Hi, i’m new to alpha 3, it’s a really fun game. What are some things in this game that I should practice as in training mode kinda practice, like juggles, v combos, tough links etc. I’ve read the james chen faq for this game so i think i know what i’m doing.
The characters I’m trying using are V-akuma, v-cody, and v-rolento.
And sometimes the hitboxes seem out of place, like I’ve tried to dp a jab and my sprite overlaped the fist but no hit. I’ve also walked through the first of Gief’s standing fierce. Is it always like this and i should get used to it or is that just random?
If your just starting, try A or X-ism first, it gives you a feel for the juggle system. V-ism is only for players who know the game inside out pretty much.
seany: yeah a3 hitboxes are very different. you just gotta learn the hitboxes. its rather normal in the game. theres a lot to learn in a3, you are best learning x/a first. dont flood yourself with too much stuff. theres a ton of stuff you gotta take in to learn this game. so dont overwhelm yourself.
if you ever come down to phoenix, i can teach you some shit
Well, so far I’m not too confused, like I know how and why the juggle system works, I just don’t really know how to take advantage of it, or what the mindgames with it are.
But can I still relatively learn the same characters in different izm’s? Like how different, and what would I have to get used to when I switch from A-akuma to V?
In training mode I’ve been messing around with corner juggles and cc’s, something like lp srk, opponent techs, jump up mk, cc into a fierce, cr jab, st jab, hp srk.
well for akuma. and for most characters. differences between a and v(not counting the meter shit), are controllable limbs. like b+rh with v-akuma is nice but you cant do that with a-akuma unless you are really close. same with b+fierce and b+forward. but its not life and death that you need that stuff.
if you are trying to get into a3 quickly, cody is not the way to go IMO. he isnt the easiest character to use. took me a while to get used to him, even after playing the game for a couple years.
i recommend you using A to start off tho. you really shouldnt use V unless you know the flipout rules completely like when they can and cannot flip out
Well I’ve read the James Chen faq, so I guess if there is anything that wasn’t covered in there then I wouldn’t know it, but I think I understand fairly well. Flip out in while some on is in neutral stance, when both people hit with air to air counters, flip out once in the corner, etc. But if you really recommend A then I’ll do that.
oh shit haha thats b5 footage of bas. i almost beat him when he used cody but he landed infinite on me. to this day that cody is still solid but is a little out of date IMO. deadlier stuff now… and him not playing anyone really good either in that vid it seems, the v-ryu player that is heh.
use a to get familiar with the game, then move on to V. its best IMO. james chen faq is out of date tho. but its still a nice read. you dont need to use V for the sake of everyone else using it tho. A is really good and can still fight V. just letting you know that
Flip out has one rule: neutral state. Basically, if you go into neutral state, even for 1 frame, your opponent can recover. Neutral state can be defined as not doing anything.
For example, almost all damage VCs are a group of attacks that are cancelled into each other, which means that the opponent can’t air-recover. Crouch cancel infinites are jumping attacks cancelled into crouch cancelled into another jumping attacks cancelled into crouch etc.
Seany_boy:
To me, the greatest transition of V to Z-ism are two things:
controllable limbs. Basically, if you’re used to doing standing FP -> fireball/DP, you’ll have to learn how to do it from a holding back position
willingness/ability to take advantage of VC activation – while this isn’t so obvious for akuma, for players like charlie it is. V charlie can actually not spend all his time charging. The ability to do VCs just about anytime gives you a lot of freedom to move around and take offensive advantage.
Haven’t been into the thread awhile but I’d say to START with V(unless the character is better in A). I mean, if you start off with A and X you won’t be learning to activate every moment that you can. You’ll be waiting for an opening to bust a double fireball motion or the like. Why bother? Using Vism from the onset will teach you how to use controllable limbs and you’ll learn all the times when activating is prudent since vcs are instant without any joystick input. Hella simple. Starting off with A and X, if you’re eventually going to use V seems counter productive. You’ll have to relearn the character to use the limbs and things that worked in A and X will be quite different in V. In other words, you’re going to have to unlearn much of what you learn in A. The only hard part about Vism may be the actual vism combo itself. Might as well learn it right off.
Strategically, you’re going to make it harder on yourself vs. vism in most matches. Xism is pointless outside of a couple of characters and against some vism characters that you’ll face in real competition it’s completely useless. Especially if you’re talking Cody at all. It would be ridiculous to use another ism other than V since you’ll have to relearn him with dodge as well as the vcs. Charlie is good in both A and V. Imo, A-Charlie requires more thought on timing. Vism is much easier. You throw a sonic, they jump, you vc. Aism requires you to precharge the flashkick super if you want to retaliate with invincibility. On a cross-up you must understand how to turn your super around whereas as Vism is blatantly simpler. Just activate and go. Charging means little. Comboing flashkick supers on the fly is much harder than busting a cc into crouch cancel on the fly. You’re better off learning the ccs. Much easier to play once you get it down.
So, I’m in disagreement with my fellow A3 players here. I feel it’s much easier and faster to start off with Vism for those characters in particular. Xism is a non issue. Don’t bother. Aism Cody is nothing next to V-Cody and A-Charlie requires a more refined game and strategy overall than V-Charlie.
If I didn’t know these guys knew what they were talking about I’d ask em what they were smoking. If we were talking Ryu, I’d say Aism but certainly not for those characters at ALL.
well personally, i say go with A becuase, its like, why does everyone HAVE/NEED to use V. you of all people should know this apoc i do agree with you, dont get me wrong. but i say go with A just for a couple weeks, im not saying to stay on A for months. just to get a very basic feel of the game so atleast with A, they have an easier chance to land any type of damage with their meter you know? granted, when i really started to learn the game, i went straight to V, but then again, i had the basics of the game down from the past. I dunno, I kinda hate when people just skip A alltogether and go straight to V cuz thats what the general concensus says is best. A just gets dismissed in favor of V like its the unstoppable ism and that it HAS to be used to even win. most players that use V rarely even try to learn A to see how good it is with cc’s and such. lazy US players IMO… i dunno.
I agree with Apoc in the sense that which ISM you start with is character-specific. And as a matter of fact I would probably reccomend V-Ryu over A if you couldn’t learn them in tandem, since A is a lot easier to play until you run into someone good, and even then you’ll realize that Ryu’s supers > Ryu’s midscreens (outside of jumping counter hit -> infinite, and you can get CCing down in A even without that combo). Learning A would be good for the exact same reason, oddly enough. Ryu has to learn what tools he has to use (even without the axe kick he still has a lot of his stuff in A), so if you really want to get into the character there’s a case for A also.
But someone like Charlie…yeah. Hella V. Ditto Gief.
Well anyways how do I set up for Akuma’s v combo. I’ve heard that there are like 4987449873546 otg combos for seting it up but besides that what else is there? And as far as doing it it’s just fireball, demon flip kick until you get to the corner, where it’s fp, fireball till meter is out? Is that correct? How about for ending it, or after they flip out (if they do)?
There are two basic setups for most of akuma’s combos.
opponent jumps at you. Basically, if you can hit your opponent in the air with a DP, you can VC him.
VC1 -> DP -> whatever VC you want
as jump in. Jump in like you would for normally (such as with FP, RK, or cross-up FK) then activate VC once you land, then
Jump in FP -> VC1 -> crouching SK -> FP fireball -> whatever VC you want
You can then FP -> whiff fireball, or SP DP in the corner. Done properly, they can’t flip out. Or you can let them flip out, so that if they recover you can hit them with a DP for non-scaled damage.
You really shouldn’t worry about OTG combos. Start with the basic VC (experiment with the various strengths of the demon flips, as some characters are weird when it comes to juggling them into a corner), then his guard crusher and unblockables.
That’s one rule but there are a lot of rules to flipping. One being, you must wait until after the arc occurs for your flip to be controllable.
I know you were just saying when it’s possible to flip out but most disregard when you can actually control it and don’t understand their random results, heheh.