Alpha 3: Q & A

I can’t do 9 cc Jump Fierce after vc ends, are you sure it is possible? The ennemy fall too low.

Is there a way to train yourself to do crouch cancels and get the timing down no matter the character? I’ve only got very few success by just pressing up when I reach the ground(holding down).

And speaking of charlie I think he’s basicly(?) like playing x/no-ryu:
always chose the safest option to be sure you don’t lose control by trying to be tricky, you can make him gess(?) some overheads, timing variations, whiffs or ticks but you play in way that your always have your options open if he does something to throw you off

Different characters rise and fall at different speeds, and certain attacks make you come down back to the ground slower than others, I think.

As for cc methods, it’s just something you have to get used to. Time it and press d, u when you land, like a superjump in the VS games or KOF or whatever.

I improved my game a bit with Charlie, I just need to get some live combat testing…

ok, is holding worst than tapping (d,u), frame wise ?

Well when you hold, you’re more likely to get it to work, but you’re also much more likely to hold too long, when you could have already started jumping. I find tapping to be better once you get the hang of it.

What characters cam counter an air blocked flash kick without a reversal? I see Zangief can standing hp, who else can counter it?

to Prophitt:
Anybody with a fireball ? With charlie id rather rely on a normal for anti-airing because you cant on always being charged. But does the flash kick has some invincibility frames? Even if just for that I would use it more, as a counter-poke, and I know that if you time it right a short flash kick can get you over a fireball for a very shot hop.

A fireball should only counter it on a reversal, right? I am looking for when it may be almost safe to flash kick. I know it’s something I could not abuse, but it’s not very expected for a smart charlie to flash kick, so I was wondering about almost safe times to use one.

ok, i mean that the fireball will force you to block

http://www.snk-capcom.com/htm/videos.htm

Old BAS stuff from B5.

Anyone know what ones of those vids has charlie in it? I downloaded some but no charlie.

It’s number 11, iirc.

I will check that, thanks

My ACharlie has improved a lot. I fight AGuy and AZangief a lot. I can get Zangief in the corner but he can belly flop to escape it. I can’t find anything that counters it good. It can cancel my flash kick, trade with my 2hp. I guess a trade is not too bad, since it puts him back in the corner, but I don’t like to trade unless I have to. An AC can put him in his place but that hurts me in the long run. Any tips?

I sometimes sommersault justice or do the cross fire blitz level 1 to push him back in the corner. I don’t like to blow meter but I am at a loss for any other ideas.

If you played in v the standing forward or roundhouse can win or trade the body drop most of the time if the angle is right, like the crouching strong, don’t underestimate the power of normals. Heck you can even backfist him while he leaves the ground : normal into jab sonic boom, small delay, he tries to jump, backfist. VCs are the best anti-air he has. Have you tryed ticking zangief ? It can seem stupid put if you play tight it will look like a follow up in poke string. Charlie DOES own if you play him right.

Hey Prophitt, I can’t play a or x because of charge super, do you have a way to do them consistently even if not in a combo? I mess up my input on the second back. When I’m stressed I do charge back, forward, …, forward, lol. I ghess(?) it’s just practice but i’d really like to play a-charlie.

Charlie is the shit man.

I used to catch hell trying to do Somersault Justice, but now i knock it off pretty much on command. Cant quite do it in a combo. As for the sonic boom super, its just something you have to get used to. At first you gotta take extra care to make sure youre not just spazzing on the stick/pad. Be accurate with your directions, even if you have to think about it at first. After a while itll be second nature.

Anyway i got a question for anyone…

I played tonight against a pretty fucking good v-ryu, and got waxed a few times using a-charlie, x-charlie and x-chun. Im not very good at doing or defending against vc, and this guy was spot on with his execution. Charlie was a closer match because i could move forward with his b+fk,and i could often punish his vc activation with cross fire blitz (the first boom goes through, the second one hits and cancels the vc) but he still ended up trapping me and vc’ing me to death.Any tips defending v-ryu and his setups? I didnt have trouble with his v-gief, or v-sim… just ryu and his incessant fireballs. Help! :wink:

random observations;

  • Charlie’s somersault justice is pretty messy to VC through, even at level 1.
  • i don’t play much A-Charles, but in the older SFs Guile’s backfist had better range than Gief’s sweep; of course Gief has his long range c.RK in A3 to deal with. Charles has his sobat to go over that (f+MK).
  • afaik Charles can backfist V-Gief out of his splash, but not A-Gief.
  • A-Charles probably has to sweep more to crossup into super on wakeup.

question:
if i crossup Ryu with Nash and don’t hit FK, do i land earlier to block his jab DP?

I highly recommend checking out all the A-Cho vids that feature Charlie in them.

Probably need to look for them on the GFB site and the GFB hub.

Here’s a quick (probably incomplete) list I threw together:

acho_zero3_20040411b.wmv
acho_zero3_20030824h.wmv
acho_zero3_20030921c.wmv
acho_zero3_20040222c.wmv
acho_zero3_20040222e.wmv
acho_zero3_20040321e.wmv
acho_zero3_20040321f.wmv **
acho_zero3_20040321j.wmv
acho_zero3_20040523c.wmv
acho_zero3_20040613e.wmv
acho_zero3_20040613j.wmv
acho_zero3_20040613h.wmv
acho_zero3_20040718b.wmv

** = V-Ryu vs V-Charlie

Oh, and always remember to build meter with whiffed ground throws. :slight_smile:

Just to add to this. That method will cause V-Rolento to do his superjump. In order to do normal jumps during a V-Rolento CC string, you have to use the “hold down, tap up, hold down” method. Sort of like playing a charge character and charging a move right after a jump. It’s a bit harder, but it avoids his SJ.

If you’re in V-ism with meter you can counter-activate.

Jumping vertically or jumping backwards works with mixed results.

If you jump vertically, there’s a good chance you’ll get nailed before you’re able to land again, though in my experiance this will often screw up the persons timing. Though, if they are particularly good with anti-air VC’s, then there’s a good chance you could get raped with a fairly large combo anyway. On the other hand, it does put you in a good position to hit him on the way down. Still, jumping backwards with an immediate RK (right as you leave the ground) is probably safest. The jump back+RK method can be rather succsessful if mastered to the point where you can always RK the very moment you leave the ground. Though, there is still a risk of getting hit out of the RK with a dragon punch.

Alternately, in V-ism you could try doing a back+FK. Though, it too is probably more risky than jumping backwards.

Jab Sonic Booms or SK Sommersaults also work with mixed results. Remember, you can’t block during a VC, and jab booms move slow enough that they are hard to blow through. It really depends on how close/far the Ryu player was during activation and what the Ryu does first after an activation. There’s always a chance the Ryu could avoid the boom completely or stuff it with a hadoken. But, it’s something to experiment with. It might be worth it to mix jumping backwards with jab booms, since that forces the Ryu player to anticipate which one you will do, and react accordingly.

Keep in mind, however, that Ryu’s c.FK will hit you if he performs it immediately after activation. If this V-Ryu player is able to time his c.FK properly, then you there isn’t anything you can do but block.

If he mis-times it or is too far away, however, there’s a good chance you can get a move off or jump away before the c.FK lands.

If it’s on wake-up, you can try and go for a reversal Sommersault. Drum those kick buttons with your fingers.

Then there’s always Alpha Counters. Again, mixed results. V-Charlie’s seems a bit better than A-Charlie’s, but there’s always risks involved when using AC’s anyway. It’s not entirely impossible to use A-Charlies if you time it right.

Worst comes to worst and you see yourself getting hit, remember to mash down the damage (red flash) during the first 7-13 hits, or at least as much as you think is safe (don’t want to get nailed with a reset). Just because he’s in V-ism doesn’t mean you can’t mash down damage (you can).

Of corse, the main idea is to not give him too many opportunities to activate right in your face in the first place.