It only works on arcade if the title screen is a certain colour, which indicates the time release for the codes. I don’t remember which colour Juli and Juni are released at, but if you are using an emulator, there should be a setting for it if you have a cheat menu. Otherwise you’ll have to get the arcade owner to set the timer I suppose?
Has anyone talked about players criticizing SFA3 because of the ‘moves that should hit sometimes whiff’ scenario? Since I find that to happen sometimes, due to ‘proximity blocking’ the character in crouching stance goes into blocking stance, therefore also changing their hitbox properties from crouching to blocking frames. Has anyone else got a different explanation for this?
ah upon closer inspection, let me clairify.
Now that I see you have to go into test mode…
We have an Ultracade “SF anniversary edition cabinet” which is their bootleg acade versions of SF2-SSF2t and Alpha 1-3.
Should I give up since there is no…alpha only “test mode”? Or is there an Ultracade way to unlock shit? Cuz I think the timer resets every time the game is switched…
cha cha
Voting for A3 for Evolution ends on the 15th, which is Friday…so if you haven’t paid up yet, now would be the time. I’m not going, because I’m a poor scrub.
some dark (gen) and shinya (guy) a3 matches on todays news…
Akazukin:
In the ultracade website they have the manual to the cab. I’d look it up for you, but my dial-up connection freaks out at their website. Here’s the link:
edit: Ugh, nix that. The ultracade links to the x-box version of sfac… which doesn’t have the SFz series.
You can try asking the ultracade forums, but their support section requires an account, and I’m too lazy:
Hey guys, I’m a fucking noob at this game. I just have a very simple question. What is V-Sakura’s best/most reliable and useful Super juggle.
I need to practice it, and if you don’t mind giving me a bit of help of the notations, as I’m not so familiar with SF, because I come of a 3D Tekken/SC2 background.
Thnx in advance.
from this thread:
http://www.shoryuken.com/forums/showthread.php?t=93926&page=1&pp=15
“VC1” is weak punch+weak kick, “VC2” is medium punch+medium kick
"DP" is dragon punch
"QCB" = quarter circle back
"forward" is medium kick
"fierce" is hard punch
"whiff" is an attack that deliberately misses
"short" is weak kick
"CC" is crouch cancel
Hey the Acho A3 vids dont seem to be there no more o.0
Thanks for the help, I’ll still have to learn this. But it’s a start heh.
Does Sodom have any other viable AA’s aside from d.FP or b.FP (v-ism)? shoto cross-up are killing me
Also exact what does his DP+k move do? everything i do it a get a whiff throw animation, although I hear it’s an AA type move I’ve never seen it work/in action
It grabs them out of the air…it’s pretty much useless though…
the DP+k, I think you have to time the animation, so that his hands cross when your opponent is attacking from air. i’ve played about with it in practice mode, but tbh i still wonder what this move does.
I wish i was at a PC that had alpha 3, and i’d happily break down every anti-air vs, every shoto jump-in. For me this is why alpha 3 is so sweet. knowing the moves (animations), how they interact with each other and from what distance, prioity, timing. i know some from memory, but id love a few games to refresh my memory.
it’s all about distance and prediction. the fact that people are crossing you up means they have violated your zone. and you’re going to be at a natural disadvantage because of this. if someone is executing a meaty cross-up, while you’re standing you have little chance of getting a move out in time. VC reversal time. sounds like free combo to me.
You ever watch Chikyuu play Sodom? You’ll notice it breaks down if someone can get in close. V-akuma walking forward, s.jab, walk forward, s.jab, etc… then either throw, vc, combo games. kinda like getting close on dhalsim. if that makes sense.
Chikyuu is so good because of the zoning, controlling space, apparent randomness, sick block string patterns. (even s.strong, s.strong, 360 sweets me.) and combos. hey i played the guy, he was using rolento though, couldn’t win a round
you should be used to not letting people get one hit, with all the v-akuma death combos or infinites about. its all about going for the perfect.
back to topic, think of all his moves as good anti-airs its just knowing the situation to use them. you need to use low-prioity moves just as much as the good ones, otherwise it will be easy for people to pattern spot ya. correctly predicting moves swings the odds in your favour.
subz
The Sodom whiff air-grab move has been traditionally used for grabbing overheads. I have seen it grab jump-ins, but that rarely, if ever, works. It does seem to grab overheads nicely though.
It’s the catalyst behind the infinite CC glitch in A2.
In case I’m the only scrub who wasn’t paying attention, combovideos has the first 7 (of 16, apparently) parts of the Ultimate Zero Direction footage. You have to register, but do…nice vids. If you can’t find them, just search for “Ultimate Zero” or something like that.
Also, there are some old Japan A3 vids I never noticed before… If you can’t find them on the site, search for “2001 Tokyo.”
Does anyone have any tips/shortcuts on performing A-Guy’s FF chain proxy cancel with the level 3 kick super? The punch one is the only one i can get out about 45% of the time. But I’ve never been able to do the level 3 kick one at all.
Tap the RH button once, as fast as possible. The button press will register as the kick (last hit), the button release (negative edge) will register as the input for the super. Unfortunately, you must have very accurate timing with the chain hits and with the qcf motions, and you must release the button 1 or 2 frames after having pressed it (which is why you need to tap it). But, it is possible, and you’re more likely to be able to do it that way, than by tapping the RH button twice.
If you can, try it a few times on a slower speed setting, then move up to the faster speed settings.
[Edit]: Don’t forget about his SP->FP->Kick Super … works on crouchers.
Thanks for the tips.
I’ll get it eventually.
This will really help me out if I can punish very hard, consistently.
I’ve watched a few matches of SHINYA, and I don’t even see him doing proxies. I wonder how practical they really are. It does seem great for last ditch efforts, and the roundhouse coming out is the fail safe.
Any tips on battling Dhalsim?
Right now all I have is the qcf+punch flips-grabs. And this set up: corner punch throw - watch the air recovery - air throw - as they’re bounced out of the corner qcf+fierce flip grab right as they set foot.
Unreduced it takes off 45% or somewhere around there. And the poke - run - grab mix ups.
well, I need some help as well. I am just wondering how you guys link the standing or crouching LK or LP into the Standing or CROUCHING HP in X-ism because I am having a really hard time doing it.