Alpha 3: Q & A

Ah finally good a-cho vids again after a longer time. I love this Rolento, his poking and cross up style is great in my opinion …^^

TS when are u hiring those homeless people? Cause a3 only has like 40 votes on the polls >_>

I’m waiting until the official voting starts…and then, BAM: down to K Street.

im not even worried, a3 will be a done deal at evo =D

I have two short question about Ken Guys. How can it be that the corner VC1 (c.MK, qcf+HP, f+HK, then continue with a juggle you want) doesn’t work always. Sometimes my opponent can block the f+HK, which is pretty uncool at times … So I must just stick to a simple hadourave most of the times in the corners. I try hard to find other sure hitting options, but well it’s Ken. :frowning: Anyway, can somebody tell me how safe his roll really is? I sometimes get hit, other times I get behind my opponent and bang, even if they do some supers etc. :confused:

It’s because there is no real shadow-pop to launch them into a crouch cancel series. I would’nt rely on it. This is what you want to bve doing with old v-ken in the corner.

VC3: [fireball, c.forward, fireball, c.forward, fireball, s.jab, J.fierce] repeat.

You need to do the first part ryu hadorave speed and be quick with your s.jab, jump in fierce.

This is a damage reset VC, people can escape with a well timed alpha counter, but if you can drop this, do it. talking 100% damage. I know someone that rinses this combo and its fuck’ree.
play about with it and know that once you get it down its free rounds.

subzy.

Thanks a lot Subliminal, but maybe I try some other stuff with the f+HK in VC’s… Oh and the VC you posted seems pretty cool, I try it for sure today when I go to play.^^

Has anyone else help for me with the roll? I mean is it really random to go through moves with it or has it some big invicibility at some point?

There are some VCs based on it, though. jab roll jab roll that sort of thing.

Yep, I also know a confusion VC with the roll, but I’m really more interested in the rolldata itself. For maybe throw this out randomly to go through some stuff and get behind my opponent.^^

iv seen c.rh wit hshotos catch the roll when its already over them. i dont think its too safe. hell kens fall faint isnt that safe either.

Yeah shadowcharlie, thats why I ask. Sometimes I get hit by nearly anything and others I just go through the opponent and so on. But maybe the Alpha engine is programmed to be random at this move … :confused:

Urgh… don’t go into that. Z3 already has an undeserved reputation of having “random hitboxes”. They aren’t random… although they can be really strange. Maybe somebody with the All About book can help you out.

I’ve seen some Ken VCs involving roll that helps to push them into the corner from midscreen. Similar to Ryu’s jab FB, Hopkick X air hurricane VC. I think it was something like jab FB x f+RH x jab Roll. To quickly move and stay behind your FBs. Maybe you can get something out of that.

@bowiegranap
Ah I see …, you could be right that it isn’t random, maybe the book can really help me out with a hint …^^

@Drunken Master
I also know some VC with the roll but for pushing someone in the corner? I try from time to time on mainly waking up opponents [VC3 c.LK, c.HK, qcf+HP, qcb+LP/M (because of the distance it can be different at times), j.MK and repeat] or a variation on some point. But sadly it isn’t often worth the meter, but when it works it’s stylish as hell. :tup:

Yeah that’s kinda like the VC i use. [c.roundhousexxxjab fb, f+rh, c.roundhousexxxroll] repeat

I have started playing this game recently, and I’d like to know some tips for V-Ryu, since he is the one I have started using. I choosed him because he seems to have an easy CC on corner based on f+mk, fireballs and c.mk. Could you tell me how is it exactly done, and other interesting VCs for him along with some tips? Or if I should choose other char or ism while getting used to the game?

The problem with Ryu’s corner VC is that they’re not very forgiving (even his corner one)-- it may look easy on paper, but its easy to spazz out on it. I suggest playing akuma, whose basic anti-air combos are very easy to pull off.

And what do you mean by “how exactly is it done?”

Just shoot fbs and inbetween each fb you can tag on an attack (usually s.hp or c.mk). Once you get too far you use f+mk to get back in. That’s about the gist of it

I meant which VC version to use (the delay between you and your shadow), which fireball is used (light, medium or heavy), when do you have to put a low mk or a hopkick, because I don’t know how is it done, and I have tried spamming all those attacks but there are breaks on my attack and they can retaliate.

And I’ll give Akuma a try. Also it looks like it will be easier to find combos and strategies for him.

The version of the fireball doesn’t matter? And which VC version should I use? (short delay, medium delay or long delay?)

By the way I’d like to know some basic chains that I should be using with Ryu (I only know about c.mk xx fireball) and what to use to punish things like whiffed shoryukens, other typical attacks like Charlie’s flashkick and against blocked sweeps.

For his corner FB VC, AFAIK it only works with VC1. Basically, corner your opponent, jump in with an attack, activate jab+short, crouching FK, fireball, hopkick, fireball, etc.