Alpha 3: Q & A

I think starting out with punch style with Gen is easier, but you need to learn how to use kick style since it really does double your number of useable moves…kick style j.fp beats everything, stomp super is probably the best super in the game, or top 3, j.rk is good, and is a little tricky, divekick super is usable, c.rk is too good, etc.

Hellion- who else do you play? Gen is a little complicated to try and explain, and I’m very lazy.

can someone plz tell me v-dan combos (not VC) im playing him for fun and the best ones i got are jump in FP crMK qcfFP,
jump in FP crMP qcfFP
crFP qcfFP

anymore? thx in advance

werd ts hit it on the nose again!

Gen, Guy

TS- Well, the other character I started A3 with was Guy, but it looks like he’s already been explained half to death earlier this thread. Maybe my one question for him is which is his best groove, I’m not a great V-ism player, but I believe that Guy is capable of some worthy VC’s. Someone once stated that A-ism is his best groove in Gamefaqs… And another said X is his weakest.

Another concern with him is connecting that lvl3 super of his. I have some trouble connecting it, and wonder if it is really that practical to do on anyone who isn’t dizzied.

That airborne command throw of his though is hot, but I believe it can be stopped easily with a simple jab. The computer doesn’t catch on when this is done multiple times, for example. His B&B combo I guess may be his Final Fight combo he has, not sure.

Thanks though for the info on Gen.

Thx Yes4me, for the info on ECC8, next time I’m on the east coast I’ll be sure to drop by.

cross up, low forward, fierce shoryuken
stand forward to poke
alot of “knees” (qcb+short)

you can do a backwards hop if you do tiger knee backwards+short. if you do it right he lands so fast you don’t even hear him say “da”

Another thing, you can freeze the game by killing an opponent with VC>sweep,roll back taunt.

It works maybe 25% of the time but if you get it you see dan float all the way to the back and just shake his fist forever until someone resets the machine.

hellion: the “anti air” super with gen is a beast of a super. it doesnt work traditionally as an anti air super tho. it can get knocked out easily. but no gen user will ever use the super for that purpose. this super is all about setup. gen has like 93874587364585635 different ways to get guarunteed setups to land that super. thats what makes that super damn near, the scariest super in the game without a doubt. im not a gen user so i dont really wanna go into his setups just cuz of my lack of knowledge on him. i dont wanna give out any false setups. there are plenty of good gen players on this thread tho that im sure will help out.

gen is definitely not that good in X. and in V, hes not all that. hes got some slightly decent vc’s, but the setups are kinda shitty to land em. hes so much better in A. his ability to combo into the anti air super is so ridiculous, which does a lot of damage btw, that theres like no reason to even bother with the other isms.

Thanks Sabre, I guess I’ll stick with A then. I’m a little curious now, as I didn’t know that his anti-air super (that’s the stomping super right?) was that good. Better get started on this. Now all that’s left is to find a descent stick for the DC.

Try buffering that super with his c.short in the KKK stance. It’s so nasty, it’s almost broken.

hellion: just the fact that gen has a lvl2 meter will make the opponent second guess his own strategies to attack gen. it has that much of a mental impact on the opponent if the gen user is experienced. pretty much any hit gen can land is a potential setup into the super. c.short in kkk style is a basic, but guarunteed setup. his dive kick, if it connects, is another setup into the super. his throw in the corner is another setup. then you got the most old skool setup, chain combo into a lvl1 or lvl2 rush super, switch to KKK, lvl1 or lvl2(depending on which level you used first) AA super. rising waterfalls even give gen setups to the super. theres just so many possibilities to land that motherfucker… scary shit

I can totally sympathise with the lack of competition for A3, because I live in the land of no competition (the UK). I’ve been playing A3 most days for 5 months now with a posse I know through my school. I think we’ve got pretty good considering we all began as complete newbies.

Today was one of the best days for A3 I’ve ever had. 4 hours uninterrupted play against the 3 best people and I learnt more during those 4 hours than in the previous 2 months. This is what happens when there is no resident expert who can teach me how to play.

I play A-Gief most often and I’ve my SPDs are now consistant with about 90% success for a standing SPD. What are some good set ups for SPDs? Even some really basic ones that you think are obvious, because even 2 months ago noone I knew believed me when I told them cr. forward XX FP fireball was an actual real combo.

I currently land SPDs from ticks, after a blocked super that leaves the opponent close, buffered during a whiffed banishing flat/X-ism headbutt, as a wakeup move and against someone who I know is going to hit really shallow on a jumpin for whatever reason…

UK has comp man !!! some of the best players in europe live there. I think the only one that can beat them is v-ryu. Go to www. cornertrap.com.

Hellion,

v-ism guy is’nt that good. It’s really weird but guy just isn’t a good v-ism char. You would think that al his chains would make him v-ism god, but no .

X-ism is second imo , he is really strong but his super in x is bushin musou renka which is hard to connect because it has zero range . X also has no airblock and alpha counter so you can only use X against certain chars. If guy had his lvl3 kick super in X , X-guy would become interesting

A-ism is best by far 2 good supers, alpha counters etc

about the level 3 kick super try

s.mp s.fp xx kick super practice makes perfect :slight_smile:
you can also super when guard is crushed or your opponent is low on guard.

v-ryu vs v-charlie

who wins ? i’m having trouble against a charlie player , charlie’s defense is really great, he traps me in the corner and it’s really hard for me to roll out . Sonic boom and and back+RK is killing me. How do I avoid being put in the corner and how do i fight charlie

i think charlie has the advantage but if you play it calmy and focused ryu might win.

ive always been a firm believer that charlie beats shotos. ive never really been able to explain the matchup, but it just feels like charlie wins. its still winnable, especially if you are akuma. but i think charlie still has the overall advantage

temujim:thx alot for your help
can you give me some advice on anti wakeup

The best: whiffed jumping FP into an full-ranged JP SPD and full-ranged JP SPD from walking toward. Both methods should scare the pants out of shotos.

bushin187: Thanks man, the cornertrap.com guys seem to be all down in London which is the other end of the country from me, but its a start. :slight_smile:

Mondu_the_fat: Its the PSX version of A3 I’m on if thats any help.
Do you whiff the jumping FP above them or in front of them? Sorry to be theoryfighterish, but doesn’t this get stuffed by a shoto jab? If it does, is there an alternative jumpin which beats jab? I think I’ve had some success with beating jabbers with a well positioned jumping SP, but I need to experiment with it a bit.

Also, the walk up method. Don’t you need the full ranged SPD for that? If you don’t use the extended range doesn’t the shoto sweep have better range than a jab SPD?

kara spd has more range than shoto c.forward and c.roundhouse. that shit flatout kills shotos. kara spd is too good

Is Kara cancelling also called whiff cancelling? I just read something about that.

Do you do that by walking up to someone and cancelling a standing JP into JP SPD?

I don’t like calling Gief’s full-range SPD “kara”, since it bears very little semblance to SF3’s kara throws.

Ja-Ei: The idea of whiffing the FP is to get the tip of Zangief’s fist to snuff most anti-air. It’s extremely hard to beat, not only because of priority, but because of timing. JChen once mentioned that very, very few moves will beat this (such as Cody’s slide).

Yes, the variable ranges of Gief’s SPD also applies to the PSX version. And since you’ve mentioned PSX, try this in training mode: get the dummy to crouch then do Zangief’s jumping FP in such a way that only the very tip of Zangief’s fist will hit your opponent. If you whiff the attack instaed of hitting, you’ll land approximately at Zangief’s max SPD range (which, as SaBre mentioned, is outside crouching FK/RK of the shotos, and well outside jab range). Against a human opponent, the jumping FP can be done either early or late. Doing it early will increase the likelihood of not being hit out of it (but, as I’ve said, it’s very unlikely in any case) but nullifies almost any chance of it hitting. Doing the move early also has advantages against people who are already familiar with the trick. Some players will try to jump at Zangief, and doing the FP early will either trade hits or make them airblock. Doing the move too late also has problems – you’ll see what I mean when you try to hit a crouching opponent.

Against a human opponent, you’ll see further effects of whiff jumping FP. Some players go into a mental blackout when they see it. “Wow, look at that jackass Zangief whiffing an attack from so far away.” There are a lot of players who wont react to it – by simply crouching, or trying to sweep, or do an ineffective anti air.

As for doing the full-range SPD, you don’t have to cancel from a standing JP. Just pull off the SPD before Gief goes into jumping animation. Whiff cancelling just ensures that you stick to the ground while spinning the stick. The methods you mentioned – ticks, wake-up, while recovering from the glove also work (although in the case of ticks range is pretty minimal anyway). However, it will be in your best interest to be able to SPD perfectly while walking.

Another method of landing the SPD is to walk back into SPD. Again, this works wonders against shotos, who love poking with crouching FK -> fireball. SPD 'em as they come into range.

hey temujin, i want to mix up my A3 characters a little bit and pick up V-sakura. i used to play A-ryu and i think sakura would be a good change. any advice on the basics of V-sakura? do you have any good vids of V-sakura anywhere? i got the evo dvd and saw choi play, but i’d like to see more examples of top v-sakura play.

thanks.