Basically that one v-akuma (v-gouki) player who plays in the finals at acho has been the reigning champion for at least the past 2 or 3 years (IIRC). I can’t read the kanji, but I think the first two kanji are Wind and God, but dunno the third one.
Anyway, the easiest to pull off would be any of them that doesn’t include his OTG throw. Timing his OTG throw is pretty diffacult for a beginner since you have to cancel your c.roundhouse pretty early (but not too early) and hit toward+punch at just the right moment (when the opponent reaches full neutral on the ground).
IIRC you have like a 4 or 5 frame window to land the punch, if you do it too early then you’ll punch, or too late and the opponent will recover and you’ll wiff (slide kick).
There’s some combo videos around that shouldn’t be too hard to find. You could look for “Z3 final combos” which has like 10 different gouki (err… akuma) combos in it. And since he’s pretty popular there should be an abundance of them.
I think I will practice that after I get more experienced in the game. Right now I’m thinking towards simpler stuff. I will look for those videos but if anyone has the direct link by any chance feel free to post.
Neat combo. Never saw one like that before. What is it? basically [b+HP, sj.RH-MP]xN? I’ll have to give it a shot. I’ll see if I can beat it!
Why don’t you start dong crouch-cancelled MPs near the end for more hits? Jab is cool when they’re up high… but, you know. MORE HITS!
If you do end with pogo-bounces, I think a better way to end it is to get your couple bounces, then j.MK/RH, then crouch-canceled j.MPs, then your ground attack into whatever. Although, I don’t know how to set it up off that… I only know the one setup, and I find just straight up crouch-canceled MPs give me more damage anyhow.
Maybe you’ve never seen it because :
a) it wiffs ducking opponents
b) it only works in the corner
c) the timing is incredibly diffacult
Basically, yes. The loop occurs 4 times (4th time I crossed up and landed with a jab->fierce->patriot circle).
Try it against Zangief or Sagat… Might be easier to pull off than against Gouki (akuma). The video was mostly just demonstrating the fact that it was possible vs a smaller character.
I used jumping jabs in order to juggle him into the corner. Once there, I probably should have done jumping strongs, but IIRC I would have only been able to do 2 jumping strongs (6 hits) and I was able to get off 6 (?) jabs, making it essentially the same (I think). But yeah, you might be able to get more hits out of it with strong.
Good luck. :****)
[Edit]: PS. Try ducking forwards in place of the back+fierces. Probably less damage, but it would be interesting to see if it works since the ducking forward hits low, where as the roundhouse and strong are hitting high…
Here’s something else to think about: If you wiff or intentionally not do the j.roundhouse during the loop, you’ll cross up (like I did in the last loop), however, the jumping strong still connects as a cross up (just imagine trying to block it).
yay, that combo is crazy tight. The link from HP to RH has to be spot on, and then the link from RH to MP also has to be spot on… Let’s just say I won’t be using that VC in any matches anytime soon. :lol: It doesn’t help that I always pick the purple Rolento and lose sight track of my character in the mess of shadows… Red from now on. Really nice looking though!
Random thoughts about crouch cancel j.MPs:
If crappy console version is anything like arcade, you can definitely get more than 2 j.MPs once VC is over. I usually get over 4 easy.
They’re the only way I know to get any damage (from hits) after the VC is over. But they give the opponent meter, and don’t give you very much considering j.HP gives you more. (Is the extra damge worth it?)
The other thing is the height… like, if you’ve got them up pretty freakin’ high when VC ends doing j.MPs would be a waste. It’ll prolly be better to go with a few j.HPs or j.LPs to keep them up, and then go with j.MPs once they start to drop down to j.MP level.
Also noticed that during VC, straight jump MPs seem better for hits. Gotta time it too, don’t MP right away and let them fall into it so the shadow gets good hits… Jump towards MPs are waay better after VC (P1 anyway)
Maybe I’m retarded, but I find one final straight jump LP sets up the finishing ground normal into special well… when I try to go into it from the j.MPs I usually end up whiffing?
Random Questions:
Any benifits from ending with a knife? I always try qcb+LP~LP out of habit…
Also messed with the anti-air CC listed in the Rolento thread (2 new things for Rolento in one day! :)) Is it just me or does that NOT work on everyone? Also, why would you use sj.LP instead of sj.RH?
Yeah, like I said… It’s another one of those where the setup is only going to happen once out of maybe 10 matches, and even then pulling it off isn’t easy either (but worth it?).
On the other hand, I wonder how easy/hard it is to block once you have the opponent in the corner. Seems pretty insanely hard to block, since if they crouch block they’ll eat the SP, and if they stand block you can intentionally wiff the RH so that the SP will cross up.
The primary bonuses to getting a hit with it IMO is the initial damage (largest i can find for v-rol) and the fact that it looks frickin’ spiff.
Yeah, the MP’s are better after all, the timing is just a little weird since it hits so low (below rolento). I’ll have to try and re-make that video without crossing up during the final loop and with using j.MP’s, and finishing the opponent with a “true” finish.
As for the final j.LP, I agree. The final j.MP will wiff since the start up delay before the attack becomes a hit-frame is too long, you’re better off with a final j.LP, s.LP xx special finish after you do as many j.MP’s as you can.
In my opinion the knife is simply so that you are able to aim it and time it the way you please… If they are high then you can go high and release a HK knife, or if they are low you can release it early with LP.
qcb+LP~LP might hit and would be easier to pull off than a DP motion, I suppose. I just did the knife to make sure that a hit would actually connect. The damage is going to be 1 pixle of life reguardless of what special you choose though, so whichever works best.
I’ve not been able to pull off the anti-air CC consistantly, which suggests that either I suck or that the timing is very strange.
Both are very possible.
Those people om the A3:Rolento thread seem to think that his corner VC (The one in my video) only works on tall opponents, but I’ve pretty much proven via my video that it works even on a small char like gouki (akuma). It’s just that the timing is even more diffacult on a small char.
As for the sj.RH question… The timing is a bit different with the sj.LP than with the sj.RH. If you SJ out of the s.RH too early, then you’ll wiff the sj.RH, so a sj.LP is necessary.
Since I was so low on meter, I was paranoid about running out, so I did the SJ cancel early, and was guessing a RH would wiff in place of a LP, so I tried LP.
Again, I’ll have to remake the video just to fix a few minor details, including that one.
I think it has to do with something that I know very little about… If anyone can fill me in it’d be great.
Normally, you can’t juggle after sweeps. Dunno why, you just can’t. But if you AA with your sweep it’s not a normal sweep knockdown… meaning you can combo afterwards.
Now with higher sweeps (Chun, Cody, etc) it’s easier to AA with the sweep… But with low sweeps I don’t really know what’s going on. (Akuma VC, AA sweep and go into demon flip~K?).
You would think it would be especially easy with a character like rolento. Just slide, it’s out there for a while, they land on it, wee… AA. But I don’t think this is the case. But it does work sometimes.
I find it much easier if they stick out an attack as they land… maybe that’s it? Maybe it’s just certain characters than can be juggled with low sweeps? (a la Chun/Guile in CvS2). Maybe I’m just timing the sweep wrong?
I was talking about the AA VC. Aginst charlie I just do j.RH’s over and over. No LP at all.
But agaist other characters this doesn’t seem to work well at all… so maybe the LP is better. i really don’t know.
About V sakura? What combos do you do for V special. Basically the commands is what i’m looking for. And what is her main game plan when playing as v sakura.
So, either it has to do with what the opponent is doing or it has to do with what you’re doing, or with the character your opponent is.
Meaning : A) It has something to do with the distance you are from your opponent (despite the fact that rol’s sweep doesn’t work based on range). B) It has something to do with weather the sweep hits them in the air or not. C) You have to time the kick so that they are hit either with the beginning or the end of the slide. D) The SJ and the sj.RH have to be timed so that the sj.RH connects before a certain frame. F) Certain characters have different hitboxes or perhaps get launched lower/higher than others.
These are the only variables that I can think of at the moment that could effect the combo.
If it’s {F} then that would explain why it works on charlie (nash) so easily, and yet not on others.
I guess if you really wanted to find out, then you could use the process of elimination and go through all the possabilities.
I’m leaning more towards {F} though since I did notice that ken and akuma (gouki) have slightly different reactions to certain juggles performed by v-guy. But the difference is so slight that it didn’t effect the over-all outcome of the combo.
A) don’t think so
B) I think this is it
C) hrm? maybe
D) doubt it
F) could be as well
I’m pretty sure you just have to Anti-Air with your sweep somehow. (Because of how Chun’s and Cody’s sweep VCs ONLY work as AA)
If charlie doesn’t attack, you can’t hit him with your sweep (forget anti-air). In fact, I think he can block it everytime.
So him attacking allows you to anti-air him with a low move. You can also test with low MK. If he bounces into the air, you AA’ed him.
But it still might be a character specific thing? I have other characters attacking and I still can’t get it to work… but it might be my timing. Who bounces really high?
Oh yeah… after patriot circles, nuetral s.MK (not RH) into sj.MPs is best and works anywhere (providing you were close enough when you started the circles). Worth it? I guess so if you’re going for hits.
The most simple I can think of off hand would be to land a deep j.RH on a cornered opponent, activate VC2, JP uppercut (f, d, df+JP), [FP, level 1 fireball (wiff), FP ] xN -> meter low, j.SP backwards (shadow hits), CC j.FP xN, end d.FP xx Sakura Otoshi (f,d,df+K)
The wiffed fireballs are just there to ensure you never reach neutral state, allowing you to continue your FP juggles.
If the opponent is out of the corner, replace fireballs with SK hurricane kicks (d, db, b+SK) and use her defensive fierce (b+FP) if you think neutral fierces will wiff.
As for strategy… Sigh… Use her s.jab/d.jab and s.short/d.short a lot… Cancel into her dragon punch after 2 or 3 chained shorts/jabs (2xd.jab 1xs.short xx FP uppercut). Use her fireball at level 2 or 3 as anti-air more than her dragon punch (obviously). Use her fireball level 2 or 3 after a counter and use d.FP as deep anti-air.
Poke a lot… Mix up high/low if your opponent turtles.
If I were to take a wild guess, I would think Guy and Vega bounce really high… Maybe even chun… Where as “large” opponents like zangief or sagat bounce low.
Assuming different characters bounce different heights at all.
In all likely-hood though, I would assume that reason is if the opponent immediately goes into defensive crouch it will fail, and if they don’t immediately go into defensive crouch it will succeed.
Thanks alot for the Sakura help. I will try this shit out tonight. As for the videos, thanks also, but they are kinda big so i will download them tommorow.
I CAN’T get it to work against:
Ryu straight jump RH
Ryu j.MP
Also, WHEN they throw the attack. If Guy does j.MK the moment he leaves the ground, it works. But I can’t get it to work against Sak j.LK unless she does it right before she lands?
So far, I’m thinking they have to attack for this to work. Either their post-jumpattack falling animation allows them to be juggled by low attacks, or the jump attack itself allows them to be juggled by low attacks.
Hopefully it’s just me fucking up… But I dunno.
Related Question: Do you lose tripguard when you attack in the air, a la CvS2? If I could just go into ground VC it would be much easier… But If I meet the requirements above, the opponent will just bounce into the air off my d.MK, ruining my combo anyway. :lol:
I don’t think it’s a tripguard thing. BAS did VC1, crouching Roundhouse xx Standing Fierce xx demon flip vs Ryu’s jumping Fierce or Forward or something during the 5 on 5 at Evo 2k2 vs Valle. I guess certain sweeps can juggle (ie hit people out of the air) if the incomming attack’s collision boxes extend far enough towards the ground. Or maybe it’s just a V thing.
Gouki and Ryu are just weird (imo), they seem to be able to follow up their AA sweeps easier than most characters can. And, I’m pretty sure Chun and Karin are the same since their sweeps appear to hit high.
Anywho… Here’s version 2 of that Rol VC :
60 un-techable hits. Yay~
I just can’t figure out why the 4th loop crosses up reguardless of weather the sj.RH connects or not -.-
C’est la vie