Alpha 3: Q & A

Actually, my Guy is hella aggressive. Sometimes I need to play a little bit of Marvel to loosen up my fingers a little bit, but afterwards I usually still tend to mess up in my run move cancelling (leaving gaps). When I don’t leave gaps though is when the fun usually begins. Seeing someone scared to stick out something because of a ch c.jab or c.short is mad funny :slight_smile:

I’ll turtle in matchups that I know I’m forced to do it (Charlie being my main problem), but seeing as I just found out about Shinya’s dirty s.short (lol) into whatever in the corner I think it might make a lot of stuff easier.

I also like the fact that Guy can get out of a lot of corner bullshit because of his high jump arc + wall jump. Works very, VERY well against V-Sagat infinite setup bullshit.

I’m reckless when I play A3 most of the time. Half of the time it pays off. Half of the time it doesn’t. Once you get that ch. c.jab or short, it’s all over anyways. In the mean time, practice your reaction time on c.jab (non counterhit, opponnent standing up) into Bushin Chain. This isn’t necessarily key, but a lot of your damage might come from it.

can someone tell me some advanced tactics, not just the combos (cuz i alerady know that), is just that i got bored with V-ism charas, so, guy has become a alternative… thx & bye…

If you would LOOK OVER THE PAST PAGES, Guy has been really discussed. If you want to see him in action, GET THE MOVIES that someone posted.

Everyone wants info posted right in their face like if it was a cafeteria tray. WTF.

You want A-Guy tactics? Look up for matches with Shinya and look for the A3 Nationals tape with Daigo in it.

Want more? Use his throws a LOT. Train them to go for hitting you so you get counterhits, which Guy rules in.

I don’t mean the past 2 pages though. Search the thread, like anyone else. There was a point where Guy was heavily discussed.

Oh, I’ve now got the FF Chain down…now it’s canceling!! I can sometimes, cancel into Bushin Hassouken (punch super) but it’s hard and I can only do it in corners… I’ve looked through FAQs, but with canceling, is it imputing the move before the current move’s hit frame, or during? I know it depends on the character.
Thanks for everything so far.:slight_smile: It’s been very helpful.

Oh, and with guy. He definitely has to be agressive. He kicks ass that way anyway. Oh, and I hate fighting Gen with him. We keep trading blows…

Most supers require you input the final button press during the time the move is hitting the opponent. And yes, its hard.

If your talking about CPU Gen, if you can poke to keep him away for long enough, he likes to jump in. If you trap him in the corner he tries to jump in even more often, much like CPU zangief.

It’s best just to block the CPU up close, at that range it just detects your button presses.

Guy DOESN’T have to be aggressive. He can turtle as well. Sit on using s.forward and c.rh sometimes.

i have some questions.

is there a way to combo in the shinshoryuken with ryu so you can get maximum damage from it??

also what are some good combos for ryu??

and what is the purpose of sagats tiger charge super?? i heard that when he charges his scar in his super that his next tiger blow will be more powerful. is dat tru??

Yes, the thing about his scar is true, though it only lasts for the very next one.

Further back in the thread they were talking about its invincibility properties, although I’m not sure if its actually useful or not. But during the scar charge, Sagat is supposed to be invincible.

i doubt it. sometimes if they arent faked out by it then they wind up hitting me. i do this move if im far away or if im gonna combo it in.

its not that useful at all only a few moves will recover later then sagat scratches the scar. waste a lvl.

tx showdown
eddie lee
j wong aka red
Nibor

What char does Jwong play and who eliminated jason cole ?

i have a cody prob.

when i try to end the infinite setup i use st.rh,cr.fierce. why does that flip?

You need the last tornado that you whiffed in the custom to hit. It’s a question of timing, really. I had problems with it too.

justin played v sak and a chun. i dont rember who eliminated cole but i think it was caole with a sim vs x chun li =/
i think robiN would know though ask him.

I don’t prefer that method i use standing jab or fierce punch at the end into cc, I get better results this way.

ANyone got some stuff for A-Bison? (Psycho powah!) I could actually get into this A-ism character (him and Guy anyway)

My basic game right now is to just poke and zone. His jump is high and fast, and teleport seems okay for escape and distance. I try to get my damage from pokes, supers, and crouch cancels.

up-close I use d.MPs (sometimes into scissors or psycho ball), and s.MK from further out. Sometimes I try jump straight up RH, or jump straight up MK from further out.

From far out I throw slow psycho balls and try to counter my opponent trying to get around them…

If they jump over the ball I j.MP or j.MK into crouch cancelled j.RH > d.MP > headstomp (I could probably super tho right?). If I don’t have enough time to jump or they’re attacking early to try and stop ME from jumping I try AA with d.MP/b+HP. Mix in the sneaky airthrow now and then.

Am I missing any other anti-airs or air-to-airs? I like j.LK a lot but I’m not used to the bounce it gives yet. I’ve had s.LK (knee) stop crossups sometimes for coutnerhit but I don’t know how good that is…

I like whiff d.MP for meter. :stuck_out_tongue:

I don’t really know what else to be doing with him besides this though… am I missing anything?

His supers seems great… Crusha is great AA. Are they safe if blocked though? I haven’t been hit, but I’ve only played a handfull of matches with him.

Scissors seem safe too, from the right spot… even better than CvS2 1-hit scissors and less strict with the range. Am I wrong?

Oh yeah! what’s up with his AC? Usually I teleport behind them. But a couple times I just teleported in place? Can I control that somehow?

A lot of questions… But i’d be thankfull for any responses. :slight_smile:

EDIT: just found some info after searching here http://www.shoryuken.com/forums/showthread.php?s=&postid=1375446&highlight=bison#post1375446 that answered a couple of my questions…

Bison basically pokes alot then waits, and then tries to counter opponents attacks, if they turtle up you can start throwing like crazy.

Bison really needs control of the screen in order to keep on top, at max range psycho shot followed with stomp/reverse/walk up poke/walk up throw/jump-in throw etc etc. If he is mid screen, a st. FK or scissor kick usually gets alot of counter hits, as well as properly ranged cr. RK, use the st. FK and cr. SP to keep opponents busy while you charge, or if you want, just jump back to full screen and throw a psycho shot. Just remember not to get cornered, its best to teleport out to mid screen where Bison can use his mobility to its fullest.

At close range he isnt too bad at poking, cr. SK and cr. SP beat quite a few things allowing the pressure to get off Bison. st. SK also beats alot of things. Usually if I feel the opponent has gained momentum and is starting to use their own mixup game, I just teleport away so Bison can get control again.

jumping SK is prolly his most high priority air move, followed by jumping RK. If you ever flip out jumping SP has huuuge range and priority, it also seems to increase in hit area, it can hit people on the ground when used normally it couldn’t.

Devils reverse can be combo’d from, you have to range it properly though, best used after a psycho shot. You can charge during it as well so devils reverse, cr. SP >>Scissor Kick/Kneepress Nightmare is possible. Devils reverse can also cross-up, but its fairly hard to do, though it might be possble to combo from.

Psycho Crusher has faster startup than Knee press, but knee press has more range. They can both be used along with scissor kick to punish laggy moves from almost 3/4 screen away.

Air counter hits are a great way for Bison to land the super, counterhit Psycho shot or counter hit air-air followed by a jumping attack and then a stomp(wonder if it counts a crouch cancel?) followed by a super seems to work well, if its in the corner I usually go for counterhit, jumping attack/stomp, cr. SP >> super

I haven’t used the alpha counter much, so I don’t know too much about it, perhaps the joystick direction must be held during the teleport?

I’ve played Bison a bit at the arcade, his whole game seems to be centred around control of the screen, if you keep the opponent confused and teleport away when things look like they will turn, you should be ok. Just gotta learn to get Teleport working perfectly every time.

Bison it very doog and nice char to play… its a shame that V-Chun its him 4 breakfast… u know, bison needs to jump alot and aslo atacks from above in many ways, so chun only have to get a CH (and she can cause she rulz in the air) and bison is no more…
Theres not much that bison can do without his air game (wich is great, also supported by his Fball)…
if anyone can post a logical solucion to chun, ill be very thxfull… bye.

The first time I AC’ed I just teleported in place super quick… “Cool!” I thought. Then I wondered if I could buffer the super motion in the AC (charge b, f+MK+MP, b, F+P) but the next time I tried it I teleported behind them. :frowning: It would be sweet if I could get that to work somehow.

i’m suprised his teleport is so quick. I’m used to telports being shitty, but his seems great! If he didn’t have it I probably wouldn’t use him… :slight_smile: I find it helps his zoning game out a lot.

Lemme get this straight… air-to-air counterhit, crouch cancel j.RH, headstomp, then super??? How does that work? I don’t really know what to do after the j.RH midscreen. I never tried headstomp… but now I will. But how do you get the super to work afterwards? Do you dive punch down towards them after the stomp? I didn’t know you could charge during it. I usually try and aim towards the opponent ruining my charge.

and like I said, air-to-air j.LK seems great… but they bounce so high up on counterhit! j.MP & j.MK give a perfect bounce for the next j.RH, but I always end up jumping underneath and past them with I land a j.LK. Can I air-to-air crossup or something? Maybe I’m just using the wrong normal.

I love how he’s a crouch cancel machine though… it’s like is air attacks and jump were designed for it.

As for Chun… uh… don’t jump? :slight_smile: sorry. couldn’t resist