Alpha 3: Q & A

Thanks alot. I’m sure you know there’s two words: noob and newb. No one’s really called a noob as it’s an insult, so let me rephrase what I said above.

To the series of street fighter, I’m not a newb, I’ve got 2 A2 and A3. I’d have more if I knew they were out and I had the money…now it’s just where to find them.

I’m a newb when it comes to combos. As stated earlier, I suck at them, lol. Would you have any for any of them that I could practice on? I swear, finding anything here is so hard, because you can’t search for “Guy”, and anything with a space and another word is still considering Guy the only word, which to me, is fucked up.

Oh, don’t get me wrong, the Ansatsuken fighters kick ass as characters…but they’re so common. Everyone uses them at one point and most stay with them… Even I used Gouki, took him through Arcade and WT mode, to the end, but the combo levels, well, there’s where the mutlihit moves come in. So I wanted to go with characters who WEREN’T Ansatsuken and my second character was always Charlie and I had fun with Chun Li a while back. And I’ve always thought Guy was cool, though I definitely lack the skill to use him right, though I hope to be able to. I also didn’t want to go with Sagat, and I might use Adon one day.

Okay, this sounds very pathetic…but canceling advice please!!!X_X Evil, evil thing!

The secret of the Bushin Chain is… a secret XD j/k

  1. Each button has to be pressed only 1 time.
  2. U have to chain one move to other when the previus one is in re recovery animation…
  3. It a good idea to start the chain with a s. Short.

hehe… cool, allright. okay… staple VC for V-Nash i think is

[VC3]
c.JP xx SK.somersault,
{RK xx RK. knee bazooka, SK.somersault} repeat to corner,
{FP, c.FP, c.FK (whiff) xx RK.somersault, c.FK (whiff) xx RK.somersault} repeat in corner

and… that’s really the only VC you have to learn for Nash! i think…

after the last part you CAN tack on the crouch cancel ending, which involves a whiffed c.SP into something or other. i wish i could remember it was.

Guy is a lot of FF Chaining (JP SP FP RK)… in the corner you can go for JP SP FP RK, SP FP xx P super, or just FF Chain x 2.

advice? practice :confused:.

Ahh, the final fight chain… Read James Chen’s FAQ partially and
tried it today. Took me a while…always messed up on the timing of the roundhouse. Thanks.:slight_smile:

Muskau: Guy’s jump nor chains isn’t what makes him really hard to learn. It’s all his OPTIONS from his movelist and stuff he can do. For example: people are afraid to tech guys stuff because they’ll eat a free lvl 3 super, but you can do just as much damage if they don’t recover on air hits.

On a corner, FF Chain into strong -> fierce xx qcf + fierce, fierce is the best option since it adds a SHITLOAD of dizzy (won’t work on DC version kids, you’ll always get the Bushin Grab, but rh hurricane will still add up some dizzy.)

Guy can do so much counterhit bullshit it’s stupid. Just as people are afraid to attack V-Ism because of a two button blowthrough, people are scared to attack Guy because a counterhit = dizzy combo = death.

I’m thinking since Honda showed up twice in Acho vids, he might be low second tier. But then again, I think most characters with the exception of Dan, Mika and Juli coudl end up at the bottom of second tier.

is this the grab or the elbow? i was sure the grab was a PS-only thing…

Correct. You can do only do the bushin grab with that spacing (ie with opponent all the way in the corner) on the DC version, and apparently the PSX version as well.

Anyone know if you can use fireballs as placeholders in a VC to make it unflippable, like people use the shadows of regular attacks? ie in Cody or Charlie unflippable VC setups, they can’t air recover because they’re being hit by the shadow of something else, so you can safely jump up and start to crouch cancel…does this work with projectiles, also? Any? All?

Dragonflame- the characters you’re asking about are all preassure characters, ironically. They all have combos, of course, but their generaly strategies often involve abusing priority to make themselves scary and making people do stupid things. Of those listed V-ISM Charlie would be the best combo character, since learning V-Anyone means combos.

Basic combos:
(Chun-Li)
{A}standing Strong or fierce xx fireball or super
{A, X}Crossup jumping Short, standing Jabx2 standing Short xx Senretsu Kyaku (charge b, f, b, f+K)
{A, X}Crossup jumping Short, standing fierce, lightning leg (Kx6)

(Charlie)
{A, X, V}jumping Fierce, standing close Fierce xx Sonic Boom, F+Fierce or Roundhouse. I actually don’t remember if this is cornr-only.
{A, X, V}Jumping Fierce, crouching Jab, crouching Short xx Roundhouse flash kick
{A, X]crossup jumping Forward, crouching Jabx2, standing Short xx flash kick super (charge d, d/f, d/b, u/f+k)
{A}jumping Fierce, standing close Fierce, super (charge b, f, b, f+P or K)
{V}VC3 (activate V-ISM with Fierce+Roundhouse), crouching Short, [Roundhouse Flashkick]xn. Corner

I’ve been playing Bison for awhile now, there are sooo many underrated characters in SFA3. If you got good enough you could poke/throw/super/stomp, and then devil reverse and teleport away all the while chipping away at their life bar, and when the make a mistake, bam.

Reminds me a bit of Twelve, except Bisons got better pokes, and better mobility. :lol:

The amount of area that Bison can just poke and punish is huge, if someone whiffs a move 1/2 a screen away you can scissor kick or lvl 1 knee press them, then start wake up games with psycho shot followed with air stomp or properly spaced scissor kick/cr. RK. Or Psycho Shot into throw, or teleport into throw.

His supers are quite good, Psycho Crusher is a great juggle followup, I rather keep away from using it as an anti-air by itself, due to it trading at certain angles, or knocking away for only one hit at other angles.

Knee Press Nightmare is the super with invincibility at the beginning so it works to catch laggy pokes or specials, and also works well by itself. As someone else said, you can follow it up with another mixup game.

I’m really surprised I haven’t seen footage of a good Bison player, he seems to have all the tools he needs, his st. FK and cr. SP are great pokes with high priority, most of his other normals have good priority. His jumping Jp and SK have the best priority in the air followed by his RK.

Only link combo I’ve found for Bison is standing close SP, standing JP/SK

Only problem is CPU Zangief on expert again! He always seems to just pass through my st. RK when he’s jumping.
:bluu:

glass: It’s going to do the elbow, which adds TOO much to the dizzy counter. Try this. Start up training mode at any time, pick A-Guy:

jump over char and do s.strong -> fierce xx lvl 3 kick super, FF Chain (won’t be in corner until the end… adds a juggle), s.strong -> fierce into:

a) Bushin Flip (elbow version) (qcf + p, p <elbow>)
b) rh hurricane kick

That’s an instant dizzy combo. From that, you do a j.fierce, land, FF Chain, into strong -> fierce xx rh hurricane to kill them off. Just imagine how scared they’re going to be to attack because if they eat that counterhit jab, they die, literally. Guy can do a LOT of damage from his kick super anywhere on the screen. Anything that you end with a bushin grab = mad damage.

A-Nash impractical style combo;

c.JP c.SK xx L1 sonic blade, c.SK xx L1 sonic blade, c.SK xx L1 sonic blade…?

something like that. dunno if the third one connected, maybe it was an L1 into an L2…

Gandido:
ah, cool. i’ll try it later :).

TS:
you probably could, but i can’t think of any practical VCs that use it. one question tho; don’t the Nash and Cody cc setups use standing normal shadows? coz projectiles can be airblocked while those can’t. another thing is the fact that the jugglee can choose whether to block or not, and if not, whether to make the hit a counterhit or a normal one. etc etc etc. dunno, just wondering what you had in mind.

glass: I didn’t mean the damage reset VCs where they can flip out, I meant the legit VCs where you can transition into a cc combo. So I was wondering if instead of using the shadow of a standing Fiece or something to hold someone in place while you jump, if you could use the second fireball. For some reason I’m thinking the hitstun for projectiles is too sort, though.

damn. i’ve been playing this game forever and i’m still not sure bout this. but to jump in the middle of a VC, don’t you have to go through a neutral state? coz that would mean a flip. but yea, i know Sagat’s infinite involves jumping after the shadow of the jab upper hits and i don’t remember flipouts being possible (or feasible?) anywhere.

Just back from training mode…no luck with the projectile thing (well I got it to work once with Ryu, out of about 100 times), though I think I found a new Ryu infinite setup. From a VC2 corner juggle it’s standing neutral roundhouse xx crouching Roundhouse, and then jump up with Strong or whatever…the timing is a bitch, tho. Easiest way to practice is with opponent in corner , throw red fireball, and then do it as they float down. If you’re geting a total of 2 hits, then you’re doing it too early. if you get 4 you’re doing it too late. If you get three, you’re probably doing it a milisecond too late.

Yeah, but if they’re being hit during the neutral state, the can’t flip, to give you the short version.

Interestingly enough, in the new japanese tourney vids from the acho site, there are a couple of setups that are air-recovery-specific; there are some crouch cancel setups which can be flipped out of, and some where you need to air recover forwards, and some where you need to do it backwards (ie some of the damage reset VCs from the BAS vids where the opponent would land on the shadow of Ryu/Rose/Ken/Sakura’s etc standing Strong can be escaped if you air recover neutral or forward, but can be escaped if you do it backwards). There was a Sagat v Akuma vid where Sagat was doing a setup where you need to air recover backwards to be hit by and using it as a reset. Whether that means the standard infinite setup VC can be backwards flipped out of. You can usually flip out of the standard Ryu infinite setup also, depending on the opponent’s timng. However, there’s always a moment right after you flip where you can’t air block (there’s a Charlie corner VC that takes advantage of this), and Ryu can actually jump up with Strong quick enough so that you couldn’t block it anyway, even if the setup has a hole in it.

when u flip out can u toss a normals and try to trade with ryu? or is there not enough time ?
also i was still thinking about the charlie bazzoka properties on CH that me and apoc were talking about, can some who has the game emulated with frame imput see if u can activate after a ch hit from the knee dash or if u can charge flip kick?

I was going through some of the earlier posts in the thread…

You can’t crouch cancel on the PSX version?!! Well, if so, that would explain why I can’t cancel Guy’s HK from a crouching strong…though I suck at canceling but still. Hey, can anyone confirm wether or not that’s true?

  1. you can crouch cancel on the PS.
  2. umh. you can cancel c.SP xx bushin whirlygig.

Go to http://www.mfr.jp/acho/movie19.htm and download the third (acho_zero3_20040222g.wmv), the fourth (acho_zero3_20040222f.wmv) and the seventh (acho_zero3_20040222c.wmv) video.

The scary stuff Gandido is talking about can best be seen in acho_zero3_20030713a.wmv which is not hosted there anymore. Send me a PM if you (or anybody else) want it.

Click here for a very nice Guy Kawaks replay by psycore. He got bored after four fights though. Maybe Gandido has more patience? :smiley:

The groups for Absolution 2004 were posted a few days ago: www.ullysis.com/news/?mode=article&newsid=21

Edit: They updated the groups.

Crouch canceling is something different. From http://www.shoryuken.com/features/s000229.shtml:

great stuff. which ones of those have Charlie?

Get acho_zero3_20040222c.wmv and acho_zero3_20040222g.wmv.

acho_zero3_20040222e.wmv has Charlie too but is a waste of 16 MB if you’re looking for good Charlie action only.