Alpha 3: Q & A

respect c.mp AA!! ^_^;;

Yeah her c. SP is a pretty good anti-air but it seems to work only well directly underneath opponents, I think her standing SP works better sometimes.

I’m still trying to figure out how to utilise the butt attacks, its not good as a blocked combo since she has the butt rubbing lag at the end of the fast version. I’m thinking it could be used as a long range anti air perhaps, or a juggling move. The laggy startup version is obviously to stop Mika from getting pummeled by fireballers.

Yeah I think Mika poking and mixing in her tumbling frankensteiner, tick throws, jump-ins, and VC/Supers would give her a pretty insane close up game. I think she would win a crapload just because no one has the knowledge of how to approach her.

i dunno iv seen the ass splash do well against footsies…
also her little elbow move, and s.hp tick well into her command throws

ghetto licious use of delayed butt attack:

qcb+p buttattack [blocked]-> super grab.

yeah it won’t work against people who are experienced with mika, but its a useful trick to throw out once in a while.

hmm, what else. oh yeah, r. mika’s body splash is a really good cross up and imo her best jump attack. not quite as good as gief’s but hey, she can dream of being like him one day :smiley:

alright, I dont actually play alpha3, but sometimes I play it on kaillera online when I cant find any ST players.
I play X-ryu, or X charlie. Just now I played this guy, who owned me completely with zangeif by performing the following strategy:

jump in, use knee. repeat.
He would use some ground moves too but they werent really relevent, ouside of making me not know 100% when he was going to jump. Basically I couldnt find any anti air that really worked and didnt require pure anticipation. jump up fierce worked, if I guessed right and jumped early, and strong dp worked, though that had to be basically anticipation too cause gief jumps so fast. If I guessed wrong on either of these that was obviosuly bad.
jab traded (not in my favor). Ducking jab, ducking strong ducking fierce, standing roundhouse and standing strong all did shit.
I was like, wtf…

so I ask you, a3 players… wtf?

PS, what vism mode should ryu be on to do repeat fireballs in the corner? And what Vism mode should charlie be on for knee, flash kick repeat VC? And also, whats a good way to start charlies mid screen VC? I might try to dabble in Vism i guess.

thanks.

Oh, and PPS, I also seemed totally unable to jump at gief under any circumstance, since his clotheline was serving as a touch of a button all purpose antiair. And I couldnt even zone him with fireballs cause of airblocking. wtf?

zangief jumpins are hard to beat offline but online there even HARDER. When you see him jump it’s probably already to late to react. There is not much you can do but try standing fierce ( x-ryu standing fierce is fast) and jump in with hurricane kick or jab.
You can also poke with c.forward into shoryuken if he jumps.The way this works is you walk a bit forward then crouch+fk and now you only need the hadoken movement to do a dp. This way you don’t need a lot of time to dp. and don’t continue the shoryuken motion if he’s not jumping

and explain the guy gief is not fun online

ryu rave is vc 1 jab +short

search for a3 vc reborn thread

I don’t play on-line, but here’s some anti scrubby Zangief:

Jumping on Gief is a generally a horrid strat. Be glad your opponent is only using the clothesline as plain anti-air, and not 75% life anti-air combo.

Gief’s clothesline has one major flaw – it can be airblocked. This works against clothesline happy players : jump in, airblock the clothesline, do the combo of your choice.

Also, you can attack early. Hit the tip of Zangief’s head – basically you attack before you can get into range of his flailing arms. Take note that it’s likely that you’ll get thrown (nor can you combo) right after, n but a lot of scrubs won’t think of doing that.

Zangief can be zoned quite easily with crouching FK->fireball. I doubt it if your opponent can jab SPD you out of crouching FK range, given your description on how he plays.

zangief is gay

nuff said…

I was just wondering, in general who has the upper hand in a match between v-akuma and a or v sim? It is just that I hear all this stuff about certain characters have advantages over other characters and I was wondering about this match up?
If this has been covered can you please tell me where to go :slight_smile:

Also, this has probably been covered somewhere before, but I am unsure about this. When using v-akuma you do the dive kick followed by 2 low shorts, then a low roundhouse to ā€œteachā€ them to block after the dive kick. Once you have done this a few times, then do the dive kick and activate VC1 and do low short into the fierce red fireball, into the unblockable.
What I am unsure about is, what is the best move to do once you have activated VC1?.. is it low short into fierce red fireball, low forward into fierce red fireball or even crouching strong punch into fierce red fireball?
I would just like to know what is best to do so I can settle on it :slight_smile:

V-akuma, hands down. Frankly, I’m not impressed with V-Sim, who has to rush down in order to reach the same damage capability as Z-Sim.

V-sim is very nice. his only weakness over A, IMO, is his ac. v-sim can rush really well. you get stuck in corner with no meter to ac, you die

Ok cool, thanks for that :cool:

Do you have any idea about my second question? :slight_smile:

use low short, its the fastest and they have to block low. forward is good too. but short gives them less time to block

Also, I was wondering that when you are V-akuma playing against a sim player, is it a good idea to stick out the axe kick frequently when you are in range of his long limbs to try and snuff his long range attacks or is this a bad idea?

Bad idea. Do that and die from the standing strong punch if you whiff. The only move worth doing that with is crouching strong, and despite this, randomly throwing out moves is NOT the way to go, at least not against a decent Sim player. Or, look at it this way: the moment I see you do an axe kick I’ll do a Yoga Fire. Winner: me since you now have to jump over the Yoga Fire.

like mondu said, axe kick is bad idea. it’ll lose a lot anyway. that attack shouldnt really be used in a ground game regardless of who you are playing against. only use it to finish off a poke string. s.jab and c.strong are best attacks to stopping sim’s s.attacks. strong dp is best option for any low limbs thrown out like c.strong and c.fierce. b+fierce beats his standing limbs too. but you are gonna get hit if you wiff or guess wrong. but its good to use sometimes cuz you’ll get the major counter and can combo it into a fierce demon flip for good damage. but most importantly, now you are where you want to be, INSIDE! don’t ever try to sweep sim either( unless you are 100% positive it will connect), even at max rangem he gets a free s.strong or super everytime. just an FYI

Ok cool, thanks for the help :slight_smile:

One question, the last thing you said was, ā€œjust an FYIā€ā€¦ what does this mean?

For Your Information

Here’s a little trick that you might want to play with. Because d.strong and stuff is good against pokes, sometimes i include it in my FB motions. Do the d.strong so it whiffs, and then out comes the FB right away. Just include it in your FB motion… it will animate, but only for like half a second. If they poke, then can get hit… If not, I get my FB anyway. Not always good, but when I’m going for a midscreen FB against pokers I try to stick in a counter poke before my FB sometimes.

Then I get to laugh at them when I counter-hit their poke, and then my FB is right in their face. :slight_smile:

Then what happens if your opponent didn’t poke and you release the fireball? Wouldn’t you opponent just poke you then beneath the fireball? And he’d probably deal more damage too because it’ll be a counter hit.