(I keep things about CvS2 written down on my computer so I don’t forget them later.)
Situations that occur very commonly and are of utmost importance to learn are denoted by “*****”.
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Random strategy to remember:
-Always cover the safe fall first. On his first knockdown, BAS did attempted tiger knee air FB with Akuma. His opponent tech rolled and DP’d BAS for free.
-K-groove needs to JD high if they want to JD a jump-in. That means they’re vulnerable low. Empty jump-in, go low against K-groovers who love JDing instead of anti-air for some reason.
-Don’t ever try to cross-up DP a character who doesn’t have a cross-up attack. Vega most notably. Walk under and throw him instead. Walk under, go low too.
-Shine knuckle Blanka hop back
-Ryu whiff jabs to stop Morrigan from flying.
-Shoto’s really need to run away versus A-Sakura to be effective. Play them like Rolento almost. Air hurricanes back, air hurricanes over the other side.
-Don’t be afraid of low jumping Vega. He’s a charge character. Taking the hit is better than Vega going low…
-After a tech hit is good time to parry low.
-Wow… Nakanishi did last second air-block, free level 2 super with C-Guile against Bison j.HK. People talk about how cheap air-block is all the time. For once I actually see somebody use it. He also did c.MK xx super with Ryu after blocking a Bison one hit scissors kick. Does that really work? Or did the Bison player mess up?
-Wow… Ino can HP tiger uppercut Blanka low jump HK on reaction. JD all of kick super…
-Wow… Otaku jump straight up, JD Blanka kick ball super as he falls
-Walk back just slightly, walk forward, throw as the opponent is getting up. Makoto’s Kyo special. *****
-C-Guile last second air-block against Chun-li CROSS-UP j.LK, free d.MK as she lands. That’s ridiculously crazy. These Japanese Guiles are pretty good…
-C-Sagat last second air-block is the BEST anti-air against full metered A-groove. Just as good is just early jump back HK. Nothing is guaranteed to save you (especially when you’re cornered), but both are much better than risking high tiger super or deep tiger uppercut.
-Versus Kim, just block low whenever he rolls unexpectedly. Roll, high super is like the worse thing ever, plus you can tech throws even when you’re crouching anyway.
-Versus Chun-li, she’s -2 after any strength sbk. Stick out your 2 frame jab and she’ll HAVE to block, or she will be counter hit everytime. Zero frame/super grabs own her.
-Versus Blanka, super jump MK will cross-up at just outside Cammy far s.HK range. DEEP cross-up Cannon Spike him.
-Blanka likes to super jump forward HK after a far blocked slide. Duck down in case he does another slide, then DP him deep when he jumps ins.
-Don’t run at raged Cammy for no reason. That’s pretty much the stupidest thing you can do against her. d.MK has FAR range and is easily canceled into super every time. far s.HP is a 3 frame attack that gives +9.
-Sagat vs. Cammy. Lots of low tigers. When Cammy tries to RC drill like a scrub, you can roll through and mess her up.
-Psychic ground DP Vega as often as you can. He gets dizzy in about 3 hits, plus he do anything worse than a sweep or kick throw to punish you 90% of the time. The risk is in your favor.
-Akuma demon flip punch attacks are really good. How do those Japanese players set them up so well?
results: One guy did d.MK, d.MK, then MK flip attack to go over the opponent’s counter attack.
-Akuma do LP command roll mindgames after demon. The demon leaves the opponent on the ground for a long time. Wait, command roll to end up behind. Walk back, command roll to stay in front.
-Akuma far low jump MK is unpunishable. Try sweep xx hurricane after.
-Akuma deep knockdown uppercut. Fake meaty low jump attack, go low with short, short, short, MK hurricane instead. Even against small characters. If they love blocking, and you’re rushing them down, they’re going to get caught.
-Tiger knee LP air FB after a running uppercut juggle.
-Ryu’s and Akuma’s LP hadoukens are a cheap poke. If the opponent jumps over one with an attack though, SCREW blocking. Seriously. If you’re going to get hit in recovery, you’re going to get hit and there’s nothing you can do about it. But if you’ve recovered in time to block, that means you’ve recovered in time to DP as well. *****
-Akuma run in sweep after Cammy whiffs far s.HK. After you’ve hit her with a LP hadouken for example. This is the only way you’re going to win in a ground game versus Cammy.
-Akuma d.MP xx MK hurricane to punish things out of range for d.HP xx hurricane.
-Anytime you miss a juggling LK hurricane, start going for LP DP more often. You’ll psych the opponent wanting to block next time, so you can throw them.
-Run up d.HP xx LK hurricane as anti-air. Pretty cool.
-Shotos meaty d.MP, run jab, run jab.
-Shoto’s d.HP is bad frontal anti-air against Blanka. It may be 3 frames, but it trades too often. Use it against Blanka cross-up MK instead. Stick with far s.HK or shoryuken for the front. Ken has to use RC funny kick instead…
-Athena walk up close s.MPs are really, really good. The thing comes out in THREE frames and gives a ridiculous +9. It’s the same frame data as Cammy’s fierces. Walk up s.MP, walk up s.MP, link sweep xx psycho ball is alright.
-Mai far j.HK (to set up counter hit), far s.HP xx fan super
-Rugal meaty LP reppuken, sweep xx reppuken.
-Rolento trip wire super cannot be alpha countered.
-Cammy’s best cross-up defense is just walk under. *****
-Cammy vs. Bison. Just throw him a lot if he’s not doing much but charging and throwing out random scissors kicks.
-Cammy vs. Sagat. Corner him. Then stay just outside his range. Once he whiffs a d.MK… far s.HK xx super. Be patient. Walk forward just a little when you’re pushed out of range. Scrub Sagat will try jump back HK. You Cannon Spike him.
-Sakura crouching short is BS. 3/4/8 is same as Akuma’s and Ken’s. +3 advantage makes for cheap tick throws.
-Sakura use j.LK more.
-Sakura mindgame c.LK, wait, c.LK, s.LK, combo (blocked)… c.LK, wait, throw this time.
-Sakura whiff s.MP, s.LP, s.HK, jump back HP, dive kicks.
-Remember Sakura LP shoryuken is still a 4 frame attack. Against people with no air defense, don’t be hesistant to use CC, dp+LP…
-Sagat guard break with d.MP, walk up d.HP xx super
-Yamazaki level 2 grab super, wait ALL the way until the end, qcb+MP (hold), saa!
-Ken and Akuma are at -10 after d.HK xx LP command roll/LK hurricane.
-Ken is still +4 after a close s.HK. Even if you mess up the meaty, you still have advantage if the kick makes contact. Shoryuken the opponent if he tries anything funny after.
-Shoryuken after a tech hit.
-Blanka is at -11 after d.MK xx KKK. -8 if d.MK was a counter hit. Hit Blanka every time with free jab, short xx super no matter what. He’ll stop doing that quick.
-Start roll canceling MP electricity. Only 7 frame startup as opposed to HP’s 9. You get still get +6 on block as well. Hit frames also go 2/2/2/2 as opposed to 1/1/1/1. RC MP electricity is definately better anti-air than RC HP electricity. Now how about chipping?? I have to test it out…
-Blanka hold your ground. Don’t walk back, jump back, or hop back unless the opponent really forces you to.
-Blanka full screen MP ball, instant stop, throw. (versus charge characters especially)
-Blanka s.LP, walk up throw during blocked CC.
-Blanka corner knockdown, walk back and forth, whiff s.LP, RC electricity, CC, s.HP etc… Be patient with your meter
-Blanka LP ball, whiff electricity, hop back, wait… anti-air upball
-Blanka crossup MK, d.HK, dash over body, meaty s.MP, CC
-Blanka vs. Sakura. JD last hit of hurricane and hop out of corner. Block last hit and RC hop?
-Blanka vs. Hibiki. She dizzies in about 3 trades, and Blanka can reversal ball after he gets hit by bnb combo.
-A lot of people try to jump in after they get hit by a HP ball combo. Low jump up HP to anti-air them.
-Bison d.lp, wait, d.lp, combo. ala Iori s.lp to set up counter hit.
-Bison d.MK, wait, d.lp, s.LK, combo
-Bison. Start using d.LP, d.LP, s.LK combos. vs. Blanka, d.LP x 3, s.LK xx scissors
-Wait, d.LP, s.LK xx scissors --> two frame combo starter
-Bison d.MK slightly better than s.MP when blocked. +5 for d.MK. +3 for s.MP.
-Bison is +5 after d.MK. Todo +6(!). Guile +6 (wtf). Eagle +6. Vega +1. Blanka +3. Shotos -1. Chun +2. Cammy +/-0. +4 after close s.MP. Vice -3. Rugal -4. Yama +3. Geese +1. Kim -1. Mai -11 (a slide). Kyo -5, 7 frame startup. But has a lot of range and 9 hit frames. Iori -2, 5/4/20… what a bad move. Maki +/-0. Maki s.MK +/-0.
-Chun counter poke Bison d.MK with d.HK. Punish psycho crusher with d.HP (s.HK xx j.HK?).
-Even Daigo can mess up Chun-li bnb combo…
-wtf? Chun can do jump straight up, air throw? Pretty good anti-air.
-For god’s sake, please stop losing to delayed getup. Punish all safe falls as well. *****
-Bison tried meaty scrape for chip. Sagat does delayed getup, super…
-Corner = death vs. Sakura. She has a bad sweep though. JD and punish for free.
-No risks. example: Daigo vs. Tokido… Sagat tried risky tiger uppercut. Poor decision. Time was winding down, but he was ahead on life. Tokido wins. *****
-lmao… R1 Mai c.LK x 3, s.LP xx level 2 fan super against full metered R2 C-Sagat did as much one tiger uppercut. That’s not cheap at all…
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Things to practice:
-Blanka d.MK xx super. I’m out of practice…
-Blanka non-telegraphed super. Walk back, whiff d.MK first for example.
-Cammy practice jump in HK, s.HP xx drill execution.
-Cammy practice DPing Sakura cross-up.
-What to do against Cammy just jumping in and JDing?
-Akuma run in sweep Cammy after she whiffs s.HK
-Akuma vs. dizzy j.HP, d.HP xx qcb+MK, juggle
-Akuma meaty air fb, run up jab, jab, throw
-Akuma/Ken practice timing on d.LK, throw
-Run up whiff jab from safe range to get opponent to want to whiff jabs, run up sweep
-jab, jab, jab, wait s.LK xx MK demon flip
-demon flip, one hit hurricane, run up DP
-Punish Sakura after LK hurricane. A lot of people mess up the RC’d HK version and get this move instead. She’s at only at -5, but she’s left at point blank range. Short, short, super her every time. Definately takes practice though.
-Punish poorly distanced Sakura dive kicks. Shoto 3 frame close s.HP isn’t bad for the job. Akuma, (take the hit), close s.HP xx LK hurricane.
-Sakura close s.MP xx HK hurricane vs Kyo. DP her.
-Punish Eagle’s gay man hop. He’s -14 on the hit. You’re pushed real far back though. Roll when you see it instead.
-Punish Yamazaki after blocked super. All versions leave -15. Use Chun close s.HP xx super for example.
-Hit Kim after blocked flip kicks. Frame data is: LK -4, MK -5, HK -6
-Combo Morrigan after blocked Darkness Illusion.
-Punish Bison blocked 2-hit scissors. He’s at only -7. So do something fast.
-Why would Cammy every try wake up cannon spike in the corner?? Punish her bad with Ken d.MK xx super.
-Hit Hibiki after whiff d.HP. Akuma run in sweep, Chun-li s.MP super, Sakura (CC, d.MK).
-JD Honda headbutt and punish
-Counter hit setup. d.LK, walk up, d.LK again
-Escape Yamazaki’s tick throw setups. d.MK, dash, headbutt. DONE
-Escape tick command grabs. Todo d.lp (d.LK?), grab. Iori s.lp, grab. Rock s.LK (+2), grab. Vice, Zangief, Raiden?
-Ken run up d.MK xx super Bison after headstomp.
-Ryu and Ken, practice short, short, combo when opponent tries to roll through your attack pattern. c.MP, run jab, (opponent rolls), whiffed run jab, jab, jab xx hurricane.
-Sagat d.MK xx super Cammy after she whiffs far s.HK. *****
-Sagat dash forward, (opponent rolls), s.LP, s.LP xx combo
-Kyo far s.MP xx combo to punish blocked LP shoryuken.
-Punish Cammy blocked cannon spikes. Cammy walk up s.HK xx super. Sagat walk up fierce xx super. Chun walk up s.MP xx super. Don’t mess it up you scrub…
-Punish Mai with big combo after blocking elbow rush.
-Shoryuken Bison after blocking psycho crusher. Or whatever move gives you maximum damage. CC with another Bison. *****
-Punish Sagat close s.MK. -12
-Punish Sagat close s.HP. -13 Failed d.LK, walk up throw for example. *****
-Punish Vega PPP flip. Sakura short, short, combo
-Punish Rock rage run shift.
-Punish recovery on Todo whiff command grab with all my characters.
-Punish whiff uppercuts with HK combos instead of jab combos. Sak s.lp, s.hk xx dp+HP. Kyo d.lk, s.hk xx anything.
-Combo Bison after blocked jab psycho crusher. THREE tick hits.
-Combo Bison after chipping corner HP psycho crusher. (three tick hits… this is hard. Bison can only do d.LP.)
-Hit Blanka in recovery of RC electricity (attack early). *****
-Hit Sagat in recovery of d.HP (all my characters)
-JD Sakura corner pressure, Honda hands, Chun sbk.
-Run, stop, throw. Kyo, Sagat, all my K and N groove characters.
-Bison start punishing everything you can punish with d.MK xx special with s.MP xx special instead. Close version hits mid. Better make sure you time the far version right against small characters so you don’t whiff.
-Bison teleport out of poke strings.
-Blanka practice with meaty d.MK some more. Pontential +8. It’s almost as good as meaty s.MP…
-Blanka duck Sagat hotfoot super, punish with CC, d.MK etc…
-Blanka d.LK, s.LP xx up ball
-Blanka practice d.LP xx ball to punish Bison scissor execution.
-K and N Blanka, guard breaking low jump HK, d.MK xx super
-DPing throw attempts against Rolento. Hurricane them with Akuma.
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Things to test out (to do list):
-What to do against Sagat sticking out s.LK’s? All my characters. Ken?
-Test hitting Akuma after different strength fireballs. With Iori, all the strengths are the same. Shotos are different.
-Ken learn how to use the rdp+K moves.
-Ken LP shoryuken vs low jumps? Blanka’s especially. Need effective low jump defense. Akuma too.
Result: It works. Deep HP shoryuken is best though. d.HP is alright. All other Ken normal moves are horrible versus low jump. You’re screwed if you stuck out a d.MP or s.HK.
-Is close d.HK xx LP shoryuken safe with Ken? Looks pretty good when people do it in Super Turbo. Anything with shoryuken is cheap in 3S. What about CvS2? I bet Chun-li can s.MP xx super me…
-Chun cross up j.LK beat Hibiki close s.HP anti-air?
-Kyo low jump LK, dp+HP. Can I hit Kyo after the LK? Try with Iori and low jump LP too.
Result: You can’t hit Kyo if he DP’s you. The Iori low jump LP is good. (see long post)
-Joe blocked d.HP (d.MP?), tiger kick.
Result: d.HP gives -5. d.MP gives -3. Not bad.
-Chun SBK, level 1 super. Can I throw that?
Result: Nope, but you can punch or kick her. After the super flash, you’ll get hit right out of your grab animation. Even Zangief cannot 360 Chun during super. Must be the brief total body invincibility most people get for their level ones. All grabs and throws only have 1 duration frame as well.
-Hit Eagle after he does far s.HK? The frame data is, -11 7/3/22
-Rugal d.HP to punish Sagat whiff d.HP?
-Find some counters to Guile s.HK. Chun d.MP? *****
-DP Guile when he tries walk up d.MK. Pay attention to the distancing!
-Is Bison s.MK safe from JD? Need frame data.
Result: No, -2 for close, -3 for far.
-Joe far s.HK safe from JD? Can activate afterwards.
-Hit Bison after blocking far s.HK? Move is -11.
-From what range is Bison’s slide safe?
-Dhalsim c.LK?
Result: This move is annoying. -4/-4 3/9/10 Comes out too fast and can cancel into super! I need to find some counters.
-How to play footgames against Dhalsim. Don’t jump. Ken low strong against Sim’s long strongs. s.LK also good against long strongs? Standing strong to fight standing forward? What should I do when I’m close?
-frame data for projectiles? How much advantage do I have after running after a slow projectile? Guile’s sonic boom gives you way more than +5 at times…