Alpha 3: Q & A

whan is the most apropriate time to use an alpha counter?
can ya tell me anything against a V-akuma (i use V-charlie and V-cody)

Thanks! :slight_smile:

When your opponent is about to perform a guard crush combo (such as against V-Akuma, Ryu, Sak, Vega). Sometimes you’ll still get hit, but often this will disrupt your opponent’s tempo, letting you escape.

  • if you have Akuma cornered, to keep him there (eg Apoc’s A-Balrog).
  • before the unblockable (ie AC the demon flip or anytime before).

ACing Akuma’s unblockable is much harder then it seems. It normally results in getting hit and thrown into the combo any way.

Usually it’s really only useful at the end of the 2nd round, or in the 3rd round.

Remember that ACs kill a bar of your guard meter, so using it early is potentially doing more harm than good. Especially against a character with a lot of guard crushing VCs and block strings, like V-Sodom.

You’re probably not going to run into too many good V-Sodom players, but he’s not the only one who has guard crush VCs.

Still, even in A-ism it’s really circumstantial. There’s not really a particularly good time to use it, except in situations where you have no choice but to use it.

It also depends on the AC your character of choice has. While you can mostly get away with using A-sims or A-rogs ACs, the same isn’t necessarily true for all characters.

Prolly old news… but I discovered a neat trick with Mika the other day.

First, if you’re a console scrub like me, you can change your controller setting to LONG for some walk up 720s. Do the motion, end at forward… you can actually walk a nice distance.

If you don’t want to do that, you can kara-cancel s.HP instead. kara s.HP into 360+K gives the grabe HUGE range. you giving it some startup, but you get like giefer’s SPD range.

Kara S.HP into 720 is neat too. But… I really don’t know why it works?

Anyway… neat tricks to try out. Oh yeah. Doesn’t work in V-ism. mwahah

If anyone can tell me what’s up with cancelling d.HP into specials, let me know plz. :slight_smile:

I thought there was an article here about maximizing the SPD range? I only read it one and since I don’t use grapplers I never payed much attention to it but I am sure people know more on the subject of grab range tricks =)

Yup.

http://www.shoryuken.com/features/s000329.shtml

It applies to all grapplers – Birdy, Honda, R.Mika, Zangief. With the exception of Karin, anyway.

Not sure about Sodom.

what do the console control esttings “Long” “Arcade” etc do anyway? afaik long allows inputs that are entered more slowly than usual to execute special moves, and arcade is well… hmm… i think it’s similar to arcade (!!!). the other one was "Normal"
wasn’t it? anyone know what that does…?

The setting changes the amount of time the game allows for entering special and super moves into the buffer. Long allows slower execution, Arcade requires faster execution, Normal is in between.

not to interrupt

i was reading through ken’s v-ism post and noticed some pretty decent strats, especially the “Roll repeat cross-up trap” and “cornertrap 100% combo.” are there any vids to match these? i’d love to see these in real situations.

dr. j

The only V-Ken match vid I’ve ever seen was the (semi)recent Odasaga Cup.

I got it off SFTChina via the GoForBroke hub (Check may 10th update).

IIRC he goes for a few unblockables and corner-traps. But he executed them pretty poorly.

There’s also a pretty good Rose player in those, too.

v-ken

decent. they don’t seem to want to download from goforbroke, though. is there another place to get these?

You sure about that? I thought it only worked with Gief…

Or are you talking about kara-cancelling for forward movement like in 3rd strike or s.HP x 360 with mika?

I’m talking about the vastly increased range when you kattobi cancel a normal move into a command throw. Or when you do a command throw the moment you land from a jump.

There’s a huge difference as apposed to a normal un-buffered 360.

I guess we’re talking about different things, though. :o

3rd Strike style movement is only possible for certain characters in Alpha3. But I thought it was only possible during a VC. And you can’t kara-throw with normal throws like you can in 3rd Strike.

Are you talking about kara-cancelling into a command throw with R.Mika, 3rd Strike style?

LOL, you’re right, she does have 3rd Strike style movement if she cancels her s.HP. :lol:

Good luck doing that one consistantly on an arcade cabinet though. Looks like you can consistantly cancel it into her flying butt-cheeks move though (flying peach, or w/e it is)

She can also cancel her toward+FK for 3rd Strike style movement, and for some reason it looks like it can be canceled during any frame, so it’s a hell of a lot easier.

Too bad she only has like two special moves (flying butt cheeks and command throws).

**

Or more specifically, executing a command throw without entering pre-jump animation. :slight_smile:

(I thought kattobi involved kara cancelling airborne normal into VC?)

Anyhoo… you say this works with other characters besides gief? I don’t remember it working for other characters… only gief. >shrug<

Why would an arcade cabinet be any different? I dunno… It’s not too hard really. Actually it’s very simple. :slight_smile: I find it easier that kara s.hp XX bum-blast anyway. Try hcf+HP, roll to up +K. Like you would kara a s.LP into SPD with Gief. She has no hcf+P specials, so it’s fairly simple. Startup sucks, but the range is friggin’ HUGE.

b, d, f, u, b, d, f+HP, u+P is how I do kara HP into 720. I have NO idea how it works though. I should get a 360+HP flippy-grab-thingie instead of a s.HP right? Bah, I dunno… it works. :slight_smile:

No idea why V-Mika can’t do this shit either… She can only kara normals that readily cancel into specials anyway (lights and d.HP blah). A-Mika can kara anything except her slide I think. I wonder if all V-characters are like that, and if so, why? :slight_smile:

Yeah I’m getting my terms mixed up. Kattobi is like cancelling Gief’s toward+SP into VC activation. Silly me.

Also, I could have sworn those increased range kara-throws worked for birdy and honda. But, it doesn’t. Gief is just special that way.

And yes, all V-chars are like that. They can only cancel normal moves into special moves if the normal move used is special/super cancelable. I’m pretty sure V chars can’t whiff cancel moves that aren’t normally cancelable. Damn that sounded like jibberish.

eg. if you can chain the normal into a special (cancel into special from normal), then you can also whiff-cancel it within a few frames of the normal moves animation.

I thought this also applied to A characters as well.

i haven’t played A3 in a while, but isn’t c.RK xx JP.dp pretty good for building meter with V-Akuma? or was that c.FP xx JP.dp…

Can’t whiff-cancel c.RK with V-Akuma in the arcade version. Except during a VC of corse.

I don’t know what it’s like in the console version(s), but I’m not able to test that unfortunately.

You’re probably thinking of c.FP xx JP-dp anyway.