Alpha 3: Q & A

if u can crouch cancel, u probably want his infinite. after the {far FP xx whiff low tiger shot} x N in the corner you can do something like far FP (hit) xx close FP (hit) xx close FP (whiff), duck, wait for flip… then follow up with j.SP x infinity (crossup with j.SK with 2P Sagat). the standing FPs can be timed so that the opponent gets hit regardless of how they flip.

i’m actually looking for a more reliable setup, but that’s the one i’m using atm.

for the midscreen fireball game, i’d recommend picking up HF Ryu or ST Old Ryu for a while. A2 Ryu or A3 A-Ryu would work too, but not as well because of all the counterhits supers alpha counters Valle CCs VCs etc.

but yea… it’s just ye old style midscreen “am i throwing a fireball or not?” game. if you don’t and they guess wrong, they jump and eat DP (or far roundhouse)… if you throw one and they guess wrong, they get pushed back. so yea… you want to learn how to make them guess wrong. it’s sorta one of the fundamental subgames in SF… i’d say a good X-Ryu who can do this well could beat a V-Akuma who can’t.

hopefully someone will give more A3-specific advice tho :slight_smile:

Thanks a lot, any other info could be helpful.

Does anyone know what is up with the air grab bug you sometimes see in match vids? I seen it 2 times in Japanese videos. It’s when someone air grabs the other player and then they drop them and continue the grab animation. It is not a tech flip or anything.

I dunno about more reliable, but I -do- know easy… :slight_smile:

I don’t play VSagat hardcore or nuthin, but I know you can do far s.HP, close s.HP, jump MP. If they don’t tech you get the combo… if they tech and air-block they land on shadow hit.

Maybe not foolproof, but mad easy. Try to get into proper distance by using proper strength knee during the midscreen (don’t wanna get too close or far from the corner). Also regular bs like jump straights for P2. Blah blah I’m sure you already know.

Actually, no idea. I know basic SF, no specs on A3 :stuck_out_tongue:

V-Zangief oc’s and M.Bison oc’s

I didn’t see many original combos for V-Zangief and V-M.Bison. I would make a little list :

V-Zangief

-Midscreen-
(Body Press or Kattobi Cancel)…

…[OC3] Quick Double Laria, [Standing HP>HP Banishing Flat]xn (corner), [Standing HK]x2, HP Banishing Flat, Atomic Suplex OTG.
Good damage, classic oc of Zangief.
…[OC3] Quick Double Laria, [HP Banishing Flat, Crouching LK]xn.
For more range than the other, since the HP Banishing Flat has better range than the Standing HP. Can combo into corner.
…[OC1] Quick Double Laria, [Standing HP>HP Banishing Flat]xn (corner), Standing LP, [cc Jump MK/HK]xn
An other OC with cc finisher (you can’t do many cc Jump MK/HK).
…[OC1] Atomic Suplex, [HP Banishing Flat]x2, Atomic Suplex. Repeat. Not a combo, but the guy can by confused and not knowing what to do.

[OC1] Russian Kick, HP banishing Flat, Atomic Suplex OTG, [HP Banishing Flat]x2, Atomic Suplex, repeat last part. A different starter.
(from far) [OC] Body Press>Atomic Suplex, [HP Banishing Flat]x2, Atomic Suplex. Repeat last part. Same thing, but a different starter. It can be seen in japs videos. In fact, it is not logic jumping after oc activation, so the guy could be surprised.
(ennemy’s guard will crush) [OC1] Jump HP, Russian Kick. Guard crush? Body Press>Atomic Suplex. The guard crushed at Jump HP? Do an HP Banishing Flat after Russian Kick, then Atomic Suplex OTG.

-Crouch Cancel-
Jumping Attack (counter hit) [cc Jump HK]xn, finish with cc Flying Piledriver (the air throw).

-Corner-
Kuuchuu Headbutt (counter hit), cc Kuuchuu headbutt (stun), [OC] Atomic Suplex OTG (with “bug”), Atomic Suplex OTG, Walk, LP Screw Piledriver OTG, Atomic Suplex.
Xenozip done a record of this one.

MP Screw Piledriver, Kattobi Cancel, HP Screw Piledriver OTG.

M.Bison (boxer)
-Anywhere-
Jumping Attack (counter hit), cc [OC1], Jump HP/HK, [cc Jump HP/HK]xn, (last hits) cc Kuuchuu Head Bomber.

-Corner-

(Jumping HP/HK)…
…[OC1] Crouching MK, [Crouch MK>MK Dash Upper]x8. Sagat only.
…[OC2][Standing LPx4, Jump HP] x4, Standing LPx3, Standing HP (OC finished)> LP Dash Straight.

I hope i didn’t do mistakes :confused:

I’m not sure about Classic-ism tiers, first you would have to take into account each characters different move properties in classical mode, then take into account the lack of super moves, lack of AC, the only way to juggle for long periods would probably be to crouch cancel off counterhits. Damage, range and priority would become larger concerns. Corner traps would become more effective with the lack of recovery rolls. Most low tier characters with command throws would raise up. Players would become more cautious and exacting since damage would be so high.

Quite frankly, I’m suprised I haven’t heard of someone running a N-ism tourney, I’d be interested by the outcome. But this is my assumption on the characters strength-wise.

Everyone retains their CPS chains, and are basically the same as their X-ism counterparts with the lack of super, guardbar, recovery roll, or flip out.

Ryu loses the Hopkick but gains a single revolution Hurricane Kick, and possibly a faster release on the Hadoken. Just like his X-ism version.

Adon gains in the ranking simply due to the fact that N-Adon is quite a strong character with his aerial punches making up for his lack of normal jumping kicks.

I also think Honda has some real potential without fear of airblocking, and being able to play to his strengths more.

Dhalsim
Zangief
Sakura
ChunLi
Balrog(M.Bison)
Charlie(Nash)
Ryu
Vega(Balrog)
Rolento
Cody
Ken
Sagat
Adon
Akuma(Gouki)
Guy
Honda
Sodom
Karin
Gen
Rose
Juni
Cammy
Birdie
Mika
M.Bison(Vega)
Blanka
Dan
Juli

If your timing is good, you can do: VC ends-> cc jump fierce x 8~9 to gain 50% meter-> re-activate VC and continue the sequence.

Haha.

Thanks for this.
I know, M.Bison corner sucks but i don’t know over corner for him (Headbutt x n? It sucks too). Sorry :frowning:

Post those VC’s in the “SFA3: Character VC’s Reborn” thread too, please?
http://www.shoryuken.com/forums/showthread.php?t=916

It could use a bump, anyway.

ok

Ok, i will post in this thread. Sorry, i don’t have adaptator for stick, i can’t do records for these combos.

I think Blanka is not such a bad char in N, can someone explain to me why he would be rated lower then R.Mika? I play sometimes classic with my friends and use a lot of different chars then (but if I want to win take Charlie or Ryu for sure^^), so it would be interesting to know why he is rated that low.

i dont see why gen would be ranked so low his priority and damage are rather nice in original…

Can someone give me some Aism Charlie strats? Here is how I play already

Sonic boom -> Jump hp or jump hk, or, stand and wait for them to jump and then flash kick or 2hp. Also, sonicboom > 2mp is a quick way to stuff out anything they try close up. Sonicboom > charge 4 and hit hk is a good way to push forward and get some nice block meter damage on them.

For jump in combos

Jump in hp or hk > 2lp > 2lk > flash kick

Jump in hp or hk > 2lp > 2lp > sommersault justice. I only do that to get finish a round. I like to save meter

I like to anti air sommersault justice because they can’t air block it. I find it is a good way to get some damage in for a kill or if you place it right, good for a nice chunk of damage.

Alpha counters, use them to stop a rush down and get on the offense a little bit.

I have to get some sort of Classical Mode tourney going at Evo next year. I’m sure the game is broken, but it sounds really fun.

Blanka not bad, but I don’t see much special about him. Then again, I don’t know how blanka works in the OG games either, but I hear he’s good in HF. He’s certainly solid, good anti-air, good air-to-air moves, if anyone is still jumping.

I think Sak’s biggest problem would be anti-air. Correct me if I’m wrong, but she can’t really wakeup DP anything without supers/V-ISM, and her only anti-crossup option would be reversal hurricane kick. And, it’s harder for her to make up lost damage, because she can’t do standing close Fierce on demand anymore.

Honda and Birdie are definitely better than they used to be, though. Well, Honda at least…V-Birdie is sorta good, and so he loses some of those options, but his damage is good, and if you mash his PP throw (if you can land it) you get good damage, and a knock down.

I’m not sure about the game becoming broken, I’m sure there are possiblities for 100% or infinite combos, but it would require a major counterhit on the ground or a counterhit in the air, which would mean most players would not be jumping much, perhaps not at all with some characters. Judgement on priority and being predictable would have to be taken into account as well to avoid high damage crouch cancel strings off counterhits. Players would be more wary of the corner, since it would allow opportunites for easier combos for some characters.

Basically I think it would turn into a very precise oldstyle ground game.

@TS
Like I thought, he is not that bad.^^

Anyway, a good thing would be, that Akuma lost a lot of his options and must be played in a really different way. :slight_smile:

mm… Chun has cc-Roundhouse-til-dizzy off counterhit j.Short in any ism. ach…

i guess Gen loses a bit mostly due to removal of his super, and not so much with his chains removed (even X-Gen could reliably hit-confirm with low jab jab short xx super). all his pokes seem to still be there condensed into one style, but i dunno… that’s all he seems to have lol. his FK crossup is the sucky (crane) one. his gekirou (dp+K) would still be great tho. i don’t play much X/classic Gen, but i could see myself turtling against him pretty well.

charlie

The only thing that keeps me from playing a-charlie (which I like),
is that im not worth **** for charge super in or out of combos. That’s why I play v-charlie or classic charlie.

I like to use multiple anti-airs : c.strong, c.fierce, backfist sometimes, (v) s.forward/rh, s.strong, s/c. jab, close fierce. As a bonus most of these moves are cancellable and give a juggle or a dash and throw ( or air throw) from behind.

I like a mix of keep away and poking/pressuring for ground game.
Ex.: Sneak in a c.forward, throw a strong sonic boom, then mix between walk forward/dash to continue pressure, charging for another sonic boom and if the positioning is ok, go for the safest jump-in possible.

He’s quite nasty a ticking and his throw does garantied damage (punch).

Charlie:
c.strond, c.forward and towards+forward are all your freinds. his jumping roundhouse is hard to AA becuase of it’s angle. Focus on booms, towards+forward, and AA’s to drive your opp. to the corner. Then work on keeping them trapped once you get there

Thanks, any more would be great.