Alpha 3: Q & A

Akuma’s corner guard crush combo (in my experience) can guard crush anybody if Akuma has 100% meter and he doesn’t fuck up. The only character who I can possibly think of that will not get crushed is X-Gief (how often are you going to see that). You’re right though that if you take the hit, it will sometimes mess up the timing of the combo. There are still a lot of things to consider when you are getting nailed by it. When do you choose to take the hit? If you do it early, that still leaves a lot of meter for Akuma to work with. If you do it late, you’ve already taken a lot of guard meter and block damage. If you choose to jump out, are you going to try to flip out or roll out (if you can, rolling is a better choice)? If you can’t flip out, the combo can be applied again, although it will take a little bit of meter away from Akuma, unless they react to it, and move to another combo (such as st. FP, whiff fireball, repeat). There are a lot of risks to consider when getting hit by the corner GC. You really don’t have many options that don’t leave Akuma in a position to still inflict good damage on you.

All X-ism characters have the same amount of guard meter.

Looking back at m post I even forgot about Zero Counters. Geez.

fei long troubles

This is a console version only question. I’m having amazing trouble with a Fei Long player. I beat him sometimes as Zangief and very rarely as Akuma. It feels like he is overpowered with far too much priority on moves that they are very hard to punish when blocked.
Is there any trick against Fei Long or any move gief/Akuma have that can be abused against him or is mind games all I have to fight with?

.

fei long troubles

Can you give more details? The only sick move Fei Long has that I know of is his cheap as hell crouching FP, which can be dealt with with a VC (walk up to fei long and VC once you see him do the FP). If anything, I’d imagine Zangief having a harder time than Akuma (I have zero experience fighting Z3 Fei Long mind you, which is why I’m asking for details).

if Akuma’s guard crusher in the corner is done properly (actually combos hit for hit), how can you take a hit? won’t the character be stuck in blockstun…?

NOTICE:
some long lost A3 threads were added to The Dasrik thread ™.

There exists little gaps where you can get out of blockstun. They mostly exist as Akuma is trying to cancel the hopkick to the fireball. Most people can’t get the timing exact enough to lock their opponent in blockstun, but can do it quickly enough so that you will still get hit. In theory, yes Akuma should be able to lock you in blockstun, but in actuality, this usually won’t happen because of the precision involved.

but then by definition, it wouldn’t be “done properly”…

hmm… anyone here play V-Sagat? some general strats would be great. as for specific strats…

  • V-Sagat vs Z-Guy; who wins? Gat cannot duck Guy’s JP (and hence eats the GC of a full FF Chain whenever in range), and all Guy’s moves are high priority (well, fast). Sagat has the meter, long ranged normals, low fierce of doom, bufferable low forward. so far it looks like Sagat’s job is to keep Guy out, since everything he has save a VC gets eaten by Guy normals in close quarters. but once Guy gets in he gets GCd 8000 times a round and counterhitted twice every second, and that isn’t too fun. does Sagat have the tools to keep Guy out? a glance at his normals and anyone can say he does but i was hoping someone more experienced can offer something. should he sit on his meter to bail him out in case Guy gets through in particular?

el_diablo:
stick me on that list of ppl who want a vid. i can’t get it to work…

There really isn’t any point to talk about theory. Yes, it’s theoretically possible for someone to execute the Akuma corner GC combo perfectly all the time, but it’s not going to happen. In actual situations, the option to take the hit will exist due to lack of precision.

don’t you mean “it might exist”…?
like you said, lack of precision. but to say no one can lock down like that consistently? i wouldn’t go so far.

some glitch questions; the Jimmy vids. i know this is gonna be redundant but i really don’t know where to find the info.

first vid

  • Vega hits Ryu with a Red Impact. what’s so special about this…? damage?
  • escaping airthrows by Ken/ Akuma before touching the ground; how is this done?
  • Rolento throws knives, smacks Akuma with a fierce as they land, dizzying him. i’m not even sure just what is being demonstrated…
  • Ryu GCs X-Zangief from a full guard meter. the meter actually jumps to empty after a few hits. why does this happen?

second vid

  • near the end Zangief dizzies Ken and FABs him. what am i missing? is it the standing 720?

Mondu: Fei Long has a high total of speed/damage/priority relative to other Chars going for him. He seems to be able to throw out any normal attack with being able to be punished. His Cr. HP has CvS2 Sagat-like priority on it against anything including aerial attacks. He has a couple of good supers; a ground combo which can be cancelled from a normal attack and an anti-air that beats air-block due to him keeping one leg on the ground for a long time.

The player turtles and uses Fei longs priority to keep me out while winning and switches to a rushdown style with a lot of throwing when losing (Which has taught me to tech.hit about 60% when I guess the throw correctly). Just to give you an idea of Longs priority, (Im not sure about this maybe my positioning has been bad) he seems to beat Akuma’s Dragon punch with j.HK if the DP is later than its 3rd hit.

Against Zangief he mixes button mashing with throws when close on the ground. I keep getting Gief’s mighty jab stuffed by nearly random moves. I’ve heard people speak about being able to buffer a PD during blockstun. How practical and easy is that to do? Sounds harder than ticks.

SFA3 is my first SF and I’ve been playing it for a month against other similarly inexperienced people (This is Scotland we’re in, tournaments are unknown) but I’ve been playing it daily so I’ve been getting good fast. I haven’t even touched V-ism since I couldn’t use VCs. I guess I’ve got incentive to learn now…

Ballpoint: A standing 720 with Zangief that wasn’t buffered during something? If I saw someone do that I would cry…

kilted avaenger: then get v-ryu’s 2nd vid, and cry.

On Fei’s super: can only be buffered from extremely close-ranged moves. Shouldn’t you be able to SPD him well before that range?

On jumping and Fei’s anti-air: Since you mentioned this, can I assume that you’ve been trying to jump in and air-block? This is never a good idea (Fei Long or not), unless you’re playing a V-ism character and baiting for a VC drop-through. If you’re having trouble with Fei’s anti-air then DON’T JUMP IN.

On priority and DP’s: DP isn’t that high priority in Z3, and varies depending on numerous factors. If your opponent can outprioritize your DP then it simply means you DP is getting predictable, to the point that your opponent is jumping at you even if he knows you can DP him because he knows he can beat you.

Buffering the SPD off a hit is easier than it sounds. I’d imagine it to be a requirement to play Gief successfuly.

While a standing 720 is indeed impressive, it isn’t quite as effective in Z3. If you look at the various ZGief posts, emphasis is on landing JP SPD and the Aerial Russian Slam, not the FAB. Gunter (IIRC?) for example, has stated that he plays Z-Gief to land the ARS.

If you don’t want to learn V-ism yet, then I suggest using X/Z-Sim, who should be able to beat Fei handily. Or Rolento.

Kilted-
-Lariat as anti air with Gief (or crouching Strong if that doesn’t work, or standing jab, or whiff low short into SPD)
-DP later, so you hit him with the first part of the DP
-If you have fireballs, throw them (when you know he’s trying to poke or somthing, and won’t jump. Also helps if he’s turtling)
-Which anti-air are you talking about? If he’s using the flaming kick (backwards DP+k), just jump from a little further distance from him with 'Gief, and don’t attack. Then SPD him when he lands.
-Your SPD range > his throw range
-SPDing out of blockstun just means that you do the 360 motion while blocking, so all you end up doing is press a direction and a button the moment you stop blocking. Not much harder than doing a reversal special, or anything else like that. Actually easier IMO.
-Characters to learn: A/X-Ryu, X-Ken, X-Dhalsim, X-Rolento, Cammy. Or you could learn one or two V-ISM characters. Whichever.

That was me (above post). Someone else forgot to log out.

i have a few questions

-what is the BAS’s akuma’s VC? once you get someone to the corner with akuma, do you have to do a red fireball then standing hp or can you do a regular fireball then a hp?

-what is sakura’s B&B VC?

-what is cody’s B&B VC?

-what are the major differences between A3 and Zero 3 Upper?

-anybody have any good sites with VC combos for either akuma, sakura, or cody?

thanks.

PS- Nibor’s cody is too good!

The first 3 questions are answered in another thread, go look for it.

A3 Upper is crappier, it’s basically playing the DC/PS1 version of A3, in an arcade.

…You’re on SRK.

Z3 upper sucks for many reasons…A#1 being that you can’t crouch cancel.

???

if Upper is the PS1 or DC version, then crouch cancelling should be possible.

i’d imagine Fei would have a hard time getting in. have you tried early neutral RK as anti-air? it works best from a lil further off. any closer and u could try c.FP or JP. i think the basic shoto normals are really underused in this game and are some of the easier ways to keep a lot of characters out.

keep Fei out and make him jump by shooting fireballs, then anti-air his ass when he guesses them wrong. if he ever gets in, push him out with le footsie game (c.SK c.SK c.FK xx hadoken) to get him to that distance that forces him to choose between jumping and staying on the ground. i think it would revolve around that in Z-ism. classic shoto game isn’t it…?

imho an alternative to Sim would be simply learning (memorizing) V-Akuma’s basic VC. when Fei gets in close just use it; run away, build meter, repeat.

No, James Chen uses the ARS. I use anti-air FAB.