A good roll is one that can counter a Hadouken or a Tiger Shot on reaction and punish with either a combo, a knockdown, or both. Can Kyo do this with his roll? I think his tools for dealing with projectiles (other than JD or parry and then punish when at close range) are to abuse his preemptive df+HK, low jump from far with MK, and random RDP kicks.
The only time I find myself using his roll is for a tricky side switch mixup after knocking the opponent down with a PPK combo. If anybody has some other uses for it, I’d love to know though.
I know I should use his level 2 cancels in C-groove (since I always need to keep that last block for emergency Alpha Counters), but the power of being able to hold his level 3 whenever I do a juggle combo is too attractive for me. I would call myself a damn fanboy nerd if I weren’t myself already, but I don’t care how many times I can pound the guy on the ground with a level 2 combo or how much damage I can do with only two blocks, pounding them on the ground after burning them with a level 3 is just more satisfying.
N-Chun Li is the best N character to me.
She has SOOOOO many tools to rushdown.
-crossup short
-I don’t think I even need to go into why her level one kick super is buff.
-low jump fierce,fierce is good because the first fierce will take out jumpers and the second one will hit grounded characters, so you kinda get two for the price of one. But it can be simply countered by obvious stuff like anti-air or jump back attacks or whatever.
-Chun has the fastest low jab in the game (2 frames right?), so her shoto-like low jab rushdown is still viable and can be used to push opponents into a corner.
-fwd + forward can’t be ducked by Sagat, Geese, Raiden, Chang, Eagle, Beni(IIRC) and Honda from max range. Plus, it can be comboed into low jab, low strong XX Super or close standing fierce XX fireball_Super. On characters who can duck it, you can use it as a fake and buffer RC LL after it, but it’s risky.
-Although SBK is pretty useless now, you can still use the short version sparingly to catch people off guard. Most people are accustomed to the HK or MK version and aren’t ready sometimes for the LK version. You can use that to throw or buffer RC LL for some extra guard damage. Only use on characters who can’t duck it of course.
-in corner, close standing roundhouse XX super jump short, repeat. Ehhh, it’s there. shrugs
-having run really benefits Chun…A LOT. Being able to quickly close distance and poke at ANY time helps her control space better.
In Capcom grooves you’re kinda limited to walk up standing strong 80% of the time…which isn’t BAD, just boring and predictable.
-Being that you can only cancel the delay from a low jump into a super or special, LL comes in VERY handy in this situation. LL can be comboed afterwards it hits. On top of that, Chun has the initiative if both hits are blocked. So shit like low jump short_forward, LL, standing strong XX fireball deals decent guard damage, but has holes so be careful.
-All of this and Chun is still pretty good on defense with RC LL on wakeup, low jump back fierce,fierce to build meter, low roundhouse for anti-air (even on trade), etc.
My only real problem with N-Chun is finding other N-Groove characters that I like. Right now, I’m toying around with N-Iori,Sagat,R2-Chun. I’ll take Buk’s advice on Iori being N’s ‘poster boy’. hehe
I’ll see how it goes.
I’ll never go back to Green Acres again until they get a cabinet where jab isn’t a foot away from strong. haha
Yeah, seeing them get slammed into the ground with the level 3 combo is extremely satisfying. If you are ridiculously fast, I think you can punish fireball’s with Ken-like delay with his roll, but it’s not a guaranteed thing. For the most part, I use his roll as a way to get in on an opponent when his dash isn’t an option. You probably wont get a free combo on em with it, but you’ll be farther in and you should be safe. I’ve found it to be a pretty good baiting technique, but it’s certainly not abusable.
Where do you put Kyo on your C team? I usually put my team as Kyo/Ken/Sagat since I usually find that Ken benefits as a user a bit more than Kyo does.
-Juggle with level 3 (hold), early release, qcf+LP, hcb+P, P
The combo off the level 2 near the corner is…
-Juggle with level 2, qcf+MK, K, f+HP xx qcf+LP, hcb+P, P
Vega can tech roll the last hit when you use f+HP unfortunately, so it makes it kind of pointless to do that level 2 combo against him. Juggling with dp+HK instead of f+HP (just like using rdp+K) also keeps the opponent from tech rolling actually. But yeah, I still prefer Kyo’s level 3’s all the way for no logical reason.
I don’t care about team order or ratios so I put Kyo where ever I feel like whenever I get him. He builds meter fast with his punch combos and kick throws, but he also fights very well against R2 Sagats and Bisons as well, and it’s also cool to use him second when you have your level 3 built up already. Use him where ever you want I say. It’s what I like to do.
I wasn’t reffering to traditional lvl2 cancels. I’m talking about when I’m playing casuals and I notice my opponent has less that 1/4 hp. I got right out of my way to try and land qcb, hcf+mp xx rdp+lk. It’s so worth it .
On the note of ratio order; I personally see C-Kyo as a user, but I also put Ken there instead, hence I have to relegate Kyo to battery.
N-chun is dope…then you miss a kick super, and you’re fucking dead. doesn’t matter how well you were playing the match, how solid your footsies WERE, you’re eating a CC/level 2 cancel/raged K-groove super.
and it’s inevitable, you’ll miss that low jab to low strong link into super and die. nobody hits that shit 100%, and you always seem to mess it up when it matters the most.
my $.02, probably why i’ll never play chun in a tournament because missing that kick super hands the match over to your opponent for free if he has meter (and he does, he’s in the user spot against your chun).
N-honda is fun, low jump RH helps in some trouble matchups, being able to RUN up to your opponent after a knockdown to setup the dirty 50/50 mixups is nice also. N-honda is ooooooold school, but he gets the job done now that people can RC his 360.
Maybe it’s just me, but I think K-Rugal is pretty scary too. I swear that lvl 3 wall smash super while he’s raged does waaayyy too much damage…which he can land off of any hit pretty much. It’s not that easy to get away from a rushdown Rugal when he’s raged.
I don’t know about that. Random players at More and at Shibuya Kaikan get that link with the utmost consistency. I think people here just practice it more or something, because I thought the same way when I was still in the States. Or maybe what Ohnuki said is true - that there’s a timing to the motion where you can input the super and it won’t come out unless the strong HITS. Of course, he said this over 2 years ago, and I never saw anyone confirm it, but regardless, Japanese players get that combo with a much higher success rate (and I’m not talking about only the big-name players, either).
The thing that makes a missed super by Chun Li so devastating is the fact that it takes absolutely ZERO thought to punish it. I could be half asleep and wearing headphones, and I guarantee that I would still punish you for it.
When you hop over a fireball or block a DP, they are at a similarly bad situation, but it’s not as guaranteed. If you whiff a DP, your opponent might counter too early and knock you away or might do it too late, allowing you to escape the death combo you so richly deserve. Jumping over a fireball doesn’t always mean you’re screwed. They might be too far away to combo their air attack into a super, or perhaps their too far away even for a hit.
When you block Chun Li’s super, she’s standing on the ground, in front of you, with her legs wide up in the air. If you have any clue of what you are doing, you will connect the crotch counter every time.
i’ll actually get the link into kick super 98% of the time, but that 2% ALWAYS seems to come when i really need it, or right when they have a full bar w/ bison or sagat. if someone is raged, i refuse to even try for a super unless it’s guaranteed (ie after a missed DP or something obvious).
for some reason i find hit confirming it off only ONE jab to be a lot easier and more consistent, maybe because i don’t have more time to fuck it up w/ the extra jab.
but being able to do low jump forward, RH LL, low strong, kick super is worth the price of admission in N-groove just because it’s so fun to do.
A-todo has alot of love on paper, but when it comes down to whos man enough to play him, no one does.I’ve been playing him pretty seriously for awile now and have gotten pretty good results.Originally I was playing A-guile, but his problem is having a decent combo and easy way to land his CC.If those options were open A-guile would be a monster but he doesn’t so I scraped him.A- todo makes the other player play your game, usually I start by either spamming RC jab waves or using barely any.One or the other sets up for the others use, if you spam them early they will be reluctant to attack and fall into a counter game waitng for something to jump or roll through, both very dangerous Vs todo(but Ill get into that later).If you use waves sparringly they don’t expect them giving you the liberty to use them much more often(I can’t stress enough how important it is to establish a game in the beginning)
Lets say an annoying C-sagat trys jumping in from far, well you can jab wave or c.fp for a trade, obviously the wave works alot better.If its a close jump in you can(with meter)do CC mixup, RC grab into CC or 50/50, or c.fp that will win.
cont…
Lately characters with wierd or far jump angles like Chun Vega,Blanka and Bison gave me trouble but well placed sweeps and waves can do the trick.Against blanka I like using standing jab as an antiair(Ill get killed for this I know)unless its a cross up then Close standing fierce usually works.Chun is pretty annoying but Todo can frustrate her, and hopefully corner her. As far as antiairs vs her I try to stay in her cross-up range and randomly back dash to beat the jump with the many options I listed.Bison isn’t too bad just get close range and establish a footsie game then try to hop over a C.mk for a grab into death(always try to get close to full meter in this match)
I wwon’t even go into CC options because it’s rediculous how many setups there are, and variations of mixups and GC CC’s
I think GunterUSA is pretty damn good personally. Granted GunterJPN is a much happier version, but USA has some advantages such as:
Being online around the same time as me
Actually being able to hang out every now and then in person
Talking about movies/tv shows that are current
etc