sorry, i didn’t save the original document. its the same exact information as the word document.
Because I am an A2 fanatic, which dip settings are used for arcade perfect dips? 960306 or 960430?
Shouldn’t this be stickied?
In Alpha 2 there is a dip switch to shorten the M.Bison and Rose ending. Are they talking about Rose’s ending in Arcade mode? Or the ending to a M.Bison and Rose match? What exactly does it shorten?
What does no flag mean concerning the knockback on wake-up?
When this flag is is off, it disables the push-out effect normal in most combos – therefore allowing the characters who are directly affected by this bug – Cody and Guy – to combo their rapid-fire Jabs (and close standing Short, for Guy) in the corner without being pushed away, for an infinite combo. The set-up is quite specific, however. You must dizzy the opponent with a move that will cause the opponent to go into the rolling backwards animation when connected: Cody’s Bad Spray; the last hit of Guy’s DF+Roundhouse, and the last hit of his Bushin Chain.
Alot of neat stuff in here to mess with.
Sorry for the tangent, but…
Are there other moves similar to Honda’s s.rh? I know Cody’s c.fierce can do the same knockdown thing. Are there any more? Pretty convenient for VCs…
Birdie’s close Fierce perhaps?
It depends what you’re looking for. If you mean all normal moves other than sweeps that cause a juggle state, then, yeah basically anything that knocks a standing opponent down is likely to do the same against an airborne opponent.
So, yeah, Birdie’s close fierce.
Also:
- The second hit of Guy’s offensive crouching roundhouse (untechable).
- The last hit of Guy’s FF-Chain roundhouse (untechable).
- Gen’s kick stance crouching short.
- R.Mika’s standing roundhouse.
- R.Mika’s crouching fierce.
- Ken’s toward+roundhouse.
- Cody’s toward+roundhouse.
Also Chun Li’s offensive crouching roundhouse does this, but there’s an unavoidable tech window immediately following the spinning neck breaker, so it’s use as a combo starter is limited by that and also by its speed.
E.Honda’s close roundhouse is a special case because it doesn’t normally knock down a standing opponent but it does knockdown an airborne opponent, which is probably why there is a dipswitch toggle for it.
I’m probably forgetting a few, but I recall those because they are valid VC starters, with the exception of Chun-Li, as noted, and Ken who I don’t actually know any VC’s for.
Also note that many normal moves that do not knock down can be used as combo starters anyway if a special move immediately follows, at least fast enough to hit before the opponent enters a natural recovery (invulnerability) state. Example, Cammy can begin a VC with anti-air fierce or strong immediately canceled into a cannon spike, because the DP connects quickly enough it forces the opponent into a juggle state even though the opponent was first hit with a normal move. Sweeps are a different story.
Random sidenote, Gen’s kick stance jumping roundhouse-roundhouse chain has a forced tech window just before Gen reaches the ground regardless if the move connects as a counterhit (which should normally be untechable) or not. Kind of ironic that Capcom would choose to add this.
Additionally, Zangief’s vertical jumping fierce also has a forced tech window just before Gief touches the ground even if the move was a counterhit.
Combos that include either of these moves as juggles are technically invalid unless the hit dizzies the opponent on impact.
anoyone with the spread sheet? the links are dead
yea I wanna know what he said
^ Same as above
someone please answer damnit!
Are there dipswitch settings for A1 that affect visual aesthetics besides the HUD? I wanted to change the language if possible. And what setting needs to be changed to allow Charlie’s Low Forward to be cancelable into a Special Move?
From what I remember you could two in one special moves after Low Forward in the Japanese version.
Ugh, found it after making that post looking for this thread. Anyway…
- = Unlit * = Lit
Heres is what I have for OA3
A3U
HSFA
So how do I make these as close to playing OA3 as possible?
Edit : cent208, If its not too much to ask could you please add something to the opening post of this thread showing people what the true default switches should be for each game so everyone can play them on their original arcade setting and have all the A3 stuff play like OA3?