CvS2: Terry, Mai and Geese Strategy Help.

AztekNinja

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I just got back to playing this game last week. Since I haven't played this game in ages, It feels fresh to me again. So, I have picked these three characters as my new team. I know the movelist and I play strictly in C groove. I would like anyone with expertise on any of these characters to give me some combos that are usefull and just a general way of playing with these characters. Anything you can offer me is cool. :cool:
 

K_Dash

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I don't know many combos with these combos, in fact, i'm not much of a combo user to begin with, but I can give you strategys on how to use Terry and Geese.

For Terry, he is mostly an offensive player who needs to be played agressively and yet his moves can be used defensively as well. His burn knuckle move is a good move to get you across the screen quickly and also a good defensive/ offensive move because of its speed, also good when used after a power wave. His weak burn knuckle is good for punishing your opponents mistake or counter, while the medium is rarely used and the strong if you know if its going to hit. His crackshoot is a decent anti-air although the rising tackle is better suited for it. His power wave is good for zoning. His power dunk can be used for a combo ender but not much else.

For Geese, there is only one way to play as him, and that is to play him like a wall. In other words, don't let anybody get past you. Learn and master his counters, without them, he's nothing. His crouching FP can be used as a anti-air if your opponent starts catching on to your counters. Also learn his Raging Storm super, he can be scary once you master that move and the same thing goes for the Deadly Rave. His Reppuken move has the same uses as Terry's power wave except for the added bonus of his double reppuken which can cancel a fireball and still go without losing its effective, very good for those shoto scrubs.

Hope that helps.
 
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rebellion1

Mr. Big's Thug
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shoto scrub?! :p

hehehe anyway, geese take PATIENCE to master, and can be a damn good player. Terry was never my cup of sake however, mai and be used as a good all around fast character (though her strength isn't very good)

also, any reason you are using C groove exclusivly? the characters all would do pretty well in K or S groove (or N for that matter)

If you could master It , a P Geese would build even MORE to the "wall" effect that dash was talking about. Hell you could counter almost ANYTHING with a P groove geese!
 

SonGohan

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I've been telling Spike for a while now that he needs to write up a good CvS2 Geese FAQ. That man could teach a lot.
 

JHendrix

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As stated Terry is an offensive monster, in fact the only defensive thing I can think of about him is that you need to learn to do the power geyser on reflex to any jump in when you have meter. Whenever I use Terry for any length of time in any game, that is something you have to remember, it's a no-brainer but it's surprizing how easy it is to get out of that habit.

He's also got great poking games, the crouching LP/LK works as a nice combo-able cheap/quick/safe poke, like with most characters. Also has a nice safety window on his crouching FK, decent poke that comes out quick enough to throw people off.

Don't use the FP burn knuckle unless you're going to go full screen with it for distance or you know it'll connect, it's very punishable. The LP/MP burn knuckle is much safer, the LP version is a good poke.

The crack shot is also a nice safe poke, I almost start my rounds off with Terry doing one of these or another quick poke. Semi-decent anti-air if done early enough.

The rising tackle is no where near as useful in this game as it is in KOF, not by a long shot. The close C is combo-able, but since you play in C Groove you can't just do a run in close C like in KOF, sad but true.

The power dunk works well with the LK/MK versions, and can be combo'd out of either a crouching LK or maybe MK (been a while since I've gotten into CvS2 so I don't remember).

I don't use Geese so I can't help you there.

As for Mai I don't use her too much in CvS2 (she's WAY more godlike in KOF98 and SvC), but obviously she's a great keep away character. You can annoy the shit out of people with her by just running/jumping away and doing fireballs. Her air QCB+P is useful as a change up when constantly running/jumping away.

When I use Mai in CvS2 I play a footsies/distance game with her, just it's not as fast as the one you can play in KOF98 and to a lesser extent SvC, she's not as versitile. Her anti-air in CvS2 is like a well placed fireball or the almost useless D,U+K.

That's all I can remember now, hope this helps. :)
 

Spike Spiegel

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SonGohan said:
I've been telling Spike for a while now that he needs to write up a good CvS2 Geese FAQ. That man could teach a lot.

I've been away from it for so long, but I wouldn't mind trying to help anyone out with it.

I have to say that my playing style isn't one way with Geese. I do a lot of yomi (VF term, JPN for "read" or reading of what your opponent is like) with Geese. I agree with K Dash to a degree about doing the counters, but don't let that be your game. Let them forget about counters, and attack. The great thing with geese is he's great on offense AND defense. Mess up your opponent's head by doing both at random times.

Some important moves to do with Geese, IMHO:

Janeken. This is his only real good combo finisher, but it also adds pressure to an opponent to crank one out from no where. You'd be a fool to do so, and that's why it works against good players.

Ducking jab. These little babies stop all rolling dorks. They come out VERY fast and pack enough punch to ruin somebody's move. If you get some rolling Terry, Guile or Kims, just duck and jab away. Some scrubs learn and will stop.... for a while, while others have done so well against people that don't know better that even after snuffing out roll after roll, they keep doing it. These are the guys that will quit mid-game. Great move, use it.

High counter: Never before in a game have I had people yell very very loudly "fuck" or "fuck that" or some variation than I have with this move. I've had people quit because of the high counter, for it grabs ALL specials that are character hit box based, and not projectile based. Haohmaru's level 3 super where he has about a second start up time? If you get hit with this and he's a high ratio, say goodbye. But, if you high counter at the right moment, you give your opponent the bitch slap of a lifetime. I did this a to a few Hao players. Great stuff. Of course, it works against all standing overheads and jump in attacks, too. But don't do it too much when people jump. I will only do it twice. This shows your opponent that you know your shit, and you can coutner at will (if you can't, then don't play Geese, and move on). After a third jump, most good players will stop attacking and jump in, then throw or combo. That's where ducking Fierce comes in. Either that, or sometimes I roll into them, then do a ducking Roundhouse. Either way, keep them guessing.

Shippuken. This is a nice, somewhat cheap move to do when you're afraid. If you play me and you see me use this a few times, you know I'm scared of you.... but I don't scare easily with Geese. It's a good fireball that some people just don't see coming, or can't yomi enough to know better. It kicks you back with some air recoil and you are usually safe. A running roll will kill you, however, so use it very little.

Deady Rave. I play N style, and when you're pow'd up, you get a bonus in damage, plus you have to be to do this, a level "3" super. It is easy to combo off of, say, a standing Roundhouse, and it's very strong too. Not too hard to pull off with a bit of practice, and if you're really good, you can make the ending into something else wihout doing the motions that you're supposed to.

Not so great moves that are though of as good:

Reppuken/double reppuken. Hey, every once in a while, throw a fireball. Good for you. Don't, however, do it too much. There's nothing I hate more than people that fireball all damn day, and you will get punished for it. I cannot remember which game it is, but I know that a double from far away if connected doesn't do more damamge than a single, so I would only use a double if I'm pressuring somebody, or if I'm trying to throw off timing. It's an okay fireball, but fireball traps are so 90s.

Mid/low counters. Unless you've got a guy that's REALLY predictable (Haohmaru characters that keep stand F slash you, or ducking short/forward/roundhouse players), these are only good for being a real badass cock. I won't start using these unless you stink so much that it's obvious what you're about to do. They don't grab specials or supers, even if they are coming in low (maki, kim), so don't use a low counter on a low special. Go high. I do use this for pokers, and it's great to do a standing medium, but most "good" people aren't so so stupid and will mix their game up enough.

Standing forward. I just don't thin this move is worth a damn. No real priority compared to some of those ducking Fierce bastards in the game, and not too strong. I will only use this to show off, and give the opponent a look at a new move to confuse them a bit more. Some combos will work with it, but that's about it.

The move you should learn, but wont:

Raging Storm. It's strong, it's sticky, and god damn does it look cool. HOWEVER, it's very hard for most people to pull off, has a bit of lag to not only do the motion, but when it comes out there's a slight delay, too. I tried doing this to a few jumpers, with little success (got a foot in the face as the move was starting up). I love the move, and it does wonderful damage, but I try to only do it whne I know they're going to jump, but haven't yet. Good against rolls too, but not as safe as ducking J.

That's my short opinion on Geese. There's more if you like. I could talk all day about it.

Spike
 

AztekNinja

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Spike Spiegel said:
The move you should learn, but wont:

Raging Storm. It's strong, it's sticky, and god damn does it look cool. HOWEVER, it's very hard for most people to pull off, has a bit of lag to not only do the motion, but when it comes out there's a slight delay, too. I tried doing this to a few jumpers, with little success (got a foot in the face as the move was starting up). I love the move, and it does wonderful damage, but I try to only do it whne I know they're going to jump, but haven't yet. Good against rolls too, but not as safe as ducking J.

That's my short opinion on Geese. There's more if you like. I could talk all day about it.

Spike

:eek: That's crazy! I fucken printed out this thread, good advice all around. You'll be happy to hear that I can pull of Raising Storms at will. I use SonGohan's trusty trick(hcbx2, df+p). I can land that super like nothing now. And I wholeheartily agree of being a excellent super to watch. I can almost feel the opponent reeling in pain as the level 3 Raising Storm chews......no annilihates there life away.

Thanks, dudes. If you can offer more, be free to post.
 

SonGohan

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Some good Terry tips:

His only real anti-airs are his Rising Tackle and Crack Shoot, and sadly both of them pretty much suck unless it's a guaranteed hit. Some times if you're able to, you can time a Burn Knuckle to hit an opponent that's fleeing (right as they land), but use it with caution. His Crack Shoot will trade hits most of the time if your opponent has a move going out, but his Rising Tackle seems to either hit, or just get hit. Like one has already said, it doesn't have nearly the good priority it has in KOF. His FP version is probably your best shot in terms of priority and damage, but it can be punished a lot easier. I like to use it as a combo ender (most notably right after buffering it, doing a stand FP then up+P).

His Power Dunk is a great follow up move. You can time to have him go over the projectiles or you can juggle it after many moves (including his Buster Wolf if you're in the corner). Use either the LK or HK version, not much of the MK as it's kinda pointless.

Terry has 2 supers, his traditional Power Geyser and Buster Wolf. Personally, I just use L.1 Power Geysers, and at that I only use them to juggle. The Buster Wolf is a better choice in many situations as it's easily comboable off of his standing HP (which you should always abuse, even if they're blocking. Chip away at that gaurd meter). If you're in N Groove and completely maxed out you can do a L.3 Buster Wolf and juggle it quickly afterwards with a P.G. If you don't have a stock left you can just juggle with a Burn Knuckle or Power Dunk (if in the corner, which the P.D. will hit 2 times).

He has a solid pressure game, and some crazy A-Groove custom combos. You play in C though, so that'll hinder his pressure ability imo. Try out N as you're able to make good use of the run (run, poke, run, poke, run, poke, throw).
 

Spike Spiegel

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Big Terry no-no that EVERYONE seems to do. No matter how great of a tactic you may think it is, DON'T powerwave and then burn knuckle (or vice versa back to back). People do it all the time, no matter who I play. It must be instinct. Good players see it from a mile away. I would always block a power wave, and then just do a high counter... sure enough, I would snatch a burning knuckle :rolleyes:

I'd like to think my Terry's good, too... but there's tons of good advice here already for him.

Spike
 

SonGohan

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Spike Spiegel said:
Big Terry no-no that EVERYONE seems to do. No matter how great of a tactic you may think it is, DON'T powerwave and then burn knuckle (or vice versa back to back). People do it all the time, no matter who I play. It must be instinct. Good players see it from a mile away. I would always block a power wave, and then just do a high counter... sure enough, I would snatch a burning knuckle :rolleyes:

I'd like to think my Terry's good, too... but there's tons of good advice here already for him.

Spike

This is true. I usually follow a power wave with a power dunk to feel a person out, and I do remember distinctly getting caught with a counter. Pretty much took care of that "feeling out" phase.

IMO, I think your best character is Guile though, from what I remember.
 

Shinji

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JHendrix said:
As stated Terry is an offensive monster, in fact the only defensive thing I can think of about him is that you need to learn to do the power geyser on reflex to any jump in when you have meter. Whenever I use Terry for any length of time in any game, that is something you have to remember, it's a no-brainer but it's surprizing how easy it is to get out of that habit.

He's also got great poking games, the crouching LP/LK works as a nice combo-able cheap/quick/safe poke, like with most characters. Also has a nice safety window on his crouching FK, decent poke that comes out quick enough to throw people off.

Don't use the FP burn knuckle unless you're going to go full screen with it for distance or you know it'll connect, it's very punishable. The LP/MP burn knuckle is much safer, the LP version is a good poke.

The crack shot is also a nice safe poke, I almost start my rounds off with Terry doing one of these or another quick poke. Semi-decent anti-air if done early enough.

The rising tackle is no where near as useful in this game as it is in KOF, not by a long shot. The close C is combo-able, but since you play in C Groove you can't just do a run in close C like in KOF, sad but true.

The power dunk works well with the LK/MK versions, and can be combo'd out of either a crouching LK or maybe MK (been a while since I've gotten into CvS2 so I don't remember).

I don't use Geese so I can't help you there.

I'm going to disagree on some stuff.

I'm going to recommend you to NEVER do a burning knuckles, unless you combo into it.
The reasons for this are, these moves are EASILY punishable, and the lag time is greater then the block stun. You can easily move forward and throw.

Crack shot is a shit move, IMHO. If you do it against a P/K groover, you'll get JDed/parryed. That's just that. Plus you can easily knock down someone after a block. Against any rolling groove, it sets up for an RC.

I'm going to recommend you DON'T use crack shot as an anti-air unless the person doesn't have air block, or parry/JD. Plus, it's much more worthwhile to learn about tripguard and use that.

btw find dj-b13's geese video. all his CvS2 videos are great, and they show how throw setups, guard crush combos, mixups, etc.
 
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SPINMASTER X

I AM NOT FRENCHMAN,, I AM A HUMAN BEING!,
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I may not be as good a Geese player as Spike(from what SonGohan has told me) but I'm still a die hard geese player and i'd be more than happy to lay down some of my knowledge.

N-groove is the way to go. Geese is good with pressure and if you want him at his maximum you will need a groove with that allows him to run and there is no better groove than N-groove for Geese. With that you can guard crush your opponents and open up for some good combos or super combos(deadly rave,hehe).

High counter and Low counter is basically all you need. the Mid counter is worthless. Its also not very hard to succesfully counter with geese because so many people of all skill levels use similar tactics. You don't have to be a psychic either, just watch your opponent. Usually in any game I play I normally get a high number of counters off and I'm nobody special. Normally after somebody blocks any characters move i would say 8 out of 10 times they go for a crouching weak kick which would allow them to link some more moves or a strong crouching kick which would knock you down, so after they block any of my moves i usually go for a low counter and its usually successful.

Geese's ducking fierce works wonders, its great anti air. Use that shit with shoto scrub hurricane kick whores too.

Be a throw whore with Geese. His throw looks wierd and comes out fast as shit so in the middle of pressure tactics i like to just bust alot of throws out of the blue and it confuses the shit otuta people and frustrates them. I learned that shit from SonGohan:) (fuck his kim). also his throw opens up the opportunity for his crossup jumping hard kick which can punish the shit outta your opponents when combined with the Janeken/janeiken(however the fuck you spell it)

thats all I can think of for now, shit. But anyway remember to keep up the pressure, mix up throws inbetween pressure tactics and pay attention to your opponents habits and super meters so you can suprise their ass with counters.

peace.
 
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SPINMASTER X

I AM NOT FRENCHMAN,, I AM A HUMAN BEING!,
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yeah i basically gave up and just started liking the game. I realized i have too high of standards for games nowadays and CvS2 is gonna be what its gonna be and just accepted it and now i could play it for ages without getting tired of it. I also just picked up Dhalsim and got pretty good with him pretty quick so now I can have a full definite team of characters i'm good with.
 

SonGohan

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What's cool is that you can set up various different teams for various different tactics. For instance, if you like Dhalsim, master something like K Groove where you can build mad rage and still play keep away with doing big damage with pokes. Man the Grooves can change your playing style so much, and most people just play in C because that's all they know.

It's hard to tire of this game (to me). Today I can pick up somebody I don't really know like Maki, and all of a sudden the game becomes fresh. Or I'll see some killer Yun videos that'll make him come alive. There's so much in this game that'll keep it going for a long time. I can see this game still being played in tournaments 20 years for now, along with Super Turbo.
 

Spike Spiegel

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I don't care what people say, I think this game's great. And I'm not as good of a Geese player as you think. ;)

Best vs series made so far. Now if only some of the music and BGs weren't crap...

Spike
 

Shinji

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Anyone have hints on parrying/JDing multiple attacks?

Like, I can parry all of Sagats fireball super, but not constantly. I can always do two to three hits.

Anyway, i've been playing P for awhile, and it's pretty fun. I can parry almost every jump in, but I have trouble with sweeps.

Anyway, I play, Ken, Yun, Kyo with P groove, fun stuff.
 

Domino-chan

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This has given me alot of insight for Geese. With this and practice I'll practically pwn my friends at work.

Thanks, guys! :)
 

AztekNinja

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Thanks, guys! It's helping other people as well. Good to see some actual gameplay talk around here.
 

BigFred

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Ok, I gave up on the game when I couldn't beat my bro's M.Bison when I was playing as Terry. He would charge back in the beginning of the match and then would perform a psycho crusher whenever I did anything offensive.

As Terry I tried all of his specials and he countered them all with just that move. If I just kept away from him he would not attack. Or he would perform the psycho crusher once to get block damage then continue to back off. The problem was whenever he performed the psycho crusher he would hold forward in order to immediately perform it on the way back.

:help:
 
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