yeah its prolly the timing then, I am definitly crouch cancelling. Anyways thanks very much for the help SaBrE, I’ll try to be more accurate in the crouch cancelling, because I have gone into infinite before and have CC about 7/8 times in a row, but I am just not consistant with going into it so your probably right.
CPU in SFA3 has basically 3 patterns, close, far, and air.
The key is to basically is to fool the CPU by jumping in once its commited to a particular pattern.
Akuma is practically unbeatable up close, so you throw a fireball at him and he gets pushed back and will go into a different attack pattern which has a few openings.
Basically its same with all the characters except Adon, who is just all over the place. R.Mika can be simply beaten with crouching strong as she walks in. Gen and Cammy are vunerable during their jump-in. Zangief will spend 99% of the time aggressively trying to get into sweep range.
The CPU is usually most dangerous in-close, so you simply continue poking them to keep them out of their best range so when you see an opening, jump-in and go for the combo.
Been searching around for Honda info as well, there doesn’t seem to be too much. I was experimenting with V-Honda as well, his VC’s are possibly the easiest there is, the problem is trying to land them in a real match. The only possible way I can think of trying is air-air counterhit or anti-air counterhit and then starting up the VC as they fall.
Other startups that seem to work is a VC activation then sk butt drop to launch the opponent.
I love his V-ism Kick Colour though, he looks very tropical! Is it Hawaiian Honda? :lol:
So anyone still use honda round here or did they all run back to ST???
everyone thanks for the Cody help,ive decided with the exception of practicing my VCs and alot of real person competition that my Cody is pretty solid at best,and i feel its time to pick up a new character.
I choose Rolento, due to his mixup and his high difficulty to learn,
im leaning towards v-ism, so once again any help will be greatly appreciated, im looking for pretty much everything(not alot of great rolento players out there)from basics to strats to video replays if possible anything to help me get this player off the ground
thanx
and p.s to grab with vega its 2punches or 2 kicks not 3 punches or 3 kicks as u may have already figured(works with all chars:) )
Arrrrgghhhh! someone please help. This is still to do with my original V-cody infinite request.
plz read carefully:
Now then, I was trying a couple of things on my DC version and found something quite wierd so please help. I set the dummy on praccy mode to NOT flip out (I will explain in a minute). I then did the normal VC with cody- VC2 or 3: [mk.ruffian kick, whiff cr.mk] and then I either did one of these two to set up the infinate (in mid screen), rh.ruffian, whiff st.rh or rh.ruffian, whiff towards+rh. Both allowed me to go into infinate as long as I was midscreen. Now here is the wierd part, I purposely turned automatic air recovery off because I wanted to see how and where I could juggle the dummy with j.short (without having to worry about CC for the moment) and it was easy to continuously do anywhere in midscreen, the dummy would keep on getting hit, BUT, when I got to the corner and had to jump vertically for the j.short, after about two successful hits, I would miss the hit. WHY IS THIS? IT ONLY SEEMS TO WHIFF WHEN I START JUGGLING THE THE CORNER!?
Ok now for another problem, regarding the extremely annoying Crouch cancel (I thought I had the hang of this but it turns out that I was very wrong). When I did eventually decide to set the dummy to flip out, I tried the midscreen infinite set ups that I just mentioned above and did it a little early (about 10% of bar left) and I would be able to juggle the dummy for about 3 hits and with the exact same loop of CC technique, I would still mess up and miss the next hit. Is this possibly because some of the shadows of the j.short are actually hitting the dummy and my CC is totally incorrect? If so, then can someone break down CC’ing in much more depth, I know SaBrE has told me (thanx) but I still can’t do it.
Apologies if I have not explained these problems properly but it is kinda hard to explain and its getting very frustrating cause I know I can do it as long as I have the valid knowledge and also exactly where I am going wrong. As you can see I really want to master this infinte thing with Cody.
Please help again, it will be much appreciated k thx.
I’d recommend doing forward ruffian, C.fierce, J.short, cc. j.short in the corner over and over until you can get 99 hits. This isn’t a set-up just an easy way to get into the CC pattern.
in kawaks you can set-up a 2-player game where you’re about to start your combo attempt and hit f5 to save the state. f7 will load the game to that point after each attempt.
I’d be watching the ground where cody lands as a reference point.
here’s a kawaks replay of the combo and nibors cody notes, the replay is by nibor too.
imo the infinite sucks i try and avoid it. unless it was tourney time. a couple of CC’ed J.fierces and CC air-throw is a good end.
raju: you miss in the corner because you only get 2 juggle points when in the corner. its there to help alleviate any type of bs corner juggling(that doesnt involve CC). other than that, i have no idea what you are doing wrong. you are probably either going to full crouch or you are jumping too early. those are my only guesses
the point i want to bring up s that off crossups after knock downs
are they really worth it, like bating out a wiffed dp attack?
ex being ryus hopkick the knee bazooka ect?
strong dp is good. as in strong dp, cross up FK c.SK xx strong dp, repeat.
favorite Ken VC has to be [VC2/3] c.SP c.RK xx JP.hadoken xx JP.roll repeat. it’s a confusion/reset and that’s the bones of it, but when you customize it can be a great barrage/GC/reset. ends up looking a bit like Charlie’s XMvSF sonic blade.