Thanks, Boss. *Bababooey voice*
After playing a few of you online, I realized that a number of players are fairly new to the engine and naturally would like to gather more info on how to improve their skills.
The following is a walkthrough of some of the basics which can be used as a reference. The manual packaged with EO doesn't provide quite as much information as you'll find in the links below. This was developed by the staff at SRK when the game was released in the arcades. Read through it and enjoy!
Basic Documentation
Six grooves, over 40 characters. Limitless options. But...where to begin? Which characters will work best for you? And which groove will you favor over the others? Perhaps you'll use more than one, so what do they mean? The following outlines in detail what you'll need to know before you start getting those visions of laying the smackdown!
Choosing your grooves
Groove Systems
The Grooves
Advanced Documentation
If you are already familiar with the basics and are looking for additional info to enhance your current aptitude, be sure not to overlook any of the information contained below!
Advanced Tactics
Knowledge Base
Thanks, Boss. *Bababooey voice*
*reads it all & gets headache*
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Currently Playing: Final Fantasy V Pixel Remaster (PC), Let's Build a Zoo (PC) & Despot's Game (PC)
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I remember reading that when cvs2 first hit the JP dreamcast. Doesn't look like they updated with the P and S groove changes though
I disagree with P groove. If I pull all supers for SF3, I get "2" super bars, so they should have thought about leaving it with the 2 there just as well.
besides, who wouldn't give up the gimmick of a super-cancel to another super?![]()
don't wanna tangle with you, I'd rather tangle with him.
I think I'm gonna bash his head in...
N groove is much better since it gives you two stock supers when you have a full lvl3 bar. C is definitely a good groove since it builds metere the fatest. SF3 did not provide 2 bars, btw...it depended on the type of Super Art selected for the character. 50% or greater allowed for EX moves (for Second Impact and Third Strike) ^_^
Btw, Gary that avatar is amusing!unit, make those kobuns bigger
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ahem, actually with "all combos" 3rd strike does have 2 super bars and they would have been great if they still added the EX moves to assist in most patterns.
I may put up a different avatar instead, I'm in a fighting mood. (hehe)
don't wanna tangle with you, I'd rather tangle with him.
I think I'm gonna bash his head in...
I have a question: Why don't more of you use the "Instant Recovery" or "Guard Cancel" more often?
I can't count the number of times I've made a comeback when someone has gotten my energy down to almost nothing, they knock me down and throw a fireball that's supposed to finish me off with the tick damage, but I IR, roll through the FB, and kill them instead. Just don't get too predictable with it, eh?
Guard Cancel, as I said in another thread before Mr. Hat yelled at me, is something I'm also new to, but it's saved my ass on a few occasions. Toward + M.Punch and M.Kick while blocking ( in every groove except P and K ).
Because the timing for them there instant recoveries is like parrying for me, there's such a small time to do so, its near impossible for me
Guard Cancels on the other hand, I doubt I can use, since I'm a hardcore K groover.
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