Okay…
You can recover from the first combo, but not the second.
you can juggle after the level 3 super hurricane, and i’d use forward hurricane near the corner (better for juggles after)
to be honest though, these combos are older than the game.
if you’re just learning the combo system of a3 ask about it, but writing about karin combos that don’t work and old school ryu combos is a little pointless around here.
btw definition of a combo: a series of moves that can’t be escaped after the first hit connects.
In alpha 3 you can prevent your opponent flipping by avoiding neutral state.
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I was wondering, how do you know when Dhalsim can escape certain VC’s and others he can’t? Like, what are the properties that determine whether he can escape them or not?
e.g. I have been told that Sim can escape Akuma’s vc1 light dp, fierce fb, fierce demon flip but can’t escape the vc2 strong dp, b+roundhouse or the BAS combo…
So how do you know whether Sim can escape or not escape a VC?
Subliminal UK, sorry about that. Its just that where I come from, we have little to no competition at all. Up until I stumbled onto this site, I didn’t know that people actually used V-ism.
master J: dhalsim can escape ANY vc with special teleport except for vc combos that use a command grab. so like akuma otg vc is unescapable since the combo starts off with an otg grab, sim cant teleport out of command grabs and sine you are comboing after the grab, he wont be able to teleport at all. so basically, having a vc with command grabs is a very good thing(i.e. akuma otg, karin’s numerous setups with her grabs etc…).
while vc’s can be escaped, some characters vc’s arent worth escaping from since sim is vulnerable during teleport recovery, he will always teleport in front of you on the ground. corner vc’s are usually the toughest for him to escape. and mid screen vc’s like sakuras can be tough for him to escape cuz unlike akuma, she isnt flying allover the place with her vc, she just moves little by little, making it much easier to hit sim. you would just have to see for yourself when you play against it…
I don’t think your combo’s are bad. they may be escapable but ryu has lots of options after opponent flips in corner.
He can airthrow
He can crouch cancel
He can wait a sec and do another strong/c.fierce xx hk
It’s not weird if you see someone not flipping after corner hk so I think the combo’s are sort of legit. Flipping out is not without danger. You have to judge your opponent skill level and experience and take in to account what he has done earlier
some ryu combo’s from cornertrap
low short x 2~3->level 2/3 super fb
low short x 2~3->level 3 super hk
crossup forward->low strong->low short->level 3 super fb
jump roundhouse(deep!)->low forward->shin shoryuken(4 hits)note: distancing is crucial
counter hit air to air jump jab->land crouch cancelled jumping strong(2 hits)->stand roundhouse/hopkick->super fb.
counter hit air to air jump jab->land crouch cancelled jumping strong(2 hits)->hopkick level 2 super hk->low strong level 1 super hk. note:corner only
counter hit air to air fierce->crouch cancelled jump fierce-> close fierce->level 2 super hk->close fierce->level 1 super hk. note: corner only
jump fierce->low strong->level 3 super hk->low strong ->roundhouse hk
vs cornered akuma only.
jump fierce->close fierce->roundhouse hk(dizzy) air hk backwards about 5 chara spaces away from him->level 1 super fb->walk forward a bit-> jump rh->hopkick-> level 2 super hk->low fierce->fierce dp.
edit: I was using 4 levels there. finish with low fierce->fierce dp and NOT low fierce-> level 1 super hk.
PS. TS are you sure cole was going for a teleport because usually when gief comes at you with the glove, sim masters try to super him. And if he was doing a teleport he would be using the punch version which is a bit sucky.
I guess your right about akuma. He has more options.
ok cool, thanks for the info man
In the evo2k footage Cole used the super vs a body splash that he saw coming.
I would like to know more about move priorities. I thought that it was always the move that come out first that counters the other, but it’s not always the case : for example, a light punch counters a blanka ball when it’s in its active frames (the frames that can hit you), same thing for ryu’s medium puch countering zangief’s body splash cleanly. What’s the theory behind that ?
i have an idea but it all depends on our very small a3 player base, this year texas showdown4 is getting a major face lift in terms of space games prizes and participants, now my hope whould be that we could hold a large alpha3 tournament, we already have wong west cost players such as choi and the run team visit for such events in texas as well as miami x alex so the question is how many players would be interested to travel to this if along with the pot there would be a 70$ 1st place finish bonus?
since houston is relatively in the middle of it all i think both coasts would have equal chance to participate.
thought?
I was wondering, what is a good thing to do when you attempt Akuma’s otg and miss?
atm whenever I attempt his otg and miss, I practically end up wasting my bar
So is there anything apart from the unblockable (for when they have meter) that you can do or not?
Gaurd crushing is the next best thing you can do or if your lucky try sweeping them again for another OTG attempt.
anybody know if there’s anymore vids of maki’s A-chun? i think it’s pretty tight how she can take out V-gief’s and V-akuma’s. i’ve only got 2 vids of her playing in a-cho(against the previously mentioned characters), anybody have some more?
can someone hook me up with a link to the cody thread or what page cody is on in this thread?
Thanks
mate and i were playing alpha 3 last night, it’s not japanese or evo quality but hey. It’s a kawaks replay.
Anyone wanting to constructively criticise feel free, i’m hoping Sabre can offer me a few 2-player Cody tips.
I’m player 2 btw. Enjoy watching.
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btw it’s a .rar file, i changed the extension to .zip to sneak it up. when you download rename it back to sfa3.rar ^^
Anyone go to NorCal Regionals?
Looks like they removed some pages and disabled the search function. ??? :lame:
sub: from what i saw. i have some advice. just letting you know ive only seen up to after you both used a-gief and you lost and went to a-sakura. not having fast forward sucks. kinda wish you broke up the matches into smaller files dude.
anyway, what i noticed with cody. i noticed the other player is hella novice with cody. unless hes playing kb or shitty pad or something heh.
not really much to say on cody vs cody matches except for the fact its probably the dumbest match in the whole game cuz its so freaking random. ive done a ton of cody mirror matches. and one thing i learned well in that match is random s.fierces and especially s.rh works well in an upclose footsie. like i would be right outside range, throw out s.forwards and s.shorts. then a random s.rh as an anti jump. cody is a character that needs to jump a lot of times. so throwing out s.rh or s.fierce is good for a ground game, it’ll make em think twice about jumping again when they get smacked by it the second they attempt to jump.
overall on the other matches where you were cody, a couple things i noticed that I think works better. i noticed a lot when you got an AA ch, you always try to follow up the opportunity with a j.fierce to get a cc series. may i ask why you do that? maybe im missing something? i just dont see that ever working reliably. the best option is to j.jab on opportunities like that(yes, even better than j.short) since j.jab has great range/hitbox(also much better priority than j.short) all around the front and top of cody. i would see you would do c.strong AA ch, then go for j.fierce everytime and fail on almost every attempt to capitalize. if you do j.jab everytime. your success rate will severely increase. thats what i see from my experience. you can j.jab , then cc j.fierce/j.rh/activate vc into infinite. even if they flip and are able to block j.jab atleast they are stuck in block stun and are wide open for an unblockable ground attack if they are near corner or you still have a much higher chance of keeping offensive momentum in the match.
against ryu. i notice you never really footsie much with s.forward or s.short at all. those attacks are awesome counter pokes, especially against shotos. stay right outside of shoto low forward range and youll get free s.forward ch’s. and youll stuff hk and hopkick startup attempts every time with s.short. s.short xx low ruffian is an awesome poke from a distance. if you do it from far, most characters cant punish the blocked ruffian. if you get ch, itll combo and knockdown.
hope some of that helped, its all i can think of off the top of my head. you got a good cody tho. is there anymore cody matches later in the replay? lemme know
first of all, thanks a lot for the reply, your advice is much appreciated.
As for fast forwarding replays: You can change the video -> frameskip to 9, and then back to none. or you can alt-t which activates turbo mode, seems like the wrong speed when you swap back though.
I know what you’re saying about Cody vs Cody being fucked up. I always try to counter VC through pokes and break guard. Timing late jump-ins is easy after knockdowns and i’ve noticed cody has few wake-up options.
Yeah my friend is learning Cody after being banged up by him, he still lacks a VC and some experience, but he’s getting there.
I see what you’re saying about using j.jab after an AA CH, i should be mixing up my options more. I’ll bear that in mind and give it a try next time.
Would you also recommend J.jab after a jab tornado? If i’m expecting a mid-air retaliation, i like to activate on way up and start with j.jabs. unfortunately this leaves me no VC if i guess wrong. what are your favourite post tornado options?
I get Cody out again for a few more games near the end, after gief vs. sak, it’s a-charlie vs v-sodom, charlie vs. chun, ken vs. chun, ken vs v-ryu, ryu ryu. ryu v-charlie, cody charlie, ryu charlie, ryu ryu, then i get cody out lol.
anyways, cheers.
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It happens to me a lot recently, and even on keyboard(where I am pretty good at):
How do you do a super fireball and an uppercut with Ryu?
Is there some kind of trick you do to make sure you got the right move out?