Alpha 3: Q & A

thanks

Good stuff

Just a note on the Sak VC listed there, it says to use b+HPxx QCB + SK to juggle until the corner. However, this is distance dependent. Depending on how far away you are, you’ll have to use QCB + FK instead of QCB + SK if they are getting too far away. Frankly, I find it is easier to use repeated [b+HP xx QCB + FK] and then switch to QCB + SK if I’m getting too close.

Sorry if this has been asked many times already, but what’s a better combo for Cody than this:
Corner- Jumping HP–>Standing HP–>QCFx2+P (Lvl. 3)–>Standing HP–>QCB+HP–>F+MK

Id rather switch between b+hp and neutral hp than muck around with the QCB FK. Besides, neutral hp deals more damage.

I have a question about that SF Natural Evolution vid, is that Chun LI V-Ism stomp off the screen combo techable? I speculate it is but I was just curious as to see what you guys see, and any specifics how to set it up or does it have to be against Guy air-to-air Counter hit or what?

You know anything about that Xenozip buddy??=)

And also, what is the practicality of that combo, is it practical at all, and off the screen can things be teched?? I know in XVSF wth Ryus DSJ things off the screen have a different property to them…does this still apply in this game as well?

As long as she’s in the air… no, you can’t tech. And if she crouch cancels when she lands, then no, you can’t tech.

Hey all… I’ve got a tourney coming up soon, and I think I’m gonna be using V-Rolento. I know the basics, but I’m just wondering if you guys got any tips you could share just in case.

j.LP for AA
s.MP for AA
sweep/d.HP/d.MK to poke
walking LPs, link d.MK if counterhit
scouter jump crossup MK after partiot circles
d+MK in the air for crossup
AC vs FB, s.LP, d.MK into patriot circles
etc.

But what about VCs? I normally just do d.MK into patriot circles, then s.MK, scouter jump MP, and j.MP xN. What’s his confusion/unblockable loop? VC [crossup MK, d.MK, sweep]xN? Sometimes I also use as AA VC sweep, scouterjump HK, j.HKxN… but this is only if they throw out the proper jump attack, and if i guess wrong I waste the meter. Does he have a better AA VC?

Oh yeah… does he have any real hard matchups?

hmm,

(vc3, anti-poke^^) forward ruffian kick, T+roundhouse, forward ruffian kick, [c.roundhouse, t+roundhosue, whiff forward ruffian] to corner, s.fierce, whiff jab tornado, (until 20%) s.roundhouse, c.fierce, Wait for shadow ā€˜pop’, then j.short crouch cancel infinte.

(if you’re player 2, you can make sure you jump vertical for infinite, or be cool and use the player 2 bug, to land a mid-air cross-up with j.forward to go -> midscreen) which is 2 up, 1 across.)

Have you ever seen nibor’s cody vid? that video makes me laugh everytime. If you haven’t hit me up on on pm and i’ll msn it or something.

you don’t even want to know about V-chun. there’s no way to escape the infinte unless the chun player fluffs up a crouch cancel.

also there are a million ways into it. all nasty. the kattobi stomp springs to mind. air-to-air counter hit. chun can walk cancel after a c.roundhouse!! the nastiest set-up comes from upkicks, s.short!! which come from vc1 j.short cross-ups.

subby

I’m having a little trouble with my akuma cc here. Can someone help me please? The problem is that when I’m using player 2, I tend to cross myself up whenever I demon flip kick to the corner in my cc mode. My stand fierce then misses and it ends the whole combo. I can’t do hopkick cause I’m not close enough to the corner yet, and when I do demon flip kick, I cross myself up.

Also, what’s the most advisable followup after you screw up your cc and your opponent is on the ground in front of you, roughly a crouch roundhouse distance away? It happened to me quite abit yesterday. Is there a confusion vism I can bust out? Or do I go for the red fireball guardcrush vism outright?

I’m doing all my combos in V1 by the way.

And if someone is kind enough, some tech flip followup mind games after a hurricane kick would be much appreciated. Thanks.

Hmm… to help void confusion, us ā€œVCā€ instead of ā€œCCā€ as ā€œCCā€ has a different meaning in Z3.

Use a different strength button (other than fierce) for the demon flip. Which one (jab/strong) largely depnds on how far you are from the wall.

You can always try for a cross-up if your opponent falls flat in front of you and you mess up. Or go for an unblockable.

Sure when I got time I will ^_~.
BTW what’s the difference between VC & CC? I never used V-ISM when I played Alpha 3, mainly cuz I was a ā€˜stereo-typical’ type of gamre back then.

VC = Variable Combo (V-ism custom combo)
CC = Crouch Cancel

Firstly, both VC and CC are correct terminolgy for this game, if we were playing Zero 3 we’d be saying Custom combo. But yeah slipping CC into conversation is kinda like talking about the boss names without specifying region. M.bison is the boxer! LOL just remembered this kid once trying to convince me it was MR. Bison. Or G.uile?? there was this rouge pixel in World warriors that kinda looked like full stop. WOAH there subby, what are you going on about? MAUREEN getting a bit busy down here, now… you gave me a tenner?

Player 2 V-akuma is the shit. Sounds like to me you’re missing the Double demon flip in the corner. (to go in and back out.) When you get to corner, forget about the s.fierce and do another FIERCE demon flip/backflip. You’re just whiffing a move to let the shadow of the first flip hit. then you have plently of time to land, face the other way and go back into the s.fierce pattern.

You only ever want to do FIERCE demon flips( sub looks over at bowie!) fierce punch, fierce flip, roundhouse (mid-air). Of course if you fluff it, you can swap in hop-kick instead of s.fierce or red fireballs.

This is my combo or choice (barring the QUAD otg baby), force oppenent to block deep dive kick. VC1, s.short, fierce red fireballs, (they gotta block), firece flip + punch (late), c.short. -> combo, hmm. if you fuck up your combo do this, but just start with the fireballs hitting them on wake-up. Don’t do against someone with alpha counter. You can’t miss vcs btw, you need a-ism until vcs are 100%.

Akuma needs 3 vc’s minimum. The VC2 anti-air, The sweep into otg, and the unblockable.

Oh yeah the mind-games after hurricane, i recommmend short hurricane, followed by B.fierce > demon flip grab. Once you have them used to that and you think they will tech and attack, bust VC and s.fierce into combo. Or you can expect a high-flip with no attack, gives you enough time to walk under and s.fierce > demon grab. (you get p2 bug for automatic grab).

subby

What? No V-Rol players?

There’s been some discussion about Rol VC’s in this thread and the ā€œSFA3 VC Listā€ thread.

Generally, because of the damage scaling involved with combo hit count, Rolento has limited options for scoring big damage in a VC. His most damaging options involve not using the patriot circle – such as corner-only VC’s, anti-air VC’s, and unblockable (escapable) re-sets.

Mid-screen:
[VC1], c.FK, qcf+FPx3, [RH, sj.RH]xN
-> to corner, RH, sj.SP, [CC-SP]xN

Because this VC involves using the patriot circle, the damage is very small and isn’t recommended unless necessary. Or if you happen to be very good at Rolento’s crouch cancels.

When doing the crouch cancel loops, you can get more repetitions out of it by doing normal jumps instead of super jumps. But because the super jump command input resembles a super jump command input, it is necessary use a different method for crouch canceling. Easiest way I’ve found is to simply hold down as soon as you leave the ground, then press up+toward to jump as soon as you touch the ground. Becuase you’ve held down for the entire length of the jump, it will not register as a super jump command input.

Corner:
(VC2) [sj.SP, c.SK, c.FK, c.FP]x4, qcf+FPx3, RH, sj.SP, [CC-SP]xN
or
(VC2) [sj.SP, c.SK, c.SK, c.SK]x4, qcf+FPx3, RH, sj.SP, [CC-SP]xN

It’s important to note that the second combo can also be used as an unblockable. There are two points where this combo becomes unblockable. The first is during the first repetition, while you are hitting low with the third c.SK, the VC shadow will be hitting high with sj.SP. The second is during the second repetition, the VC shadow of your c.SK will be hitting low at the same time your sj.SP is hitting high. Despite how it looks, this combo is possible on most crouching opponents. The damage can be more rewarding than his generic mid-screen VC, especially if you use it as an unblockable re-set.

Mid-screen unblockable re-set:
c.RH, jump
(VC1)
-> cross-up j.FK
-> c.FK, [b+FP]x3, c.FK, c.RH, RH-Mekong Delta Escape (qcb+RK) -> cross-up j.FK [repeat]
-> Meter low: qcf+FPx3, RH, sj.SP, [CC-SP]xN

A mid-screen c.RH knockdown is a simple set-up for this. You can then activate VC1 in the air and perform the cross-up. The opponents guard will break because your c.FK will be hitting low at the same time that the VC shadow j.FK hits high. This is slightly more effective than a corner unblockable due to the fact that it is more difficult to counter with reversals and/or alpha counters. This is because the cross-up will put you in a much safer position, behind the opponent, rather than being directly in front. Alternately, if the timing is difficult, you can use two c.SK after the cross-up to ensure a guard break.

Mid-screen anti-air:
(VC1) c.RH, sj.JP, [walk cancel backward into RH, sj.LP]xN

This sweep VC is a bit odd. It only works if your opponent is hit out of the air with the c.RH, which has some strange properties. The walk cancel involves a qcb motion, and is similar in functionality to a crouch cancel. During a crouch cancel, you normally cancel your landing with a crouch, and then cancel the crouch with a jump. With a walk cancel, you cancel your landing with a crouch, and cancel the crouch with a walk (either forward or backward).

Here’s a link to an old (but good) Rolento thread: http://www.shoryuken.com/forums/showthread.php?p=1484932

More about V-Chun Nat EVO vid

Yes I do want to know more about it. Off a CH jumping lk I can activate VC1/2/3 then jump stomps repeatedly, and it has to be CH correct? Please tell me more… Subby…:clap:

Anyone else ever have trouble hitting (V) Cody with an anti-air VC? Because I was playing some V-Cody player with my Rose, and I tried to AAVC with both SP and JP Soul Reflects, which I thought worked on everybody, but whiffed both times… Then I tried it vs the CPU, and it didn’t work then, either…he just fell to the ground, like my attack box completely missed him…never happened before.

Hrm… well, this is pretty much the only combo I do. Slight variation though [VC1] d.MK, circles, s.MK, scouter j.MP, repeated j.MP. I’ll try that version out

I guess I’m lucky, because this is how I do every crouch cancel. :stuck_out_tongue:

I’ll try those corner confusions… but damnit, I find them the hardest. I always get popped with a super/DP/VC during one of the little holes. Are these completely airtight? I’ll keep practicing.

Ahhh… delta escape… never though of that. Thanks. Also, am I reading that right? B+HP x3?

Ok, I use this one sometimes too… but I just do sweep, scouter j.RH, then repeated j.RHs. Is there any point of doing this one over that? Looks like a lot of trouble just for some LPs and doesn’t bring them to corner… I’ll try to compare the damage next time i play.

As for the sweep as anti-air, it seems risky because it only apparently works IF they throw out an attack, and ONLY against certain jump attacks. But that’s his only option for AA VC right? (http://www.shoryuken.com/forums/showthread.php?p=1489385&highlight=sweep-aa#post1489385)(http://www.shoryuken.com/forums/showthread.php?p=1493241&highlight=sweep-aa#post1493241)

I’m gonna try air-to-air LP, let them flip, then VC and AA with a normal to start…

The second version (c.SKx3, sj.MP) is if executed properly. I can’t say for sure about the other one.

Yes, it’s possible if timed accurately. I have videos of it (and other Rolento VC’s).

Nope. Repeated j.RH’s should do more damage. Stick with what you know.

Yes. Unless you manage to find a way to start an AAVC with one of his special moves.

Ok, this is a shot in the dark here… because I know how much everyone absolutely HATES console, but…

Anyone got any tricks or advice for beating FeiLong/DeeJay? Those 2 are beasts. :frowning:

Oh and Xeno, thanks for the input. I’ve been having some success with that confusion thing.