Alpha 3: Q & A

Overpass dragon punch

When dragon punch doesn’t come out, it becomes an overpass.

At to want to let out reversal to up, and so on, to be fearful, and so on, is time about the companion plunge, too.
First, it pushes P beforehand.
Then, it is possible to enter 623 ( the dragon punch command completion ) >1 or 4 and it separates P.
When dragon punch doesn’t come out in this, it becomes an overpass.
:lol: :lol: :lol: :lol: :smiley:

I want to play feilong, capcom should have waited and put all chars in. And dee -jay too.

In X-ism how can you cancel the jab into a fierce?
Is there any tip for doing this ?

The jab to fierce combo in X is known as the CPS1 chain.

In SF2, you could combo some jabs or shorts into fierce by doing:
jab, jab+fierce.

Because jab, jab would have comboed, the fierce now combos after the jab. It’s the same in A3.

Pretty random question, but it popped up in my head today.

Anyone know how those secret win poses are done in the game> Example…
I know if ken beats ryu in certain situtions(i beat ryu with a shoryureppa, Though i only seen this once. And it was say 5 years ago at least. lol)after i won. Ken acctualy walked over to ryu and then there was a total new animation of him giving ryu his hand and picking him up.

How are things liek this done? And are there any other secret win poses?

the secret poses are on Kao Megura’s (KMegura) A3 FAQ on gameFAQs. i probably don’t need to explain that SRK endorses this FAQ. but it’s all there.

i only remember being able to do that particular pose (Ryu helping Ken up, or Ken helping Ryu up) in survival mode on console. iirc, u just need to finish the other off with an X-ism super in survival mode. there aren’t many others… maybe Vega’s without his mask and/or claw, and Ryu’s after a metsu SRK finisher.

but check out KMegura’s FAQ first.

Basically…

Hold Punch when knocked down or blocking/etc.
before you reocover, do DP motion
during reversal window finish your DP motion, then go to down-back or back and release punch.

Is this a way to block if they don’t attack? Or is it simply just a way to block and not accidentally punch if you screw up the motion?

I wonder what he means by “overpass”?

:smiley:

:smiley: Toma is the man

I think it’s instructions to DP crossups.

I guess that would kinda make sense…

But it says it the DP “doesn’t” come out, it is then an overpass.

Engrish is sooooo confusing sometimes. >scratches head<

A-Sim vs V-Akuma

  • i’m having trouble beating A-Dhalsim with V-Akuma at close range when i’m out of meter. how is this generally played? Sim’s c.FP and c.SP are pretty hard to eat too often, and knock Akuma out of his s.JP walkup pokes sometimes. i dont’ remember if Sim’s s.JP beats Akuma’s divekick. then there’s Sim’s c.SKs to deal with.

  • say i’m playing runaway-build meter-VC-repeat (as V-Akuma). what’s the best way to use that meter once i’ve got it? usually i just jump in with an hurricane kick hoping Sim pulls out a normal (which the HK beats), but Sim can really kill me if he sees it coming. so i wanted to know if there’s a more consistent way to get in for Teh Kill (maybe bait or wait for a specific move from Sim?), or if there’s a VC from far away i can rely on.

help…?

best option vc wise agains tsim is to perfect the otg vc. seriously. sim cannot special teleport out of combos that included a command grab. so if you activate,sweep, otg then continue with whatever vc combo you like, sim cannot special teleport out.

be careful on how you jump at sim. sims air throw is a dominant anti air, even against akuma. you you mainly only want to jump at sim from far, out of air throw reach, or crossing up. or jumping after a knockdown or hes still in recovery frames to where he cant retaliate. sim can air throw even the dive kick on reaction if its close. if you jump full screen, use j.fierce, it can beat out sims s.forward/roundhouse.

on the ground. akumas best normals to beat out limbs is c.strong and b+fierce, these only beat out mid/high attacks from sim. jab dp also beats out those same limbs too obviously. all these attacks lose to low attacks tho(slides, c.strong/fierce limbs) they will lose 100%, even against a jab dp. only solid attack to beat those low attacks is strong dp(strong dp always beats low attacks from any character). or you can hopkick the slides if sim is close enough to do so.

as for the s.jabs. dont just s.jab over and over and over. you will eventually get beat out by a d/b+fierce/strong. instead, mix it up. like do a couple of s.jab pokes, then crossup and do a couple more s.jabs, s.jab into throw, or into hopkick, or b+rh. if they got no meter, you can try and guardcrush vc. if you almost have him crushed and are still on the inside(and this is a judgement call), activate vc and finish the job and gc him quickly then land the big damage. sim, especially in this game, takes a while to learn how to fight against. its usually in his favor a lot of times, but he becomes easier the longer you fight against him…

Zangief vs. Sakura? Tough matchup for zangief, eh? Any tips would be appreciated.

I’ve seen some Japanese videos and one thing boggles me.

These guys are craaazy good. But I’ve noticed they don’t use wake-ups against jump-ins much?

So someone lands a sweep. They then jump in afterwards. Happens all the time. I would think that the guy getting up would DP or whatever, but they rarely do. They usually just block. This is when they DON’T have CC for drop through.

These guys have mad execution and reaction, but they don’t try it? They’re pulling crazy reversals to escape CCs and through poke strings, but they don’t do it against a jump in… I must be missing something.

O_o? Usually these jump ins after sweeps are super deep. I know in ST I can jump after a knockdown is such a way that if they DO reversal, I’ll land and block. Is this the case?

Depending on the character, yes (ie Shoto jump Jab, Honda jump Roundhouse etc)…if they try to reversal you can block, and if not, they have to block the jumping attack. Other characters sometimes can fake it; I can jump at you with an attack with some character, and time it so that even if I’m still in the air during the freeze frame, I can really block and land, like how you described (some attacks make you fall faster, so if Rose hits Forward instead of Fierce when she jumped in, or even did nothing you could DP her). But those attacks don’t all really hit either way…they always can either whiff, or be DP’d so it’s a 50/50 with blocking, being the safest option, unless you have a 360 throw you can combo off of.

i have a question on if any overheads can link into anything?

thinking about all the combo videos i’ve seen, i don’t recall any links after an overhead.

except in V-ism, when overheads can be cancelled into any special move. like trying to block a hadorave in the corner. you know an overhead xx fireball will start the rave so you got to watch for it.

anyways, i don’t think you can link after overheads except in a VC.

sub

only overhead link ive ever seen is with a-ken. i think it had to be vs ken too. ken starts his overhead then the dummy ken rolls into the overhead making it hella deep. theh he can do like low forward or something… it was in a bas vid. very situational so it dont really count in my book…

sub: check out my ghetto cody replay i made vs cpu? rofl

always up for watching a replay while i have a smoke.

sub

edit: hope no-one quotes me before this edit ^^

its in replay thread