Ken’s best VC’s are the motion cancel hadou rave, and his unblockable reset combo that does 100% life.
My bad, I thought CC meant custom combo. Like any combo done after the VC wears off.
As for finding advanced tactics, for some reason 4 letters is the minimum for a search on SRK. I think this is very stupid because of… oh, let’s see. Ryu, Ken, Dan, Guy, Gen, Yun, any others? Also, I was on page 50 of this thread and I decided I should just post. I’m going back to that now though.
One more thing. Is there a way to view replays on kawaks 1.49? That’s what I’m using. I’ll probably check the kawaks site and look around here though.
Thanks for the assistance fells. It’s much appreciated.
As far as strategy goes… http://www.shoryuken.com/columns/dom101/
Those are well done and can teach a lot. I am not to sure about the kawaks replays. I think the version of the emulator does not matter for a replay but I may be wrong.
That’s from the V-ism reborn thread. Posted by Muskau on: 11-08-2002.
Last time I checked, it wasn’t unblockable.
It’s a good trap, but not unblockable.
You got a replay of it being a true unblockable?
Try searching for “V-Ryu” or “V-ism”.
If you want to get specific, try “V-Ryu infinite” or “V-Ryu combo”.
For kawaks, try punching in “kawaks 1.49” into google and see what you get.
Though, you will only be able to watch replays made in 1.49.
If you want to view every last Ryu-related post, try this : change your SRK preferances in your controll panel. Forums>Controll Panel>Edit Options>Default Posts per Thread.
Try setting that to the max number (I have it set to 40). And just go from page to page hitting CTRL+F (page search) and search for “Ryu”.
Crouch Cancel Infinites : http://www.shoryuken.com/features/s000229.shtml
Combo/systems FAQ : http://db.gamefaqs.com/coinop/arcade/file/street_fighter_alpha_3_combo_d.txt
Game combos (yes, it’s back up) : http://gamecombos.com/
There’s also some really good V-Ryu match vids at the goforbroke hub and a-cho.
I never looked much into it but it seemed unblockable when I seen it done. It’s also called the “god oc” by Japanese players so I kinda figured it was unblockable. It’s in one of BAS’s videos. I think it was Ken_08.wmv
EDIT:
And the way I go into the crouch cancel with Ryu is
(Near the end of the VC)
6mk > (Cancel into a tatsumaki) > jump forward mp > CC
Thanks a lot guys, especially Xenozip for pointing out some VC’s.
all about z3 combos
hey mang,
this is a question about all about z3…in the back of the book where there’s a list of all sorts of combos (p 339-346), but when i try doing them it never combos. for example with blanka v-ism, it’s like this:
jumping rk, activate lvl2, [standing jpx4, jumping rk]x4, standing sp, end vc, crouching fk, fierce ball.=44 hit combo.
i can’t seem to get it to combo, does the jumping rk whiff? it seems a whole bunch of combos in that section are like this. can some one shed light on these combos?
dr. jekyll
all about z3 combos
The only light I can shed on them is that they’re really fucking hard, and that isn’t much help. Also, they don’t seem to work on everyone- if you’ll notice, most of those kinds of combos are being done on Blanka, Zangief, or Charlie.
It’s basically just that the timing is really sensitive on a lot of them, so you have to make sure you’re not hitting the jump-in too early or too late, and watch how you chain the Jabs/Shorts etc…
Some characters can attack twice or three times in the air during a VC (like Guy and Juni can attack twice, IIRC).
Can Blanka do the same?
Also, you may have to hit with the jumping RK on the way up, and possibly again on the way down.
I’ll try and get a FBA replay of that combo.
All characters can attack twice while jumping during a VC (once on the way up, once on the way down). Combos where this is needed seem to specify in the book…
all about z3
good luck with that combo. i’ve been trying it off and on for what it seems like an eternity. maybe blanka does actually have a practical v combo. keep us posted.
About Shinkuu Tatsumaki:
If the first hit is a Counter Hit, you can’t seem to damage reduce any of it. This doesn’t apply to most supers IIRC, but it’s the same thing with Gen’s Zan’ei super (rushing super in punch style), only since you can only damage reduce the first and last hits anyway, if the first is a counter hit, you just can’t mash the last.
RE: Blanka
Nevermind. 2 RKs didn’t work.
You have to be careful not to hit JP too quickly, or you’ll go into the Blanka electricity.
Also, you have to hit RK at the very peak of your jump as well, right when Blanka grins the whole way.
And, it only works on a standing cornered opponent.
And it probably only works on tall characters.
I’ll try and post a replay later.
Re: Tatsumaki
Thanks TS.
This is the best I can do :
Cornered opponent (Gief sized):
Jump RK, VC2 activate, [c.JP]x4, jumping RK, [JP, JP, JP, c.FP, FP-Blanka Ball]x4, JP, c.FK, FP-Blanka Ball
The c.JPs can be standing JPs, and the jumping RK can be a jumping FP. You also have just enough time to get in one last JP before you have to cancel into a c.FK>Blanka Ball at the end.
48 hit. Does about 50% to A-ism Zangief, who takes the least damage in the game… Not too shabby, but incredibly diffacult to time properly due to electricity problems, and the jumping RK has to be dead on – within a 2 or 3 frame window, it looks like…
I couldn’t get the jumping RK, [JP]x4 to loop because the 4th JP would always wiff on the first or second repitition, and inserting a c.FP didn’t seem to combo properly, either.
The ball version probably works on everyone though, including crouchers.
Recording attached for FBA v 2.94.98, SFA3 (US 980904).
To demonstrate damage, I recorded the ball version (no jump-in during the VC) on X-Ism Juni, who takes the most damage in the game.
Jump RK, VC2 activate, [JP, JP, JP, c.FP, FP-Blanka Ball]x6
52 hit. Looks like it did over 75% to her, not bad. And you can of corse replace the JPs with c.JPs.
Any more Blanka VCs in that book? I don’t think these are mentioned in the V-Ism reborn thread.
It might be safer to use SK, JP, JP, c.FP if you are having electricity problems. It also might be safer to end it with a c.RK instead of a BBall (to knockdown). You’d only sacrifice 1 or 2 pixles of damage anyway.
Recording attached for FBA v 2.94.98, SFA3 (US 980904).
The combos from that book are in WMahdi’s combo FAQ at GameFAQs.
Ken VC
shouldn’t Ryu be able to do this too theoretically? or is there something about Ken’s slower fireball (release/pushback?) that makes it better for him…?
Yeah, so I was hella wrong. I thought it was just the Counter Hit, but there must be some other requirement, becaue tried it in Training Mode and I could still damage reduce it.
Thanks.
Seriously, I think the Tatsumaki super is just another one of those random things.
As many times as I’ve tried, I’ve gotten different results each time.
Yet with other normals, specials, and supers; I have gotten the exact same results with each test.
It could have to do with how many frames are in between each hit of the Tatsumaki. Actually, it could have to do with anything, I really just don’t know.