CVS2: Strats for SNK characters

Despair

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Are you sick of these top-tier CAPCOM characters ? I know I am! It's time to retaliate!

Here's some great characters 2 use

Geese (Ratio 2 with a team or even by himself as Ratio 4) (C Groove, S Groove, N Groove)
He's a very agressive defensive fighter. Use Wind Slices & Double Wind Slices to keep your opponent away. Use these also to engulf projectiles. Mix these projectiles. At the right timing aDouble Wind Slice (HP) can be an anti-air but doon't base its use on that. These projectiles work for spacing, zoning & as a excellent combo finisher. Use your HP throw to get opponets far away to use his spacing strats.
The Evil Shadow Smasher is a multiple hitting advancing attack, This works great to home in on your opponent. Best used in corner traps, combo finishers, and at the end of poke strings. Mix up a few f + HP pokes to pressure your opponets, inflict some guard meter damage & knock them down.
Gale Slash is another great defensive tactic. Though you cannot use it as acombo starter like most air fireballs it's great for defensive when you low on health so you can turtle, pressure your opponet and after Geese throws this projectile he retreats back to safety.
Geese's counters can take a while a to master. This is where his more defensive play comes in. Where you must wait for your opponet to attack.
His Raising Storm is probaly one of the most ridiculous motins ever but mastering this technique is important. It's grear general/anti-air counter. It shields Geese from just about all attacks and he snuffs any attack with it and can rarely be snuffed out of it. This is where C, S, N groove comes into play so u can combo outta his Raising Storm.
Deadly Rave can also be hard to get down with the button presses but since it's a rushing built in combo it's good. Although if blocked, it's not the best poke string since it will hit Geese too far outta range to finish the move. Although you can control this move, changin moves within it, but u usually wanna do that at the last hit. This is where S & N groove come in, so u can do a Lv3 Deadly Rave into a Lv1 Raising Storm.
The thing with Geese is u can play anywhere with him, from close, mid-to-far range. And he can even counter Super Combos giving him a major advantage. In the beginning wait for your opponent to strike then begin with offense and switch off. He's best as clean-up character so usehim in 2nd or 3rd line-up. Another good thing is he takes just about no guard meter damage. Some people say Geese does well in P-Groove will um no he already has counters and dont waste your time to learn the hard parrying bullshit when u got easier counters to deal with plus gauge will be to hard to build. A Groove has also been another good one but no cause Geese is not the biggest flashy combo person even though A-Groove gives a hand in that it doesn't with Geese.

More SNK character strats comin'
 
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Despair

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Mai Shiranui (Ratio 1) (Groove C, Groove A, Groove P, Groove N)
Mai is bound to be Ratio 1 dont waste an extra Ratio on her. She's best in first line-up to build bar. Stay defensive so u don't waste her but at the same time attack consistently. As long as u attack alot and don't eat it you'll be successful and build a max gauge.
Her best poke is a Kacho-sen (LP) into a Deadly Ninja Bees (HK). Then retreat and attack with her Swan Dive. From mid-range or far-away use a Swan Dive. Mix these up to close in on your opponent and attack. This strategy will easily build up some bar. Ryu-enbu is great for ending poking strings, combo finishers, and corner traps.
Sun Fire Samba is the most worthless move ever. Not even a general counyer, anti-air counter, can be used ok in the corner and in the corner as juggle combo with A-Groove. but stay way from this move. You'll leave yourself vulnerable and embarassed.
Mai's Super Combo's are just enhanced veriosn of her special moves and shoud be used in the sam situations but use them sparingly to keep some bar for your team.
Mai is a quick character who is a good distane fighter with average pokes. Use her distance fighting to close in and attack close.
 

Despair

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Haohmaru (Ratio 1, 2) (A Groove, N Groove, K Groove)
Haohmaru is a powerful mid-long range character, who can also be played in close range fighting. Also known as a Blanka killer. If Blanka does a Rolling attack, use a standing HP, if Blanka jumpis in use crouching HP. U can also mix these up with a Crescent Moon Slash. This move is a rather unusual general counter, does two hits but has some wind-up time on it making Haohmaru vulnerable. His Secret Cyclone Slash is not like other projectiles. It cannot be two-in-one'd however, it's used to create spacing & zoning. And can be an anti-air but comes with a bad wind-up time. But it gives u enough time to set up your next strategy. His Secret Earthquake Slash is great advancing overhead attack, to cover some ground and attack. Try to stay away from his Fake Cyclone Slash unless u are fighting someone with a projectile reflector (Rugal, M. Bison, Yamazaki etc.) after using enough projectiles from a distance use his fake one so they can use their projectile counter to leave them vulnerable for attack.
Haohmaru has alot of strength, good range & overall good poking skills. Not the best speed & combo abilities though. One of his best combo's to just stick with is Jumping HP, crouching HP or Crescent Moon Slash two-in-one's. His LP's work as a good poke, best used as a guard crush after several HP's.
Use alot of Throw's to repostions you & your opponent so then you can get some breathing space to create your next plan.
Haohmaru's Supers are rather decent. HisSecret Crescent Moon Slash is the same as the normal version. Best used as a two-in-one, combo finisher, best used in corners. His Judgement Slash is very powerful and is a advanced HP. It has some wind-up time but goes through fireballs and can pack a wallop of guard meter, chip & regular damage. Although it's Lv3 only. Use this move sparingly.
Put Haohmaur in 2nd or 3rd line-up so he can already have some bar to use and can be used as a clean up character. He's good as Ratio 1, does hefty damage automatically and can save the extra ratio for someone else. But the added ratio isn't a bad choice. He works best with a groove that supports running so he can play a lil' rushdown with his Crescent Moon Slash. Even though A groove doesn't support it that's where u abuse his standing HP in a custom combo and incorporate a few specials and or his Secret Crescent Moon Slash. K Groove can be one of his best since that's where he originated since the added strength is good plus with any ratio.
 

shirt

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Sagat and Vega are ridiculous. Thanks for the strats!
 

Despair

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That is true mostly Blanka & Sagat, the big CAPCOM tiers are
Blanka (Ratio 1, 2) (C Groove, N Groove, K Groove)
Sagat (Ratio 1, Ratio 2) (C Groove, N Groove, K Groove)
Vega (ratio 1) (C Groove, A Groove, N Groove)
Chun-Li (ratio 1, Ratio 2) (C Groove, N Groove)
Ryu (Ratio 1, Ratio 2) (C Groove, N Groove)
Ken (Ratio 1, Ratio 2) (C Groove, N Groove)
Akuma (Ratio 1, Ratio 2) (C Groove, N Groove)
M. Bison (Ratio 1,Ratio 2) (C Groove, S Groove, N Groove)
Yun (Ratio 1) (C Groove, N Grrove, A Groove)
Sakura (Ratio1, Ratio 2) (C Groove, A Groove, N Groove)
Rolento ( Ratio 1, Ratio 2) (C Groove, S Groove, N Groove, A Groove)
E. Honda (Ratio 2) (C Groove, N Groove)
Cammy (Ratio 1) (C Groove, A Groove)

more SNK strats comin'
 

Despair

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Terry (Ratio 1, Ratio 2) (C Groove, A Groove, S Groove, N Groove)
At first glance he may be seen as a typical general counter/projectile scrub character like RYu from CAPCOM, but he's not. Don't get that impression. Terry is a great offensive fighter but can also be played defensively. One of his best tools is standing close HP since it does two hits. A great technique to use in combos and pokes. A great two-ine-one into any special or super.
Just about his only good two-in-one into Power Wave, his ground projectile.
Don't abuse this as a spacing too, more as a anti-roll move. Once opponents recover from a roll they'll be punished and will learn from abusing rolling. It also works in the end of pokes and in corners as well. Just don't play Ryu with it.
Burning Knuckles is a great general counter & can be used as an anti-air. Get u across the screen in no time. great in pokes & corner traps. Dont use HP & or MP a lil' too much hang time.
Crack Shoot works the same, use only LK hor 0 hang time. It can get u across over a projectile and counter the opponent and can be used as a good combo finisher/anti-air.
Power Dunk is a move similiar to Crack Shoot but does 2 hits and u don't have to worry about hang time. It gets u aover low counters & projectiles & counters your opponent. It also works as an over-head. It can be used as the same kinda anti-air/combo finisher but timing is critical.
Rising Tackle is probaly the most defensive move of Terry's since it's a charge move. The best thing to do is roll into so u can buffer it. All opponents should know not to jump at a crouching Terry or else RISING TACKLE (similiar to Guile's flash kick counter pattern) You can't however combo this real good except with a ridiculous A-Groove combo juggle.
A Groove with Terry is very good. You can start a typical combo and then juggle away with a Rising Tackle and start to tone down with either a Crack Shoot or Burning Knuckle and end it with a Super.
Any groove with rolling is good cause his rolling is good, it's fast & covers alotta ground.
So N groove & S Groove come in handy espcially with his Level3 Buster Wolf into Level 1 power Geysey combo.
Power Geyser is not his best Super works best as an anti-air with some ground behind so dont waste it in the corner.
Buster Wolf is awesome since its a rush in combo blast with some near invincibility built into it makin more for ground use than anti-air use.
 

Despair

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Iori (Ratio 1, Ratio 2) (C Groove, A Groove, N Groove, S Groove)

Iori is your basic scrub fireball/general counter charatcer. But he can go offensive or defensive at any time & at any place. You can play like a fireball happy Ryu scrub with him which not bad but you can't stay like it for long or offensive close-range rushdown. His chain like punches are great taggin' on extra hits and poking to back up to safety. And never forget to abuse his deceptive crouching HK. The range is excellent and if timed right the opponent can descend from a jump and land on it.
His Dark Thrust is very similiar to Terry's Power Wave basically an anti-roll. Once opponents recover from a roll they'll be punished and will learn from abusing rolling. It also works in the end of pokes and in corners as well. It comes quite fast. And works well in the Dark Thrust (LP) into the Dark Crescent Slice (HK). Just dont abuse. Dark Thrust is a good spacing tool but since it's grounded don't rely on it too much cause it can be easily jumped.
Fireball is another great move of Iori's. A basic general/anti-air counter. Not too reckless advancing Iori not too high and not too far just make sure u use the right one at the right time. While the HP version is a great combo finisher, plus once u master this technique u can use miraculously good in Custom Combos in corners or to juggle.
Deadly Flower is part of Iori's rushdown game & poking skills. It works best in the corner. If in the corner always finish it cause the opponent wont be stupid enough to block two hits and taste a mouthfull of Orochi fist. Try not to use it just to get across the screen unless your not too far away.
Dark Crescent Slice as explained before is great for pokes after a (LP) Dark Thrust and can be used to get across unlike Deadly FLower due to its shorter recovery time. For if it misses u can start up a combo or poke.
Iori is not exceedling great in S groove due to his dodge which is hard to time but he has one deadly combo which takes perfection to pull off. Level 3 One-For-The-Road Blast, charge your gauge to max, before 6 hits occur execute a Level 3 Maiden Masher. He works averagly good in C groove but without a good run which he needs for some rushdown he tends to lack a lil' offensive skills. A Groove takes time though to master.
One-For-The-Road Blast is a rather unorthodox move. It's good cause it leaves your opponent stunned and inflicts several hits while u rush them down with a combo. U can also delay. Yet it's range is lacking and it can easily leave u open. Maiden Masher is a extravagant super. He rushes under low attacks/prpjectiles with a frame of invinicibilty with a built-in combo. This where more rushdown, two-in-one's & eve the One-Road The Blast come into play. Yet in C-Groove always use a Level 1 One-For-The-Road Blast so u can save up for a Level 2 Maiden Masher. Cause it does more damage. If u reverse the Level order it'll be alot weaker.
 

Despair

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Rock (Ratio 1, Ratio 2) (C Groove, S Groove, N Groove)

Rock is a great character! If you've used Terry and know the bare-bones and even if you're not a pro but a Terry scrub, at the same time you cannot get the hang of THE GOOSE! [Geese] Then Rock is your character. He is very balanced out with a great set of defense & offense. Great pokes tools, and incredible speed. Of course he can easily topple some Terry players but Geese players will..moving on. Even if you don't know anything or never played Geese and just watched him as long as you've played Terry then Rock should be easy to get to.
Rock has a great set of projectiles. The Cyclone Sock and Double Gust Punch. Both grounded projectiles for anti-rolls. The Cyclone Sock is a better combo finisher cause the Double Gust Punch has to be close to hit. Yet since they come out very quickly they are excellent for spacing wars except Geese, since he has the same projectile but faster and stronger he'll top out over you. And in addition, Rock has a lil' slow recovery time after the projectile but u can cut with somethin' simple like a jump, crouch or basic attack so stay on your feet.
Hard Edge is another great attack. A great general to get you across the screen and attack. Espcially useful in poke strings, combo finishers & corners. A good move to snuff your opponents with.
As far as his Rising Tackle goes, this a defensive move used the same way and same properties as Terry's just about. The best thing to do is roll into so u can buffer it. All opponents should know not to jump at a crouching Terry or else RISING TACKLE (similiar to Guile's flash kick counter pattern) You can't however combo.
His Rage-Run manuevers take a lil' time to master. They are best to advance forward as well as confuse your opponent. Since Rock has three. Rage-Run Dunk, an advancing over-head attack. Rage-Run, which is just a basic but quick dash that can be used instead of Rolling and Dashing/Running. Good for Rock's advantage since abusing Rolling and all others forms of travel can leave u open to predictable situations of punishment. Then he has Rage-Run Shift. This is hwere it gets fun. Where he dashes and ends up behind the opponent. Do this a whole lot to see how many times u can do this to throw off the opponents plan and piss them off. Rather a gimmick than a useful pattern. Refer to this just as the other Rage-Run.
His counters work the same as Geese. He has a low, mid & high one. Rock's counters can take a while a to master. This is where his more defensive play comes in. But turtle and wait to counter. Rock is bit more faster, rushdown & offensive but still balanced in the defensive department.
Shinku Nage is Rock's special move throw of course a 360 degree motion. Now not everyone is good at these. So just use a roll to buffer into it. Yet the timing on Rakasasa is a bit stupid If I say so myself so don't always try to land that move. Even though Rock is a close range fighter don't rely on Shinkuu Nage is not his best move, after it u gotta rush down your opponent or throw a few projectiles. Rather your good at this command or not it's really not the greatest move.
Rock can make good use of C Groove with super interuption with his supers but most of the time u want the opponent in the corner.
S Groove is an excellent choice. U can pull off his decetpive Ne Deadly Rave, Level Raising Storm combo and he has a good quick dodge.
N groove works just about the same but just with a more superior gauge.
His Supers are rather good. The Raising Storm is no longer a difficult motion but lacks a lil' range compared to Geese. Does lesser damage and can be delayed but why do that, except for a good anti-air counter. It works best in the corner but most of the times against Geese, Geese's storm will blow Rock's away. But the easier motion makes it easier to combo, interupt, two-in-one & buffer.
Shining Knuckle is a move similiar to Terry's Buster Wove more with more range, as built-in combo and still grounded like Terry's. It has frame of invincibility makin' it possibile to turn the tides and snuff the enemy.
Neo Deadly Rave is the same motion as Geese but looks alot cooler at the end I think. It can be hard to get down with the button presses but since it's a rushing built in combo it's good. Unlike Geese's it will not poke Rock too far outta range. Although you can control this move, changin moves within it, but u usually wanna do that at the last hit. This is where S & N groove come in, so u can do a Lv3 Deadly Rave into a Lv1 Raising Storm.
 

shir0

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If this was for Alpha 2 or Third Strike, I'd read it - but looks good from
the skimming.

Later

shir0
 

SSS

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CVS 2 is for people who like shitty fighting games. I might be more interested if this was an indepth to Karnov's Revenge.
 

Despair

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Will that game sucks dick like u, FUCK SNK for the thanks I get! it's all about CAPCOM!
 

SSS

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Despair said:
Will that game sucks dick like u, FUCK SNK for the thanks I get! it's all about CAPCOM!


Karnov ain't SNK, it's Data East, bitch.
 

DarkRurouni

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Well Despair since you're doing a strategy for SNK characters, do you have any strats for a Ryo and Joe user?
That will really help me out.
 

Despair

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DarkRurouni said:
Well Despair since you're doing a strategy for SNK characters, do you have any strats for a Ryo and Joe user?
That will really help me out.

I can't help u there on Joe but Ryo is rather weak he's best in C and or S groove. Keep as ratio 1 groove no matter what. He does lil' damage and has lil' effectiveness and priority in his moves. I'm not saying this because I come from CAPCOM a world of Shotokans but because its the truth. Use his Lv3 Super to set-up some good combos and his Haoushoukohken to zone & pressure his opponents.
 

Despair

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Basically yes u gotta point but its because if u ever played Ryu & or Ken then u can play Akuma he's a scrub favorite and very agressive. He can be played offensive & defensive. He has an air fireball for turtling & defensive strats & as a combo starter but its has some bad wind up time though. He has his demon flips to get across the screen, trick the opponent and can be used in A-groove and as a regualr combo starter. He has his Hurricane, Dragon Punch juggler as well. He's fast & strong. Has a teleport. That's pretty top tier. The only real non- good characters in CVS2 from CAPCOM are Maki, Eagle (he's ok just a battery character), Balrog, Kyosuke (he's KyoSUCK!), Zangief, Dhalsim, Morrigan, Dan (no need to explain that one) and Evil Ryu & Shin Akuma are just broken and just don't really count.
 

Chicago Cheeseburgler Crew

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HE TAKES THE MOST DAMAGE OF ANY CHARACTER BESIDES THE 2 BOSSES.

He's easy to use maybe, but not top tier.

Also, I've seen some badass Zangief and Maki players online.
 

SonGohan

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Despair said:
The only real non- good characters in CVS2 from CAPCOM are Maki, Eagle (he's ok just a battery character), Balrog, Kyosuke (he's KyoSUCK!), Zangief, Dhalsim, Morrigan, Dan (no need to explain that one) and Evil Ryu & Shin Akuma are just broken and just don't really count.

I'm sorry, but I've just come to the realization that you don't know what you're talking about.
 

Spike Spiegel

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SonGohan said:
I'm sorry, but I've just come to the realization that you don't know what you're talking about.

No shit. Geese for fireballs? Maki, Balrog, Zangief and Dhalsim suck? Um, WTF?

How I would love to play against you.
Spike
 

shir0

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My 'Sim would kick the shit out of anything you brought to the table.

You either are severely mistaken, or you're just a scrub...because
dhalsim wipes the fucking floor with your face.

Later

shir0

Play the Alpha series...a real man's game.
 

Despair

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shir0 said:
My 'Sim would kick the shit out of anything you brought to the table.

You either are severely mistaken, or you're just a scrub...because
dhalsim wipes the fucking floor with your face.

Later

shir0

Play the Alpha series...a real man's game.

Hey retard that was Alpha this is something much different what are u gonna do his Alpha 100 hit combo :lol:
 
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