Alpha 3: Q & A

Yeah, I know this. I was talking about blocking the Dragon Punch in the air though. Sometimes I have been able to air block it and I would just like to know why this is so.

First question depends on the DP. In most cases, it’s dependant on how close they are to the ground which determines how easily you can block it. Charlie’s flash kicks leave the ground a little too early though (particularly Short), and so you can air block his pretty early, which sort of complicates things for Charlie a little bit. You, generally speaking, can’t air block ground-based moves, and this is an extension of that rule.

Priority is sort of based on speed and geometry. I’ll quote some people from a CvS2 thread, rather than try to explain the whole thing:

I just spent like 45 minutes locating and downloading a rom of SF2:CE/SSF2 for the Genesis, just so I could attach a picture so you could more clearly understand what’s being said…but I don’t care now, so neh.

And, to answer the actual question, Rose’s crouching Strong loses to Chun Li’s crouching Roundhouse basically 100% of the time. Will trade though (and badly), if you time it right, IIRC. However, Rose’s Crouching Forward and Roundhouse can beat Chun’s crouching Roundhouse, because of the hitboxes involved…they basically just go under it, and attack a vulnerable area. However, there are a couple moves in the game like Dhalsim’s close crouching Fierce…and even though it may LOOK like it is about as high as Chun’s c.RK or Rose’s C.SP, it has hitboxes that extend all the way to the ground, so he can’t be swept out of it.

But really, who the fuck am I kidding?

http://anubis916.freeservers.com/Extra/Jesus_C.html

But yeah, as far as knowing what beats what, there’s a lot of educated guesses, and trial and error.

Anyone wanna help me with an experiment? I heard that the 16-bit emulators are playable on 56k over Kailera, so I was wondering if anyone wanted to be ghetto and play some genesis SF or whatever.

on priority,
so could we say “attack X has priority over attack Y when if X’s attack box can reach Y’s vulnerable box while keeping X’s own vulnerable box out of Y’s reach”?

it just sounds a lot like “range” to me. i thought priority was when two moves, with identical attack and vulnerable boxes, when performed simultaneously do not cause a trade. for example, if Ken and Ryu c.RKd such that the boxes were extended at the same time, and Ken got floored clean despite timing and spacing, then Ryu’s c.RK has more priority.

if Ryu’s feet are still on the ground when the DP touches you, you’re probably gonna take the hit. any later (feet not touching ground), you’ll probably airblock it. it’s a bit iffy for Nash coz he has to hit much deeper for his somersault shells to be unblockable in the air, but it’s definitely there and is used in reset VCs and such.

That’s majority of it, yeah. That and timing.

Well the problem is, that if two attack shave the same hitboxes and are done at the same time (and we assume are the same speed), then they generally do tend to trade.

But it’s not as simple as range, because two attacks that are drastically different, can of course, trade. The variables involved are (AFAIK) generally range (as applied to both kinds of hitboxes) and timing (ditto…how long an attack will have which attack collision detectors for, and which vulnerablilty ones).

i was fooling around in practice mode with v chuck and something odd keeps occurring il end his corner cc with a punch air grab, the computer will fall and i cant grab him anymore, when usually i can on the bounce, i have the computer on auto air recover so usually he would air recover the throw but he he doesnt in this situation, can anyone explain what happens to their hit box in this property?
also, i just go beat down by a x honda, stuffing my air hk hurricane wit hhis air throw and somehow canceling his c.hk animation into his mulit hit grab o_O

i remember some discussion a long time back bout priority, and i think one of the points queried was whether a move’s priority was dependent on collision box mechanics (as TS described), or whether moves were (also?) assigned numerical values for a property known as “priority”.

oh yea… what’s 56k vs 56k Hyper Fighting like?

Thanks for that information regarding “priority” TS and Glass… it was very helpful :slight_smile:

I guess I also have no life.
My faq for average player like me is again updated for whoever even cares:

BTW, I am just curious by nature… maybe too curious… but anyhow, if you did care somehow of this faq, give me some feedbacks. Thanks.

“also”!??!?!

:mad:
why i oughtta…

Master J
we could probably be more helpful if we had some of the pre-crash stuff saved. there was some good discussion way back. but yea, damn.

Could you explain what happened again?

I think moves are also given a numeric value, but wheter this is unique to A3 and the red flash hits, I don’t know. It’s somewhat safe to assume that it’s in a number of games, but I don’t know if it actually ever gets used, since if you program the hit detection right, it sort of figures itself out.

I haven’t found anyone to play with with my Genesis emulator yet, but when I tried to play HF on finalburn over 56k, it sucked. I’ll make a thread about it if I have any success.

You know, there’s this guy named Manuel who hangs out in the bay area, and plays a really good A-Gen. I don’t know if you’ve played him or not, but if you’re ever at big SVGL tournament with A3 or something, and you see a tall bald black guy playing A-Gen, it’s probably him…you should play him, he’s the best Gen I’ve ever played. Very simple stuff, but tricky…

I read in a FAQ file somewhere that when you are using Zangief against an A-Akuma and the A-Akuma knocks you down, he can do the raging demon as you are getting up and nail you. Is this true?
As far as I know, if anyone even bothers to use the raging demon against you when you have been knocked down you can simply just jump away from it… isn’t this possible with Zangief?

Also, who do you think has the upper hand in an A-Zangief and a V-Vega match?

i’m pretty sure even A-Gief can jump away.

but just on the shun goku satsu… i foudn out the hard way that countering on the wakeup with a VC reversal attempt isn’t a good idea. is it possible at all to respond to a meaty SGS attempt with a VC reversal activation?

afaik, Vega always has the upper hand on Zangief; V makes it easier for Vega, A harder for Gief. my V-Nash loses to the local A-Gief player but my chickenshit A-Vega rapes that bitch. hard.

the sahdow hits as ido the punch air grab, and this seems to kill the hitbox, he cant air recover but i dont seem to be able to grab him again… very weird.

i’ve heard that meaty RD on gief is free, since gief has a lot of jump delay frames… (which also screws his magic spd range up)

I seen so few people who play Gen, and the only one I recall who was good was a tall black guy. So I guess it must be him… who initiated and taught me Gen. If it is him, I met him twice, he beat me in probably 8-9 games out of 10… and gave me later on his game each time. He is also the one who show me how to do that triple uppercut, but I still can’t pull it off, even after seeing how he does it.

X-Cody

Hi all,

I was just wondering what everyone here thinks of X-Cody? I know he doesnt have AC or recovery rolls, and takes block damage like a bitch, but hes got a nice guard bar and does INSANE damage when juggling in the corner.

opponent in corner: jump-in FP/RK, crouching FP, FP hurricane, standing FP, RK Slide kick.

That combo does 60% damage by itself. I was just wondering the chance the opponent would have for a flip out? Or would the Standing FP catch the person so low on the sprite that only certain characters with air moves could beat it?

Also the Final destruction super seems really really good. I tested juggling the CPU in training mode with flips on, and I could juggle the opponent in the corner before the opponent finished the flip out animation.

Opponent in corner: JP hurricane, Final Destruction,(jump kick, standing punch x2) repeat until super ends.

Now the opponent has the chance to flip during the neutral phase between the jp hurricane and the final destruction super, but the jump kick catches the opponent halfway through the flip animation. Also is the Final Destruction flippable? The CPU couldn’t flip out during it but im not sure if its just a bug in training mode or not.

Well assuming the opponent is unable to flip(or just doesnt know how to) This corner juggle should do 90%+ damage in the corner or maybe even 100% them. So even if it is flippable its a nice trick to use on your little brother! :lol:

Oh BTW sorry if you guys already know about all this.

Does this work nomally? Because I think they can always flip out of that setup…maybe it’s a timing thing, where they’re too high or too heavy…character-specific maybe?

There’s actually a pretty good X-Akuma player around here (!), and I’ve learned that SGS is decent anti-air, because it has some invincibility at the beginning (though this may be specific to certain arcade versions or something). Also, trying to reverse it with VC activation or some specials has proven to be a bad idea several times, so it’s best to jump straight up, or try to hit him out of it (as common sense would tell you). Damned if I won’t try again though…

Anyway, it doesn’t work when you respond with VC activation, because your character will stand still for a few frames before the screen goes dark, and you can be thrown out of those frames if it’s a quick enough throw, or, in this case, it has enough time to get to you. So if you were far enough away, and then did the right move once “stop time” stopped, you could reverse it. Not terribly practical for most characters, I wouldn’t think, though VC startup times vary a bit between the cast members.

shit. i didn’t know that. i just spent the last 5 minutes finding out that a meaty SGS on Gief is a freebie. there were occassions when Gief managed to jump out, but that was like 10% of the total and probably due to bad spacing. it didn’t seem dependent on ism, akuma’s or gief’s.

i was doing anti-air SGSs for a few weeks, but i can’t do it anymore. ah i had em Z-Akuma scrubs gawking. the invincibility is very good.

random SGS notes;

  • early j.FP, SGS works nice, once or twice.
  • f.SP xx SGS (before the chop falls). the easiest way is JP JP f+SP SK FP. on SF3:3S this works with just about any normal and very easily, but it’s trickier here.
  • knockdown, hopkick (crossup), SGS.
  • SK.tatsumaki (whiffed/ducked), SGS.
  • knockdown, c,RK (whiff) xx SGS.

again, my condolences to the Gief players. you poor bastards.

any tips on fighting gief with v-sodom im haveing hella troubles

sodom has shit priority i cant counter a gief splash with d.FP
Lariet beats back+fp or any scrapes for that matter. Only moves that do well is s.RH and slide

Any help will be nice.