Alpha 3: Q & A

Oh sounds good I might actually go to this now. And temujin i heard you were coming to CTF the day before? We will get in some good matches then.

I donā€™t think that any 2 V-Ryu players really use the exact same VC combo. The reason for this is because itā€™s very easy to vary the combo, and because of the different levels of execution skill out there, some like it simple while others like it to be harder (but more damaging).

At the core of most Ryu VCs is:
fireball, hopkick and that it is done in the corner (except for confusion VCs)

In fact, you can just do fireball to hopkick and repeat it until the meter runs out for a very simple VC combo that will still easily do over 50%. The variation comes in when you take out a hopkick and substitute something else since the hopkickā€™s main purpose is to keep you close to your opponent.
eg. fireball, st. FP, fireball, hopkick, repeat
This combo will do more damage than just fireball, hopkick (upwards of a 20% boost in damage), but some people just like to keep it simple. Youā€™ll have to gauge how confident you are in your execution to determine what kind of combo you want to do.
I personally also tend to start my VCs with a cr. FK because it comes out much quicker than the FB and also forces my opponent to block low (if they anticipate it) and then I can transition to the overhead punch to the regular combo.

okay. does Z-Guy lose to X-Balrog for free or what?

i need tips on the following matches:

  • using Z-Guy, vs X-Rog (killing Rog)
  • using Z-Guy, vs Z-Sim (kilingl Sim)

Guy seems to be able to handle my V characters but always loses to Rog :smiley: whatā€™s Rogā€™s greatest weakness in generalā€¦?

also, on this V-Dan VCā€¦

[VC1] JP.koryuuken > RK > RK.dankuukyaku > {SK.dankuukyaku} to corner > {hadoken (miss) > FP} til meter gone > cc

  • is this Danā€™s most reliable VC? coz the first short dankuukyaku seems too difficult to hit with consistently because the roundhouse one hits rather ambiguously half the time. does a more consistent alternative exist? maybe a salvage? or does the RK dankuukyaku have to be timed in a very specific manner?

anyone with Dan tactics? hereā€™s what i have so far

  • abuse range on FK
  • counterhit c.JP > FP, or c.JP > c.RK
  • FP to GC
  • c.SP as late antiair or c.FP as early anti-air
  • turbo (tiger kneed) dankuukyaku for quick attack or retreat
  • crouch cancel like mad
  • donā€™t get pushblock happy

Qs

  • counter hit c.JP > c.FK > gadouken doesnā€™t hit very consistently for me (from JP to c.FK). should i practice or isnā€™t it worth it? should i stick to standing fierce after the low jab?

rush them both down !!!
i donā€™t know anything about balrog ( boxer right ?? )
but simā€™'s game is keep away. Guy has the moves to get in close

qcf+punch,punch
qcb+punch,punch (moves through some of simā€™s limbs)

if your close use your c.MP ,c.FP xx special move to rush down and keep him in the corner. ( might be easier said then done ):stuck_out_tongue:

definitelyā€¦
problem is when Guy gets rushed down - Simā€™s short slide is not easy to deal with. as far as iā€™ve seen nothing short of a hurricane kick or super will stop it, and if Guy guesses wrong and does either he eats a short slide into L3. Guy seems to have a lot of trouble since his game is quite ground based, running in and out and such. his leap is okay but Simā€™s almighty jab of righteousness stops it cold, on reaction. iā€™m sure i had more but thatā€™s all that comes to mind at the momentā€¦

the prob with Rog is similar. i dunno, maybe the Guys in my part of town jus keep to the ground too much. maybe getting around Rog should be easy. but lotsa damage, lotsa priority and lotsa range on that (unduckable) FP and dash straight seem to give Guy some troubleā€¦

im interested in the v nash shit as wellā€¦

Man, I still canā€™t find any info on the Aplha 3 top tiers.:frowning:

the latest tiering posted on the old decreipt 70+ page A3 thread is on the first page of this thread.

Goukisā€™ vism madness.

If youā€™re looking for that ā€œsomethingā€ with Z-Akuma that will let you win against V-Akuma, then, sadly, there isnā€™t any. On paper, V-Akuma is simply the better character. Anything that Z-Akuma can do, V-Akuma can, and more.

Your best defense against V-Akuma (or anyone else for that matter) would be to avoid the situations in which you were hit by the VC. How did you opponent land his VC?

  • Did you jump in, then got caught by a DP?
  • Did you leave yourself open (such as right after a mistimed fireball) which let him jump in and pull off the VC?

I ask these questions because, in my experience, these are the situations which are the most likely to have happened that led you to being hit by a VC (there are others, which Iā€™ll talk about later). And theyā€™re things that can only be solved by getting better. It doesnā€™t matter whether your opponent is using V-Akuma or not: you made a mistake and was punished for it (of course, V-ism can deal more punishment :)). Short of becoming a better player, you may choose to play more defensively in order to give your opponent less opportunities to take advantage of, but there are problems to this (see below).

When being juggled midscreen always try to escape. Not everyone can do long combos perfectly, and there will be times when you will be given the opporunity to air-recover. Simply tapping PP right after being hit is enough input to air recover if you can ā€“ the response may not be immediate (i.e. you wonā€™t recover the moment you input the command). Mashing wonā€™t help. No amount of button pressing will save you from a juggle thatā€™s perfectly executed, and mashing only decreases your chances of inputting the correct command if you do escape.

If you do air recover you have several options. The first (and easiest) is to simply air block on the way down. This is fine midscreen ā€“ if your opponent messed up chances are heā€™ll be to far away to go after you. Simply air blocking if your back is already in the corner will be disastrous ā€“ the damage scaling will be reset, and if your opponent is within range you will take a lot of damage. Your seond option would be to air-fireball. Again, this is fine midscreen, but not if your back is to the wall. You can also try to go for a super combo air fireball. This is a safe bet, midscreen or otherwise. Akumaā€™s super combo air fireball pushes him upward, and may ruin your opponentā€™s timing even if your are in a position to be hit again. Another option would be to do a ā€œforwardā€ air recovery then immediately do a air hurricane kick. This has the weird effect of making Akuma immediately land in front of your opponent. Done right, your opponent would be in big trouble, because now youā€™ll be in a position to punish him. Another option would be to a a ā€œforwardā€ air recovery then attack on the way down. I prefer the air hurricane on the way down because it tends to catch a lot of players off-guard.

If youā€™re unable to air-recover while being juggled midscreen and end up being juggled in a corner, itā€™s probably best not to try to air-recover. AFAIK, Akuma has no infinite, and his juggle will end eventually. Attempting to air-recover while being juggled in a corner only places you in a position to receive more damage.

Hereā€™s another situation that can come from fighting V-Akuma: You block a jumping attack, then while youā€™re in blockstun your opponent activates VC, does a weak attack, a fireball, then while youā€™re blocking the fireball he does a demon flip, grabs you then proceeds to juggle you around. Congratualations, youā€™ve been hit by Akumaā€™s unblockable VC. In theory, you can avoid the unblockable by simply crouching right after blocking the fireball (the demon flip grab can only be done on standing characters). In practice, it isnā€™t so simple. Street Fighter players instinctively block an attack from the air by standing up. Not only that, if your opponent decided to do a demon flip punch instead of grab, you will be hit if you were crouch-blocking (and if youā€™re hit by that move, you will be juggled). So what should you do? Stand-block (and risk being grabbed) or crouch-block (and risk being hit by the punch)? My suggestion is to stand block. The risk of being grabbed is lower than the risk of being hit by the punch ā€“ if your opponent made a mistake in positioning heā€™ll end up doing the punch instead of grab.

Once you block the punch, your opponent will likely try to salvage the situation by converting the combo into a midscreen guard crusher:

The midscreen guard crush VC is basically the rolling demon punch -> ground attack (such as crouching FK or standing FP) -> fireball (then repeat the sequence). Unless your guard meter is dangerously low, I suggest to simply block the damn thing. Or you can try to jump backward right after the standing FP (but not the crouching FK) then do super combo air fireball. The reason you can jump back is that there is a considerable lag if your opponent is using the standing FP to do the midscreen crusher. The lag is enough to let you jump, sweep, or super (but I donā€™t suggest sweeping or using Akumaā€™s dragon punch super, since both tend to trade hits).

Akumaā€™s corner guard crusher (which is hopkick -> fireball [repeat]) can be dealt in several ways. The first is to wait the damn thing out. Waiting it out has several good points: 1) If your opponent makes a mistake with the fireball, heā€™ll do a roll instead ā€“ itā€™s time to punish him. 2) sometimes the guard crusher isnā€™t quite enough to crush you at all ā€“ at the end of the combo you can punish your opponent if his last move was a fireball. Waiting has the obvious disadvantage of, well, guard crushing you. The second option with dealing with the corner crusher is to try to jump out of the way. Not every player can perform the crusher consistently (i.e. you canā€™t jump) or convert the crusher into a damage combo consistently, especially not if you were hit in the air and one of his attacks whiffed ā€“ it simply ruins a lot V-akuma playerā€™s timings. Trying to jump out of it is a viable option if your guard is about to be crushed anyway, and being hit by a red fireball tremendously contributes to damage scaling (as opposed to being guard crushed and then comboā€™d).

Be careful whn trying to play footsie against V-Akuma. V-Akuma can use the axe kick, which has longer range than all of Z-Akumaā€™s normals. In any case, donā€™t play footsie against a fully charged V-AKuma ā€“ he can VC through one of your pokes then hit you with a fireball into a juggle.

Ugh, this is a long post, and is strictly from personal experience, so I really donā€™t know if theyā€™re that relevant. I tend to use tactics that assume that my opponent is about the same level as I am ā€“ which is to say, makes ocassional disastrous mistakes (such as flubbing juggle VC, or missing the unblockable VC, or accidentally rolling during a corner crusher). If your opponent is that type that OTGs with Akuma, well, thatā€™s out of my league, and you can pretty much ignore my post.:smiley:

I agree, but, then againā€¦

http://www.shoryuken.com/forums/showthread.php?s=&threadid=174&perpage=15&highlight=dhalsim&pagenumber=20

iā€™ve always been very bad at putting my game down on paper and examining it, so this post helped me out anyway. some notes of course;

  • i think Akuma has several unblockables, the one with the grab ender after the flip being only one. the other involves hitting with a low attack while the P enderā€™s shadow simultaneously connects, which BAS seemed to enjoy using at B5 (resetting with teleports naturally).

FP.red hadoken > demon flip (P or K ender) > c.SK > hadoken (whiff) > c.FP > KKK teleport backwards > repeat

i donā€™t remember if itā€™s a corner only setup, but am almost sure it isnā€™t.

  • iirc, the V-ism shadow continues to act even during super freeze; it doesnā€™t pause along with the rest of the game. iā€™d assume that if V-Akuma was juggling me and i was allowed to flip, it was a setup for a reset that involves the shadow hitting. by doing the air super during the flip, you mess up the shadowā€™s timing as well as getting some invincibility, a chance at hitting your opponent and that upward thrust the super ends with. whether this is a good strategy overall tho i canā€™t say; i personally havenā€™t played enough V-Akumasā€¦

that stuff about Daigo slaughtering american Sims totally escaped me. does anyone have footage of this? anyone have any idea how he did it?

Actually I probably wonā€™tā€¦ If I find a place to stay in VA weā€™ll get there friday night.

Donā€™t worry weā€™ll play alot on saturday before/after the tourney. You know how long cvs2 takes to finishā€¦

you really should watch the vid and see daigo play a-guy it will clear alot up. Simā€™s short slide :rolleyes: everytime i used repeated short slides against shotoā€™s they just block it and sweep. I never could keep on doing it which is logical because it such a dumb tactic. Remember almost everything can be countered youā€™ll find a way to beat it eventually.

Ps. If you want to see the vid download direct connect and connect to ((goforbroke.dynip.com)). you can download it from me or Dr funkenstein. Thereā€™s alot of a3 footage on there. The file name is A3 nationals 12

While playing SFA3 for the DC, the computer controllered character (Guy) does his chain combo: standing jab, strong, fierceā€¦ but sometimes it does two fierce punches in a row, like jab, strong, fierce, fierce. It connects as a combo. Is this a bug, or is it actually possible? I canā€™t do it. The two fierce punches are the same punch moves, too.

Thatā€™s a cpu only chain.

Apoc.

for those interested, nashā€™s thingy is on the char vc thread.

heheheā€¦
well if anyone of the 5 billion shotos (as well as the sodoms zangiefs and roses) iā€™ve played thought about sweeping me, they sure havenā€™t done it. i donā€™t think youā€™re timing your slides tightly enough ///

thanks for the footage links :slight_smile:

WHAT FOOTAGE LINX!!! I WANT FOOTAGE LINKS PLEEZ!!!
FOR THE LOVE OF GOD PLEEZ IVE ME THE LINX!!!:eek:

Niborā€™s V-Cody Notes

Here it isā€¦ my V-Cody notes/guide/videos etcā€¦
I didnā€™t have time to record all the movies into .avi so in order to watch them youā€™ll have to use kawaks. I was working on the NEC dvd trailer all weekend so i didnā€™t have time. How to watch the movies using kawaks is explained at the end of the file, which is in microsoft word format. Enjoy.

There seems to be a problem with the file size of the zip even though its only about half of the maximum allowed, for now iā€™m only going to post the document.

EDIT: Ok the movie files are here:

Iā€™ll send them to people directly of AIM if the site doesnā€™t work so just message me on AIM at NiborNY if you want me to send them to you. Or on irc just PM me (Nibor).

holy shitā€¦

about putting stuff in kawaks and not in an avi fileā€¦? i think this does just as nicely if not better. iā€™ve yet to read the FAQ but it looks impressive so far (but not being a Cody player myself, take it with a grain of salt).

iā€™ve only seen a few vids but iā€™ve already learned something. i didnā€™t think crouch cancelling could be done like that (actually crouching).

edit:
ahā€¦
hm actually renaming everything one by one does get a bit tedious. but i think it still works, since it allows a large volume of material to be viewed very very precisely. still tedious tho. canā€™t be helped i guessā€¦