#1 thing. Learn how to switch stances proficiently.
Yeah, Iāve been practicing that and watching some a-cho vids.
Is there any way to combo into rolentoās 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 landā¦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, itās not the best idea anyway), but these guys just didnāt know what they were doing. So whether itās 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, thatās first.
On the other hand, you donāt always want to spend all your meterā¦particularly in V-ISM vs V-ISM matches, youāll notice people holding on to their meter in case they need to use it to reverse the other playerās 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 donāt have an attack which beats, say, Chun Liās standing Strong or crouching Roundhouse or jumping Short, youāre going to have bad time in that match. So youāll sort of have to learn what beats what, and what to do about it if you canāt beat it.
Also, play Random Select. It doensāt really help too much until you learn the game fairly well, but itās fun.
There are 2 Rose guides up at GameFAQsā¦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 donāt remember any being 3-on-3 ones. Iāll check tomorow.
Canāt combo into it. Unless the opponent is dizzy, but that really doesnāt help anything.
Ahhh, that explains it. How should I use Rolentoās meter then (assuming that I use X-rolento)? I remember reading somewhere that X/A rolento is better than V-rolento, but I donāt 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 arenāt 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 canāt do V-Rolentoās VC but I donāt like X-rolento because he lacks normal jump. X-Rolento can therefore NOT take advantage of V/A-Rolentoās great regular j. mk ambiguous crossup
X-Rolento was real big in US during A3ās 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 canāt 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? Might be fun to play with.
I can only imagine the skull dive thing working in the corner.
I love lvl3 crusher for AA⦠MAD damage. But fuckinā sucks when you get one measly hit.
Do you know whatās 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.
Whatās the status with V-ISM Sodom? Iāve been meaning to learn some things with him, but I donāt know where to go in order to find any concrete info on him. I donāt trust gamefaqs anymore. :tdown:
The Sodom thread has some info.
Didnāt 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 youāll 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, Iām not sure what causes it to miss, maybe the stomp isnāt that accurate at tracking.
If you do c.SP xx teleport, they canāt 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⦠I wish I had the game here so I could mess around with it.
Anyone got frame data for Bison? Iām 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 tooā¦
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 theyāll 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 youād get a chance to hit them, even that.
Iām 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 donāt 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 Bisonās 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, theyāre supposed to air recover⦠itās just that when I try it, itās never blocked and I get combo.
Kinda like how you shouldnāt PP recover against Vegaās throw into the corner cause he can do immediate j.LKā¦
OooH! Me like! If anything, it might work on console if you switch the uh⦠whats-it-called setting? to ālongā. I donāt think youād need the āfā. Prolly just: throw backwards, b, f+P. . I dunno. Gonna have to give it a whirl though. Nice.
Usually when people air recover though, they try and throw something out, SK would probably out priortise them all. Also
itās hard to test things like that, since training mode seems to be ambiguious with blocking after air recoveries.
Iāve come across some strange stuff with Bison in the corner, against CPU Sodom, Iāve juggled him in the corner, he doesnāt appear to air recover, and yet I throw out a (close)FK, as heās 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 Iām not sure if they will be out of hit frames by then and too low to follow.
yeah, sodom was doing his tengu-walk. Iāve 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
|
|
v