land, press down to go into “goto crouch animation” and cancel that by walking. (just dont get into neutral crouch)
akuma nite stage?
HI, i have the japan and asia version as well as the us version of alpha and zero three. Which one or how do i unlock akuma’s stage where it’s all dark. It’s the same exaact stage where he is in his cave but it’s nite time, it’s rather appealing but i don’t know how to get to this, any help please?? Thanks in adavance, payce!
So after that I can jump straight up and continue the combo with being flipped?
Also. Does anyone here know’s how to master Rolento’s CC?
He seems to pole jump…whenever I go for the CC.
I got something new in alpha 3 thats sick.
Special moves into walk cancels
check this combo starter and easy infinite for example.
V-sagat, Jab Tiger Uppercut (CH), walk cancel, walk, jump into mid-air VC activation, then CC’ed j.strongs.
Im wondering if you even need VC to go into infinite. im going to arcade in a bit, find out i suppose.
The tiger uppercut lands into crouching, we all know that to break alpha 3, you abuse this crouch animation. There are certain special moves that can be walk cancelled, im in the process of finding these. Im sure Akuma’s demon flip (some version) lands into crouch too.
You know how you can use walk cancels to mess around after you kill someone with a c.short (for example). Or you can cancel reel animation, into crouch animation, then hey you’re free.
Anybody know what im talking about? I should have made vid
subz
I’m slowly picking up Dhalsim, but are there any basic V combos for him? I’ve seen some vids, but a short explanation would give me a better idea.
Why would you walk cancel at all? Sagat’s Tiger Uppercut ends in a crouch animation. So in order to pass neutral state you could just begin to walk. Or did you intent to say that and I just missunderstood? Anyway, I tried your combo and is it just me or is this really hard to do? I figured, you need to hit very early with the Tiger. Otherwise the opponent is too low and you can’t follow up.
On another note: I just found out that Cody has an unblockable V-Combo. I don’t know if this is old, but this idea was floating in my mind for a while now. It’s like a Marvel2 unblockable. I think Xenozip had this in his video with Ryu vs Juni. Juni blocked an air jump punch, was then pushed in the corner and was hit by a ground punch because Ryu landed faster from his jump. It’s the way how Marvel2 unblockables work, right? So I was fooling around with Cody and here is what I found:
You do a corner combo into Criminal Uppercut like J.Fierce / C.Short xx Criminal Uppercut. The opponent would then flip, you jump and activate in mid-air and hit him with J.Jab. Now the shaddow of the Jab keeps the opponent in the air and you land first. Now on the ground you proceed with C.Fierce into his corner custom. That’s how far I got. I didn’t try to continue into crouch cancel, but theoretically it should work. The air recovery resets the juggle limiter, right? Heck, I’ll just go and test it =)
I don’t think V-sim is worth the trouble. His only practical VC is the [short slide->fierce fb] x n combo. Weakened damage on normals and a crappier AC just make V-sim<A-sim in my scrubby opinion
His A combos are alright, but I don’t throw them in too much. Basically, I’d probably be safer not using any supers in a match than if I did. :xeye:
Thanks again for the Cody tips Subz. i’m started to get the hang of the V combos now. Sagat and Sakura kick ass in V ISM! and Cody is heaps of fun! Hit me up if you ever need any art. I owe you one.
Cheers again!
Yeah, there are a couple of other special moves that end in crouches (ie. Guy elbow drop, I think Vega’s wall dive, etc), but since I don’t really play any characters who could make any practical use of it, it’s not something I ever looked into. Good luck.
Hypnotize- that’s the training mode stage and doubles as Evil Ryu’s stage.
Rioting- Have you tried crouching Jab? I don’t know if it works, that’s the only thing I could think of, other than maybe standing Jab. Rising Jaguar is a little risky, obviously, so if Adon doesn’t have a counter which beats it clean, you have to hit her out of it early with something like c.Forward or Roundhouse or something.
neolilith- that’s not how unblockables work in MvC2, exactly…it’s closer to a guard break, but even then it’s off, but whatever. Cody situation sounds legit. Ryu can actually do something like that in the corner with his kick throw, IIRC…throw into corner, VC!, fireball xx hopkick xx Jab DP -> juggle. They can air recover after thre throw, but you recover quick enough to make them air block something…I think you can actually do VC1->standing Roundhouse or something like that, and have it connect, I don’t knw. Doesn’t work on the DC version, since they changed the recovery time on Ryu’s throw.
Zero- probably true. V-Dhalsim helps to win a few matches 'sim wins already, since he can do big damage and try to keep them out for the rest of the round…but, I couldn’t tell you any match that V-Dhalsim wins that A doesn’t, or even a match where V does better than A. He trades VC activation options for a weaker defense (worse AC, broadly, less damage). It would maybe be worth it if he had a good anti-air VC, but he doesn’t, afaik, and in addtion to him being easier to stay in on, he has a smaller Guard meter. I’m not a Dhalsim player, though.
I still need help on rolento’s CC guys, I always end up superjumping…
I’ll stick with A-Sim I guess.
well, I am just looking for some SFA 2 videos. I am just wondering where to get them. Could someone helppppp?
Do my ghetto VC. Opponent has to be in corner, and sim has to be just a LITTLE away from the corner. He can’t be completely in. Far Fierce, fierce fireball, repeat. Juggles, and does decent damage.
Hello.
I’m a new user here. I play alot of A3 on Kaillera.
I was hoping some people could give me information on ‘block stun’. For example, if the opponent does a blocked crouching LK, then I do crouching MK while he does crouching HK, should my attack come out faster and beat his, or do I have block stun disadvantage? It’s kinda hard to tell for a somewhat novice, playing online with the lag issues and all.
Some games I had last night, versus Charlie…he was beating my airborne LP with air throws. I hit the LP as soon as I air-teched, but I still got thrown. Is this because of lag, or does the throw really beat a LP? I was also having problems in the corner, with Charlies kick attacks, especially standing HK. Is Shoryuken the only way out of this? Standing MK is too slow, so is crouching HK and MK, but I suspect they wouldn’t reach his far-side grounded leg anyway…I just instinctively go for those low kicks sometimes…Perhaps I should try crouching MP or HP? HP should smack his leg up from below, I would hope…but it might not be quick enough either…
Crouching MP…how many of you use this as anti-air? It’s really messed up, it’ll hit opponents even though the sprites don’t connect. I will still be up in the air, 1 in-game meter above the guy, and I still get whacked.
I’m playing a guy as I write this, he jumped over me with no attacks, I low LK’ed while he low HK’ed and beat me. Was this because the jump landing was cancelled, or something high-level like that, or what?
That’s it for my questions for now.
Any Ken players here, by the way? Does his close standing HK have any unique purpose to it, other than looking cool? Is close standing MK good as anti-air in certain situations instead of HP? I know back+MK is good anti-air, and back+HK is great to to just throw out once in a while to look busy (when you’re a distance away from the opponent), plus I think it’s faster than back+HP and useful to link with Hadouken. Me myself I don’t use V-Ism though, even though it gives access to these attacks at any given time…including back+M/HP which are also superb anti-airs…HP at least. Anyway. Thanks for reading. Hope you got something useful for me
What’s the purpose of this? Can you give an example for Ryu/Ken? I use A/X-Ism.
This depends. Your question also puts into account the recovery time of moves (specifically, the recovery time of crouching lk). Some moves have horrendous recovery times, and, if blocked, will be punished. For example, Ryu throwing a fireball point blank then it was blocked. The opponent would recover far sooner than Ryu would, and punish Ryu accordingly.
This also depends. Some characters have a humungous hit box with regards to throws – Charlie is one of them (Dhalsim, too). You won’t see Birdie doing that with any degree of reliability. I guess lag would also be a factor, but not as much as Charlie’s hit box overcoming your hitbox with jp.
Rephrase this question. I can’t picture it.
This is probably dan’s best anti-air, although Rose can also use it, and so can much of the cast to their own degrees. If it annoys you, think of it this way: at least crouching SP has some use other than combos.
Search for the term “crouch cancel”. Short explanation: crouching right after landing from a jump prevents your opponent from recovering in the air, giving more opportunites for more combos (and infinites). There should be a video of V-Ryu doing crouch cancel infinites somewhere in the media section. A/X-ism can also use this to a certain extent.
Hey sup guys I’m back for some more questions on A3 here they are…
1]. Could someone tell me which ism is best for balrog and which of his moves is best for mind games or wake up?
2]. I’m also tryin to pick up sim as well but in x-ism IDK if thats the best or not but he’s powerful in it IMO. So anyone mind reccomending usin any certain type of tactics for him?
3]. This is really for vega in any game but I need to get it awnsred how do you do inzou drop set ups or his super inzu drop set ups? I try to do em some times and it’ll fuck up for me sometimes, Oh and I’m havin problems as well with his v-ism CC when I try to reconnect his rolling attack it sometimes fucks up as well.
4]. This is the last question I don’t know if I’ve asked this before but does anyone have any good tactics for guard crush set ups?
Alright thats all for now thx in advance, to anyone who understands and can awnser those questions.
Hey, thanks for writing.
Yeah, I know…I’ll rephrase it; the recovery time of the blocked low LK, is that cancelled if you link it to low HK? I can then see how his HK would beat my MK, assuming I have been block stunned long enough for his HK to come out faster?..which brings me back to my original question…how does block stun work and how long does it generally last for the basic moves like all lows L, M, HK, …jumping HK/HP: If he jumps at me with blocked HK, he does low HK while I might do low MK, will his attack complete first? I need to understand this part…
I see. Yeah when I think about it, the LP isn’t as instantaneous as I expect it to be…maybe LK Hurriance Kick is faster? At least when you activate Hurricane Kick you should be invulernable to air throws?
When he spams standing HK and MK, and when he gets pushed back he still seems to have speed advantage as I seem to be block stunned, and can do slow Sonic Boom and low HK or jump straight up/towards me with another attack. Shoryukens on reaction online aren’t as simple as you’d think either…but I guess that’s the only way out sometimes.
Yes. Charlie’s is pretty lethal too. It’s just the messed up hit-detection system where it will strike the opponent even though the sprites don’t connect. This really disctracts me. Even more annoying is when I’m crouching, right next to the opponent, tapping the LP button, and I see the opponent jump straight up to come down with an attack, and I keep tapping the LP button expecting the same deal to happen, but I get struck instead (as I should too
If you crouch cancel, the opponent can’t air-tech? That’s odd…But sounds very useful though, juggling is an important part of my game. Are you sure? If you crouch cancel, the opponents air-tech command won’t respond?