Alpha 3: Q & A

Thanks for the v-akuma help Sublimal UK.

Anyway, I was just wondering if there’s any way to counter those vism crossup unblockables like the Rolento one Xenozip mentioned. Issit possible to block the first high hit and vism out or are these full block stun combos? What about a wakeup with an anti air? Will a shoryuken miss? And what about a wakeup vism activation? How many frames of activation are there? Is it like CvS2 where its not instantaneous? Sorry about all the questions but those midscreen unblockable visms look too simple to be that good.

Oh yah. And I’m having trouble ending Akuma’s vc midscreen. My vism bar runs out during the time Akuma is lying flat on his back from the demon flip kick. I then cancel that into a hopkick which hits. Problem here is that I seem to be unable to cancel this hopkick into a demon flip. I’ve tried cancelling it into fireball, red fireball, shoryuken and hurricane kick and they all work. The only move I can’t cancel it into is the demon flip. If I input the motion at the same time I would for those 4 other moves, Akuma simply does nothing. If I delay it just a little, the move comes out but my opponent can already tech flip by then. Is there a difference in timing from cancelling this hopkick into a demon flip than Akuma’s other moves? I’m doing the combo in V2, Akuma is player 2 side and I’m playing on a Dreamcast. Can anyone help me out here?

np,

unblockable means unblockable, ie if you try you can’t. So go for REVERSALS instead.

hop kick does cancel into demon flip grab, just takes timing and practice.

sub

I’m sure this has been asked before, but i can’t scroll through 90+ pages.

I realize all the console versions of SFA3 kinda suck, but which one is the “best”? PSone, DC, or JP Saturn?

saturn i guess…

which is better between the PSX and DC version? I don’t really care about loading times and non-gameplay elements.

I have read that the DC version is the most screwed up one, in comparison to the arcade version.

But it has the 3-on-3 mode (which I like a lot :P) and good load times.

Right. I just wanted to add to this post.

You can block the first hit and the second hit of these unblockables – however, the guardbreak occurs on the second and third hit. The character hits low while the characters shadow hits high. It’s impossible to block two directions at once and so these combos are truely unblockable. And technically you have to block high, then high AND low, then low. All within a very very short window, which just isn’t possible for humans. Especially because it’s impossible to know weather the character or the shadow will hit first.

The reason the cross-up unblockables are more effective than the corner ones exactly why you would think: The opponent stands up facing the “wrong” way. And therefor reversals will be pointing the other way. Thus, if Ryu did a reversal dragon punch, the dragon punch will not hit the player, but instead it will just go through the attacks and both players will whiff each other. However, Ryu’s shoryuken will be hit out of the air by the players shadow cross-up attack, in most cases, and then Ryu is vulnerable to a big combo anyway.

Chun-Li’s is so incredibly effective because it is so stupid easy to execute (it’s really hard to mess it up), and even if the opponent does an attack that blows through the first few hits of the unblockable, it won’t matter, since Chun’s uppercut kick will still hit them and she can begin her infinite crouch cancel combo. And to add insult to injury, the Chun-Li unblockable uses her upper-cut kick as the third move, which has it’s own invulnerability frames, so even if the opponent tries to AlphaCounter, Chun still has the ability to counter it without even having to adjust the string at all.

Pretty much every V-ism character can do a reversal VC activation and escape/reverse the unblockable. You just have to activate on wake-up (which is something that’s really good to practice, actually).

There are only a few V-Ism/A-Ism characters who can truely escape a Chun-Li midscreen unblockable without meter. And only a few A-Ism characters that can escape with meter.

Without: Akuma, V-Dan, Dhalsim, Juni, Ken, M.Bison(dictator), Zangief

A-Ism with (1bar+): Cammy, Chun, Rolento

What this means is that characters like A-ism Ryu simply have absolutely no way to block or escape a well executed Chun-Li midscreen unblockable. But anyone can escape it with a reversal VC activation, and the characters listed under “without” can escape without meter in any ism (except Dan who has to be in V-ism).

Something I’ve always wondered about… V-Dan, if only for the combination of CC activation and pushblock, ought to be a pretty decent character. Pushblock allows him to get people off of him and to escape a variety of guard breaking or chip damage CCs that other characters (other than Juni… or is it Juli… you know, the one that has pushblock…) simply can’t, and he doesn’t need meter to use pushblock.

So just how good is V-Dan?

Simply put: Terrible.

Though incredibly ammusing and entertaining. :slight_smile:

some new a3 from vip on gfb…

I looked back but couldn’t find it. Maybe it was never posted but just touched on.

But what exactly is Chun’s midscreen unblockable that’s so easy to do? And how does it transition into her infinite (what is her infinite too?)?

I don’t have time to read almost 100 pages so…

I recently powered up Alpha 3 for PSone and noticed that Juni & Juli used the Healing and Powerup move together (making them stand together ala their cannonball Super Combo) I’ve never seen this in the DC version (which I play mostly).

But how do you do it? (3k (Juni) and 3p (Juli)at the same time)

I read the first page and I noticed that Fei wasn’t on the tier list. What tier would you say he’s on and why cause I play him and most of the shotos and I enjoy playing him but he doesn’t have much in his arsenal to use. Any vids of Fei beastin? I use A-ism Fei cause from what I have heard his V-ism combos don’t do much damage. Thanks in advance.

blackstar: Fei isn’t on the arcade version, so isn’t on the list. Keep in mind that there are significant differences in the arcade and console version of the characters that do exist. For example, console Sim is weaker in the PS version, so how would you fit in Fei (or the rest) in there? I’d say he’s somewhere in the middle. His crouching FP is retarded, but I think he can be zoned out by the usual characters (Sim, Sak).

Diek: One of the powerups is CPU only. Don’t know which one, thoguh. The other one is KKK.

Thanx, I guess (when controlled by humans) they can only use them separate.

Hi.There’s something bout setting up Cody’s cc which i would like to ask.

1)Right after taking opponent to corner and do 5FP->214JP,i try 5RK->2FP then try jumping short to hit opponent,each time the opponent is able to recover and counter.

2)So i think,maybe i can delay the execution of the 2FP a bit to make it work since in the first scenario i cancel into 2FP immediately after 5RK hits,but still it doesn’t work.

3)Then i think again,ah,try 2RK since it looks like the move last longer,maybe it will eliminate the recovery period for opponent,but still it doesn’t work.

4)After that all fails i tried the setup in the ver3.0 VC list using 5FP,but it all came to nothing.

I tried remaing crouched and wait for the shadow of 214JP to hit after the 2FP but it just doesn’t seem right.
Just wondering what did i do wrong since the 5RK->2FP setup seems to be sworn to work.
Or is there another setup?

Can someone shed some light?

Btw,does anyone have a link to nibor’s cody notes?The old links seems dead.

anyone BnB hotness combos with Charlie/Sakura? not includeing Customs i have those allready

Sakura

CH b+hp, qcf+p,p,p
cross-up mk, c.lk, c.lk, s.lk xx dp+hp

That’s all I got :stuck_out_tongue:

That’s pretty much all you need.

^ and if your d.LKs are blocked while trying the 2nd one, do the first one. :smiley:

With Charles, d.jabs into flashkick/super is about as easy and brainless as it can possibly get.