kcxj can u burn me those cd i pay u for them i have a couple of makoto matchs but i wanna see some more
If you use Cammy, she is the only non-charge character (I believe) that hit Yamazaki after his B&B combo with a lvl 3, I hate her. Also why use Sak’s j.lk? Do you mean for air to air? I use mp, seems to work for me. With Sagat, I don’t know who’s stupid enough to do a close s.mk. I didn’t know the frame dis, but I know it’s highly punishable, Chun can lvl 3 afterward, but it’s safe from max distance.
-Chun SBK, level 1 super. Can I throw that?
I don’t know which super you’re talkin about, but I’ve seen CPU Dan throw my brother out of the lvl 1 kick super.
:wtf:
-Counter Guile s.HK. Chun d.MP?
I need to test this too.
-Punish Rock rage run shift.
This is easily punished, IMO the only solid set-up for this is, dash, throw. Then next time you dash, shift xx 360. More than likely the opponent will try to tech a throw, causing a fierce attack to come out, free throw!
-Punish Mai with big combo after blocking elbow rush.
It’s seem like frome MAX distance on any version it’s safe, but not from a blocked combo. It has to be done outside a blocked string, which is free uppercut, CC, whatever. Her elbow rush super is BS, you can’t even reversal Gigaton.
-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.
That’s especially important with Kyo.
-Rugal d.HP to punish Sagat whiff d.HP?
I’m 95% sure that works. A blocked c.hp from rugal = his death against charge characters with a lvl 3.
-Escape tick command grabs. Todo d.lp (d.LK?), grab. Iori s.lp, grab. Rock s.LK (+2), grab. Vice, Zangief, Raiden?
That’s harder said than done with Todo, cause his 50/50 mix-up after a grab. Against Rock, jump straight up then land a big ass combo. Vice’s are hard because she has low short mind games too, and her B&B does more than Kyo’s, ow.
-From what range is Bison’s slide safe?
A little more than 2/3 the screen.
-Bison is +5 after d.MK. Todo +6(!). Guile +6 (wtf). Eagle +6. Vega +1. Blanka +3. Shotos -1. Chun +2. Cammy +/-0. Sak -5 (d.MP) and -8 (d.MK). +4 after close s.MP, so use that instead. 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.
Isn’t Mai’s slide safe from a distance, like Joe, Vega, and Rolento?
-Hit Bison after blocking s.HK
WTF?:wtf: What’s the frame data on that move blocked, doesn’t seem bad to me?
Practice punishing Bison’s lvl 1 super with anyone with a two frame jab that reaches (Iori, Sagat, Blanka) and one hit scissors with anyone with a 4-frame medium that reaches (Sagat, Geese, Blanka).
C-groove Ryu
Retaliate a standing blocked Blanka ball with a lvl1 reversal fireball super.
If you have the meter, punish a blocked blanka ball with a reversal lvl2 fireball super wether you’ve blocked the ball at a crouching or standing position.
For better super fireball reversal executions,
During the block stun from the blanka ball, do the motion inputs for the fireball super and then mash on the punch button right as block stun is about to be over. Practice until you get reversals everytime.
-Chun cross up j.LK beat Hibiki close s.HP anti-air?
No.
-Run up whiff jab from safe range to get opponent to want to whiff jabs, run up sweep
Hahaha, I never thought of that, your smart.:lol:
-Cammy’s best cross-up defense is just walk under.
I don’t use her, but doesn’t her close s.mp/s.hk work good too?
-Blanka practice d.LP xx ball to punish Bison scissor execution.
Don’t you mean s.lp?
2/28/04
Doing this couple days ago at friend’s house:
Hibiki love doing dp+K overheads in your face? Ohh! It’s roll canceled so it must be unstoppable!
She’s at -9 when you block it or she hits you and doesn’t combo into slash or super.
Block high, Iori s.MK xx level 3
Makes the move all the scrubs love to use a little less scrubby. Rugal can also do s.MK, super. Same looking kick and everything.
Now how about punishing Hibiki for trying s.MP xx dp+K?
She generally safe after that or 2 c.lk’s, outside of a lvl 3.
What the heck is with these acho videos? That site use to show good CvS2 matches. Now I’m watching these match vids from a 1/24/04 tourney…
It must of been CvS2 newbie fighting 2001.
“acho_cs2_20040124e.wmv”- The worse video out of the whole set. C-Iori keeps doing random supers and dashing away after hitting the other guy only once or twice. Yes, Iori does the far s.MK (ie. the scrub kick) a lot for no reason whatsoever as well… :lol: The A-groove guy, Gaito, is terrible too. He doesn’t even know how to play Sakura but he picks her anyway. A waste of a ratio. His midscreen, random activate with Bison after a blocked d, u+P move is a trick I’m going to have to steal too…
“acho_cs2_20040124f.wmv”- I see why Rai qualified for SBO. All the opponents he faced at his arcade are scrubs. You think C-Ken would of gotten the idea to stop doing anti-air shoryuken’s after Hibiki jumped in three times and JD’d every hit, then punished with a combo already. But no, he keeps doing them until Hibiki perfects him. Ken doesn’t have an air throw or jump back attack…
Roll canceled tiger shots instead of crouching fierce and not doing free level 3’s when you have full metered Cammy for all!
ken has an air throw with kick.
wanna talk trickiness. I saw this K-groove cammy vs. A-groove sakura match:
K jumps in empty
A activates(for anti-air, early)
A presses standing jab
K just defends the standing jab
K keeps joystick at a neutral position while bouncing upward(to allow for further just defending of sak’s AAs)
A jumps forward
K lands standing up, ready to cannon spike but cannot get the move out in time to beat Sakura’s meaty cross up
A crosses cammy up with a very meaty j.mk and continues to combo her with multiple Dps
A meter runs out, but sakura ends her cc with a hurricane kick, and continues to build another half of a meter.
What I see now more and more, is people taking A-groove characters that have better mix up potential, rather than combo damage potential.
The most effective A-groove team that I’ve ever seen to date is:
r1 rolento, r2 sakura, r1 blanka (sak and blanka have even skill so either can hold down the team as r2).
this guy would just activate with Blanka from anywhere in his slide range(totally randomly), and mix-up the timing of his slides(df.Hp) so that he couldn’t be alpha countered or JD. He wouldn’t try to combo at all, just counterhit you with a slide or maybe cross you up half way through the CC…this is all blocked of course, heh.
However, since the guy had left the scent of randomness in his gameplay, he usually got lucky enough to hit you with random CCs…weeee 60% free atleast!
His rolento tricks were the same as his blanka tricks. Slides and cross-ups
He had like 2 sakura tricks, he would start his blocked CC(against a c-groove player) with a ducking short into feirce fireball, wif a crouching short, then cross you up or roll or dive kick. All his tricks started with the fireball…it’s really good!
I mention this because, he encorporates meaty attacks, cross-ups, and anti-alpha counter tactics into his CCs(not to mention overheads).
remember that with meaty attacks, encorporated into the CCs, you can’t jump out, and with timing of sweeps and cross-ups made random, alpha countering becomes quite risky since you have to press forward in order to execute the alpha counter(thus taking you out of blocking).
This dude would use his CCs like KO in 3s with Yun. His main purpose was to randomize you in order to gain knowledge about your playing methods. Then with Blanka last, he would either out poke you, or just rush you down.
side note…Blanka is underrated as a rusher in A-groove if you put him last. Rushing with Blanka is pretty safe!
Since y’all have been talking so much lately about that kind of stuff, I thought I would share.
p.s. Kang, get a better avatar you weirdo:p
Yes, I’m not blazed out of my mind right now and rambling on srk for no particular reason…
No reason in particular at all…
I’m not blazed, I’m bored of studying…
I thought my message was quite coherent…I take pride in my coherency!
get a new av! or I’ll keep posting
Yeah i’ve been doing random activations with A-groove recently also. Usually i activate randomly from about less than half screen away then walk up and just throw, u don’t know how many people would just sit there and let u throw them. Then i try to bait a reversal and CC from there. Yesterday with ryu i did: Activate, throw, dash forward, baited reversal, c.roundhouse, c.fiercexxxlk hurricane to the corner, then finished CC.
You should be very proud that you know such elite Canada ‘tricks’. Taken from the jolly Canadian himself of all things too. :lol:
edit: Unless you’re using a character with guaranteed activations (Bison, Blanka, Todo, etc…), the best time to activate your CC is during footgames. Don’t just dash, CC or roll, CC. You’re just plain out guessing is both those cases. CC’s override any normal or ground special in the game is all you have to remember. With Ryu especially. The best thing about Ryu is his footsies. If another shoto whiffs a sweep for example, Ryu can walk up and short, short super him for free in his recovery. Why not CC, d.MK --> big combo when you’re in A-groove instead?
With Sakura, I’ll fake throws. CCing instead when the opponent tries to jab me out of a throw attempt or tech hit me.
With Blanka, the only time to activate is when it’s guaranteed after electricity or guard break. Blanka guard break is still one of the best in the game remember. The only other time I’ll activate is when it’s totally obvious. Opponent whiffs hard DP right in my face, or Chun-li messes up her super combo, and I want big damage right there and now. I would seriously go easy on the Blanka random activations. Blanka d.MK has 5 frame startup remember…
uggh… cheap Yamazaki tactic
Well, if you just block low as you wake up, yama can just grab super/command grab you when you get up. since the animation for the d.lk and d.mk is almost the same, he can fake meaty mk with d.lk, making you wanna block, and then super/command grab you…so yea, the best option is to not let yama knock you down in the corner =p
just a question though…can’t he do all this even then the opponent isn’t in the corner?
edit: tada, much shorter…i was too lazy to trim
that’s a valid point kang, but, it doesn’t pertain to K-groove. K-groove is always moving and never gets guard broken by anything but another K-groove.
When I’m ever being rushed by K-groove(and it happens a lot, me and alex play that match all night), the last thing on my mind is footsies, because i know i can’t poke at hops or jump ins, and Alex is good at JDing.
A K-groove player jumps safer than any other groove, giving them better odds of having control than an A-groove player.
I mention the random activation because it causes the K-groove player to think twice, affording you the opportunity to take control of the pace of the game before they’re moving. The risk factor is smaller when K is standing still.
…let’s not forget that poking somebody with control when they haven’t poked you, is the definition of random and always has been.
The reason I mention random activation, is for situations regarding K-groove where it is impossible to poke your way out, or win with footsies…K-groove doesn’t play footsies, it just rushes down…I beleive footsies will kill you faster against K-groove than just random aggressiveness.
Blanka, Sakura and, Rolento, are excellent at being random against K-groove…RC hop, dive kicks, rc hurricane, wall jumps.
these moves are safe and control a lot of ground.
However, I think Kang’s point is valid if you are lucky enough to have control over your K-groove enemy. if you can lure an enemy into playing footsies, than you’ve allready won in effect. You’ve thrown them off their game and are anticipating their movements better than they are able to do. In this case, faking a throw or comboing your activation would be wise because it guarantees you the win and risks nothing.
So, to summarize, all I’m saying is:
K-groove is gonna rush you down no matter what. The odds of comboing your CC are therefor pretty low.
My example shows how by activating randomly, you can increase your chances of winning.
Also, by getting them to block a CC, you can build half a meter pretty easily after your CC is finished by ending it with a normal move or special move:
sakura feirce fireball
rolento knife
blanka close standing strong or cross-up.
Noodleman: Yama has no mix-ups that are worth mentioning in mid-screen.
Re: uggh… cheap Yamazaki tactic
The opponent gets pushed too far back for a tick throw outside the corner. The opponent can walk or dash back outside of Yamazaki’s throw range as well. Throw/high/low/anti-air mixups are stronger in the corner.
ummm canada tricks? I really have no idea what u r talking about. anyways, the only time i random activate is when i’m in control of the match. Usually at that point your opponent is afraid to poke becuase they might get stuffed, so i just random activate and throw, then place my a little less than a character’s length away to see what they do. If it’s too risky to land the custom or gc custom then i’ll back off and burn the super. And since A-groove meter builds so quick i don’t mind losing the meter.
learning to trim down quotes haha
anyways, i guess the only midscreen one is when he’s red/has lvl2+ bar, knockdown, grab super/aa super, it’s risky at times, but it’s 50/50.
when you’re fighting anything but K-groove, I say A-groove set ups are your choice. Anything goes, it’s not like you’re gonna get rushed down or anything,maybe P groove. You have a lot of time to think about your set up against anything but K-groove.
It could also be argued that the hitting set-ups for CCs(electricity, scissor kick, throw etc…) are more dangerous to use than the actual CC itself. There is no hitting set-up that can get you out of trouble without being “random”, that is also safe.
The same could be said of anything.
However the odds of randomizing somebody are far greater than the odds of hitting somebody with anything but electricity…IMO, CC hitting set-ups take to much effort to pull off with anybody but Blanka.
Maybe Blanka is the exception. Blanka’s CC combo actually rewards your ability to randomly zap somebody, lol.
go blanka!
“So, to summarize, all I’m saying is:
K-groove is gonna rush you down no matter what. The odds of comboing your CC are therefor pretty low.”
no k groove isnt going to rush you down no matter what, k groove shouldnt be rushing down a groove when agroove has metter…
im outi
Roberth
You play Yamazaki?
Good tick moves:
c.LK +4
c.LP +4
close s.LK +5
close s.LP +7 <— Does this move hit mid? I don’t play Yamazaki so I have no idea.
When you want to go low, instead of grab, after a tick attack:
c.LK is a 3 frame attack.
c.MK is a 4 frame attack.
jab, jab, headbutt is a good midscreen grab setup. If the opponent tries to jump away, you can mix it up with c.LK xx sand after the jab. If they try to walk away, you can catch them with c.MK xx saa!
Save your supers until you need them to win the match. If you want to play 50/50 all the time, pick Todo or something instead. Otherwise, wait until you corner the opponent before you start spending your meter on mixups. Yamazaki’s grab super does very little damage (so I personally never jump away against full meter Yamazaki anyway) and anti-air super is -15 on the block. That’s all just me though, and I try really hard to play patient over random every time I play.
I hate playing against Yamazaki. Even against scrub Yamazaki players, I always lose because I never block low when do mash, mash, mash, s.HP xx saa! I always want to attack instead. Yamazaki’s is a counter style character I think. With moves like his extra far ranged 3 frame c.LP, long lasting s.HK/c.HK, and cheap priority normal jump attacks that are practically the height of low jumps, he wins when you can’t resist trying to rush him down all day. :bluu:
CB:
You pick Blanka, try to do random RC hop xx RC electricity, get thrown every time, and then you get pissed, so I’m not listening to a word you say.
Random activations still own, especially against k-groove. Well, I say random, but they are not completely random, there is some thought involved when using them, ie, you cant just go out and use them at the start of the match, you have to set them up. If you dont spend time in a match setting up your random activations, they are in fact truly random… but like coco said random activations can still fuck with peoples heads… even if they are completely
Random activations that i can think of (in no order of usefull/randomness):
- Trying to activate through certain links/poke strings (ie blanka c.shorts)… but not mashing it…
- Dash throw/activate set ups
- Tick throw/activate set ups
- Low jumps
- Empty jumps (yours)
- Walk up throw/activate set ups
- Just outside of throw range, RC through attempted punish/tech throw
- Standing over a corpse, and then ducking/rolling through dragon, or punishing poke/missed throw… or throwing yourself if they do nothing…
My favourite time to activate is through fireballs. If you wait it out a fireball will usually come. People tend to finish poke strings with fireballs out of habit, they might be making a point not to when you have meter, but sometimes it just comes out through muscle memory I suppose… But yea, either walking forward, or using a move that brings you forward (Rolento slide, eagle hcf+kick, cammy spirrow arrow!) murders fireballs. With characters like eagle, he can punish half screen fireballs like sagats…