Alpha 3: Q & A

edit: Haha, glass beat me to it. Guess my post was too long. Yeah, A-shotos are actually really, really good. I’ve seen good a good A-Ryu hang with a good V-Sak (I think the match may actually be easier in A than V beaause of footsie stuff), and I taped Alex Valle streaking up a bunch of good Dhalsim/Akuma players at SVGL tourney once (and 2 wins against some crappy V-Rose player… :frowning: )

Good question! If A3 were to ever become popular again, I think this would kill a lot of people, since players have become accustomed to having a bunch of safe options to deal with fireball/dp (parry, roll, RC, etc), even the watered-down version in the post-SF2 games, since in these games DPs don’t lose to random normals…

The generic advice is that he can’t fireball and anti-air at the same time. If you can predict which he’s going to do, you have freedom. That’s the whole thing in a nutshell. Also, you can feel free to jump straight up or even run away if you’re ahead on damage, but that’s generally not as fun, so… Oh, also all A/V-ISM characters can do a Ground Recovery after blocking attacks in the air, so you don’t need to actually be hit by the fireball. Not always safe, though.

With Charlie you want to abuse range. Backfist and stepkick (towards or away+Roundhouse) will trade with fireballs in your favor basically 100% of the time, assuming he even gets them out (and even if you’re hit, Ken doesn’t have one that will knock you off of your feet, whereas your Fierce and Roundhouse will cause a Major Counter on contact if they connect). Also you can super if you see it coming, but that’s a range issue depending on which super you want to to use. Charlie essentially never needs to jump. Jumping isn’t the best idea in A3 about 8 times out of ten, but Charlie has a good ground game and doesn’t really need to at all.

Hard to give advice with A-Ken, since you both have all of the exact same options. You can Jab DP through fireballs if you have the timing down, just to show off and let him know what he’s doing isn’t working (this also baits fireballs, so you get a jump-in). Also has some range options (standing Roundhouse, towards+Roundhouse, crouching forward), but his normals generally aren’t as good as Charlie’s. Sorry, don’t play Ken much.

Really has more to do with the thought process being used than the actual characters, I think. You have all the tools you need to beat him, you just have to decide which one you want to use. Then you need to figure out what to do about his reactions, which can be the tricky part.

Regarding this thread in general:
When some questions aren’t answered it’s not just because a3 players are a bunch of dicks (though I do find this thread to be a pleasant sort of elitist), but because sometimes they’re vague. If you can specific situaions stuff is easier to address, and you can probably figure out 80% of the problem by yourself.

might want to just try google.com search
combovideos.com maybe
or gamecombos.com

Exactly.

The reason is because: As much as some of us would like to do an 8 hour write up of A3, based on a whatever character or two, it’s just… Not practical or necessary.

And some things are best taught through experiance, not text.

Not to mention the fact that some questions have already been covered dozens of times, and could be easily answered with a simple forum search.

But specific questions usually do get answered.

does anyone have any good combos in v-ism? like infs

with dhalism you can just do yoga fire over and over and with ken you can do shoryuken (lp) over and over.

anyone have anything like these?

Check for Xenozips thread where there is an Alpha 3 video, showing some combos and basics.

I’d like to know what’s up when sometimes I’ll try to block and I’ll flash blue for some reason? Also what’s up with the occasional red flashes?

majeh: Try reading some of this thread: http://www.shoryuken.com/forums/thread916.php

DevilJin 01: Blue flashing reduces the ammount of block and guard damage you take. Red flashing reduces the ammount of damage you take (useful for reducing the damage of supers).

Read: http://www.shoryuken.com/forums/showthread.php?s=&postid=1569049#post1569049

For details.

geocities.com/goforborkehub had some new a-cho vids posted. i’m aching to learn V-Karin now…

question about the unblockables on Xenozip’s video;
why haven’t i seen those in matches? they seem to be… well… really really damaging, and easy enough to set up. besides alpha counters (which threaten any VC attempt anyway), is there any reason you wouldn’t use these?

maybe it’s a strategic thing? like it’s better to land a damaging non-meter combo and save the VC for blow-thru? i just think that after figuring these out i’d be using them every chance i got (knock 30% off, sweep, crossup into VC1 unblockable. ko.).

Is A-Chun beatable without going top-tier, or being the type of player who can VC through pokes with precision timing?

I mean seriously, this guy who uses A-Chun at our arcade is just so infuriating because he does all the right moves at the right times, crouch cancels his counter hits, can combo supers together in the corner, and with Chun’s godly priority on everything its almost impossible. I can beat any other character he uses except Chun. The only times he loses when using Chun is once last year against an excellent X-Adon player who I havent seen since(prolly went back to Hong Kong), and when the V-Sakura and V-Akuma players walk up, and only because of the amount of damage they inflict when he gets VC’d.

So is Chun just top tier outside of V-ism?

You probably have. It’s just that most people will AC, or do an invulnerable reversal to break out.

Usually people will attempt an invulnerable reversal that takes them into the air. The reversal fails, but it often leads to a chance to tech-flip away. Like Ryu, Adon, Akuma, Chun, Cammy, Juni, Guy, etc.

And some A-ism characters can do reversal level 1 supers to break out (Ken, Ryu, Cammy, etc.).

However, not all characters have invulnerable reversals that take them into the air – eg. not everyone has a DP-type move, though many do. And not all A-ism characters have supers that hit behind them. And in V-ism they are limited to special move reversals (if they have one) and ACs.

Plus, if you react fast enough, you can avoid neutral states and juggle them, even if they do a reversal – as shown in the Chun unblockable demonstrations.

In the end, I still believe it works to your advantage. If they AC, you both lose about 50% meter, but they lose a block of guard meter. If they do a reversal, and you react fast enough, you can juggle them. And that’s assuming they can reversal DP.

Chun = BROKEN. :bluu:

Though, she does have a few bad match-ups outside of the top tiers.

A-Gen and V-Sodom come to mind.

While its true that a-chun can be hard to fight with her high priority normals and great air game, she’s totally beatable with a lot of characters. Outside of top tier I personally really like a-ryu vs a-chun.
Since chun’s walking speed is so fast, her c. forward is so long, and her c. roundhouse has amazing priority and range, she has a great footsie game.

The key to beating her footsie game with a-ryu is to stay right outside of that range where her c. roundhouse would hit you, and shoot fireballs. Its impossible for a chun player to react and jump at that range, and a lot of the time chun will be trying to poke and get snuffed by the fireballs. The rest of the time she’ll be forced to block the fireball and she’ll be pushed back to a great range for ryu – the range where its completely inappropriate for her to jump (because of angle), and the range where she can’t poke at you! Chun can’t do anything from that range except try to close the gap again and footsie or take a wild guess and jump. When/if she manages to get back within a threatening range either repeat the fireball procedure or…

…get a little more advanced and try to out poke her. Its easier than it seems, believe me. Chun’s main two ground pokes are c. forward and c. roundhouse. Its way too dangerous for chun to try and guess with a c. roundhouse outside of range because ryu can walk up and punish her with either c. forward -> super or a c.roundhouse of his own… so basically you’re gonna see a good chun player poke with c. forward beacause its a lot more difficult to punish and its a bit longer range. Fortunately there’s an answer to this too-- Ryu’s c. forward. Ryu’s c. forward beat’s chun’s clean so its a lot safer for him to stick out a ‘random’ c. forward than it is for her.

In my own experience vs. a-chun, a well placed whiffed c. forward with ryu can bait a whiffed c. forward attempt by chun at which point ryu can punish chun’s whiff with a c. roundhouse… just get used to the distances.

By mixing and using these two strategies, a-chun will have a very difficult time against a-ryu.

The main objectives in this fight are:

  • bait bad jump-ins.
  • frustrate chun with well placed/well distanced fireballs, causing her to lose life when it stuffs a limb, or causing chip when she blocks. This will lead to more bad jump-ins and bad decisions by the cun player.
  • Win c. forward battles and get knockdowns with c. roundhouse and go for ‘unblockable’ crossup into super combo or get a good block string in if the distance isn’t correct.
  • AA fierce dragonpunches for knockdown then break away at guard with good block strings like j. fierce, hopkick, c. jab, c. forward -> fierce fireball (or some variation, always making sure distance is correct so she can’t super through the fireball).

…remember what ryu has in his arsenal!
-If you’re afraid of rising bird kick on wakeup, jump in with a well timed (last second) j. jab, s. fierce -> fireball. If rising bird kick comes out ryu will be grounded and will block, otherwise the whole blockstring will come out.
-A simple j. fierce s. roundhouse (2 hit axe kick) does ridiculous damage to the guard meter. If you break chuns guard with the second hit of the kick then walk up and c. roundhouse and you’ll be at a perfect distance for ‘unblockable’ crossup.

Anyways Muskau, I don’t know what specific character matchup with chun you were looking for, but this is one of my favorites, and I’d say using the above strategies it puts the match in a-ryu’s favor.

great stuff Nibor. but one question;

what’s the unblockable crossup?

It’s not that it’s really unblockable of course, but I’ve heard that Ryu’s jumping forward is very vague, moreso than other crossup attacks, and so it’s harder to know which way to block.

Yeah, what’s up with that? I remember chocobo bitching about it since agsf2. Anyone with the all about book care to post what the hit boxes look like?

Thanks for the help, but I figure Ryu is kind of a Top-and-a-half type character anyways, I think someone who uses V-Ryu has beaten the A-Chun player once.

Basically I just think all the characters I have just get countered by A-Chun. I use A-Bison, A/V-Honda, sometimes A/V-Cody, though not anymore since it seems I can’t do anything with him vs the A-Chun, seems like a free win for Chun.

new a3 vids

http://www.a-cho.com

these matches are good. They are 3 on 3 Btw

a-karin player made my day . Man Sodom is crazy. Look at the sakura vs sodom match in the second vid. Toma was a bit dissapointing with his skills he should be able too take out atleast two players.

too bad Letters are in Japanese only names I know from a-cho are

Toma Shinya Neo3 and Kyofe

can’t wait for new vids. Hopefully shinya is on one of the teams

man wtf happened to TOMA? he kicked the living shit out of a 3 akuma player team and he got beat by an a- karin.you guys think he’s a little off? that team that beated TOMA’s team were a little scrubbish don’t you guys think so?

new vids up

Version 2 of my tricks video is up combovideos.com

Looks like Xenozip is going to make a living of Combo vids now thanks to my request of vids lol. Good job man, I hope you can pull a Daigo like comeback and show us.

N-ism A3 tier discussion

IN classic mode vs classic mode ONLY, how would you rate the balance/tiers in A3?

Finding classic vs classic fun, trying to see what people think.