Alpha 3: Q & A

check out jchensor’s system guide at gamefaqs?. That should help you out.

That’s because it doesn’t work for every character. Also, some characters have a standing version, while others have a crouching version.

Not all X-ism character can chain both standing and crouching LP and LK into standing or crouching HP or HK…

I don’t think there is a complete list of these chains anywhere. There is a short list on GameFaqs in the late Kao Megura’s FAQ. Though, I’m not sure if it’s a complete list or not.

The reason is because it is not practical. Your opponent can crouch under Guy’s standing JP, which makes the bushin chain a very situational maneuver. It’s much more practical to skip the JP entirely, and just do SP->FP->kick super. If you’re too far, you’ll get a backfist, and no harm done (to you). And if you’re close enough, you’ll super them.

The most practical applications to the proximity cancel, I believe, would be during a juggle or after a dizzy. There’s also some option selecting you can do, but that falls under the juggle category.

I would recommend focusing on hit confirming SP->FP->Super and hit confirming Counter Hit c.JP->SP->FP->Super

Of course, I’d also recommend focusing on general pressure and anti-airs.

As for sim, well… It’s a bad match-up, IMO. You can hit his limbs, you can pressure with c.RH, and you can be very ambiguous with your elbow drops. But aisde from that, I believe sim sets the pace in this match. If you’re able to get in and have strong pressure and rushdown strings, then you have a good chance at overpowering sim. But, if the sim player knows how to keep you out, you’re going to have a very rough time.

The things to watch out for are sim’s anti-air back+JP, ground slides, and mid-screen/full-screen pokes. Another big issues is staying close enough to sim, while staying outside of his throw reach.

hey,

i rate Kiyo has having the best Guy in alpha 3. kiyo > all.

when i was watching him, playing against, noticed one nasty guy tactic he loved to rinse.

he had the s.strong on counter-hit on lock. he could hit confirm into kick super. always bushin chain on lock after kick super. walk cancel carry ons if he was near corner for double bushin, proxy, more supers. abused player 1/2 bug with roll after bushin chain near corner for mix-ups.

subz

ps, guy vs. dhalsim. dhalsim wins. top tier vs. mid-tier. constant uphill battle for guy. you know that. A-dhalsim has a 2 hit 80% combo thats :confused:

b+strong (counter hit) XX level 3 kick super.

Well, my general A-Guy game i’d like to believe is pretty solid. My punishing ability is what holds me down.

Where I can have my opponent NOT wanting to jump in at all. Anti airs such as cr. strong, or cr. jab into qcf+jab grab or st. short into qcf+punches etc. I don’t use his punch super as anti air, i’d much rather save the levels for the level 3 kick combos, or for ACs(which it’s pretty much used for the most). As for hit confirming the strong-fierce-super, i’ll have to work on that one.

The match up vs Sim, is probably one of Guy’s worst fights IMO too. I’m reduced to throw mixups. Sim teleports out of my level 3 kick juggles.

Do you have any links to some vids?

I mean, combos don’t make a man. Outside of the combos and hit confirming how does Kiyo do in terms of stopping the top tier bs and such?

I’d really like to see.

And the Sim match up, yeah I know it’s an uphill, but I just wanted to know if Guy is capable of getting away with anything else besides throws and flips.

I try to hit a limb, or get a knockdown and then qcf+short charge in. And go from there.

Well, I have read JChensor’s FAQ. Due to the fact that there is too much information there organized and arranged in the same category, whenever I read it, I just get a headache. Would you please clarify the fact how to link the LP or LK into the HP or HK: the old school chain?

BTW, your ST3 videos are really impressive. It is sad that there are only a couple out there for downloading. As stated in your GUY’S VID, if you do the promixity cancel, the standing HP will be the normal standing HPor it will remain for the rest of the match, so after you do the promixity cancel, you could chain the HP into the HK. Well, I just get a question here. **How do you promixity cancel without doing the super-kick?**I was much surprised the moment I saw this in your vid.

Overall, those vids are really impressive. I hope there would be **some GEN or CODY’s VIDEOS ** soon.

Slide, this is my present for you <3 <3 <3

Actually, I don’t think JChensor specifically listed the attacks and who could use them, which is why I suggested you look for the information in Kao Megura’s FAQ.

Here’s an excerpt from the late Kao Megura’s FAQ:

Like I said before, I’m not sure if this is all of them, but it’s the most complete list that I’m currently aware of.

As for proximity cancels, read a few posts back and you’ll see me describe a way to do them to Slide. You basically need to kara-cancel the last hit (the roundhouse kick) of Guy’s Bushin Chain into a special or super. You can also find more detailed information about how it works on Shoryuken’s features.

Thanks for your compliments on my video. I’d like to do more, but the only way that I’ll make any more is if some one is willing to do a collaboration with me. But, so far no one has offered.

unfortunately, i don’t have vids or id post links. my pc access is library based these days, so i don’t look for vids, mp3s, etc. i have basic web browsing, (and limited.)

true, combos don’t make a man. kiyo doesn’t need any combos. his footsie > all. even when i was trying to be completely random, he was expecting it. every time i didn’t want him to attack, or wasn’t ready he did. he made me throw away my vc twice, and i never do that.

jap mind games are sick.

imagine a flawless guy player. thats kiyo. all i’m saying is that in addition to all this next level street fighter. he has guy’s 90% 'ers on lock.

i almost won one round because he was about to kill me in corner, and i counter vc’ed with forward ruffian kick through guy’s standing forward kick poke. heh, this combo in tourney:

forward ruffian, f+roundhouse, whiff forward ruffian, c.roundhouse, roundhouse ruffian, whiff forward ruffian. s.roundhouse, whiff, s.fierce, whiff, corner now. s.fierce, whiff tornado, s.roundhouse, c.fierce, then i walked cancelled back to mid-screen.

waited for shadow to pop him, (got to cover angles when trying to infinite guy or chunners due to wall jump escape). anyways shadow pop, i tried jumping in with j.fierce to take shadow hit into infinite, but spaced it wrong and missed. kiyo got back up, won round. :confused:

point being, kiyo is a god, the s.strong counter hit into combo was just one nasty thing i noticed. it allows him to play his poking, footsie, waiting game, and if he predicts a move that s.strong will beat on counter. he drops it and takes poking straight into his combos.

subz

ps, noticed the guy vs. top tier question. can’t help you there sorry. apart from become japanese, turn uber good, and show that ‘tiers’ don’t exsist by winning with mid and low tiers.

well thanks for your helping anyway. However, in your video I saw that you didn’t do any special moves or supers to cancel it, which is a maze to me. As what you said in the thread you just post, we need to kara-cancel the last hit by using the kick-super combo, which is true. But in the video, you didn’t. That’s so fantastic. Do you remember that GUY’S VIDEO? I think it is sort of a tutorial video and I really love it.

In my video, I used QCF+LK (Bushin Run) to cancel it. It’s very fast, so it’s difficult to see, but if you pay attention you can clearly seem him doing the ending animation (the skid) and you can hear the skid sound effect, right after the 3rd hit of the chain. The other times I cancel it, I use either QCB+K or QCFx2+K.

Xenozip: What is the good strategy for rush-down? It seems really effective to use cr.mp to counter the jumping opponent(your opponent who has the tendency to jump around in the whole game). This can mostly be seen in the exhibition videos. However, my guy just get beat up as hell whenever I try to counter the opponent with the cr.mp. I’ve seen a lot of the tourney guys who use guy so effectively. When it comes to me, my guy really sucks. Could you please discuss about this. What’s the most effective move for guy when it comes to compete with those expert players?

  1. What normals can Adon use to counter poke/out poke a HK happy Sakura? When my opponent started doing her roundhouse alot I started trying to hit her leg in recovery with his standing HK(I don’t have this game yet) and then he told me that Sakura can crouch under his HK. Can cr.HK reach to Sakura’s grounded leg without getting hit by her attacking leg(HK)?

  2. How many copies of SFA3 did Koop’s girlfriend break? I can’t find a damn copy anywhere.

V combos for dummies

I’ve just started getting back into Aplha 3 And noticed that I never could quite get the hang of V combos.

I can never seem to get the timing down. theres always gaps in my combos and I can’t just keep em going till the meter runs out.

Can you guys give me some very basic V Combos with Fei Long, Akuma, ryu or Charlie?

I need the basic Barebones combos that even unco idiots like me can do.

Cheers

If you have trouble doing vc’s, I suggest that you practice on the slower speed available. I did that when I first started learning ryu’s hadou rave, and it worked very well.

you need to always be cancelling a normal move into a special move. try this is the corner with v-akuma.

small dragon, fierce punch, whiff fireball. (whiff means miss on purpose). try to bounce them on your fierce punch, while using the fireballs to give akuma something to do while they fall.

v-akuma mid-screen. 2 buttons fierce and roundhouse. try alternating these 2 moves

fierce red fireballs. fierce demon flip (backflip), then go into corner combo above.

V-Fei long, lol. boy got nothing. i practiced on DC with him once. trying new vcs with the ‘the new challengers’ he’s got shit that damages. his tiger knee stylee combos but doesn’t hurt.

hmm basic v-ryu. you can copy akumas corner juggle. and…v-ryu doesn’t have much mid-screen thats easy, it’s confusion combos. (not true combos, but leave mix-up) try.

VC1: [c.jab. c.short. c.roundhouse, whiff F+fierce, jump over for j.forward cross-up.] x repeat. the double shadow makes it impossible to block.

V-charlie. basic.

vc3 [forward flashkick, s.roundhouse. dash+ knee, forward flashkick. ] x repeat to corner. roundhouse flashkicks in corner.

Once you have those basic ones down. i’ll swap a few moves around that will make those combos technically harder and increase damage.

subz

^ OMG the god as spoken.

Wow! Cheers for that Subliminal UK,

I’ll give that a whirl.

Also some some combos for Cody and Rolento would be cool. And I know this a LONG shot. But I’m Playing this on my GBA SP as well as my PS. Has anyone got some V combos of Yun?

Thanks again for the help guys :tup:

new a3 3 on 3 up at a-cho…

vc3. [forward ruffian kick, whiff c.forward] repeat to corner. then [s.fierce, whiff jab tornado.]

when you have 10% VC left try s.jab, then quickly jump up with a j.fierce. quick superjump when you land (ala mvc2) then try a few more j.fierces. fluff it throw air-throw on end.

when you get that try:

vc3. forward ruffian, f+roundhouse, whiff forward ruffian, [c.roundhouse, f+roundhouse, whiff forward ruffian] to corner.
[c.roundhouse, s.fierce, whiff jab tornado]till 20% of meter left. then, s.roundhouse, c.fierce, wait for shadow pop, then infinite. (for player 2 infinite, cross-up with j.forward to get behind in corner and take it to mid-screen.) two crouch cancels up, then one diagonal.

subz

Question…

This bugs me to the core… I know what a walk cancel is but for some reason I can’t perform it right… Im trying to do Karin’s VC CC(P2 side). But I need to get that walk cancel off. Can anyone here tell me the right way or pattern to do this?