Similarly, you can take advantage of the “Red” damage reduction.
TAKING a hit, you enter a joystick motion or button command. you can practice by having the opponent throw fireballs at you and try to “parry” the fireballs. If done correctly, you will flash red. (by the way, its much easier to see the red/blue/white flashes by looking at the little character icon next to your lifebar).
For example, against Ryu’s super fireball at point blank range, if you mash and flash red you take 1/2 the damage. You can also use it while you’re being hit by a VC. Just mash on every hit and see if you can flash red on every hit.
Finally, you can use it against multi-hit normals like sakuras sho-oken.
gotta be careful during mashing tho, it can lead to nasty accidental resets in a vc. opponent could screw the combo up when you mashed and you do a random flipout, then combo gets reset. so its only wise to mash only when the hit connects. even so, gotta be cautious…
I have heard that the blue block actually prevents GC… Like you could have an absolutely empty GB and as long as you input the JD you will not be GC’ed… I always wondered if that was true??
Also I always wondered is the “red counter” random?? Like you hit a attack and it seems you “trade” with another attack but you flash red and it seems you super armor through it… One thing that “sorta” happens alot is when you play against cpu Blanka and he does Blanka ball, if you have any shoto you can B+fierce it… but sometimes it seems you freeze in place while you flash red when you counter the ball, but it happens so randomly I really don’t know what to think of it?
Inigma… That effect has never really been explained, but I have a theory.
You flash red when you damage-reduce a hit (ie you enter a command at the instant you get hit). Now if you trade hit, you can trigger a red flash because one of your commands enter the flash red zone of your opponent’s attack. This is why you most often see the red flash when you KO your opponent at the end of the round. You were supposed to trade, but because your portion of the trade KO’ed the opponent, the computer rewards you with a clean hit.
As for the Blanka glitch… who knows… maybe blanka’s pixels enter a region that triggered both a damage reduction and a clean hit.
Someone MUST confirm what inigma said about the blue block PREVENTING guard crush !! If that’s true imagine the possibilities ! A V-Cody that keeps parrying everything to prevent being guard crushed. Blue Blocking is like 10 times harder than parrying in 3S.
P.S. I invented the term “Blue Blocking” in an old alt.games.sf2 thread I titled “Parrying in SFA3 ???”. This was at least 4 years ago… PPL made fun of me because back then Blue Blockers was those special sunglasses.
That red flash on hit trading sometimes doesn’t only happen when opponents get KO’d.
It seems like attacks of similar priority that hit both opponents vunerable areas cause a red flash and counter-hit like effect, but i have no idea how it works beyond that.
Do both opponents cause damage but only one causes the reel animation? Do you have to press a button or move the joystick to cause it? Does it matter when you wouldn’t really have time to react?
Doesn’t really matter… those are very minor glitches.
On to serious stuff… how does Chikyu do so many hits with Mika on her super grab ? Does he have a special way of mashing or what ?
Another thing, does anyone know the EXACT properties of the post VC turbo mode ? I’m talking about when you finish a VC combo with a knockdown, then you jump in your opponent with no VC but you’re still on turbo-mode. I did a shit-load of experimenting on this and found some useful stuff on it. But can anyone explain exactly when it starts and what makes it end (sometimes if I keep knocking the opponent down it can last forever), and of any special features about it ?
The answer, unfortunately, is no. In fact, the blue block will register, but right after the blue block the player will be guard crushed. And, in case anyone was wondering, there’s a 3 or 4 frame window for blue blocking (block command must be inputted around 4 frames prior to the hit).
i thought blue flashes = half guard damage, so cody does benefit from it, but damn the player that thinks it’s feasible to try and JD everything in a3. not worth the risk in my opinion. It wouldn’t prevent guard crush, but help prevent it.
and red flashes indicated perfectly timed moves. people only ever really see them on the slow-mo finishes because it only lasts a frame or so. it’s just the game saying ‘nice’.
sub
tiny 360’s + rubbing palm over buttons works well for mash (command) throws. Reason why Chikyuu can do it so well is because he’s a cyborg. Probably like the hyper-sports players of my old arcade. When they tense their tendons and just shake the muscles so you get that vibrating hand effect. damn bong spoiled end of post.
yeah clue me up about how that post VC turbo can be used, and what’s the bugs for the test version? Like where Gief’s FAB does NO damage, but Karin and Vega have 100% throws. V-ryu was showing me one day but fuck knows how they where done. maybe l.o mode or something.
oh yeah sometimes red flashes happen if you input a command but your character can’t do a thing. like if you whiff a dragon and then mash as you get hit.
I was wondering, does V-Akuma have any other unblockables besides the fierce red fb, demon flip, low short or the fierce red fb, demon flip punch grab? It is just that I have seen people say “Akuma’s unblockables” and was wondering if he has others…
so everyone can blue block in a3, right?(I’m excited… i didn’t know bout this till now)… but u’re saying after the first blue block, you’ll get automatically guardcrushed? or does blue blocking just slow down a gc?
and do ya’ll think it’d be wise for me to start an a3 B&B thread?.. I’m having so much trouble finding decent stuff for some characters(juni, adon… etc…), and this thread is well… huge…
Just so everyone reading is clear, there are 2 red flashes. One is the Damage Reduction flash (when you mash while/after being hit) and then there’s the priority flash, which is a darker red, and happens to the person who’s actually attacking instead of being hit.
The red flash (the priority one) as it was explained a great while ago, is based on a priority rating. While prioriy is generally based on hitbox placement and speed of attacks, the theory was that in the game attacks were given a certain rating…ie Light attacks [Jab/Short…] got a 1, Mediums got a 2, Heavy ones got a 3. Light specials get a 3, Mediums get a 4, and Heavy ones get a 5. Level 1 supers get a 5…etc. Something like that, though my numbers are probably off. I don’t remember if this was in the AAZ3 book.
The red flash happens when two attacks are about to collide with some degree of timing, and the one outranks another. Your Fierce could hypotheticaly red flash and beat out Bison’s standing Forward or Vega’s crouching Strong, even if it would normally lose. However, your standing Jab is never going to red flash and beat Chun Li out of her level 3 supers or Ken out of his Fierce DP. Which brings up the point that you only seem to be able to red flash on things that can be beaten (ie normals), so red flashes never seem to beat out things with invincible frames, at least in my experience. As far as I know it does’t have anything to do with mashing, because the CPU does it, and the CPU can’t damage reduce and doesn’t even PP flip in the corner unles it’s out of some crouch cancels. It also seems to only occur with moves that would usually lose/trade…ie once I was going to knock Ryu out of his level 1 super fireball with my crouching Forward, but as soon as the screen unfroze, he red flashed through it and hit me.
Yeah everyone can blue block everything that’s blockable (though the timing varies because all of the characters aree different sizes and have different blocking animations). What mondu was saying was that if you are about to get Guard Crushed blue blocking won’t save you. It does reduce the amount taken off of the Guard Crush gauge, but only by a certain amount. Just like regular blocking and the life bar…if you block a fireball you will take less damage than if you were hit, but you still take block damage. Well, that particuar example isn’ true anymore, but you get the point.
To whomever was asking about Cammy a few pages back…yeah, she’s pretty decent. I’m not sure if A is better than V, but if V is better, it’s probably not by much. Far standing Roundhouse is insane…
ThE CRoW- I tend to only do it vs supers and VCs and thows (most throws can be damage reduced…and if you manage to tech. hit them AND damage reduce them, you essentially take no damage). Reason being that you can see those things coming, whereas anything else has either already hit you, or can be blocked (the exception being the 2nd hit of a combo and anything afterward). Also, I’m lazy.
Which brings up a question I’d ben meaning to ask…how far does damage reduction go? Like if Cody hits you with the infinite, and is doing one point of damage because everything has scaled down so much…do damage reduced hits then do one point of damage as well, or is there another default set? Like is the lowest you can damage reduce something to TWO points of damage, meaning mashing is making you take more damage?
the post vc “turbo” mode you guys are talking about is called inflection. i dont think anyone really has a solid reason why it happens and why it ends sometimes. but all i know, is that it happens almost everytime after a vc. and it definitely ends when you get hit. sometimes it ends before you get hit. its weird. all i really know about inflection, is that you retain a lot of the vc’s properties. the attacks are hitting just as fast as they do inside a vc. i never really tested to see if you can have certain buffer abilities on some moves you normally couldnt buffer outside of a vc. or if blockstun is irrelevant with throws. cuz one day, i was thinking when using v-gief. after a vc and inflection kicks in, if i could just do a blocked c.jab into spd for free like i could in an actual vc.
inflection also casues counter hits like in a vc too, so during inflection, its still possible to catch opponents into an infinite. theres been countless times when im v-cody, i finish up my corner vc(screwed up the infinite setup). i do a meaty jab criminal uppercut inflected, opponent doesnt flip at all and i go up for a j.jab and it still caused major counter animation and i can infinite off of it. its a very reliable feature when you start to take advantage of it.
but sometimes, inflections can be bad too. like for instance when im v-cody. i got the opponent in corner. the opponent blocks my c.short, jab criminal. since inflection is in effect. i go thru my normal framecount in the series, but the tornado hits super fast and it ends way before i get out of the attacks frames, leaving me at a very bad frame disadvantage and i lose momentum of the fight. anyone that plays v-cody extensively should know what im talking about here. it really sucks. its nice when the tornado connects, but sucks when its blocked.
so the only things i know for sure about inflection is that attacks still hit like a vc is activated(hence the sense of turbo speed). all hits cause counter hits like in a vc. inflection properties DEFINITELY end when you get hit, but other than that, the end at random times it seems.
i also got another question. this goes out to mainly the cody players. i never mentioned this cuz i totally forgot about it, but its definitely worth mentioning. it only happened once and two tikkets is my only witness to this bizarre glitch. we were playing back in november last year. i was v-cody, he was v-gief. playing on gief’s stage. i had him locked down in the corner with jab criminal uppercuts. then i switch it up and go for a j.roundhouse. i cant remember exactly how this happened. but i think gief jumped up with me, he air blocks my j.rh, as soon as its blocked, a criminal uppercut tornado(just the tornado graphic) came out from the ground. i cant remember if the tornade had any hit properties, cuz i think gief was too high off ground for the torado to even hit. we tried to recreate the glitch but never happened again.
anyone ever experience something strange like that? it was definitely the weirdest thing i ever saw in a3 by far. other than the invincibility glitch lol
any new VCs for Nash, Akuma and Sagat? just wondering if their bread n butter VCs have changed since 6 months ago or if there are any VCs being used more heavily now.
mondu: your PM box was packed. but i’ll be there 3 weeks from dec 20-ish, the second outside the city tho.
Simple question: Is there any reason that the Lv.3 only Supers don’t do major damage? For example, Ken’s Shippu doesn’t do anywhere near as much damage as Lv3 Shoryureppa. Ryu’s Metsu SRK does crap for damage (unless you get lucky to get the Shin SRK). Guy’s doesn’t do much damage either, especially for how hard it is to connect. I think Vega’s claw super is the only one that does pretty good damage.
How do you set up Guy’s Lv3 grab super? He doesn’t seem to have any invincibility at all during the move and it takes a long while to come out…
I’ve had problems with permanent tornados appearing on stages after VC’s on the PSX version, my theory is that if a certain frame or number of frames are cancelled during his Criminal upper startup then a tornado will be generated, but since Cody doesnt reach the final frames of his special, the tornado doesn’t dissappear. But thats just a theory.
Tornadoes appearing has happened once in the Arcade version, but not during a VC, or even when I was in V-ism, I was A-ism and was juggling a flipping opponent in the corner, and cancelled a crouching FP into a FP Criminal upper, the opponent got counterhit and fell to the ground and got up and was hit by a tornado that was sitting there for 4 seconds! Weird. :lol:
The trick to high damage from supers is to combo them off counter hits. Then you’re talking joke damage. Like with rose counter a jump in with qct+strong and then qct+fierce. Or corner C.forward (counter), Fierce tea-towel, c.strong, level 3. or j.fierce (counter), crouch cancel, j.fierce, c.strong, level 3 (near corner)
Dhalsim and his B.strong (counter) xx level 3 kick super. >_< = 75% damage!!
guy’s doesn’t do much damage? Guy is a monster in A3 he has a few legitmate 100% combos. As for the grab super i’d class that as shit as the demon. After dizzies for a finish maybe, but he has so many better options.
erm about the new Charlie, Sagat combos: the Biggest difference is Sagat’s walk cancel infinite set-up and Charlie has a walk cancel, crouch cancel set-up too.
<v-nash> c.lk, lk sommersault, stand hk, bazooka knee, lk sommersault, lk sommersault(shadow must NOT hit), late stand hk, crouch hp, whiff lk sommersault, late stand lp, jump lk, crouch cancel walk forward into cc jumps.
<v-nash> here it is
<v-nash> the stand lp must hit at the exact same time as the shadow of your stand hk.
<v-nash> hard, really hard
<v-nash> but dope.
and credit to b-izm:
VC2, Tiger Knee, S.Fierce XX whiff Tiger Knee, until in corner, then S.Fierce xx Low Tiger Shot (around 3 repititions), then whiff standing Strong, CC, Jump straight up w/ Medium Kick, as soon as you land, crouch and start walking forward until the Medium Kick shadow hits them, then go into CC Strongs.