I dunno. That’s like Ryu’s insult super. Waste that shit and bust the mesho and it’s like, “look, I coulda taken half of your bar. Instead, I wanna do it without my meter so you understand fool!” lol.
That’s the fun super.
Apoc.
I dunno. That’s like Ryu’s insult super. Waste that shit and bust the mesho and it’s like, “look, I coulda taken half of your bar. Instead, I wanna do it without my meter so you understand fool!” lol.
That’s the fun super.
Apoc.
Today I have questions about strategy in SFA3… well actually in any game.
Usually people don’t say that kind of stuff in this forum, and even less in this place, but
I am just an average player in SFA3. However I tend to suck big time in any other game. I am facing usually 3 huge challenges, and I am not 100% sure how to deal with each of them. Maybe you could give me some advices.
The first problem is the joystick: I am not use to a joystick, but I am good with a keyboard. Today, I hurt my wrist each time I did an uppercut in SFA3. And I kept on jumping forward instead of doing a fireball in CvS2!! It took me about 6 tries before I was able to pull off one fireball out. I had no problem in SF3.
The second problem is the lack of opponents in SFA3. It is kind of hard to try to practice just against the computer. You get used to a computer, and you keep on improving your character (in my case Gen), but thats it. But that s also not too hard to fix: I spend my time studying videos of SFA3 matches and try to figure out what people like to do when they use top tier characters in SFA3, and try to figure out a way to counter each move.
The third problem is the most annoying one: The player.
When I play any game, I get extremely nervous. I am facing an unknown opponent that I know nothing about his gameplay, and that doesnt play like I am used to (the computer). One thing is 100% sure: His combo does more damage than the computer.
Most of all, I hate when their character sticks like a glue to mine. Take today for example: I was playing SF3 and that guy is standing right in front of me. If I move forward to go for a grab, I get c.MP. If I try c.MK, he will parry it (he did it about 10-20 times in a row) into a combo->super. This is real pressure. Since he knows I am scared to death, he just attack me non stop and here you end up spending your time in a corner thinking how to defend yourself the entire game between blocking/parry/counter grab. He ended up with a full super bar in no time, while you are still in a corner blocking all kind of weird shit.
If he wins one game, it is the worst. I know the match is not over, but the fact you lost the first game means that you just suck compared to your opponent. Now he is closer to winning the match, and he got a psychological advantage on you. Morever I still dont know how to confused him so that he doesnt parry my c.MK so easily.
Regarding SFA3, the pressure is usually not from the parry feature, but from V-ISM. Because of this ISM, I cant jump on Akuma (for example), and I should not stick too close to him either. If I do, he will be happy to destroy my guard block with his custom combo. But if I dont, well I am playing Gen so WTF I am doing so far from my opponent in the first place. In the end, I usually end up always in a corner (except if I am playing Gen), get trashed in all kind of exciting way, and spend most of my time defending instead of attacking like I usually do.
So here is the fucking $1M question: How do you deal with the pressure if you dont use V-ISM against someone who play top tier V-ISM char. and knows his shit?
Stop sucking.
Did you see that? L-O-L! I said, “Stop sucking”. I can’t get over how funny that is… I mean, really. He was asking for help, and I responded with no real help at all. AND I managed to sneak an insult in there as well! OMG, I can’t get over how witty I am. HA! I bet I am the first guy on SRK to think of something like that. I definitely have to save this… WAIT! No, print this. Yes! that’s it.
Now for something completely different…
Chen Zen giving advice to students of Jing Wu:
"Power, Precision… and don’t forget about speed. If you practice every day with these things in mind, then, you begin to develop a… fighting mode! see? What I’m trying to say is, it’s instinctive. All of these things will allow us, to take a hit"
STUDENT:“But what about attacking the opponent first?”
“Let’s say you attack an opponent with a strong defense… What happens? Bang! He hits you! Have a strategy.”
I think that if you gain confidence in your ability to deal damage, your pokes, counters, and your execution, you won’t become flustered and then hesitate. But you need to practice these things to the level where you don’t have to think up and try them on the fly, you know them. Then your mind has time to think about other things like adapting, countering, and strategy.
>scratches head< I think so anyway… I still get nervous too when facing new people sometimes.
learning how to hold a joystick and practice is the only way. You should only be using fingers (either under or over ball). Your arm shouldn’t move and get used to the feel of the corners. like hold it down then slide and lock it into DF and tap punch, get used to this. this half fireball motion is the key to walking dragons. just do it as your walking forward. your execution will suffer but if you analyse whats going wrong enough and relearn moves it will work out better.
yeah the a3 scene is kinda dead lets be honest about it. Even though online sucks in my opinion it is better than nothing. Do you know about kaillera? I’d say alpha 3 is playable with low ping and is the best chance for good Vs.
other than that it comes down to travelling to find opponents. I’ve been to france and holland this year to play a3 and would do so again.
With emulator you can program macros or map player 2 inputs to player 1 side. This allows you to control both characters at once and is useful to practice counters, timings, and spacing.
If you lose first game that means nothing, if you lose a round badly you just forget about it and concentrate on the next round. Don’t carry any feelings into the next game. Sounds to me like you’re just being rushed down, you’ll learn where the holes are and how to change momentum. Rushdown is effective in 3s and a3 so learn how to keep intelligent pressure on.
best things for nerves is faith in your combos and set-ups. Like say if you land a waterfall kick with gen, stop after four hits, walk forward and go for meaty cross-up, c.jab x3, c.short, c.forward, level 2. KKK, C.roundhouse AA
the way you cope with V-ism is to always have a level saved for your alpha counter, you know the V combo is coming. Once you show you will kill every VC, unblockable, or guard crush even if you trade hits it will force your opponent to try and VC through moves which is harder. Also never jump in, especially if they have meter. Your asking for a VC2 strong dragon, B+roundhouse, demon flip death.
anyways…
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I don’t think the nerves ever go away for some people. It just stops interfering with the way you play after a certain point. I may be nervous right before the match, but by the time the first round starts, it’s usually gone. I used to get nervous during casual too, but the same thing sorta happened…tourney matches are sort of like causal ones, except you play a little more seriously. At least that’s how it is for me.
About the excecution issues, that’s just practice. After playing on something as different as a keyboard, you need how to re-learn stuff, as it applies to a joystick, or even that specific set of sticks in your arcade. If you can’t get a decent stick for your PC (or just don’t want to spend the money), you need to just keep at it and learn what works the best for you (preferably without breaking your hands, but we all make sacrifices).
The thing is, when you’re having trouble excecuting, your brain sort of does the math for you, and eliminates options… If your DP isn’t coming out when you need it, you’re going to stop using it, and Ryu without a DP plays a lot differently than Ryu with one. And using a super or something as anti-air may not even occur to you anymore, even if you would have thought about it before. Blah blah blah. Point being, that the easiest way to build confidence in your excecution (which you need), is to excecute better. And the way to do that is generally practice.
And yeah, different games have differnt timings on things…I remember not even to being able to do a jumpin combo with Ryu the first game I played when I got 3rd Strike on my DC because the timing is different.
About lack of competition, don’t know. CPU is really only good for practicing timing on stuff and sometimes priority. The best thing you can do is find tournaments or whatever, but no comp or lack of good comp is what holds most people back, whether or not they realize it. I think the best thing you can do if there’s absoutely no one around is to play with purpose…try to get perfects and master all of your combos and setups, or play Survival Mode (which is essentially the same thing after you’ve taken enough damage), etc.
As for the 3S example, if nothing else counter thee actual player instead of the tactic. If he can parry your attack and then super every time he needs to, it means he’s reading you. But, you being you, you can read you too. If you know what your impluse is and subsequently know what his will be (to counter whatever move you want to do, which could include doing nothing), then you can at the very least just not do it and cause a stalemate for a second, and at best, continue to read and counter the opponent.
This thinking is just sort of wrong IMO. Let’s take some of the matches from the A3 section of the Evo2k2 DVD. Ohnuki vs Choi, both V-Sak. Ohnuki wins the first round pretty decisively. Second round, Choi just baaaaarely pulls through. Third round, Choi destroys Ohnuki. Like, amost a perfect. Or BAS vs Cole. 1st round BAS takes decisively. 2nd round Cole dominates BAS. Gets hit maybe 3 times. Third round, BAS wrecks Cole, just as badly. There’s a lot of this that goes on in SF. I’ve gotten a Perfect on someone but stil lost the match. So you shouldn’t be so discouraged after losing the first round…sure you “need” to win the 2nd round now, but you need to win two rounds anyway, whether it’s 1 and 3, 1 and 2, or 2 and 3. So just try to win…
Know your shit. You usally can’t jump at Akuma, but you can’t jump at Shotos in general right? What it all ultimately comes down to is knowing what will and won’t work vs that particular player…but the general tone is knowing what works well and what won’t. Maybe you can’t rush him down like you could with another character, but if you can read a poke and hit him with a super, you may be able to just out poke him and play defensively for the whole round. What does he like to try and wear down your guard bar with? Does PPP crouching FP or R beat his b+RK or hopkick? You may not be able to jump at him, but are you letting him jump at you? Is he throwing fireballs or doing anything else that’s a free jump in or diveick super? Can you get him to do it more often, etc…
Hope I was able to help some…
Thanks all.
New question related to SFA3 (finally):
We talk a few posts ago about blue flash and red flash stuff. This reminds me SF3.
I am pretty sure there is no partial buffer charge, but what happen to your charge if you “just-defended”?
i know i’m going fast ;):
i want to start to play with rose:
any pointers would be REALLY great
B&B,best ism, VC, anything is greatfull.
Random V-cody questions:
I how do i set up for the infinite off of is VC’s?
How do I get around footsies?
ok you’re in the corner landing [S.fierce, whiff jab tornado] when you get to 20% meter left do, S.roundhouse, whiff c.fierce (the shadow of the last jab hurricane hits as the c. fierce ends ) j.short, cc. j.short etc… (credit to nibor)
Cody’s got a great footsie, counter game. s.forward, c.fierce, and c.short xx short ruffian kick work well. C.roundhouse is as good as chuns. c.strong beats hop kicks etc… after knockdowns you can ground cross-up with F+roundhouse or leave a jab tornado on screen. c.fierce xx fake stone adds to his mix-ups, mind games.
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i think you would lose your charge if you went for a blue block.
there is pre-charge buffering though, charge b, f,b + p
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like blowing through a poke with sagats taunt super
too gooD
Just curious, what characters would be sim’s worst match up?
If he even has any
v-sak, v-akuma possibly others might be the quick characters like rol and chun.
I’ve been playing Honda for a bit and I’m wondering if anyone plays an offensive Honda, or if its even possible?
Due to poor speed and mobility, Honda has lots of trouble trying to cause quick momentum change, he at least has to go for a knockdown in order to start offensive strategy since he has to be charged all the time in order to combat jump-ins. And jumping forward with Honda is not usually a good idea unless the opponent is knocked down, Honda can beat there anti-air or he’s meeting somone in the air.
I just find myself just sitting there charging up, and waiting for the opponent to come at me which I find very unsettling. So I usually get counter hit alot because I try to go on the offensive with a jump-in or try walk-up pokes and lose my charge, which allows most higher tiers to get an easy jump-in.
Should I try the Butt drop to gain ground? It doesn’t seem to be very reliable in terms of hitting when and where you want, which allows the opponent an opening.
Any tips?
Imo gief and the sak vega rol cody
Sak is a pain because of her fireball and strong normals. I can’t slide under her fireballs and when you do the Down + fierce ( in the air ) she can do the big fireball which has more protection
bla bla bla
Still sim kicks her ass imo
Gief is a pain for me. He has the katobbi cancel and he’s hard to zone because he can do (kkk thing ) to beat limbs and he can stuff limbs with jumpins too. It’s hard for me to do good damage against gief because I don’t want to get close to him. Every jumpin is like tons of free damage .
cody rol vega do ok too. How do you handle vega 's slide and his wall jump thing
cody has the dodge
what does v-akuma have against sim. I’m really not scared of him
he’s just ryu + divekick + gay hk to me and sim > ryu
Sabin care to elaborate on sim vs gief vega cody
Ps jason cole is good ! But why so inconsistent . evo 2k2 one round he almost Beats ino perfect and then he loses again :bluu: and why did he use a level 3 against bas in the second round he was way ahead !
Sim has to block Akuma’s standing Jab even while crouching which causes 'Sim trouble when Akuma gets in close, 'Sim can’t recover out of the BAS VC and can reset him in the corner, has demon flip to mess around with, GC VC can’t be AC’d, etc…
The real heartbreaker about the Cole match was when he did the level 3 super vs Ino on accident…it was supposed to teleport…so sad. Cost him the round probably. Anyway, in the match vs BAS…if you have a chance to take a round from BAS, you should probably take it.
I cannot arrive to try the pre-charge buffering. charge b, f,b + p seems to do nothing. Did I do something wrong?
takes a bit of practice to get into the rythmn of it. think of the last f,b+p as happening at once. Or charge db, f, db+p.
did ya know that a whiffed c.jab and whiffed c.short is perfect charge time?
you can lock chun down with booms and VC any jump in. Remember this jap vid where this V-nash player took out team chun-li. throwing like 50 booms a round.
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So it doesn’t matter how close you are when you do the GC VC… Sim still can’t AC it?
i know this is a little off topic, but i need judgement on my cody(big help from sub or nibor would be great) he isnt the greatest in the world and i know he can use some improvement like VCs i mess them up almost 80% of the time, i have the basic element of cody and undersand what must be done for him with win, if i can get some opinions things to do more or things to stop doing, advanced strats and such would greatly improve my game
enclosed is a kawaks replay played on expert mode all other options are regular, frequency is 11.8 i believe anyone feel free to let me know what u think
thanks in advance =)