Lolz, Hadorave easy? It’s:
VC1 [Fireball, C.forward, fireball, c.forward, fireball, hopkick] X 3
4th time round cancel the hop-kick asap into short air-hurricane for infinite set-up. Once you have timing you can substitute any normal attack in there, distance permitting.
It takes months to get this on lock, and then to start dropping it in matches. no-one is going to let ryu corner them. I know this one kid who uses V-ryu, and all he drops is dizzy combo, rave. snzz. Yeah you should learn dizzy combo, it’s knowing when to trip someone with c.roundhouse and from the right distance. then you can nail the unblockable cross-up, c.forward xx roundhouse hurricane. Dizzy bap.
All about Ryu’s waiting game. Hmm random ryu tidbit, when comboing near corner, try and finish with forward hurricane, makes it easier to land, c.strong, dragon finish.
As for Akuma, you need OTG on lock to be dropping any VCs that aren’t anti-air.
If i was new to the game i’d prolly go with V-sak just for how brainless and powerful she is.
When learning the corner VC with Ryu, I find it best simply to start learning how to do,
[FB, hopkick] x n
first, and be able to do with without accidentally getting dragon punches. Once you can do this, start substituting in a different move for the hopkick. So for example, after getting the above combo to work, try,
[FB, cr. Forward, FB, hopkick] x n
Once you get that, you can try other things, like,
[FB, FP, FB, hopkick] x n
Basically, my method for learning the VCs is start simple, and add stuff in once you’re comfortable. The timing starts to get pretty strict on some of them, and it’s best to be able to do simple stuff so that when you need to do it, you don’t have to worry about fucking up.
VC1 means to activate V-ISM with Jab and Short (LP+LK), FYI. speed of the fireballs doesn’t matter too much, but do avoid throwing red fireballs by mistake. If you do, you can juggle with standing Fierce (or back+Fierce) xx whiff fireball until you run out of meter.
Ryu’s hurricane kick does a lot of dizzy, and, pushes the opponent into the corner. So if presented with the opportunity, crouching Short xx Roundhouse hurricane kick is always good, or use crouching Strong if you’re close enough.
Additionally, if you hit someone with a Fierce Shoryuken and they do the ground recovery (KK roll), you can hit them out of it with crouching Short xx Roundhouse Hurricane afterwards. IIRC you can jump in with Jab if they don’t, and it will be safe, since shoto jump Jab is queer. If you hit someone in the corner with a hurricane kick, they can air recover afterwards…if not, you can do crouching Strong (or Jab if you find it easier) xx RK hurricane kick and they’ll most likely be dizzy afterwards. If they do air recover, you can try to jump up and throw, or wait and Shoryuken, etc. Short hurricane kick cannot be air recovered from. And, finally about the HK, you can do crouching Strong xx hurricane as anti-air against some attacks (tends to only hit once or twice instead of 3 times).
Ryu’s crossup is not unblockable, it’s just very ambiguous, and hard to decide which way to block…so a sweep into a lucky crossup can do a whole hell of a lot of damage. Crossup into crouching Shortx2 xx Roundhouse hurricane kick is easier to hit confirm, but will do less damage and dizzy because the second Short will push them too far away for all 3 hits to connect.
Good pokes are the hopkick (goes over low attacks and can be canceled into a fireball or other special move when you land), crouching Short and Forward, b+Roundhouse (think Gill’s standing Roundhouse from the SF3 games, but not QUITE as good), and standing Strong every once a while. Jumping attacks have good priority, but of course you don’t wanna be jumping too much if your opponent has good anti-air.
Close to the corner you can do VC2 Jab Shoryuken [hopkick, fireball, whiff Jab Shoryuken, fireball] until you get to the corner, I think…something like that, haven’t done it in a while. Switch to FP or b+FP xx whiff fireball when you have them cornered. You might wanna learn A-Ryu first, to get everything down…then when you get to V you’ll see things a little easier. You’re trading the supers for use with/against footsies and gaining the b+RK on command, and the VC stuff.
Hey TS, sorry to disagree, but im going on record as saying that i know of three unblockable cross-ups in A3. And Ryu has one. To clarify most of ryu’s cross-up attempts can be blocked bar one. There’s this super-deep cross that needs to hit when opponent is starting to stand. Bug thats been around for time, since csp1. I’m sure that reversal dragons, teleports get around it though.
On a side note, i think i read a few post back you were chatting about p2 infinite with V-ryu. It doesn’t go side to side, you need opponent locked in one place mid-screen. (P2 bug j.forward mid-air cross-up, combined with jumping back j.strong. I also got this new cody p2 mid-screen infinite along similar lines; p2 bug cross-up with j.forward, and jump back j.short. next level shit.
Blocking isn’t instant, so if the hit connection occurs at the exact frame where the opponent is in transition, the attack will not be blocked regardless of the direction held.
I’ve experianced this with Rose as well, but could never find a fool-proof setup for it. The timing was simply too strict.
When the player fully crosses over, the opponent on the ground turns around. During this turn state there seems to be a window where the block doesn’t register fast enough, I’m assuming it’s because the turn animation is still animating while yor hitbox begins, and by the time the block registers it’s too late.
In theory, anyway. I’ve yet to fully explore it’s properties or develope set-ups for it, sorry.
has anyone watched the vega vs. dhalsim match? what did the vega player have in mind with that activation in the corner. it was something like, vc2, whiff jab, pp throw, j.short, cr. short, roll attack, cr. rh, air dive attack.
He thought the Dhalsim player was going to air recover from the throw, in which case he would have been hit by the jumping Short, and could be crouch-canceled. The crouching Short was just to give him something to block so he could do the claw roll.
I thought that hugo had elena, she was annoying lol. I downloaded all of the vids on the page and what was the game that had the little girls fighting? It looked cool.
Well, I wasn’t really planning on going to evo (I’m even more broke than usual), but I may have to rally that shit now…crash in a garbage can like Oscar the Grouch or something.
One of the Melty Blood games… It’s for the PC, I heard…?
Don’t know much about it, but there’s a big thread on it here.
For those not keeping up, a-cho updated with a Zangief vs Gen vid, and then a Karin vs Dhalsim vid, and now has updated again with matches of Zangief vs Karin and Dhalsim vs Gen.
I went through about 20 pages and didn’t see more than one mention of Juli. So hopefully I didn’t miss any revolutionary information. I got some questions for you veterans;
[Please note I play on Kaillera]
What’s a good poke string for Juli? It seems that her priority and range aren’t all that great. And normals that do have good range cannot be used in combos. So I was thinking if you’re in their face cr lk x2, cr mk/st hk. Characters like M. Bison absolutely rape Juli when in her face with extremely high priority and range.
What’s a reliable anti-air normal/special? I’ve been trying to use cr hp but in close quarters it’s useless. Even from faraway it seems very slow, so basically unreliable. Outside of jumping attacks (jp lk) Juli’s anti-air game is liquified shit. You’ve got your usual dp+k but that shit is predictable. I’ve had lots of people land on her qcf+k special from far away. She seems quite invicible after take off but that requires huge range and the opponent must be jumping. I haven’t tried it, but would her air throw make a good anti-air??
Good combos? Alright the best I can think of is crossover lk, cr lkx3/cr lkx2 xx dp+k. The latter is unrealiable, but this measly 4 hit isn’t very impressive. A random combo, jp in hk, st hp, qcf+k. For her super, cr mp is best (and very reliable). If you catch your opponent with her flying kick of DOOM and they’re in the corner, follow up with st hp xx dp+k. As far as combos go, cr mp xx super is the only thing Juli has going. Mixing it up with her excellent crossover makes her somewhat deadly; but good God make sure you have capable hands, otherwise it will be pretty messy.
Is st hk still as abusable as in CvS2 (with Cammy)? I use it to poke from far, but beyond some block gauge damage, it isn’t terribly threatening. It whiffs pokes good, but I haven’t fought any opponents that are poking me outside of their range. So basically, it gets blocked, alot, and often. And up close it seems a little slow to use (but who knows I’ve never tried it that much). I was thinking maybe get in your opponents attack range, poke out a few lks, then if you’re close enough try for a st hk. It’s tricky since we have so many characters with huge range AND priority (Bison, Vega, Ken/Ryu/Akuma, Zangief, Karin, Sakura, ENTIRE GAME ROSTER).
Why OH WHY can’t we cancel cr mk???!??
Alright I think that’s it. Note that I play on Kaillera, with keyboard. I can’t do normals xx supers reliably. Throws are hard to do, alpha counters are literally impossible (I can only press so many keys at one time so if I was crouching I could not alpha counter) and general lag. Factored all that into the big picture I am seriously wondering; should I even waste my time with Juli???
Do the characters in A3 have different bounce/OTG/falling properties, cos I came up with a Sodom VC which continues the combo (OTG) after a PP Airthrow. The combo works fine against everyone except the shotos, gief and it looks like it doesn’t work on charlie either. it’s not just the vc either, sodom can hit people with fierce scrape after a PP throw, but like the combo it doesn’t work on these guys.
also is there a limit to how many times you can add a throw in your VC because, on the characters the combo does work on when I try to repeat it, it all works perfectly until I attempt a second airthrow
Long answer: The only differences between Juli and Cammy are that Juli has less stamina, less normal moves, and less special moves (and a different/worse A-ism AC) – essentially making her a “lesser” form of Cammy. The only thing that Juli has that Cammy doesn’t have is that flying kick of DOOM, which isn’t enough to make up for all the losses (stamina, normals, specials).
Personally, I don’t believe there is much of a point to Juli except for the way she looks. So for the most part, you’re probably better off with Cammy.
The differences between Juni and Cammy are a completely different story though.
In response to your other questions
c.LP, c.MP, and standing HP are quite valuable as pokes. c.MP and stand HP have better hit/block advantage than c.MK. They may not have the best range, but they make up for it with speed, cancel-ability, and priority. Stand HP especially due to the potential of a counter hit pop, and due to it’s good vertical size. c.MK and stand HK are good at max range and best used in moderation.
When they jump in close, stand MP. When they’re mid range, c.HP. When they’re far range, stand HK. If you’re not sure, dp+K it deep – can’t airblock it if it hits deep, and it has start up invincibility – It’s vulnerable to crossovers though. All else fails: jump back air block.
The difference between her air throws is that her kick one is punishable if tech’d (especially when thrown into the corner). The kick one also has a lower hitbox and does slam damage. So, basically the punch one is safer and hits higher, but does a lot less damage if they tech it.
Not really… She’s pretty limited. You can follow up a deep crossover LK with a stand HP. Meaty c.MP links to c.MP. Other than that, all of her complicated and/or damaging combos are CC juggles and/or involve meter.
At close range, the knee hits faster than the foot (4 frames faster IIRC). However, it’s mostly useful at max range, not at close range – at close range use stand HP or c.MP or c.LP.
Yes and no.
The window of opportunity to grab a character off the ground is different for some characters. This is probably due to different recovery speeds and different bounces. AFAIK, there’s no limit to how many times you can OTG grab with a command throw during a VC, so it’s mostly just a timing issue. I don’t remember who specifically, sorry.
Airthrows apply to the normal juggle rules. Command throws and normal ground throws have special rules – but the rules don’t apply to OTG’s.