Upper is the DC/PSX version of A3, with some changes- Dee Jay sucks, Guile’s probably minutely less shitty, etc, and you can’t crouch cancel.
And the problem with saying “just learn V-ISM” is that he’s probably play the DC version of the game, wherein it’s not as easy to use anymore (ie blowing through Fei Long’s crouching Fierce with anything but DP after VC activation).
Thanks guys, this all sounds like good stuff. Especially the SPDs from a block. I never thought of that before. I tried a few against the CPU now and they worked, I didn’t know I could do the 360 motion that fast.
The PS1 has the same shortened VC activation as the DC.
V-ism won’t solve all my problems but I’m going to learn it anyway. Just as soon as I’ve actually learned how to play a shoto properly… Its about getting that magic distance.
I tried Sim and I recognise that hes one of the best but I couldn’t like his style of play. I don’t characters that play keepaway.
Sol Badass: I had a few good days playing with A/Z Rolento last week just so that I could get a feel for him and play him more seriously later. I love those special moves you can control with absolute precision. Why X-Rolento? Does he have some trick to him that makes him better than A/Z?
Post by Sol was actually me, since someone else forgot to log out of their SRK account.
I suggest X-Rolento because he’s easier to learn. And since starting Rolento is basically doing a few things over and over (ie, walk up and repeatedly Jab to destroy GC meter), you might as well pick the one that does the most damage.
what are some good custom combos to do? im not used to their combos system when i usually get a custom combo in i usually start doin moves over and over like i akuma hurricane kick , or Fei’s three punch combo special move (forgot the name of it)
I never really played much Rolento, but vs a lot of characters who don’t have real DPs or a lot of priority, you can just walkup and poke them with standing Jab over and over. IF you’re too far away from that, Rolento’s c.FP is really good, and crossups come pretty easy because of his superjump. c.Forward is good too, but I forget how his Patriot Circle (qcf+p) works…I think if you just do the first revolution, it’s pretty safe, depending on what distance you’re at. But you can mess around with it and do stuff like patriot circlex2, and then do nothing, and then when they try to attack you you do the third one and hit them. You might wanna mess around with A-ISM too, just because his ACs are good vs V-ISM (and good if you want to run away), and you can use the grenade super for anti-air if you know they’re gonna jump. Standing Strong/Jab/Roundhouse(?) for anti-air. While playing Rolento, consider that you can probably get to the other side of the screen in about one second if you ever need to…he has like 3 moves that make him go backwards at a pretty decent speed (roll, backwards hop, superjump, that OTHER superjump…)
And yeah DC A3 has a couple issues. V-ISM no longer has the invincibility it has in some of the other versions, so blowing through pokes and stuff is harder. Also, the general game speed is changed…Turbo 2 (default) is slower than usual, and Turbo 3 is too fast.
PSX is one degree slower than the arcade, as far as I can compare it. That is, Turbo 2 in arcade is Turbo 3 in the PSX, Turbo 3 in arcade is Turbo 4 in the PSX, and so on.
I need help with custom combos and regular combos im not used to the combo system on this game im makin the transition from the marvel vs capcom series to sf alpha 3 and can barely get any combos how does the combo system work on here??
if you’re coming over from that game you may wanna try Gen and Guy, they both got chain combos. the timing for them is different though. don’t worry about custom combos yet man, just worry about basic stuff for now. stuff like j. HP, cr. lk, cr. lk, XX shinkuu hadouken and stuff.
i’ve been playing aound with it and came up with another “method”. my trials last night showed about a consistency of about 80%.
walk up, hold d+FK
as late as is humanly possible, very quickly motion df, f+P
the trick is holding the d direction for as long as possible to abort the command for the shoryuken.
most players when doing a fireball simply roll the half circle forward, tapping FK as the joystick reaches down, then hitting P as the half circle is completed. the space between the FK and P in this case is then very small, like a proximty cancel maybe.
to use the method of getting the blue fireballs after a walkup c.FK mentioned above, the space between tapping FK and P has to be as large as is possible. the c.FK almost has to be retracting; yes it has bufferable frames even then (the same seems to apply to c.SP). basically the fireball has to be motioned so late, that motioning any later will cause the fireball not to come out…
I am having problem anti-airing with A-Rolento. standing roundhouse seems to suck and standing strong isn’t working well either. What should I do especially against Gief’s splash or moves similar to those?