,Cammy,Blanka)
Nothing can touch that.
Lots can touch those teams. This isn’t 2003.
not really. a scrub is still god. k scrub has gone down but that’s only because k players now will mix it up with an oddball character or 2.
you forgot “a-scrub” with 1-2 odd ball characters too(i.e. vega/honda/hibiki…etc)
a scrub will forever be the best team in the game. k scrub not so much. the beauty of k groove is that it makes characters great so you have a lot more room to play with different characters. characters like mai, rock, geese, hibiki, and maki are all decent in any groove, but with k you can rape with them.
K-geese is beastly. that is all.
What makes N-Iori better than C-Iori?
lotsa stuff.
combination of run roll and low jump is just best for ioris game.
he doesnt benifit as much from having a stored super or lv2 cancels all that much either.
including the stuff epsilon said, the biggest difference is that c-iori loses momentum.
Iori’s strongest game happens when he knocks an opponent down and is right next to them, from there he can mix up between counterhit jab/low short/throw/crossup/low jump/empty low jump.
After any knockdown with iori you usually just did 3 rekkas to knock your oppponent down. If you are fighting against a safe fall character (all of a,k,n groove players), they can simply quick get up vs. c-iori and iori has to work at getting that knockdown again which is very difficult vs. the top tier characters he will be facing. However in n-groove, after 3 rekkas you can run forward and punish safe falls into 3 more rekkas (rekkas are his qcb + p move). And that is the biggest thing he loses from choosing c or a instead of n
don’t forget that counter roll. it’s a lot more versatile than people give credit.
hah, that’s the reason why i never bothered trying out C-kyo, cuz of that SOME guy. (plus when i tried playin c-kyo w/o small jump, it felt weird).
why is A-beni the best one? K is pretty dope because his big jump arc can be helped by being able to just defend, plus a grab super, AA super, and comboable rush super is nice once you’re raged.
-C has some nice cancels also, especially in the corner and it allows you to reversal level 3 his rush super to hit some stuff that usually wouldn’t be easily punished.
-A does have the beastly guard crush CC going, and AA and ground, but i don’t know if it’s the best.
benimaru is fun.
peace
I tried playing him in A but I wasn’t feeling it. And since they’re so many better A-groove characters I tried him in my fave groove N. Can run like K and although Breaking Stock isn’t as powerful as K It’s still can make a difference. He’s got RC and cr.HK xx Lv3 Rai-Oh-Ken(sp?) is nasty! I’ll add more later as right now, I’m too lazy.
imo, a- and n-beni are pretty close in potential, with k-beni a bit behind.
the main thing k-beni has is f+rh, f+forward and jumping drill into JD. this is a pretty powerful tool that lets beni pressure well. unfortunately, only the jumping drill can be mixed up with a throw. when beni has meter he has other fun stuff like the threat of low jump whatever into grab super or drill into grab super. however, k-beni really suffers from a lack of good ground anti-airs. constantly looking to low jump fierce the opponent makes your ground game suffer a lot.
n-beni gets the nod over k-beni mainly because of the ability to rc dp. imo, beni needs a solid anti-air to be competitive, as his rushing ability isn’t strong enough to compensate for his lack of defense. n-beni also benefits from having constant level 1 supers to burn. this is a huge benefit to beni, as his no-meter combos leave a lot to be desired. this also gives him the constant threat of grab supers after low jumps and drills. level 3 to level 1 in the corner is nice also.
a-beni suffers from loss of the ability to abuse level 1 grabs, but his cc options are good and his damage potential is much higher. anti-air cc further solidifies his defense by giving him a good anti-cross up to work with, and his anti-air cc does way more damage than his level 3 supers. randomly cc’ing is good with beni, because if it’s blocked has the choice of either going straight into the chip cc or doing a mix up; he can stay close to the opponent easily with f+forward, looking for an opportunity to sneak a grab super in there. if the opponent fidgets, low short into roundhouses again. it’s a simple, almost completely safe mix up. the aforementioned f+forward, f+roundhouse and drill also happen to set up the random cc’s perfectly.
lastly, beni has some decent uses for rc in general. besides the rc dp, rc fireball and rc knee are good after f+forward/f+roundhouse/drill, and are a decent replacement for JD. rc fireball is good in the corner as well, as it gives +1 and doesn’t push you back. works a lot better against big characters
it’s a toss up between a-beni and n-beni really. when i first made this thread i was under the mistaken impression that a-beni could combo off of his special grab during a cc.
I was wondering if anybody wanted to discuss Dhalsim, because I see him listed here as best in C-groove, but I tend to control the pace of the match much better with K.
Basically, what does C give him that K doesn’t? Dhalsim isn’t exactly a combo machine, and I think run gives him some good pressure that you wouldn’t normally get from C. Run, jump + drill is one tactic that seems to work pretty good for people who try to sweep you out of your run.
Plus, with rage, sims pokes hurt that much more. Jump ins are easily punished by hcb, hcb + p super, and since you’re raged, you don’t have to fret about “wasting meter” because you can’t store it anyway. People tend to get a knockdown on you, then rush in because Sim isn’t exactly known for his wakeup game. When raged, you can cover this with wakeup super (if you’re feeling psychic).
Full screen fireball, run + S.RH or C.FP is a viable option to pressure people. I can’t seem to get this tactic as reliable in C, since I am missing the run.
So, what does C give sim?
C gives him turtle power
c.fierce(+8), df.short(3 frame startup+traveling frames) xx lvl 2 is doable in a way similar to rolento and chun’s conterhit jab, low medium xx super on reaction.
i dont’ think it works with lvl 1(or it might work but i never gotten lvl 1 to connect).
b+strong is +5 is good for comboin into other normals or for just guardcrush/bar building purposes.
you can rc flame/fireball as AA against moves that trade or beat his b+jab/strong.
flame super = -13
stream super = -12
i’m not too sure on how far the flame super pushes them back, but i know for sure that stream super is punishable on block.
you can’t depend on wakeup super to cover up his wakeup game. when he’s raged, and that player is known for wakeup super, people(if they know what they are doing) will just bait that shit and punish.
Hey Buktooth, when you say “several different flavors of Blanka” which flavors are those?
ANK Blanka are pretty high on the tier list (cept maybe N). But Blanka can hold his own in C, P, and S.
I play KPS Blanka and each groove has stuff he can benefit from.
A has Roll which allows him to RC elec and can activate off a hit elec.
K has JD and low jump mixups. Access to quick L3s help him alot.
P has parry which he can get a s.Fierce out to punish most of teh time.
His Dodge attacks in S arent too shabby either.