Alpha 3: Q & A

I think he’s talking about something else as well… The thing where certain throws from different characters allow juggling only on a specific group of characters. …ehh, I prolly made that sound a lot more complex that it should be.

Ok, for example, Sagat can repeatedly air-throw Sodom during VC mode, but can’t against some other characters. (If I’m remembering correctly, lol :))

Indeed, maybe I’m confused. I thought he was talking about doing an OTG command throw after an air throw. Since OTG’s break the juggle rules it should work on everyone. If they’re on the ground and the command throw was timed right it should always work regardless of what knocked them down.

As for air throws, I know some don’t work in the corner during juggles, like Karin’s kick air throw (but it does work out of corner). Some characters have very weird hittable boxes during juggles, so sometimes airthrows have to be timed/aimed especially right to hit them. AFAIK they follow the normal juggle rules. IIRC Birdie has a very deceptive hittable box for air throw juggles, but I don’t recall any others offhand.

An example combo/scenario like the Sagat one would help – except, I need to know who it doesn’t work on so I can test it.

what I mean is, well these are parts of the combos

VC2: Fierce Scrape, s.HK, Jab Scrape, PP Airthrow, (OTG Fierce scrape)?

PP Airthrow , activate VC2, (OTG Fierce Scrape)?

or

PP throw, (Fierce Scrape)? (works during activation also)

the fierce scrape is what I mean, it hits almost everyone except the shoto’s, gief and charlie, are they “special” or something?

A-cho updated again, Dhalsim vs Sagat.

For whatever reason, I remembered hearing about this, specifially with Sodom, and no wonder:

BTW, “OTG” refers to hitting a character who’s already been knocked down. I think you mean juggle in this instance.

ahhhhhhh, thanks for that info, is there a link to that FAQ? btw in sodom’s air throw the opponent does actually bounce otg, that’s why I just generalised, sorry if it made it more confusing

It’s the Combo/Systems Guide by jchensor on GameFAQs.

Thanks TS.

Yeah, that was a bit confusing. An OTG in A3 usually refers to picking the opponent up off the ground with a command throw using the v-ism VC glitch.


Another little tibit about throws: There’s actually 3 different types. jchensor points out the difference between a Hit throw and a Strait throw, but there’s also a difference between a Strait throw and a Slam throw. The damage of Slam throws is not affected by damage scaling and are only slightly affected by techs, while Strait throws are fully affected by damage scaling and techs. This is why it’s a good idea to add a Slam throw (if your character has one) at the end of a juggle VC, since the damage will not apply to damage scaling or techs – meaning it will do nearly full damage no matter what.

Characters that have Slam air throws: Adon§, Balrog(boxer)§, Birdie§, Cammy(k), Charlie§, Cody(k), Gen(k), Juni(k), Karin(p, k), R.Mika§, Sodom§, and Zangief§

R.Mika’s air hcb+K is also a Slam and comboable during juggles. Cammy and Juni’s hooligan combination -> cross scissors pressure throws are also part Slam and can be comboed during a juggle as well. They technically have two hits, even though it appears to be just one (which is really weird in itself), the first part is a Slam, and the second part is a Strait. Guy’s bushin flip is a bit tricky to use in juggles, but it’s possible and it’s also a Slam. I never got around to testing claw Vega’s.

I think I may have explained this before, but whatever.

Anyway, I’ve never been able to figure out exactly why Cammy and Guy can’t OTG with their command throws while everyone else can.

Okay this is my first time post on this thread…

SO here are my questions.

1.] Which bison is better, v-bison or x-bison… I want to learn v-bison cause I’ve heard he can be usefull but not sure at all. So what is his main custom combo in this game that makes him good.

2.] How the hell do you do crouch cancles infinties, I’ve been tryin to get this but I still don’t know how the hell you do these.

3.] When I play for some reason [maybe bad timing] but When I perform a alpha counter when the opponet does his super, It sometimes still lets the opponet connect his super even when I actiavted the alpha counter strange.

Last q]Is balrog better to use or birdie for this game

Thnx in advance if you understood those questions.

  1. A-ism

He does have some decent VC’s that at least make V-ism viable, but I think A-ism is a better option for him.

Muskau might be able to elaborate more for you.

  1. Like a super jump. Press down right before you hit the ground, then up+toward. Read more about it on the Shoryuken.com main page (under articles)

  2. Short answer: Most Alpha Counters suck in this game. Depends on the character. Usually you have to be careful with them, though, it’s not like CvS2.

  3. Birdie is very low tier.

Vega’s Wall drive->Grab? :slight_smile:

Here’s a bit of Gen thoery-fighter for everyone. First, it requires a “reversal” question.

When you perform a “reversal” you are coming out of block/knockdown/etc quicker than what is normally possible right? 1-2 frames or something?

If this is so, couldn’t you combine it with Gen’s Stance Switch to do things other charcters can’t? (I know you can “reversal” with Gen’s Stance Switch).

If the switch is instant, and has no animation/recovery/etc (negative edge? :), in combination with the “reversal” info (if it is indeed true), then Gen would have the ability to use non-reversable actions as reversals.

So, he could attacks with normals faster than other characters, he could jump before other characters, he could even come out of hitstun earlier and BLOCK quicker than other characters (combo-breaking 1-frame links?)

But I don’t play Gen, and these are only assumptions based on foggy memory. Just thought it might be interesting. :slight_smile:

My understanding of a reversal is as follows. Doing a special move at the earliest possible opportunity. Following this logic, there is no frame advantage given. the CPU is telling you ‘did move early’ in same way it tells you ‘3-hit combo’.

Gen’s switch stance is instant, and you can land combos with moves from both stances. Hell if you’re good you can even proxy-cancel inbetween stances. proxy example: D+fierce (PP), stand roundhouse, proxy cancel within 3 frames into Waterfall kick. Though the most stylish is the D+fierce into level 3.

Problem with Gen is that he’s hard to use. Watching one of my heroes ‘Dark Gen’ you can see the struggle. Yeah GEn’s good and he can win, but it comes at a price. Not gifted like SAkura or akuma.

Like your thinking though, even though it’s not right.

subz

Hey few questions for ya:

VC2: Fierce Scrape, s.HK, Jab Scrape, PP Airthrow, (OTG Fierce scrape)???

How do you get from jab scrape to PP air-throw? Isn’t opponent flipping out there? If flip, no combo.

PP Airthrow , activate VC2, (OTG Fierce Scrape)?

I could see this working, but couldn’t your opponent tech-hit the PP airthrow? If your opponent can tech, or flip the word ‘combo’ no longer applies.

PP throw, (Fierce Scrape)? (works during activation also)

This sounds like the throw/hit-throw/slam throw theory of why you can juggle some characters only.

You got some good ideas, reminds me of me when i was trying to break the game. Hmm the best Sodom combos involve corner Dizzys and multiple OTGS. or the player-2 into and out of the corner crouch cancelled J.fierces.

You want a good tip for learning combos? Make player 2 into a ‘no-ism’ character, (hold fierce+roundhouse before selecting) i think.

Also notice that, J.short is a good cross-up and cancels nicely into D+fierce, 360 kick.

subz

Feh on Vega. That would be kind of neat though.

the after image of the either HK or the scrape (it happens a bit too quick to see) knock them upa again, while I get ready to jump

The good thing about this is, if you tech your still gonna eat a scrape. It would be better to just fall to the ground, especially because of the fact Sodom can’t otg All characters.

heh thx, shame I’m not have much progress

:sad:

Anyone got the link for that huge ass Gen FAQ?

http://www.shoryuken.com/forums/showpost.php?p=1968340&postcount=7

Thanks man, lol, took me back to my own post.

frame data

can someone explain the significance of frame data for a3. i’m a little confused by the huge talk about it for cvs2 and the little talk about it for a3. i’ve seen it pop up here and there but it’s overwhelming how many people request frame data on the cvs2 forums. so i’m wondering about this disparity and what advantages do frame data give to a3. just uninformed. thanks.

It’s not less important than in CvS2, but the AAZ3 book sadly doesn’t cover how much frame advantage a move has (it shows everything else though, startup/hitframes/recovery/invincibility of a move). This would be important to see how safe a move is or if you can link it.

Example: Rose
Iirc her c.strong has 4 frames startup, and i guess it has either +3 or +4 frame advantage (just a guess, it’s not in the book), making it 100% safe and a good pressure tool. If you get a counter hit on a c.strong you gain frame advantage (+3 on medium attacks if it’s like CvS2, if not please correct me), making the c.strong link into itself (+6/+7 into 4-framer making it a 2/3 frame link) or c.forward (iirc that move is also a 4-framer).

Quick question: why am i seldom able to combo Balrog’s super off of crouching jabs? Does it have to be on counter? or does it have to be a specific number of jabs? The mis-fires in execution are costing me rounds because after the missed super, he just stands there.

Also, what’;s the deal on his back 2 sec, fwd/down k rush punch? does it hit crouchers? Should I be ending blocked strings with it?

Any other balrog tips appreciated. I know Apoc put shit up in the past but I dunno if “resets” got rid of them all. If anyone knows where it is, please link :slight_smile: