Things to practice (general notes)

Yea, i think it’s a matter of preference what you wanna do against Yama, i play him for fun every once in a while, but i play with a couple of guys with pretty good K-Yama…so that’s the main reason i say do the the mixup with the super. And in K, every super hurts :evil:

another thing i want to mention about things to practice, i’m pretty sure everyone who saw the EVO2k3 matchs will learn a thing or 2 from Ohunki’s N-Akuma…that’s some crazy mixup…after he knocks you down (which isn’t hard with akuma), he goes right beside you, then break stock.

from there he either does the raging demon, or does cr.lk x3 xx uppercut super, both doing considerable amount of damage. it’s similar to what kcxj mentioned with using cr.lk to prevent people from jumping away. I think it works well cause when you break stock, it has a psychological effect that says “You have to make a choice now, if you make the wrong one, you die”…personally i don’t think these breakstock tricks will work with any other groove.

the cr.lk thing brings another thing i saw alot of those jap guys did…they really like doing cr.lk x 3 xx super with most characters…it’s a good tactic cause it gives you time to react to whether the cr.lk’s connected or not. sure you lose some damage, but in return you get alot more out of it. You can mix up cr.lk with throwing, it’s safe from alpha counters, it saves you the bar if they blocked, plus you won’t leave yourself open for punishment if they blocked your super (ie, if you did the super by accident if you tried doing a more damaging normal to buffer into the super).

Just wanted to put them down cause i think it’s a really good tactic to practice on.

k groove is all about mostly turtling til you get meter then trying to come after someonemashing out supers whatever it takes. if you know how to play against k mode smart even when they’re raged i;e dont throw out any meaty moves that they can JD easily and hit u with super /mix up really well cautious of there meter… you’ll do alot better against cheap k mode (rewarded for getting beat up with super Dumb!)

peace

Stop copying me trying to copy Ohnuki… lol. Why do you think I’m even playing friggin N-groove of all the choices I can make anyway?

The +7 d.LPs are the shotos’ best moves. When I have my stock broken already, I catch people with d.LP, kara f+MP xx demon a lot. It works because I set them up by attempting d.LP, wait, d.LK/d.HK xx combo ALL DAY before hand. I don’t think it’s a true 50/50 mixup however, because the opponent can probably jab (or DP) me when I’m in the animation frames for my f+MP. But after counter hitting the opponent a bunch of times with d.LK/d.HK, for attempting to jab me after my +7 jab, I feel it makes the opponent want to just keep blocking a lot more.

Random activation is kinda stupid and risky… but so is roll->super or roll->throw and stuff.

…and I’m sure we’ve all been hit by those.

It IS better to look for garaunteed setups, but if you’re desperate, you might as well flip that coin I guess.

Activating through fireballs isn’t random activation. It’s playing good footsies and anticipating/reacting to what your opponent is going to do next. If if were really random, then you wouldn’t know if the opponent was going to throw a fireball or not.

Low jumping and activating for no reason is random activation. Jumping in or rolling in and activating just because you want to use your meter is random activation.

Blanka punch throw, MP ball over, wait a split second to see what the opponent is doing, then activating to counter him is NOT random activation. You’re playing a mindgame by faking that you want to throw him, then activating when he tries to tech hit you.

Walking forward for no reason, then activating is random activation.

Walking forward and every time the opponent sticks out a laggy move like Rolento slide, then next time you walk forward, anticipate the slide and activate through it is not random activation.

It’s those activations just for the heck of activating is what I think are stupid. Other activations you’re still taking a risk with, but it’s a more calculated, smarter, and worthy risk based on mindgames. Not some random crap just because you think it might work.

I am the king of random activations. :smiley:

kang said:
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.

  • with powers like that you could rule the message boards with an iron fist :lame: . Atleast I use the right strategies at the right time, unlike some people who sit in the corner when they fight me and randomly RC. Props for learning RCs which you can’t even do consistently on your own stick. Do you actually wonder wonder why I can OCV you any time I want?:frowning: *

OK, apparently Kang doesn’t know what random means. He has tried numerous times to explain but, is unable to.

Random is a term(for lack of a better adjective) used in conjunction with control.

Random only applies to those who do not have control:
someone who attempts to gain control while NOT dictating pace.

Control is a term used to describe a person who dictates pace, even though it’s hard to spot sometimes.

***To be clear, these TERMs have been accepted in sport, all forms of education, work and, in games.
They are mutually agreed upon by everyone; in order to have a clear understanding, within the formentioned communities, of what is actually going on.
This term tells you what is random, or what is being controlled not you. You do not make up your own exceptions.
If I have control, then anything I do is safe because the opponent is not a mind reader. It isn’t physically possible to know what I will do next. I do something different than my last move because the opponent is ready to counter my last move.

Term 3(for those who are keeping track)-Poking:When a random movement is countered.
What you do to beat somebody random: You minimalize risk to yourself by slowing or speeding up the pace of the game(like ricky…an example of good poking) to give your opponent more opportunity to make random movements. You then interupt this random movement (ever heard of baiting…it comes with control).

Term 4- Footsies: When neiter player has control and, when both players are fighting for it.

Kang, you said:

Low jumping and activating for no reason is random activation. Jumping in or rolling in and activating just because you want to use your meter is random activation.
this is unclear. Who has control? I can’t tell from reading it. If I have control, then doing anything can’t be random. In this example, I am using an educated guess(educated meaning from past experience). Whether it is stupid or not, does not apply.

Walking forward for no reason, then activating is random activation.

  • again this is unclear.*

It’s those activations just for the heck of activating is what I think are stupid. Other activations you’re still taking a risk with, but it’s a more calculated, smarter, and worthy risk based on mindgames. Not some random crap just because you think it might work.

  • still unclear. What are these mind games you speak of? Does this theory on stupidity apply even if you have just pressed one button? What are these other activations? One but not the other is also stupid Kang, and Canadians really hate that.*

Blanka punch throw, MP ball over, wait a split second to see what the opponent is doing, then activating to counter him is NOT random activation. You’re playing a mindgame by faking that you want to throw him, then activating when he tries to tech hit you.
*this is correct, but you fail to show why he tries tech hitting in the first place. Also, you cannot counter a tech hit since you can’t see a tech hit, you just get thrown. You have just shown an example of a guess. *

Learn the terms, before you offer advice.

credit to Seth

Damn Dr. Cb in the house! You know more then I thought you did!:lol:

Josh, shut the fuck up you nerd.

CB, you’re starting to sound like Alex Chow more and more everyday. I love it. :lol:

kcxj - Yea, that’s why i seperated it from my list of ‘random’ activations… activating through a fireball will always work. The ones I listed take time to set up… the more thought into setting up, the less random they become…

=( Damn Kang you hurt my feelings more then your n-akuma hurt all my chars with its raging demon setups.

CB hurt my N-Akuma by picking Sagat and pressing fierce in my face all day, then coming online and talking smack, so the universe is therefore balanced out. :slight_smile:

and then what its like 4 fierces and akuma dies???

akuma would be top if his life wasnt so low…

one thing yall can practice with k groove is jd into super…as in figure out what you can jd then immediately follow with a super…shit owns with sagat, jd cross ups or jump ins into kick super…owns for free…

another thing with kyo, his c.lk combos into s.rh if you close enough…after his fk throw find the right low jump range to land with c.lk and be able to combo into s.rh then s.rh cancels into rekkas and whatnot…then you can practice landing in front of opponent or behind with the c.lk…

im outi

Roberth

3/24/04

I really like A-Athena… but it’s too bad she sucks.

-She has one of those fantastic bunny hop style dashes that is not only very quick, but goes over low attacks as well. She’s tied with Kim as having the best roll in the games as well. Only 102 pixels distance-wise, 29 frames long, and only 2(!) vulnerability frames at the end.

-Her command grab is only 29 frames when whiffed. Basically, the opponent can’t do a thing about punishing this after they’ve jumped away, RC’d or not. It’s like Morrigan’s command grab or Akuma’s Demon super. If the opponent jumps away, I get a free uppercut. The only weakness to this move, and one of the reasons Athena sucks, is that the range is only a girly 46 pixels…

-Athena walk up close s.MPs are really, really good. The thing comes out in THREE frames, hits mid on all characters, 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.

-Close s.HK gives +3 and lasts for 8 frames.

-Far s.HP has good range and gives +3 as well. It hits mid level as a bonus too. Use it to beat your opponent’s low attacks.

-d.MP is a good alternative to fierce at times too, as it also gives +1 on the hit or block. Even better is that it’s cancelable though. d.MP xx psycho ball or teleport.

-d.HK is a knockdown move that comes out in 6 frames and is cancelable. Best used after close s.MP.

Athena’s rapid fire low shorts are awesome. Come out in 3, +6 on the block.
-low short x 2~3, super jump forward, LK or MK phoenix arrow right away, (opponent’s guard breaks), close s.MP xx HP pyscho sword, super jump forward, activate CC…

qcb+LK gives +5 on the block. qcb+MK is also safe on the block yielding +1, in addition to doing a LOT of chip damage. Better hope you’re not in the corner when I have Athena and have just guard broken you… combo into CC, 10000 damage, peace out sucka!!


more A-Athena just for the heck of it…

-c.LK, s.LP xx HP pyscho sword.
The most useful combo Athena has off a crouching short. s.LP hits mid on ALL characters.
-c.LK, RC grab
The mixup to above. Again, the short range on Athena’s command grab only lets her grab after one crouching short. Boo…

Both lead to a juggling CC from ANYWHERE on the screen.

Corner pressure/“trap”:
HP psycho ball has very short recovery for a fireball at only -7, exactly the same as Chun-li’s. d.MP is a 5 frame attack, again, exactly like Chun-li’s d.MP. Therefore…

-close s.MP xx HP psycho ball, d.MP xx HP psycho ball.
You can stick in a f,f, dash, RC command grab attempt at any time. If it grabs, you juggle, then CC. If the opponent jumps away, you do a free MP psycho sword as they fall. Teleporting into the corner with Athena is also very fast, like Akuma’s teleport into corner.

Speaking of a corner juggle CC…
-command grab, juggle with HP psycho ball, CC, d.HP x 5, deep HP psycho sword x 3, jump forward j.HK, crystal bit super (4 hits), qcb+P (hold for one more hit), release (last hit)
Around 9000 damage. Looks cool and is easy to do.

Deep jump in attack, walk forward, short, short, short xx super is highly underrated. I HATE it when people own me up with this tactic, as it is something I usually try to do against the opponent myself. :lol:

I definately need to learn how to play more patient (especially in N-groove). I know the guy has frame advantage over me, yet I still have to be a scrub and try to stick out some moves every time, and lose 80% of my health for my efforts.

I know this is old news to everybody, but Rugal’s dash is awesome. Going through the mess that is my computer hard drive, I saw an old Japanese match where Yuu does knockdown, meaty close s.MK, dash, d.LK, s.LK xx wall smash super.

Then when the opponent is brought to the other side of the screen, Yuu does meaty close s.MK again, but this time follows up with dash, throw.

My friend was using Haohmaru last week and caught me twice with the same strategy. Haoh meaty d.MK, dash, d.LK, s.LP xx level 3. Ouch…

just started playing k rock after a year:D . got some nice comand grab setups " ya i stoled alot from otaku vids but watever works ryt" a after getting someone with lk to comand grab if u in rage and they see u do this the will mosly jump back free super :evil: .

If they dont jump back free super:lol:

good thread bump