Alpha 3: Q & A

#1 thing. Learn how to switch stances proficiently.

Yeah, I’ve been practicing that and watching some a-cho vids.

Is there any way to combo into rolento’s Take no prisoner? Everything seems to knock the opponent up a little and the wire misses >_>.

Am I doing something horribly wrong? O_o

Voting for what game will be at evo this year (and, of course, everyone here is voting for Alpha 3), starts Tuesday the 26th; I have no idea what that actually means.

Learn when to air recover (PP flip), and when not to. Get a good hold on crouch-canceling, so you can take advantage of air-to-air counter hits, as they happen a lot with some characters. Get whatever combos your favorite characters have on auto-pilot, so you can do them when the opportunity arises. I was watching some people play A3, and this was like 2 or 3 years ago, but it still burned into my memory: Ryu vs Ken, Ken whiffs a Fierce Shoryuken, Ryu walks up to him, waits for him to land…and then does a sweep. Situation reversed, Ken player does the same thing. I mean, sweep not the worst thing in the world, since you can crossup after it (though in this case, where both characters have invnicible reversals, it’s not the best idea anyway), but these guys just didn’t know what they were doing. So whether it’s c.FK xx Super, or a VC, or Jab, Jab Short xx DP ->crossup, or crouching Strong xx Hurricane Kick, you need to be able to take full advantage of opportunites to do damage when you get them, that’s first.

On the other hand, you don’t always want to spend all your meter…particularly in V-ISM vs V-ISM matches, you’ll notice people holding on to their meter in case they need to use it to reverse the other player’s VC activation or come close to winning the round, but the point being that you should know your options.

Also, A3 can get matchup-specific. If you don’t have an attack which beats, say, Chun Li’s standing Strong or crouching Roundhouse or jumping Short, you’re going to have bad time in that match. So you’ll sort of have to learn what beats what, and what to do about it if you can’t beat it.

Also, play Random Select. It doens’t really help too much until you learn the game fairly well, but it’s fun.

There are 2 Rose guides up at GameFAQs…the V-ISM Rose one (mine), is way, way, way old. I can send people the newer version if anyone wants it. I do have some a-cho matches burned onto a CD, but I don’t remember any being 3-on-3 ones. I’ll check tomorow.

Can’t combo into it. Unless the opponent is dizzy, but that really doesn’t help anything.

Ahhh, that explains it. How should I use Rolento’s meter then (assuming that I use X-rolento)? I remember reading somewhere that X/A rolento is better than V-rolento, but I don’t really see how (unless I remembered wrong -.-)

V-Rolento is arguably the best Rolento because of his AC. He also has the added bonus of a good but hard to execute VC. Supers aren’t necessary since all of his supers are ass.

The other Rolentos are good too though. X-Rolento is good b/c of the increased damage on his normals and the increased guard bar b/c Rolento has no good reversals and is going to have to block a lot if he messes up his pressure. He also has the best version of air d+mk which is great for controlling his jump arc. I personally like A-Rolento best as I can’t do V-Rolento’s VC but I don’t like X-rolento because he lacks normal jump. X-Rolento can therefore NOT take advantage of V/A-Rolento’s great regular j. mk ambiguous crossup

X-Rolento was real big in US during A3’s early days… Walking jabs, and c.fierce pressure, it eats A LOT of guard bar. j.LP for anti-air (free combo if counterhit).

Basic idea was to stay moving (use his qcb+P, qcb+K, longjump, etc) so they can’t get a lock on you. Try to zone them, and watch for patterns in their attempts to catch you. Bust their guard meter if you can and immediately do X-Super when it happens.

Other than guard break, only use for meter I can see is if you can predict something (like a fireball)

I just wanna try AA counterhit d.MP into teleport and see if i can go behind them and play off the air recovery. Air throw or jump whatever… maybe d.MP into teleport again? :slight_smile: Might be fun to play with.

I can only imagine the skull dive thing working in the corner. :confused:

I love lvl3 crusher for AA… MAD damage. But fuckin’ sucks when you get one measly hit.

Do you know what’s up with the headstomp?? Sometimes it just flies across the screen without hitting… can you control that? It is good when I want to escape the corner (fly across the screen, wee) but sucks when I just land next to them without hitting. :frowning:

What’s the status with V-ISM Sodom? I’ve been meaning to learn some things with him, but I don’t know where to go in order to find any concrete info on him. I don’t trust gamefaqs anymore. :tdown:

The Sodom thread has some info.

Didn’t think that the teleport was fast enough to catch someone on the air recovery, interesting.

Easiest way to avoid 1 hit Psycho Crusher is to either combo into it, or make sure that Bisons body(not his hands) hit the opponent, this also drops the chance that the opponent will be able to stuff the crusher. If the Crusher hits at the front as a counter, sometimes the opponent gets some super high speed throwback.

Headstomp seems to calculate location as soon as you release, so if the opponent moves between takeoff and stomp, then you’ll land where they used to be. Also, strange hitbox properties seem to also stuff up the stomp, making it whiff, such as Sagats tiger and the Shoto Fireballs. Also, full screen stomps that are just super long jumps seem to be the result of air stomps that miss, I’m not sure what causes it to miss, maybe the stomp isn’t that accurate at tracking.

If you do c.SP xx teleport, they can’t air-recover until after the teleport is finished.

Sorry, no-go.

new a3 acho
Check GFB.

I hoping I come out of teleport before they land… :confused: I wish I had the game here so I could mess around with it.

Anyone got frame data for Bison? I’m starting to think that s.LK must be one of his fastest moves… seems real good for juggling after lvl1 scissors. Also easy to link after meaty d.MK. J.LK seems real fast too…

Muskau, if you have access, wanna test something for me?
Throw into corner, immediate jump towards LP. Unblockable?

Yeah, same as anti-air cr. SP > Psycho Shot, the recovery animation is so long they’ll fall right on the shot. Wonder if it might be possible to set up a near corner, anti-air(counterhit) cr. SP > JP Psycho Shot, Psycho Crusher? Never really thought about it before.

So I suppose the opponent would have to get the counter-hit for them to float high enough so you’d get a chance to hit them, even that.

I’m not quite sure what you mean, a Bison throw to the corner has too much lag to let Bison hit the opponent at all unless they air recover, st. SK and JP are fast enough but don’t seem to be able to hit even large characters.

Yes, IMO SK is his fastest and most high priority move, next to a properly ranged standing or jumping FP.

Short Kick, Standing crouching or jumping, at close range stuffs a lot of things, I often use st. SK for push back to get to the sweet spot of Bison’s st. FK. It often gets a counter hit which allows a cr. SK, sr. SP link. And yes, you can use it after lvl 1 Scissors for another scissors or psycho crusher, although it requires a clean-close hit lvl 1 scissors so you get the right range for the SK.

In other news though, a 1 hit Scissor kick can be followed with a st. SK in the corner. Also st. SP to st. SK is a link. Nothing really useful, just an interesting tidbit I spose

Another theory, your in the corner, opponent in front; charge db, b+PP(throw) f, b Psycho Crusher. Probably impossible, I think the lag from the end of the throw causes Bison to lose the stored charge from the other direction.

yeah, they’re supposed to air recover… it’s just that when I try it, it’s never blocked and I get combo.

Kinda like how you shouldn’t PP recover against Vega’s throw into the corner cause he can do immediate j.LK…

OooH! Me like! If anything, it might work on console if you switch the uh… whats-it-called setting? to ā€œlongā€. I don’t think you’d need the ā€œfā€. Prolly just: throw backwards, b, f+P. . I dunno. Gonna have to give it a whirl though. Nice. :slight_smile:

Usually when people air recover though, they try and throw something out, SK would probably out priortise them all. Also
it’s hard to test things like that, since training mode seems to be ambiguious with blocking after air recoveries.

I’ve come across some strange stuff with Bison in the corner, against CPU Sodom, I’ve juggled him in the corner, he doesn’t appear to air recover, and yet I throw out a (close)FK, as he’s just about to hit the ground in the corner, and suddenly Sodom is standing up and taking the hit, strange… I wonder if Sodom was trying to ground roll or not?

Finally, if cr. SP is a counterhit, teleport should finish with them in the air, although I’m not sure if they will be out of hit frames by then and too low to follow.

yeah, sodom was doing his tengu-walk. I’ve done grounded bushin chain on him with guy trying to juggle him sometimes.

Anyone got anything for DJ? He seems real good… max-out, jump HP seems like a solid trap.

new a-cho

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