Tight play control?

Does anyone else think this game, outside of Super Turbo, has the tightest play control out of all the capcom fighters? It seems you can get sloppier in other games and get moves to come out than this one. Geese’s raging storm is a move I still can’t pull off 100%. Tighter than most, or am I crazy?

I completely agree. Not the tightest, but definitely one of the games where execution is extremely important.

Really? I think this is one of the mash-friendliest games ever. You can mash on low short with so many characters, and then mash on fireball motions to get supers…as long as you hit the inputs somewhere along the line the game gives you what you want.

I think 3s and Marvel are way harder in terms of execution. Well, Marvel not really, but I was thinking along the lines of comparing cool combos in CVS to Marvel. Fast flying/unfly tricks, infinites involving wave dashes and assists, timing assists to hit at the exact time to continue combos, etc.

3s is worse than CVS too. In CVS you can block something, and then mash on super/special for a reversal whenever you come out of block stun. In 3s you have to block the entire time or you get hit because you let go of block too early. Mashing isn’t easy in 3s because the timing for moves is way different between the games and even between the characters.

Aside from Geese’s Raging Storm (which is also mashable, btw), what moves are hard to do in CVS?

For me, it’s no so much the moves that are hard to input, it’s the timing of cancels and links. I try to avoid mashing as much as possible. :sweat:

I guess I’m just too used to CVS timing, 'cause I have trouble executing consistently in the other games.

3s link timing is really strict. Cancels aren’t too bad that it’ll throw you off too badly.

With Marvel, I just think of it like being in A groove all day. The only real “links”, if you want to call them that, that I can think of off the top of my head are anything with Sent that leads to a fast fly “chain”, I guess.
Also, Storms cr. forward which knocksdown, into st. RH, lightning attack xx Lightning Storm super.

In CvS2, links seems more mashable than compared to 3s where there’s seem like a “box” to input at the right time.

Like I said, I agree. 3S timing is incredible, which is why I use Yun since he’s the only one I seem to be decent with as far as execution.

And Marvel is exactly like 24/7 CC. Mash your butt off as long as you can Aerial Rave, you’re fine. In that game, I can own with Strider or Guile as pixies on a controller. I combo my butt off.

I guess since I’ve joined fighting games so late, I don’t really have enough experience with links and cancels for games like CvS2, SF2, 3S. Perhaps it’s because I use a pad, but I think it’s more due to lack of experience. With more years, I’ll gain better control I suppose. :china:

kims astro glider

Marvel is far from mashing.
The combo system, I said was like A groove since thats the best I can describe it.
But alot of lockdown in Marvel is timing for the most part. Like, say you have Sent/CapCom:

The basic all around thing that most people do is stomping while calling CapCom to launch then Sj. short, fly, up+short to cancel the animation, dp + fierce.

Now, depending on the timing of when you call CapCom can mean a bunch of different things.

A) Call CapCom, jump short, RH, fly, short short dp + fierce

B)jump short + CapCom, RH, fly, sj. short, fly, up+short, short, dp + fierce

C) jump short, rh + CapCom, Sj, option short or grab into short short rp

Depending on the timing of the assist call determines the whole flow.

I’m pretty sure those are the 3 options. Haven’t fucked with it in a while

RCs are really really big in this game. RCs take pretty tight execution to perform. Do the math.

If you wanna be a top Roll-groove player in this game, I think you have to have top execution. What moves require as tight execution in ST? Reversals?

What leezy said is true, but wouldn’t the same blockstun also apply to ST? I would maybe grant that ST is more tight in distancing and zoning/etc, but I would also say that CvS2 requires better execution overall.

shut up eric, you don’t roll cancel and all of your characters have short short snk super. Use A-rock and it all falls apart.

Dude…that hella made me think about my team…and they’re really hard to play…minus Cammy.

Roll cancelling has strict timing…but that’s like easy mode compared to kara cancelling in 3s or dashing infinites in Marvel.

I guess I’m just a CVS whore for life. Someone teach me 3s. I already gave up on Marvel.

Hello there. I’m new to playing CvS2 and 3S. I mainly play CvS2 since I don’t have a copy of 3S.

I mainly play GG and I’ve noticed that the execution is more difficult for me in CvS2.

Exactly how do the frames and execution work? I really have a difficult time trying to do a combo and hit confirming into a super.

There’s a link in the sticky thread about framedata. That might help you out. As for going from GG to CvS2 I’m sure it’ll take quite a bit of geting used to. There are only a few characters with chain combos. Comboing to super usually involves links which become easier once you adopt double tapping. As for rapid fire moves into super, they can be tricky for people coming from games like 3S where the input timing for self-cancel shorts and jabs is more lenient. I’m not sure how those would feel to a GG players, but I’m guessing those should be easier to do.