Alpha 3: Q & A

A trick; as in Crouch Canceling?

http://www.shoryuken.com/features/s000229.shtml

Read that article if you don’t know what Crouch Canceling is.

As for what happens after the jumping JP, jumping FK, the jumping RHs have to be either up-toward or up-back (depending on where you and your opponent are). They can’t be strait up, or it won’t be an infinite.

There are like, dozens of setups for this.

After an air throw, a ground throw, after a slide kick (from rekka ken punches), after a B&B combo, after a sweep, and after a counter hit in the air.

You could also opt to do repeating command throws (command throw, overhead, command throw, etc etc etc).

But basically, any time you knock them down you can activate VC2 and OTG with her command throw, and cancel follow-up with RDP+FP (in arcade it’s just HCB+FP), then go from there.

If you have no idea what I’m talking about, I can send you a replay of Karin for Final Burn Alpha (don’t use kawaks).

Or you could just go watch more A-cho vids.

Yeah i know what you are talking about , i also know about crouch cancelling for the jumping HK , the only thing i wanted to know was if you watch when the acho players do the jump up Lp for the p2 infinite they get it to hit twice .

She hits them when she jumps with Lp then when she lands the shadow hits them , then they cross them up with jump mk . etc…

i just wanted to know how they get the jumping Lp to hit twice … i got it to hit twice by accident but not sure how i did it .

If you could send those fba files that’d b nice , my email is alovesk84@hotmail.com

thx

oh and how many posts do i need before i can get an advatar ?

The way I got it to work is to do a jumping JP, land, and do qcf and hold toward.

Basically, like a pseudo-crouch-cancel.

You cancel the landing with a crouch, and cancel the crouch with a walk toward. While you are walking toward, they can’t tech, and your shadow will hit them if had you activated VC2.

The VC2 is an important thing. It can’t be VC1 or VC3.

I don’t know if the “fake” crouch-cancel matters or not, but that’s what I do and I got it to work.

On P2 side this is probably important since you need to walk into the corner anyway, before you do the jumping FK to cross up.

You need to enable a cheat to get this replay to work right. Suvival Mode: Enabled (Or, Time Release: Light Blue). Street Fighter Alpha 3 (US 980629) - rom: sfa3r1.

Also, it was recorded in Final Burn Alpha version 0.2.94.

Which, isn’t the latest version of Final Burn. If you need an older/newer version then PM me and I’ll send it to you. And, if you don’t have the right cheat files, then PM me.

Anyway, the replay is attached. I suck with V-Karin so I do some silly stuff in this replay. Currently working on a better one. I also lose to Bison. :bluu:

Just make sure it’s running in Suvival Mode when you watch it.

All 3 ISMs give and take dizzy damage at the same rate…you learn something new every day…

http://a-cho.com/r_b/zero3rank.htm

A-Cho player rankings…dunno how up-to-date they are though…

@.o :wtf:

Oh, wait… Each character has a different dizzy rate from one another. But it’s not different when switching ISMs?

Niffty. :o

Does that book say what % damage is reduced (if any) from mashing (red flashes)?

And, does it say what the exact effect of block-mashing (blue flashes) are? I assume it just reduces the ammount of guard damage/guard meter you take.

i think it was TS who first mentioned this… but anyways,

if you’re dishing out 1 pixel of damage (in an infinite for example) can you red mash reduce it? If so, is there damage reduction? (down to what? 0??)

I guess the same goes for blue block… Does it shorten blockstun? Can I Just Defend? :slight_smile:

I was actually wondering if there was a pre-set limit on how much you could reduce something…like if the minimum was 2, and you were damage reducing the hits of an infinte, would you actually be doing MORE damage to yourself. I’m still not sure about that, but it definitely doesn’t reduce damage to zero. I don’t think there’s a pre-set limit either, but to be fair, I don’t trust my ability to see the difference between 1 damage point and 2.

Blue blocking doesn’t change blockstun as far as I can tell. It mentions block damage, but I’m not sure about how much it reduces it. And I think changes effect the more consecutive hits you blue block. There’s a chart here that I’ll explain later…

Can’t seem to find anything about damage reduction yet…that would be a bitch if that was the one thing they left out of the book…

After I wake up, I’ll start on some testing.

I know red mashing absolutely reduces damage incurred, at least for large damage hits. Hopefully it’s a set % damage reduction per strike, or per I-ism. If it varies, that would be a real pain. >.<

Hopefully the equation is just a math_ceil, where-as they always round up, and the damage reduction is always the same %. That would make testing it a lot more simple.

And, I have a theory on blue mashing. But, I don’t want to post anything innacurate, so I’ll just have to do some testing.

I’ll be back laters.

Ok, this is what I’ve tested so far In SFA3 arcade version with A-Ryu + A-Ryu :

c.FP : 16 pixles
red mashed : 8 pixles

close FP Hadoken : 12 pixles
red mashed : 6 pixles

close FP Shoryuken : 19 pixles
red mashed : 10 pixles

3-hit RH Tatsumaki Senpuu Kyaku : 15
red mashed* : 11

lv.3 Metsu Shouryuu Ken : 23 pixles
red mashed** : 12 pixles

close lv.3 Shinkuu Hadoken : 55 pixles
red mashed*** : 40 pixles

close lv.3 Shinkuu Tatsumaki Senpuu Kyaku : 62 pixles
red mashed**** : 59 pixles

  • I can only mash the first and third hits. Seems impossible to mash the second hit.
    ** I sucsessfully mashed all 3 hits of this move.
    *** I looks like I flashed at least twice. This is normally a 5 hit move. I am assuming it’s impossible to mash all 5 hits.
    **** I was only able to red flash on the first hit of this move, it seems impossible to mash the rest of the damage down.

blocked c.FP : 10 guard pixles
blue mashed : 5 guard pixles

blocked FP Hadoken : 2 life / 4 guard pixles
blue mashed: 2 life / 2 guard pixles

blocked FP Shoryuken : 3 life / 9 guard pixles
blue mashed : 3 life / 5 guard pixles

blocked 3-hit RH Tatsumaki Senpuu Kyaku : 3 life / 6 guard pixles
blue mashed : 3 life / 4 guard pixles

blocked lv.3 Metsu Shouryuu Ken : 5 life / 10 guard pixles
blue mashed* : 3 life / 6 guard pixles

blocked lv.3 Shinkuu Hadoken : 10 life / 13 guard pixles
blue mashed** : 8 life / 5 guard pixles

blocked lv.3 Shinkuu Tatsumaki Senpuu Kyaku : 13 life / 21 guard pixles
blue mashed*** : 13 life / 20 guard pixles

  • I was able to blue mash all 3 hits
    ** I was blue for the entire block sequence. No idea how many times I “flashed”.
    *** I flashed blue on every single tick.

To me, it looks like red mashing is strait up 50% on all sucsessful flashes.

It also looks like strait up 50% less guard damage with blue mashing. Except for the Shinkuu Tatsumaki Senpuu Kyaku. Blue mashing doesn’t seem to effect this super. It also seems to be impossible to red mash anything but the first hit of this super. WTF is up with that? :confused:

It also looks like all calculations are math_ceil. Which means that it always rounds UP. Thus, you never take 0 damage.

It appears that any directional button and/or any strength attack button may be used for both red and blue mashing (start not included).

[Edit]: Counter mashing.

Aparently it is possible to counter-mash. If you are mashing at the same time your opponent is mashing, who-ever gets hit or blocks will be unable to reduce damage/guard damage via mashing.

By the look of things it might be that it is onl possible to mash for less damage while you are standing on the ground, as soon as you leave the ground mashing for less damage does not work??

No, since you can Damage Reduce Shinryuuken, KBA, Chun Li anti-air super(s), etc…

You can’t damage reduce throws wich slam you directly into the groud (Charlie PP throw, Cammy’s throws, Cody’s air throw, SPD, etc), with the exception of Mika’s suplex. As for other throws, I don’t know if all of them can be damage reduced, or some still can’t. You also can only damage reduce the first and last hits of Gen’s Zan’ei super (the sliding punch super). It’s also possible to damage reduce damage taken from a escaping a throw, but again, I don’t know if that’s with all throws.

Going back to The Good Book, in the GuardCrush section (pages 268 and 269 for anyone who has the book), there’s a chart at the bottom about blue blocking (“Timing Guard”).
(apologies for poor ascii charts)

—______1______2~3______4~7______8~15______16(and above?)
???----x0.5----x0.5----x0.75----x0.875----x0.9375
1/60—x0.5—x0.75–x0.875–x0.9375—x0.9375
2/60–x0.75–x0.875–x0.9375–x0.9375–x0.9375

So yeah, I have no idea what this is for. The first row has characters in it I can’t read, and anything/60 is usually time-related. So maybe if you blue block on at different speeds (you only have 3 frames as far as I can tell- maybe the first row is “normal?”), different things happen? And I assumed the rows were number of hits you blue blocked…so it will have less of an effect the more times you do it consecutively.

In the other section, which explains Timing Guard, it makes a note about supers and block damage. So maybe it’s only supers that do less block damage when you blue block them.

Think I just found a Damage Reduction chart. Like I guessed, it’s effectivenss seems to regress as well.

Hit#_____damage reduction
1~3-------x0.5
4~7-------x0.75
8~15------x0.875
16 & >----x0.9375

It mentions something about counter hits, but I think it’s just saying that it’s risky to try and damage reduce random stuff, because you’ll get thwapped.

Still can’t find any blockstun data though…

TS: Does the Good Book say anything about bright red flashes?

Normally the red flashes during hit-stun are actually sort-of pink looking. However, I remember a few rare occasions when the opponent would flash bright red during an attack (not during hit-stun). IIRC it might be related to counter hits.

I did some more tests with the same set-up. A-Ryu vs A-Ryu :

Counter hit crouching FP vs. standing RH : 15 pixles
While mashing : 15 pixles

Counter hit crouching FP vs. vertical jumping RH : 15 pixles
While mashing : 15 pixles

Counter hit crouching FP vs. close standing FP : 18 pixles
While mashing : 18 pixles

Counter hit crouching FP vs. close standing JP : 18 pixles
While mashing : 18 pixles

Bizzare. :expressionless:

Can you even damage reduce a counter-hit at all? Does the button the opponent pushed determine how much bonus damage is added, or is it a frame thing?

I’ve been able to red flash 1-2 frames before leaving the ground, and 1-8 frames after leaving the ground. And, the damage reduction applied to each sucsessful flash.

Plus, you don’t actually leave the ground during a Shinkuu Tatsumaki Senpuu Kyaku, so that doesn’t explain why you can only mash the first hit of it.

I have no idea where they get x0.75 from. I’ve not been able to get an A-Ryu c.FP to exactly 9 pixels of guard.

I did some more A-Ryu vs A-Ryu tests:

close blocked c.FP : 12 pixels (no flash)
1 frame mash : 6 pixels
2 frame mash : 6 pixels
3 frame mash : 12 pixels (no flash)

So, I’m assuming 1/60 means the mash input is done 1 frame in advance, and 2/60 is 2 frames in advance, just like you said. But then, how do they get x0.75 for a 2 frame mash?

[Edit]: As near as I can tell; mashing doesn’t reduce blockstun at all.

I’m pretty sure a “mash” constitutes as 2 key inputs prior to a connected hit or block. Both attacks and movement keys count as key inputs. The motion for the block only seems to count as one of the button inputs if it is pressed after the opponents attack has initiated.

In other words: back or down+back or up+back only counts as 1 of the 2 inputs required for a flash if it(they) are pressed after your opponents attack has begun (not before). If you were holding back before your opponent pressed a the attack button, then back does not count as an input.

Button releases also seem to count as inputs.

… The more I think about it, the more it seems like 445 pages isn’t enough. :stuck_out_tongue:

you sure about this ? I remember getting a red damage reduction on fireballs by simply pressing forward like a parry right when the fireball hits me.

Did you let go of forward (toward) really fast?

Button releases count as inputs too, so then that would be a press and a release – 2 inputs.

I’ve tested this several times, I’ve always needed to push at least 2 inputs in order to get a red or blue flash.

In order to red flash a hadoken with only pushing toward, I had to press and release toward in order to flash it. I was not able to simply hold toward to flash it.

There are other possibilities as well; you could have released another button right when you pressed toward.

For the damage reduction, it doesn’t list a specific command…it basically says mash, like vs holds or when dizzy, etc.

When you play a character in Classical Mode or any other situation with no Guard meter (ie Dramatic Battle), you flash red if you try to blue block, IIRC.

The rows from the Timing Guard chart may be seconds and not frames. So maybe if you’re holding backwards for two seconds and then blue block something THEN, there’s a penalty? Also, when you test stuff make sure people are in the same position…I think you may take more or less guard damage if you’re standing or crouching…

The bright red flash is the “priority” flash discussed earlier (where the attacker is red, and not the person being hit). The book has a page on it, but it remains unclear to me. Doesn’t seem to have anything to do with counter hits directly, and doesn’t mention them in the section for it.

From the test conducted I guess that you can’t damage reduce stuff that lands on a Counter Hit, or maybe just a major counter. Regarding Ryu’s crouching Fierce, all shoto-type uppercut moves (usually crouching Fierce…Charlie, Sodom, Rose, Dan, Karin etc) hit for two types of damage. The first (early) does a little more damage than the second (closer to full extension). I assume the crouching Fierce in the tests did less damage because of that. As far as I know, the Counter Hit damage bonus is universal, outside of a few moves which are spefifically mentioned.

Book doesn’t seem to have a list or anything of which moves do how much guard damage moves do…same with block stun or block damage…oh well…

I’ve been thinking about this. And about counter-mashing.

Lv.3 Aura Soul Throw : 71 pixels
Fully red-flash mashed : 37 pixels
counter-mashed (1 flash on the throw) : 53 pixels

c.SP -> Lv.3 Aura Soul Throw : 78 pixels
Fully red-flash mashed : 52 pixels
counter-mashed (1 flash on the throw) : 69 - 70

While counter-mashing the combo, the opponent was sometimes able to mash the first hit of the upper-cut, and sometimes not. Reguardless, the combo still came out the about the same damage when comboed from a c.SP, only 1 pixel of difference between the two.

Can anyone confirm counter-mashing?

I’ll test this in a bit.

Yup, the opponent (mash-er) was always standing.

Thanks. Still wonder what it does and how to get it. I know I’ve seen an X or A ism cammy get one off on me. Probably X-Ism Cammy.

See. This book needs more!

So much is missing! :stuck_out_tongue:

Just tested this several times.

Blocked Rose standing close FP : 11 pixels
blue mashed : 6 pixels
blue mashed after 2-6 seconds of ‘blocking’ : 6 pixels

I would test this of fireballs, but the problem is that most fireballs only do 1 pixel of guard damage anyway and most super fireballs do multiple hits. So the “penality” would be non existant anyway.

dumb question

Does anybody know if you can enable practice mode in a3 via emu? I use kawaks and can’t find a way to do this.