Alpha 3: Q & A

I was just wondering why the normal fireball is used in Akuma’s unblockable sometimes, as I have seen people using this before instead of the fierce red fireball and also, I have seen the VC2, normal fireball into demon flip kick while opponent is in the corner…
Why would that be used instead of VC1, fierce red fireball into the unblockable?

uhm i always see red fireball to keep opponent pinned down long enough to make it to the opponent while still in block stun. thats what i use too. then i do low short into fierce blue fireball for the unblockable. thats how ive always done it. thats pretty much the typical way its done. if you see blue fireballs where red fb’s should be, they might have thought the hits were to connect but the opponent blocked it so they are just following up with what theyve already thrown out? who knows

Ryu-Xism-close standing roundhouse bufferable?

My first post!!!

Anyway, I’m reading this Japanese Alpha 3 strat. guide and it says that you can cancel Ryu’s Xism-only close up standing roundhouse (the two-hit axe kick) into a hadoken, or super-hadoken? Huh? Can you really do this? Help!!! It’s driving me crazy! If you can, any tips on making it work?

you can cancel after first hit

Ok cool :cool:

Also, about the only defense to the unblockable being an ac, instead of doing an ac when you block the fierce demon flip punch/kick, is it possible to ac the fierce red fireballs while blocking them or not?

i’m going to start practicing crouch cancels. any advice?

Can’t remember seeing a throw dizzy either. the whole glitch thing is weird

About x-ryu and other x chars the have weird links into super like jab jab short fierce xx 3 super what’s the deal with that ?

I started practising ryu’s inf. It has a good rhytym because it’s faster than just normal cc’s and you just repeat the same thing

If you wanna practise cc’s , try it out on sodom cpu ( 99.999% of the time he jumps at the start of the match.
Most chars have a j.fierce , cc —> j.fierce crouch cancel

it’s pretty hard at first but when you get it , it feels natural.

capconian: It’s also easy to practice cc’s with CPU Gief, since you can make him jump at you by simply poking at him.

I was just wondering if anyone knows, or if it has been posted somewhere before, the order of difficulty it is to otg each individual character?
I know, chun li is the easiest and sakura and gen are the hardest, but what about all the other characters? Are they all the same as each other or are some of them different?

I realized that the only character I can play are:
Gen A-ISM, and Blanka A-ISM.
Cody Z-ISM, Charlie Z-ISM

I am trying now Rolendo. Been trying him for a few days. Any advice what ISM I should pick for him and what is his best combo, beside j.HK, c.MK, 3 fireball punches?

yes4me: ok your first 2 characters you said A-ism and your second 2 characters you said Z-ism. know where im getting at? thats either a typo or you meant you play all those characters in A. cuz Z=A :smiley:

Rolento has stuff going for him in all -isms.

X-ism has the auto super jump. And since he’s a poker, the extra damage helps. Good standing jab, too. However, I think he has more trouble with guard crush VCs than most other characters. I also don’t like his mid-range game – even if the opponent makes a colossal mistake I find it difficult to jump in.

V-ism has confusion VCs. Erm, I find them hard to use, but they can deal a huge amount of damage.

Unfortunately, Rolento isn’t exactly combo king, and the combo you posted is likely his best – his super only combos at level 1. You can also hit your opponent after a super.

Obvious dumb typo
A-ISM: Gen, Blanka
V-ISM: Cody , Charlie

You mention you lose a lot to Sak. That makes a lot of sense now.

Rolento is pretty simple combo-wise, sort of like Vega or any other characters who are just looking to wear you down instead of land a VC or super. I’d suggest A unless you’re going to be doing the infnite consistently.

Anyone know what’s up with that combo that BAS was doing at Evo last year? C.Rk, stand FP, demon flip…etc. Done as anti-air…how many other characters can do stuff like this?

Finaly learned the BAS OTG today, yay me. I wish someone had just mentioned that it was right before the little auto-sweep that comes out, i probably would have had it a long time ago. Also found the dumbest combo ever for Rose…sorta like Sak’s CC, only she gets 5% more meter :smiley:

ts: yeah you can do that with a few characters. all the shotos can do it of course. cody can do it extremely well for aa(activate, c.rh,f+rh, wiff ruffian into whatever vc combo). v-chun relies on c.rh for aa vc. cuz she can do activate vc1, c.rh AA, wiff s.short, shadow s.short hits, then go into cc infinite…

those are the main characters i can think of. you can use the c.rh anti air stuff with shotos but its not really recommended IMO cuz the hit box for c.rh is really small from above, i see it miss a lot and i still miss it alot myself. chun and cody however, is very standard and have huge hitboxes, not timing intensive at all.

im sure there are other characters, just no one else comes to mind atm…

Cool…I knew about the Chun Li thing from the BAS video, but I figured it wouldn’t work with Shotos because you can’t juggle with their sweeps normally…news to me. Thanks.

Does anyone know if all characters build meter at the same rate regarding their normals? Like if with a certain character it takes x number of crouch canceled jump Strongs to get 25 or 50% meter back (at least on the Dreamcast version)…is this the same way for all characters (excluding someone like Ryu who’s jumping Strong is two hits)? Do all jump Shorts, Fierces etc build meter at the same rate, or does it change by character?

i dont think it varies but i could be wrong. who knows. good question

What is this auto-sweep you mention?

Does anyone know the order of difficulty it is to otg certain characters with sak and gen being the hardest and chun li being the easiest, what about all the other characters?
I swear it is harder to otg r. mika, zangief and guy than say ryu or akuma… or is this just all in my mind and they are the same difficulty? :slight_smile:

Will check, but prolly not.

i know i’m in the wrong thread to ask this :sweat:

about the cody infinite:

1- is it croutching rh or close rh? 'cause i’m doing it croutching and it doesn’t combo

2- is there a vc i can do in the corner to hit the infinite

charlie:
does he have an infinite?

if i finish an fk vc can i whiff moves to avoid neutral state, i mean , not having the vc meter like saying:

st. rh, cr.hp, whiff cr.lp hp fk, to more…