Alpha 3: Q & A

Currently I have no problems using the VC links to juggle them into the corner. My current problems are a VC launcher ( currently using DP+P ) I have seen 360+k into a combo but haven’t a clue what the pickup is.

Current problem thou is that anything other than DP+P in the cornere goes far too deep to juggle any longer.

qcf+(link) will push so deep they fall behind her and out of the VC.

Err… I’m still can’t picture exactly what you mean (VC link to juggle? VC launcher? pickup?), but here’s a shot: youre using normals within a VC to hit your opponent, then pop them up in the air with DP+P, then whack 'em repeatedly with DP+P. Am I correct?

If that’s the case, then yes, I can see why you’re having trouble juggling in the corner. Karin’s combos nearly all being with the first VC hit popping the opponent in the air, then juggling from there. During a VC using her other attacks prior to popping the opponent in the air tend to muck the rest of her moves up.

If you mean by pickup is a move that you do right after 360+K then the easiest move to use would be her double elbow strike.

Here’s the link to the character VCs.

http://www.shoryuken.com/forums/showthread.php?s=&threadid=916&highlight=karin

Additional notes:

  1. None of the posted VCs have a move preceding the pop up.
  2. OTG and “unblockable” are synonymous when it comes to Karin. Remember that Karin’s ordinary combos can continue by knocking the opponen to the ground then picking 'em up with the 360+K
  3. Karin is heavily affected by damage scaling. You have to learn more than one combo and decide which one will do the most damage in a given situation.
  4. Adon :frowning: plus another character (Gief?) juggles funny – it’s hard to hit him after a 360+K.

Here are a couple more combos:

VC(any) -> 360+K -> Ressen Ha -> 360+K -> Ressen Ha -> 360 +K

VC3 -> OTG/unblockable 360+K -> (double elbow strike) until corner -> dp+HP juggle

The second combo is a slightly weaker version than the combos in the VC thread, but it’s also much, much easier.

You can also use the Ressen Ha (as opposed to the numurous other methods shown the the VC thread) to juggle your opponent. It doesn’t look like it does a lot of damage, but is actually a perfect example of what I mean by Karin heavily affected by damage scaling: The Ressen Ha juggle does more hits, and therefore, more damage once your opponent’s life is low or if he’s dizzy.

Thanks Dude

Thats what I was after, sorry man Im all tekken lingo. What I was refering to is VC, 360+K then what move next to pick them up into a VC. Cause they seemed to always escape the bloody thing.

At the moment the names of moves still havent registered, and I thank you for your patience and most valued information. She will go nicely now. Time for a bit of practice, thanks again!

I have a question regarding Akuma’s unblockable VC…

You sweep your opponent onto the ground. Then activate and immediatly do a red fireball for them to get up into. If they stand block the red fireball, you can do the demon flip punch grab to grab them out of block stun and then continue the VC or if they block low you can hit them with the demon flip punch then continue with the VC…

The thing I am having difficulty with is the distances… I have my opponent on the ground, so I do a STRONG red fireball and then a FIERCE demon flip… when I do this I can do the demon flip punch grab if my opponent is standing, but if he decides to low block everything the fierce demon flip goes right over his head and totally misses him…

Another example… my opponent is on the ground, so I do a FIERCE red fireball and then a FIERCE demon flip… this time if my opponent decides to low block everything I can hit them with the fierce demon flip punch, but if my opponent decides to stand block everything I end up too short and can’t land the fierce demon flip punch grab…

So what I would like to know is, at exactly what distance/s do you have to be at when you’re opponent is on the ground and you throw the red fireball, then the demon flip… so if they stand block eveything you can demon flip punch grab them and don’t wind up too short or if they crouch block everything you don’t go over their head and completly miss him? Also, what strength of red fireball and demon flip should you use?

I hope this all makes sense :slight_smile:

I always do fierce red fireball then use a fierce demon flip into grab, mainly because I’m paranoid about wakeup moves that might hit me while I’m winding up for the fireball. There’s a distance where both will connect.

As for the ducking thing… This cannot be avoided, and actually becomes a mini mind game. Will he duck or not? Should I go for the punch hit instead? My suggestion is to always go for the throw. Most players are pre-programmed to block high if they see someone jumping at them with an obvious attack. You should only worry about players who recognize the fireball->throw setup and actively duck in an attempt to avoid it. In that case, your chances of hitting is still 50% if you mix up the punch hit.

that is not a true unblockable tho. if you block low, the demon flip punch will miss a lot, if not, then always. the true unblockable is atleast guarunteed to work 100% of the time. the throw situation isnt, but is still good use. the true unblockable is during vc 1, they block the demonflip kick, then slam em with a low short into fireball imeediately. the low short and the shadow demon flip hit at the same time. high and low. so do the math. it is possible to block it. but its random and hardly ever happens. only defense is to ac before the unblockable part happens. or pray to god you can block by wiggling the stick from B to DB. even if you block, you more than likely wont block the next one haha…

Is the timing of the true unblockable difficult or relatively easy?

Also, is there only a few situations where this will work or will it work in practically all situations? Like if my opponent is on the ground… I do a fierce red fireball, into demon flip kick, low short into fireball and they will not be able to block it?

Anyway thanks for that pal :slight_smile:

Hey Sabre I just tried to do that true unblockable in training mode and I couldn’t get it to work… I set the dummy to block everything…

So does this mean that when you set the dummy to block everything he “literally” does block everything or am I doing something wrong?

like i said in my last post. it actually is blockable. but for a human, its next to impossible. high low at the same time is still a blockable situation. but as a human, good luck ever blocking it with success. you got like a 1% chance of ever blocking, and its random luck of spazzing from B to DB to block. and if you do manage to block, it will definitely be the akuma player’s fault for having bad timing.

and it works in any situation as long as you got them blocking. no setups or anything required. just get them to block. not hard at all. timing is fast but not hard at all, just do low short into fireball as soon as you land from the demon flip kick. cant get more specific than that. its simple.

I just had a thought… I have no idea what what the result would be though… If you did the fierce demon flip kick, low short into fireball on a human opponent, couldn’t the opponent simply stand block everything and that way he will not get launched?.. he would still get hit by the low short into fireball (because he is blocking high), but that would be it?

I am probably totally wrong about this… so if I have missed something I am sorry :slight_smile:

Also, is it possible to use the demon flip punch, instead of the demon flip kick?

hes supposed to block the demon flip kick, while you do low short, the shadow from the demon flip will hit him high at the same time. and if he doesnt block the flip kick, even better. either way, hes gonna get smacked down with damage. the punch flip is terrible for grounded opponents. hit box is incredibly small. plus much easier to hit a crouching opponent. no real reason to do the punch flip unless its in a juggle, even then, flip kick is still better

There is something else that I have noticed about the true unblockable… you’re opponent is getting up off the ground, you throw a strong red fireball, fierce demon flip kick and you’re opponent crouch blocks the demon flip kick and gets hit…

I find that when this happens and I still continue to do the low short, into fireball, (then continue with the fierce fireball, fierce demon flip punch to carry them to the corner); for some reason the dummy seems to be able to flip out when I do the low short into fireball… How can this be though, because I am not reaching the neutral state? Obviously I am missing something…

I want to be able to do the demon flip kick, then low short into fireball (then continue the VC to the corner) regardless if my opponent stand blocks or crouch blocks the fierce demon flip kick… in other words, I don’t want to have to change the way I do the VC depending on if my opponent stand blocks or crouch blocks the demon flip kick… but atm it doesn’t look like I can do this :frowning:

I hope this all makes sense :slight_smile:

V-Charlie
[VC3]
c.SK > SK.somersault
{RK > knee bazooka > SK.somersault} repeated to corner

I was trying this VC for the first time on the PS version of A3 and I was finding it impossible to cancel into the somersault. After some experimentation I found it was apparently impossible to do either special move with Charlie after activating VC for about the period of two jabs.

Is this a PS version “feature” (:rolleyes:) like the shortened VC activation invincibility or is there something I’m doing wrong?

you lose your charge when you activate. Sucks…

but you don’t -have- to charge during VC. When you activate, let the stick go to nuetral, haul it down and hit short kick, then go up and do a flash kick. as long as you get a quick down -> up motion it will still work.

J: uhm i dont know what to tell you, but i never get a flip out. but then again, you practice on console. console is so fucked up compared to the arcade…

ken: thats in all versions. like marvelscrub said, you need to put the stick in neutral state after vc activation, then tap d,u or whatever you want to do

So are you saying that when you do this on the arcade version and you’re opponent crouch blocks the demon flip kick (and gets hit), you can do the low short into fireball (then continue the VC to the corner) and you’re opponent will not flip out when you do the low short into fireball?

yeah, i never had that problem. and if i did, it was bad timing from not cancelling the short fast enough. he definitely isnt flipping after the flip kick since flip kick has insane recovery. so my only guess is console sucks(well thats a given), or you cancel the short too slow

Or you can skip the crouching SK entirely. Do the demon flip kick, opponent doesn’t block and get hits by it (and getting popped up in the air), lie on the floor for half a second, then cancel into the fireball.

I think the problem you’re experiencing is the cancel SK to fireball part. Since the SK in this situation whiffs you have to cancel it midanimation, which can be very hard to do because it’s so fast. You may be going into neutral state between the SK and fireball without noticing it. Or you can do a slower move, such as crouching RK. Slow speed of the move preceeding the fireball doesn’t really matter, since you’re going to cancel it anyway. However, sticking to SK gives you less variations of the combo to learn and worry about.

uh, skip the c.short and the shit is totally blockable. easily too might i add. i dont see how doing c.short into a fireball during vc can be hard. im sorry, but if you normally cant cancel a short or a jab into a special in a capcom game, you got serious lack of execution skills and should brush up on basic sf execution skills or stop playing alltogether. should be childs play heh

mind my spelling…

i think he mean’s a whiffed c.SK into a fireball: their’s gonna be some problem since command’s have to be executed more quickly in a VC (and inflexion) than in normal play. but yea, skip that c.SK alltogether and you’re VCs practically unblockable.

Ja ei Ken:
thats the version i use all the time, PS or arcade. could u elaborate a lil more?

fucked-up-looking counterhit combo’s.
lately ive been playing A/R/K, and trying messed up shit with there counterhits. well i dunno if its funky, but take a look;

cornered opponent;

  • JP (anti-air counterhit), walkup (close)FP xx SK.tatsumaki, FP xx JP.shoryuken, FP.shoryuken.
  • close FP (counterhit, launcher) xx SK.tatsumaki, FP xx JP.shoryuken, FP shoryuken.

Ken actually does decent damage with this combo since he’s tatsumaki go’s eggbeater. Ryu just does a shitload of damage.

with Akuma youve got JP, walkup FP xx FP.demon flip into K THROW ender. well in general a counterhit close FP (anti-air or launcher) means a K throw ender (style points :cool: :D).

my question’s arise from the fact that i’m atm restricted to fighting A3’s wonderful CPU, exclusively.

  • would these combo’s actually work on human’s? im guessing some of it would, since a lot of these work if the opponent doesn’t flip. back flip’s would make them difficult to land, but forward and neutral flipper’s are subject to crossunder c.FP’s and ambiguity in the direction attempted counterattack’s (while in the air) hit in. im asking coz ive basically only tested vs the CPU.

  • any more example’s? playing around w these, for me, has breathed life into stale old Z-Ken.