How do you do Ryu’s fake fireball?? I seen the computer do it with V and A ism.
qcf+Taunt.
I’ve seen in videos Zangief activating a VC and they practically flying across screen in a very fast jump.
How is this done?
What’s the difficulty in doing so?
thanks guys.
That’s Gief’s kattobi cancel. It’s not very hard to do at all. To do it, cancel his F+SP into a VC activation. The cancel has to be completely very soon after you hit SP, but once you get the hang of it, the timing is simple.
rock on, thanks man:)
N-ism A3 tier discussion
Chun Li, Dhalsim, Rolento, and Zangief immediately pop up.
Chun Li- High damage and dizzy, and considering Classical Mode characters already take high damage, that gets ugly quick. Hard to deal with without supers/V-ISM for a lot of characters, because she has high priority normals and does a lot of damage. Has issues with shotos. Throws are still too good.
Dhalsim- Even without the X-ISM super, still pretty good at space control. Loses controllable limbs, but it’s an acceptable loss. Decent anti air/combos via Jab xx Yoga Blast, hard to get in on. Issues with Chun Li if she gets in.
Rolento- Well the guard meter is gone now, so he’s not good at breaking that anymore. Still a good preasure character (high priority normals help), and can run away.
Zangief- Ridiculous, really sort of insane damage. Good anti-air options, great priority on a few moves. Ridiculous, frustrating damage. Loses for free to Dhalsim, only not, because 1 SPD or random jab gives him the lead back.
Shotos are still good, though Ken in particular misses his X-ISM super. A lot of good characters still, would be interesting to see an all-Classical Mode tourney…just don’t be surprised if Final 8 is Chunx4, Dhalsimx2, Charlie and Rolento. And the Charlie player decides to choose Rolento or Gief instead.
i’m thinking Ryu and Vega (aside from TS’s list). Ryu’s fireball game is slightly stinted without the Shinkuu Hadou and hopkick, but he keeps his hurricane redizzy. Vega can still poke, and he keeps those fat crouch cancels off air-air counterhit jumping short.
i dunno, Nash’s somersault doesn’t suck as bad when no one can airblock it. i’d probably play Nash if he had his V-ism normals in classic.
I posted this in the Karin thread a week or so ago, but I’m not sure if anyone noticed.
What is Karin’s Guard Crush VC? I have been trying (opponent in corner) repeated s. RK, but I can’t seem to connect more than three hits before moving out of range. Any tips?
Why GC and not set up an unblockable? You can cancel into her command grab and then into her corner combo or what ever you want. Don’t waste bar on a GC if you can use it for damage.
If the X-ism link also works in Classical mode, then I’d pick sakura in a second…
Nothing like a crossup, 2 low short, stand fierce, shooken 50% combo… plus sakura will still have her stand roundhouse so what else do you want…
Guard crush is not very popular except maybe with v-dhalsim…
In the arcade version after blocking 32 consecutive hits the opponent’s guard bar resets and they pretty much gets guard crushed. It doesn’t seem to work with vega’s roll but you can do it with dhalsim’s VC1 low short>fireball x 8, akuma’s hop-kick>red fireball x 4 or sakura’s stand fierce > medium spin kick x6…
maybe it’s usefull with other characters but I haven’t really experimented… and with akuma or karin unblockables are much better
Thanks for the info, but I am already kinda aware of Karin’s unblockable VCs.
I was just wondering if repeated s. RK was in fact her guard crush VC and if anyone had any tips concerning the timing. Sure, it isn’t that useful, but I’d still like to know how to use it should I want to. That’s all. Just curious.
Still thanks again for the quick replies. I appreciate it. ^^
I have seen it done by a Japanese player before but I am not sure how they done it. I am not even sure if they done it to them when they had a full guard bar.
karin’s S. roundhouse guard crush really sucks because it doesn’t leave the opponent in perpetual blockstun.
jump in activate VC2, j. short (as close to ground as possible), land, then just keep tapping s. roundhouse with the correct timing
only works in the corner
another way to do it is VC2, s. jab, s. roundhouse forever
again only in corner… s. jab can be replaced with any light ground attack
it keeps karin in place pretty much (she gets moved back ever so sleightly each rep) and ‘works’ even if the opponent isn’t blocking… but it wont combo – i’ve gotten it the combo like once or twice but it might be character/timing specific and it would be really hard to do consistently…
Its Fun though when the oponent doesn’t have meter to counter/activate through
o yea there’s also a hole inbetween the j. short and initial s.roundhouse and a hole inbetween the s.jab and initial s.roundhouse in the alternate version
I know this might be a turbo only thing, but when i was playing tommykid (who’s notorious for using a turbo controller when we’re fooling around) Did an VC1 activate-> st. rh guardcrush which WAS perpetual blockstun. So technically its theoretically possible to do it without turbo, but who knows :bluu:
Thanks for the replies. It kinda sucks that it doesn’t keep the opponent in perpetual guardstun (without that turbo controller that is ^^). Well, I would never attempt a guard crush VC with Karin in a serious battle anyway.
Because I am bored
V-Akuma stuff
–50% Midscreen VC
Execute VC1 > L.Shoryu > 5hp > Hyakki flip/punch > Hop Kick > Hyakki flip/grab
You can start it many other ways, I like the L.Shoryu or if I am a little further away and I want to punish a whiff, I execute then do a hadou.
–Strange way into his VC, I posted this in another thread
Execute VC1 > 2mp > 2mk > Hyakki flip/grab > 5hp > carry/juggle
The 2mp > 2mk > Hyakki flip/grab can be done out of a VC and still catch some people off guard. It is kind of easy to escape but it’s easy to surprise someone with. I have even seen Japanese players fall for this so that says it’s more effective then command overheads =P
–His best corner juggle
[5hp > hadou (Whiff)]*n
–His GC VC
[H.Red Hadou]*n
I fight a Zangief player a lot so, if I ever do this and I am point blank in his face, I always let out one red hadou, then I do 2-3 light punches and then continue the red hadous. I do that so I can get pushed away from him a little bit, standing next to Zangief is a little scarry. I see Japanese players do a hop kick and then continue the red hadous to do this, I like the light punches more, but hey, what ever floats your boat.
–Unblockable #1
H.Red Hadou > Hyakki Flip/kick > 2lk
It’s the Hyakki flip/kick > 2lk that is unblockable, a lot of newbies seem to think the red hadou has to be in there. The red hadou is only to keep them in place and blocking.
I am lazy now, see ya.
EDIT:
Japanese players call Gouki’s unblockable “Rokotsu”. The best rokotsu set up is Gouki’s kk throw, since the enemy can’t tech after it.
kk throw into corner > rokotsu
There’s an Alpha 3 tournament this weekend at T5 in toronto if any of you are interested.
I’ll be there as well as Mike Watson.
Anyone driving there and going by Plattsburgh NY and willing to pick up 2 guys? :lol: Plattsburgh NY is an hour or two south of the border. So anyone crossing it should be going by it =P Or anyone willing to pick us up at the border by Montreal and get us a ride the rest of the way? I am sure I can get a ride to Montreal.
Starting to play V-Sagat and V-Sakura… any target pokes/combos?
Currently I know Sagat’s V-ism, use s.lk, c.mp, c.lk, c.hp primarily along with j.lk and j.hk. How is his b+hp for anti-air and in general? What about s.mp/hp or b+mp? Is he used primarily as poke and occasional big hits? Finally, what about enders for his V-ism? I’m at a loss and usually just do dp+hp after the entire s.hpxxqcf+hk xN
With Sak, which VC do you activate with? Only thing I know is that her j.mp is good air-to-air, b+hp CH qcf+p,p,p, cross-up with j.mk, and her BnB of c.lk,c.lk,s.lk, dp+hp
Not a TOTAL newbie, just need some more exacts and such
Maybe I can get some help here. I am not an established player but I am an above average player. I know the game engine inside and out as well. I am going to ask for some strategy help.
My VAkuma is good on the offense. During a rush down or countering I can turn a match around quick. I seem to got good mix up games and everything. But one thing I can’t do very well is a strong mid screen game. I have a lot of problems pushing my opponet back. Even worse, after they get me on the defense I lock up and get pecked to death. I need to learn how to improve my midscreen defense and how to get out of some traps without locking up.
I see good VAkuma’s doing perfectly placed hadoukens one after another and slowly but surely pushing them back with a mix of hadoukens, sweeps, anti airs and the occasional throw. I seem to not be able to mimic this. When ever I start to push them back with a few good placed hadoukens they jump one I am not expecting and nail me. How can I perfect using my hadoukens? No matter how hard I try pushing with that strategy they always seem to push me further then I am pushing them. Can any one offer any tips to improve my game? Any tips to not lock up in a corner?
For specific characters, I seem to get smashed by Chun Li and Charlie. I also could use some Zangief tips. Thanks for any help.