Alpha 3: Q & A

there isnt much else to sakura, popoblo. virtually every single sakura is played exactly the same. the only thing you dont see choi use that others do these days is tack on a cc at the end of the vc. but other than that, everybody else uses sakura exactly the same IMO. not really much else to see that isnt on the dvd already. really basic character, but effective.

eh jab cencelling into spd is still considered a kara. the reasons why you gain more range is totally different of course as compared to why you gain range in 3s. but the fundamentals, and results are the same… but anyway, cancelling a jab into an spd is the most common way to spd in a ground game. if you know your range, shotos and others will have a very hard time in a footsie game since they cant touch from kara spd range. its sick…

the other stuff that mondu mentions is very true also. big mental game on the opponents behalf

who counters V-sakura well? A-dhalsim? this guy i know plays a good V-sakura and i want to get a good character to counter him.

yeah a-sim kills her. a-sim damn near kills everyone hehe

yeah sak loses badly to sim IMO. But if Sak can get in then she can do some damage. You can try jump roundhouse to get in sometimes because it has a good angle. Wait until you see Sim whiffs. Once you’re close, you can jab and make sim block. From my experience/observation, Sim will try crouching mp to push her back. Try to cross him up to counter following the jabs to either combo/throw and repeat until you get countered. Also try to wear his guard down so you can guardbreak into b+fierce, fierce dp. Cross up is sim’s worst threat. So if Sak can do that, she has a chance.

I wonder if A-Sakura might be better against him since he has the ability to escape VC. Same for A-Akuma. Just a thought.

I was just thinking that the best way to use Gen super is to use his level 1 or 2. Try to keep level 1 super as often as possible for keeping your opponent thinking and leaving your options open.

in my opinion v-sakura doesn’t lose badly to sim. If anyone can beat sim its her. Sim can’t escape from her vc, she has the easiest reset on a teleporting sim in the game (s. fierce -> jab dp). Her charge up fireball is useful from across the screen (his long c. fierce doesn’t go under it) and against his various dives. She can do walking s. jabs on him which is very helpful up close. Back + fierce is still effective (even though sim’s close crouching strong i believe beats it). Against predictable block chains she has all the moves to outprioritize him (s strong c. forward back+fierce). Early jump roundhouse beats his long limbs from mid screen range and is still a decent jump in that will trade with some anti airs. A key to winning this match is to know when you can cross up which is mostly after knockdowns and punch throws because most other cross up/jump in attempts will leave you open for air throw, so don’t just think ‘cross up cross up’, its so sick how open anyone is left to be air thrown by him. Anyways, this match is very winnable on sakuras end.

ok, as everyone on kaillera knows, i’m a v-ryu whore (and a horribly average one at that), and the 2 chars that give me headaches (now that i’ve resolved some of the cody issues) are dhalsim and zangief. its already been given that gief owns with lag, so i guess its up to me to improvise

however, dhalshim…this fight is pretty much as old as SF2 itself. but i’ve fought very few 'sim players. any tips on dealing with cr. strong and random drills would be appreciated.

also, setting up corner VCs is probably my weakest point. i usually am left with just activating->throw then hope that opponent doesn’t air recover…what’s the max range i can start the combo?

you can do repeated hadoukens from a good distance and then move in with hopkick > fireball or just start at sweep range and do c.forward> hadouken>hopkick >hadouken

  • the best way for me to vc with ryu in the corner is do a fierce jump-in and immediately activate his corner vc.

  • Or hopkick them in the corner and activate the vc. Usually when you do a hopkick they will try to break your pattern but because you have temporary invincibility they can’t do that now.

Even akuma man :eek:

im pretty sure it depends on who crosses whom up the most in the fight, as long as u stay out of sweep range charlie should win this.
now if this fight is sak there theoretically no chance for charlie to win, all her normals beat him out clean or trade well.
GEN: i think if i rember right a garantieed setup is alpha counter dp, land KKK airgrab super in the corner. and im one who aa with jab then AA s as well on jumpins

That sucks about Guy… was hoping that his chain combo’d come in handy for V-ism. So with him stick with A then.

'Bout Gen, the best way to use him then is to keep at least one meter, two preferably, ready?

And his Oga is a good setup as well… Basically you’re all saying any of his knockdowns are good setups save sweeps, and knockdowns from the So-Style are possible if you’re fast enough to change into the Ki-Style?
I didn’t realize that anyone could be fast enough to follow through with an Alpha Counter then super…

Can you give me a kind of mental picture I should keep in mind for using both styles best? Like which one is preferred for getting in and which is best for holding your ground?

I think it’s kind of neat for example that you can hide which style you’re in so long as you’re always moving or in the air. Even switching in the air is a hard one to catch unless the other guy’s paying close attention to the buttons you press.

It is possible to counter and do a super move but it is hard to pull off. Best character to do that kind of stunning move is probably against Dhalsim, but I haven’t done a counter and a super in a row so far… hence I doubt it is that much useful… just good to know it is feasible.

I think I talk in fairly good details about which mode is best when using Gen in section 3 (In case you lost the link: http://www.geocities.com/yes4me.rm/).

Best places to switch style without telling your opponent are: in the air, after a super, after any special move, or after a grab. However, everyone know what style you are using as soon as you touch the ground or complete whatever animation you were doing, except if you move backward.

Now that you remind me about Gen, I forgot to find out how much super bar is gained for each move when he hit anyone.
That will be done tonight or tomorrow.

Hey Yes4me, I noticed in your faq also you noted Gen’s Ki-style’s c.fp having some invincibility… I noticed invincibility of some sort as well with it, but it doesn’t always work. Do you think it may have something to do with hitboxes?

can’t A-dhalsim retract his limbs or something like that? or is that a different ism? if so, how do you do it?

I guess so… but I can’t explain too. It is kind of new stuff to me too, even through I played Gen for years.

More than half of what I wrote on the faq is stuff I never even imagine doing one month ago. It is weird how much you can learn when you actually write everything down.

Eh… in X-ISM , it is done automatically for you.
In all other mode, you control his limbs by either holding forward or backward while pressing your buttons. Just an advice: Why don’t you try him instead of asking this simple question? That way you can also figure out how much you like his style of fighting.

hmm the mantis is more offensive but cna be use defensvly i guess, the crane is more defensive,
sometimes its good to KKK while its still saying ‘ready’ charge down then when fight starts hop to one of the walls and either drop or do the kick follow up plus starting in crane makes sure the jumpin attempt is at least taken care of.
also utilize the quick activation slappy hands, cause they beat alot of things out and chipp well…

The Gekirou 'causes 3.5 to 4 times more damage if it hits someone in the middle of an attack right? I find it hard to connect with this often… Is it practical to use it like a DP or should you aim to set it up like his supers?

no setups, just abuse the hk version as much as possible, make sure also to pause if the first hit is blocked, then dial about 2 more to do block damage or even to catch them on a counter hit. good to throw it out anti getup strats, or after the matis slice super

How about the Oga? That move is so fast that I can’t figure out all the possible ways you can attack from it. I mean, I think I can count, besides the straight drop from above, you can drop to either the left or right correct? For the life of me I just can’t figure out how I did that the first time.
Not saying that it’s a practical safe move to do, I’m sure a dragon punch will stuff it and all, but I just wanted to know, because the straight drop doesn’t always hit 'em.

how does ken position himself for deep cross-ups
do you have to use his roll ?

For whoever asked about a good character to use vs Sakura: Cody, Rose and Cammy all seem to do okay, but I wouldn’t call them counters or anything.

-whiff crouching short -> SPD or FAB, as anti air…their attack will whiff, depending on the angle (think shoto jump forward/Roundhouse) and you can spd them when they land.
-jump in with nothing, and spd their whiffed anti-air attack

Psychic DP. I don’t know the match enough to offer any real advice.

you can throw and let them flip and then if you’re close enough, do s.rk xx fireball and vc from there, or just wait and jab dp. You can actually do throw, activate VC, and then do that. But best thing to do is probably just fireball->hopkick until you get close enough, like bushin said.

I think the thing that will bother sak players the most in the dhalsim vs sakura match is the alpha counters. makes it really hard to keep things going your way, since I think her crossups (and everything else) can be successfully countered. She’s in great shape vs V/X-Sim though.

and that ac-into-super thing with Gen, i think only works if they flip…I don’t know if any attack can hit someone while they’re in the whirling just-got-AC’d animation (though if any move could do it, it would be gen’s super, since it breaks juggle rules already). Setups for the stomp super would be (off of the top of my head) off of throws (I think you can actually do it midscreen if you use the P(?) throw and a level 3 super), after anti-air (s.jp, c.rk in kick style), after a geki rou (end it early and super…will grab them whether or not they flip AFAIK.), Vs crossups (usually even at level 1 :slight_smile: ), as straight anti-air by itself (a little risky), after second/final hit of divekick super, after major counters, after air-to-air counter hits, vs stuff like hurricane kicks and Ryu’s hopkick ( :lol: wtf ), and, possibly, after alpha counters. Also in combos, after the juggle limiter has already expired. So yeah, basically any time their feet are off of the ground.

i think you can do deep strong DP, crossup combo, repeat, same as akuma (though in both cases it can be rolled from at their own risk). Command roll sorta sucks from what I see, but I don’t play Ken.

I enjoy the yelling at the newbs.