- you can’t do it against a opponent in a corner (there has to be some space behind him, even a pixel)
- you can’t do it on a crouching character
- here’s a tip: try to aim at the back of a standing opponent’s head
What do you experts think of the A-Guy/V-Ryu matchup? Me and Slide have played this matchup to death, and ever since he learned to just duck after sweep and take either the crossup whiff or a combo into fb instead of hk dizzy, it hasn’t been a total wash like it used to. That being said he believes the match is 6-4 Ryu, though I heartily disagree. I feel that this match is at the most 5-5, probably 6-4 Guy because all of V-ryu’s options are limited. Wall jump makes landing hadou rave next to impossible. Throwing fbs is a no no against st. mk and slides. Only thing Ryu can safely do is do random hopkicks, st. strong, and cr. mks. Any opinions?
And even if that’s all you feel is safely done with Ryu in the matchup. With Guy, if i just space some of the things you have trouble with, wrong, then I’m punished. Ryu atleast has the ability to combo into a chip from all of those options. Whereas with stand fwd kick and cr. roundhouse, Guy cannot.
You could possibly jab DP safely everything that comes to your person, sans cr. roundhouse. Guy’s pokes don’t do nearly as much guard damage as say, Ryu’s b+roundhouse. You can DP inbetween poke strings ending with Guy’s qcb+punch. So I can’t even 100% safely CHIP.
All you have to do is block EVERYTHING, DP inbetween poke strings, air hk turtle, and ghetto VC.
Guy can’t jump in(no V drop ins cause it’s A-ism, and he lacks any air super). Cannot safely poke, due to the usual shoto thing(dp). Guy has trouble waking up properly with Ryu on momentum.
On my end, I feel that it’s just DP/Jump/VC baiting. The longer you sit on stuff, the harder the matchup becomes.
1p Ryu get a random Dizzy, VC - infinite/hadourave gg
That’s just a couple of reasons why I feel it’s atleast 6-4 Ryu’s favor.
i doubt its that bad with just the sheer walking speed guy has u can bait dp or pokes…
X-Bison is nice, just for damage, and a waaaay safer headstomp followup (it’s like a j.SP) But he takes too much damage, and block damage, loses the teleport, gets only one meter for the horrible level 3 scissors, and his psycho shot becomes a psycho crusher, which isn’t too bad actually, but it loses priority and you can’t use it like in ST sine it has no frame advantage. X-Bison plays a strong poke game, thanks to high damage and slighty better throw.
A-Bison is better just becuase he gets the airblock, Alpha counter, and three lvl bars, which gives you waaay more defensive VC options, not to mention the teleport. Having the Psycho shot is okay, unfortunately some characters can jump over it if you decide to use it in a poke string, but you can avoid this by mixing up your pokes. cr. SK, cr. FK, cr. SP, st. FK and st. FP are all great pokes with good priority. Remember you don’t have to hit with them all the time, whiffing is a good way to control space. Once you get the opponent scred you can just walk in for tick throws. Use cr. SP and early lvl 1 Psycho crushers for anti-air. Most good players with jump in with their best attack, so those are Bisons two best AA’s tradewise.
Otherwise you can try jump-back, teleport, or even walk forward since Bisons walk speed is so fast(float speed). Properly spaced Scissor kicks are near-unpunishable and can catch jumpers and move-startup. If you get a counter-hit you can usually go straight for a cr. SP > super juggle depending on range and corner requirements.
V-Bison might possibly be better than A-ism but I’ve never decided to actually sit down and try and figure out if he has any true unblockables/guardcrush VCs utilising the psycho shot and the teleport. But since no one has been seen doing anything other than the basic juggle/cc VC’s either its not worth it, or its not possible. Aside from my theoretical VC’s of doom however, Bison has a better Alpha Counter in V-ism which actually hits, rather than A-Bisons iffier Alpha Counter which teleports you behind the opponent on a blocked hit, but teleports you in the same place on a blocked fireball, which can spell trouble for A-Bison players trying to escape corner guardcrush VC’s. Why they decided on this I’ll never know.
Hurricanes, shoulders, slides, flips, and SP/FK pokes discourage fireball pressure. Guy doesn’t “need” to jump at Ryu, but because he has his elbow drop and a huge/wide jump arch, he at least has options (cross-up or drop).
Ryu’s big strength in that match is definitely guard crushing, but Guy has a fairly good run-away game. Weather or not Guy gets guard crushed depends on how well the Ryu player deals with Guy’s keep-away and anti-airs – and how well the Guy player runs of course. Ryu can’t exactly blindly rush into Guy either, because of Guy’s outstanding pokes and anti-air’s.
Ryu can’t really randomly DP Guy’s pokes, unless I’m missing something? Guy should be able to easily punish Ryu if Ryu guesses wrong. The payoff doesn’t seem to be worth the risk, IMO.
In place of chip damage, Guy has his SP->FP->qcf+SK(SK) string that, if timed perfectly, forces a guessing game. Will Guy block or will he throw or poke->repeat? Will Ryu DP/VC or will he block? If Guy guesses right he can either get some decent guard damage or a normal throw in.
I wouldn’t say it’s in Guy’s favor though, but I feel it’s a fairly close match at least.
The real question is, how does V-Guy do?
Not having a cross-up severely hurts any potential practical unblockables he might have had. Having to initiate unblockables from the front increases the risk and reduces the damage output.
lol if Bison had anything practical I’m sure it’d be found years ago heheh
To be in range to use st.strong is to also be in range to eat sweeps to crossup mixup, or cr.fwd. With Guy when i do cr.jab into st.strong poke string, i sometimes get hit with Ryu cr.short. I don’t know if this is just me messing up timing issues or not. I know that the st.strong connects on CH of course, but in a regular poke string I get hit out sometimes. If i end this poke string with qcb+punch, i get DP’d sometimes. IIRC it’s broken thru the qcb+jab during the string. Ryu’s cr.fwd kick, well outprioritize Guy’s st.fwd kick, st.strong, etc. Ryu’s st.strong can win against Guy’s st.fwd kick aswell. I know that mixing that up with Guy’s slide cr.roundhouse is the great idea. However, doing the cr.roundhouse at the unpunishable range gives Ryu enough time to hopkick react. So I end up using the slide to hit the tip of limbs looking for the CH.
At Guy’s most reasonable range to st.fwdkick, which can still get hit with Ryu’s cr.fwd kick at it just about max range, Ryu can also DP. In which case Ryu’s jab DP is safe because he can follow it up with another DP strength if i try to counter with something to reach him in time. I think that the level 3 kick super might be able to reach that DP on the last bit of recovery, but if I lack meter then that’s no use. Which would be the smartest time for a Ryu to do those DPs anyway.
The strong - fierce - qcf+short mix up is excellent. However, getting THAT close to land a close strong is difficult in it’s own. Especially if you get force blocked out. That’s a game of it’s own, where I could beat the deep pokes with a qcb+fwd kick, or I could eat a dp. But then that’s also the DP bait. So getting Ryu on the wakeup game is the thing I look for. However, in those situations I usually eat activate, and then pushed out of range to midscreen somewhere. Then Ryu can do a couple of air hk’s to build the meter back to 50%. Since i’ve gotten good at avoidign the corners(by doing poke strings that end with qcf+fierce. And using walljump etc.), the meter gets sat on. Which is a problem because the moment I get in I get activated on, even if I bait it i get pushed out.
Guy can run away, but Ryu can build V and just do some slow chipping. I have to get ahead on health fast and stay away at those points. But Ryu can use his activate, to get in close, then do some guard crushing, which makes me run off allowing him to rebuild.
What is crouch cancel? How is it performed? And how is it useful?
For the millionth time: http://www.shoryuken.com/features/
It is useful because if you win a air-air counter hit, you can land, crouch cancel, then:
- VC crouch cancel combo (v-ism)
- infinite, (character dependent, V as well)
even for A, and X-ism
- Semi-infinites, Ask player 1 Chun-li
- land another FREE, fierce /roundhouse with same counter hit damage.
- Damage scaling is fooked
- Dizzy points don’t scale.
- example A-ken CC combo.near corner. J.jab(CH), crouch cancel, J.fierce, S.jab, S.fierce, Jab dragon.
Crouch cancels are broke, but i love them.
subzy
ps, oh yeah i forgot. Crouch cancels add loads of free meter at the end of a VC. bar Cody, fookers. Sagat and Chun-li get 100% meter back. V-birdie, V-karin can regain 50% which is enough to turn their semi’s into trues. etc.
So THAT’S why Sagat CH j. strong->cc j. strong x2 is free dizzy…
I play Z3 sparingly, but I usually only play Z3 Upper on the DC. It seems it isn’t exactly the tournament norm. Why? I have heard before that ccs got raped and so did certain glitched set ups (such as Karin’s otg throw set ups). But I don’t know enough about this game in perticular.
Almost, i’d say it was more like this reason:
- Dizzy points don’t scale.
Don’t quote me on this, but im fairly sure that the ‘bible’ lists sagat’s J.strong as having 15 dizzy points. which is really high for a normal move, im guessing its their way of saying good luck in landing this move in match. So, if you think normally if you land 2 j.strongs in a dizzy attempt, the scaled 2nd one would give you less points.
But, when you bring crouch cancels into play, you’re effectively breaking the game, and the 2nd j.strong gives 15 dizzy points as well. so 15+15 = 30/50 dizzy. you only need a couple moves before you land the CH j.strong for guaranteed dizzy.
i suppose it’s the crouch animation that allows us to break Zero 3 so nicely. The CC combos, the infinite’s, unblockables, unescapables, the walk cancel combos. the 100% 'ers
laptop, arcade stick, and cps2.
sweetens me.
subzy
if you read this thread but ignore the joker ‘Slaughter X’, you’ll be ok.
http://www.shoryuken.com/forums/showthread.php?t=53022
same kinda thread:
http://www.shoryuken.com/forums/showthread.php?t=31030
good threads to read. cough.
http://www.shoryuken.com/forums/search.php?searchid=380709
subzy
Oh man, my eyes have been opened haha. Well… One could argue some changes were needed, but those playing arcade A3 were wasting money and time with console versions… Agh, time to boot up Mame.
…this is Goukisan using someone else’s account.
edit: (minutes later) the slaughter thread was a comedic goldmine, you mind if I use this as my sig on my actual account?
"telling people they’re nerds on a fighting game forum? lol no shit.
nothing wrong with being a nerd pal.
was reading about optical silicon today. fuck binary it’s all about fibre optic tri-state and quad state semi-conductors.
sub"
This is the most idiotic proposition in the world, so here it goes:
Why don’t people who like the options of console SFA3 but perfer the arcade perfectness of the arcade program a PC port to it? It is easy to tear down something, we all know that. Why doesn’t someone actually do something about it?
No more bitching about shit, especially slaughter.
Hi, no offense, but lolz.
First, we’re not pc game developers capable of programming a PC port of alpha 3. And to be honest, if the console ports of alpha 3 by professionals are poop, then chances are pc version would be even worst. you know the lazy out-housing of trans-platform coding. thats why Macs have lazy ports of pc games etc.
Console alpha 3 is a joke, simple. I’m not bitching about it, im not playing it simple.
I play alpha 3 everyday in the arcade. fluff, my arcade now has ‘happy hour’ 12-2 and 5-7, 2 credits for price of one. which means 1 = 6 credits. 3/5 rounds too. So 1 gets me 2 hours Vs. the cpu.
and. even though it’s taboo to talk about it here. PC emulation of cps2 is nigh on perfect, and usb adapters allow arcade quality sticks to be used. thats the way forward. and even with the legality of playing old roms, i know that i have bought almost every capcom game since snes days, and have and still do put money into their arcade cabs. so i feel morally justified.
anyhoo,
subz
Can anyone tell me all the dizzy points each character has? I know some dizzy combos and all that, but I always wondered every characters max (more than likely 3 different totals, depending on light weight, mid and heavy). Also, can anyone tell me all of Ryu’s dizzy damage for each move? I think it is this… but I am probably wrong…
lp 2
mp 4
hp 8
f.mk 6?
jump fierce and rh - 8 as with all fierce and rh moves like tatsumaki, but what is the hadou?
f.mp 2 and 2?
sweep rh 8?
Any help would be great… I would like to know what the “bible” says about dizzy…
They’re in Kao Megura’s FAQ.
hey guys sorry, i know this has been asked, but I couldn’t find it.
In Alpha 3 arcade, how do you really get Juni and Juli? On Gamefaqs(the only place that lists it) for Juni, they said highlight karin for 3 secs, then go to charlie, hold left on random next to him and hit any button.
It doesnt work…
What is the real way?
thx
cha cha