Alpha 3: Q & A

uhm, alpha3 isnt in the tournament lineup at evolution. all we have is casual. i can compete very well on a tourney level. i know pretty well where i stand in this game :smiley:

Damn, Sabre, you and I gotta play so I can show you how much I suck in A3 even though I can talk about it like I can play!

hehe im playing whenever i get an opportunity during evo. im hella rusty tho. the AZ scene is 99% dead now(except for mvc2) so i havent played the game in a long time. last time i got seriously play was in early may at ucla T&T tourney. havent played crap since… but ill get warmed up well

Look at it this way, the last time I played A3 was 3 years ago.

I started playing Alpha 2 back in 96 so I had to get the japanese PSX version of Zero 3 when it came out so I’ve been playing for over 5 years now, I never get tired of it :slight_smile:

I almost shot you, through the computer.

Vs divekick, you obviously want to just DP that shit, or VC him. As far as after he does it, you can either be a ganster and take the hit and then throw/VC him (divekick is much easier to combo on a counter hit, so if you take the hit, you gamble that they’re not going to combo, and indstead go for a blocked poking series or whatever, and you either reversal VC through whatever they do when they land, or throw him). If you see the jump coming from a mile away, you can jump up and knock him out of it (jump JP, crouch cancel into something), or you can jump and throw him.

This stuff is assuming he just likes to abuse the divekick, and isn’t going to try to mix you up by either jumping in and activating V-ISM, if in A (in which case Fierce DP and doing nothing both still work), or crossing you up with a jumping hurricane kick (in which case you can still either block or do nothing, though the hurricane is easier to punish than the divekick if blocked). You can always teleport away while they’re on the way up for the jump, if you want to.

About SFA3 AI

I was just wondering I was playing against the computer the other day, and I found that most of the time the CPU ends up beating me when I use Cody with Chun-Li, because basically Chun-Li is Cody’s worst matchup, so I usually end up winning this match through sheer luck.

If I play Ryu/Ken, I’ll most likely be destroyed by Gief unless I get extremely lucky, you dont know how many times I’ve seen Shoto players get taken out by cpu zangief.

It just made me think, if I was playing the computer then how would you win with the lower tier characters?(like dan?) I’ve been playing sfa3 for a long time so i know the patterns, but it doesnt make a difference if you can’t stop gief from jumping in and SPD, walk-up SPD, banishing fist SPD.
If you’ve played cpu zangief you know what im talking about.

You basically just have to pray the computer doesnt choose gief most of the time and you would win the game easily.

About SFA3 AI

Shoto can beat cpu Gief with 2 moves often. Cr.forward and dp. Crouch forward as he gets in range and he either jumps(free dp) or you cancel the fireball to push him back so he has to jump eventually. The cpu doesn’t make liberal use of the extended range grab so it suffers badly due to the low forward in this match. Basically though, if you apply tournament anti-gief strats with a shoto the cpu simply can’t win since…it can’t think. Difficulty setting does nothing for the cpu in this match. You can land one dp and then jump in with a deep jab and you either push him away or nail him with a combo for trying to clothesline. Hope this helps a bit.

As far as Gen; you can airblock the waterfall kick for sure. If it’s deep, I dunno. I’d be going for cross-ups on him so, being directly above him when he can do that deep doesn’t come up. I’m too high in the air to not airblock if he does it early so… you can definately airblock once he’s left the ground.

Hope this helps a bit.

Apoc.

we all know how jacked up the US version of A3 is for the Dreamcast, but is Street Fighter Zero 3 (the japanese version) for the Dreamcast any better/different?

thanks

Both are exactly the same. i dunno about the rereleased zero3 on dc that had online play. but i dont think its different

interesting, because www.ncsx.com says…

After a successful stint on the Playstation, a perfect arcade conversion featuring the world’s greatest fighters hits the DC.

lying bastards, anything for the sale i guess:bluu:

Can anyone drop some Gief vs. Akuma strats? I’m using A-Gief, and I can’t seem to stop jumping huricane kicks. Also just regular hurican kicks. It’s seem like even if I buffer an SPD for the end of the kick I still get punished by a quick move. Maybe it’s just my execution. Anyways, just some general tactics would help.

popoblo: the back of the case even says “arcade perfect”. all games say that. but they never are. never. ive never seen an arcade perfect game in my life. not even cvs1/2 and mvc2 are perfect. they have speed issues and little things in marvel… one of these days we will see arcade perfect…

metaphist: there’s a huge Gief thread that’s recently been bumped. Granted, it’s geared mostly toward V-Gief, but there are a lot of basic strats there.

Clothesline and crouching jab/strong will beat ground based hurricane kicks. Standing jab cancelled into ARS should take care of air hurricane kicks. Clothesline also works.

Is there any way at all to link Guys supers in A? I mean off from say cr. short? Its like sometimes i do, sometimes i dont. I also remember there was an article on proximity canceling with Guy around here, so if anyone has that saved i would be in your debt if i could peep it.

v-ism

could someone please tell me a good v-ism combo with ken in alpha 3 please.:smiley:

v-ism

There’s a thread called Character VC’s reborn further down, I’ve listed all of BAS’s V-Ken VC’s in the thread, go take a look.

thanx

thanx…alot:D

Hmm, I hate to be a pest, but could someone give me V-Vega stuff?

Vega has three sources of damage:

  1. footsie. You know the drill: fake with fast moves, hope your opponent commits to a slow one (like whiffed psychic DP), then whack him as he recovers. Good strat up until your opponent realizes that Vega has nearly zero priority.

  2. Jumping fierce. Learn how to jump fierce an opponent in the air until its almost second nature. Then learn how to crouch cancel so that single counter-hit jump fierce leads to another. This is vital to Vega’s gameplay, His jumping attacks have very, very good priority. That, coupled with his speed, means that Vega is the god of jumping normals. Along with learning how to jump fierce an opponent is to learn how to lure him to jump in the first place. I’ve met players who have devoted their entire Vega strat to this, wiping the floor with jump-happy scrubs.

Vega’s jump attacks are so good that they can actually let you jump in on characters you usually shouldn’t, like fully-charged V-Gief/Akuma/Charlie. It’s not that Vega’s attack will outprioritize VCs. Rather it’s brainfreezing your opponent to blocking the jump attack, which generally means free GC VC for Vega. The concept is a bit like Gief’s repeated body splash brainfreezing an opponent, except that Vega does it much much faster. Threat of a GC also makes some opponents do the dumbest things, like jumping in order to get away from the flurry of Vega’s attacks. This is the situation where the KK airthrow becomes really handy.

Jumping fierce is also the only attack that I know of that would allow Vega to pull off his basic combos (jump in-> crouching FK -> roll). A lot of Vega players I’ve seen have completely given up on trying to land his jump-in combos. It’s a shame considering that Vega jumps in so well and needs all the damage he can dish out.

  1. the VCs

With regards to his VCs: cornered or not, vega’s best GC is three RK slides followed by repeated rolls. The RK slide deals more guard meter damage than the rolls, up until three, after which the rolls do more guard meter damage due to scaling. Fun thing about this VC is it can deal the same damage blocked or unblocked, which is why it’s his main VC. (from your post you already know this).

Vega’s flip VC: Vega’s flip VC is actually worth learning, despite its relative difficulty and less than spectacular damage. There will be time when Vega will be cornered and unable to jump away – being able to whack an incoming attack without having to charge for the flipkick can be a lifesaver.

Vega, for the most part, is a hit then run character. Take note, I said hit then run, not hit and run. While it’s entirely possible for him to KO his opponent, his speed and relative good air-to-air and air-to-ground game means he has another option in winning: do enough damage so that you’re over your opponent with regards to life, then run away until time is over.

While double-cross up you mentioned sounds interesting, I’d rather much run away then build meter. Even if you do cross up your opponent, there’s not much you can do to him afterwards. Throw, maybe?

It isn’t much from non-tourney player (me), but I hope it helps.