Alpha 3: Q & A

thanks a lot pal and by the way you still playing honda in A3?

so if i want to keep hitting with Karin’s jumping roundhouse as seen on Xenozip’s tricks vid i have to make the opponent go as high as possible?

I have to disagree about A-Bison being weak. I think he’s upper-mid, like he was in A2.

reasons: His air defense isn’t as bad as people make it out to be, except vs a few characters (Chun being worst) Even against chun, you can sometimes sac hit and eat an early jumping short, and retaliate with a fierce once or twice. Stranding fierce, standing RH, jumping back fierce can all work as AD. If all else fails, you can always warp.

his charging back moves aren’t that great, his down-up charges are though. Head Stomp works well, and skull dive works like it did in A2. head Stomp CH into skull dive does a decent chunk of damage also, and is guaranteed.

His supers are so-so, only bad vs Chun though (any Chun vs Bison is a horrid matchup, turtle gen can be a bad matchup also)

Vs a v-ism, many VC gc traps he can AC out of, to reduce the effects, and Bison can retain enough control of the match otherwise, to not need a large GC meter through poking and skull dives for initiative.

Bison has a good GC game himself. His projectile takes off a heap, and simple pressure can take off 1/2 to 2/3 a guard meter. Usually my super usage is after a guard crush, or as air defense/wakeup.

Well it would help to hit Karin at the peak of her jump to get the most height possible, though it could be possible if it was a bit lower as well.

I’m not saying he’s weak, its just that all these other characters have become stronger, especially with the addition of V-ism. Character higher up the tier ladder can easily play to their own strengths while Bison is playing more of a catch up game. It just takes alot of work to compete with him seriously.

Any character with a decent jump-in can usually beat Bisons anti airs unless he’s thrown out his RK or FP to catch the jump early. And to throw out an anti-air early you would already be controlling the match.

Yeah his Stomp and dive are decent. The Dive can control space, and is basically his only reliable offensive speical. Without them Bison would just be an average poker.

Psycho Crusher is only useful in combos or off counterhit juggles ie: 1 hit counterhit Scissor Kick in the corner, cr. SP > Psycho Crusher. Most of the time any attack can snuff or trade at worst. Sometimes if you get a major counter with the first hit of the Psycho Crusher it throws the opponent too far away for the rest of the hits to connect.

Kneepress is a bit better, invincibility, better priority, good recovery. Can be used as anti-air, or for juggles when you expect a flip out attack to come. Can also just be thrown out at lvl 1 for tick into throw.

I think thats being a bit too general, especially since some characters can just shut down Bisons game with spamming pokes.

I agree, which is why I think Bisons game may be better suited to some VC’s complimenting his GC game. I think his Scissor and Psycho Shot to be largely useless, except as an occasional part of a poke string to keep the opponent pinned down while I charge for a stomp or dive or walk up for throw.

Guy

I recall seeing a thread for SFA3 A-Guy awhile ago but I can’t seem to find it using the search function so I’ll just ask about him here.

Anyways - I’m wondering, How does A-Guy fare against the other characters in the game? Also, what’s his basic strat for him and important combos/chains?

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can somebody hook me up with ryu’s bread and butter corner vc? i watched daigo do it, but i wanna know the commands myself.

not the hardest variation:

VC1: [fireball, c.short, fireball, c.forward, fireball, f+forward. ]

once you know the timing / distance you can swap in c.strongs, s.fierces etc.

when the meter has nearly run out the hop kick should be cancelled into a short hurricane as soon as ryu leaves ground.

p1 can simply crouch cancel j.strongs for the infinite.
p2 can crouch cancel cross-up j.forward, jump back j.strong. jump forward j.strong, jump back cross-up j.forward. for the harder p2 infinite.

sub

ill make a replay, you got a kawaks and the cheat file?

I only have kawaks, no cheat file.

new a3 matches from a-cho

What ever happened to the A-Gen player in the Japanese Nationals all those years ago that was in the finals versus Daigo? Anyone remember his name?

i know what i am about to ask is really stupid but could you tell me how to do 360 when should i push the button to execute it? because i don’t know when to do it and also if i have to do the motion as fast as hell or if i can do it at any speed… before i used to do them very often but a little of time without practising and i already suck doing them. :sad:

If it was “Dark,” then he’s still one of the higher-ranked players on the a-cho page.

Any help with for Cammy? Do most people that play her use V-ism. What CC do they do and what are her best pokes? Thanks for the help.

Check the Cammy thread.

Juni > Cammy

I’ve always thought Juni > Cammy. I am having trouble deciding which ism to use though. I personally like A-ism because the Bison super gives her a projectile of sorts. Plus, the Bison super clears other projectiles from the screen, allowing Juni to get into optimal range for her Hooligan Roll (God, I love the damage of that thing) or Cannon Drill with a defense against non-stop barrages of Hadokens. Plus, in A-sm Juni doesn’t lose the benefit of her dive kick (unlike Cammy).

That being said, I haven’t explored her in V. I usually shy away from V if it’s a charge character. Anyway, any combos would still be nice.

I believe V is her best ism. Her VC’s are just too powerful not to use her in V-ism. Plus she gains the benefit of counter-activating and air-activation.

She has the same basic midscreen VC as Cammy:

(VC2), FP, [FK-Cannon Drill, FP, RK-Cannon Spike]xN, VC ends, FP xx FP-Hooligan Combination > Cross Scissor Pressure

Anti-air midscreen:

(VC2), FP, RK-Cannon Spike, [FK-Cannon Drill, FP, RK-Cannon Spike]xN, VC ends, FP xx FP-Hooligan Combination > Cross Scissor Pressure

Same basic corner VC, too:

(VC2), RK, [RK-Cannon Spike]xN, VC ends, FP xx FP-Hooligan Combination > Cross Scissor Pressure

She also has a weird cross-up midscreen loop:

(VC2), FP, [FK-Cannon Drill]x2, [RK-Cannon Spike]xN, VC ends, FP xx FP-Hooligan Combination > Cross Scissor Pressure

She can also do it as anti-air mid-screen:

(VC2), FP, RK-Cannon Spike, [FK-Cannon Drill]x2, [RK-Cannon Spike]xN, VC ends, FP xx FP-Hooligan Combination > Cross Scissor Pressure

Basically this combo (above) will cross the opponent up after each Cannon Spike (after the 2 Drills), allowing you to do her corner VC anywhere on the screen. You can see this combo in my combo video or Juni replay.

And she also has some corner OTG combos involving her Earth Direct :

(opponent in corner or jumping distance from corner) (VC1/2) c.RK, FK-Mach Slide (cross up), FP-Earth Direct (OTG), [FK-Cannon Drill]x2, FP (cross-up), RK-Cannon Spike, FK-Cannon Drill, VC ends, FP, FP-Hooligan Combination > Cross Scissor Pressure

She also has a corner CC involving walk canceling:

Counter hit j.FP, CC, (air VC1/3), [j.FP]x2, walk cancel toward, [j.FP]x2 <-- repeat, VC ends, walk cancel backwards, FP, FP-Hooligan Combination > Cross Scissor Pressure

If you get your opponent dizzy near the corner, you can activate your VC and do an OTG to multi-dizzy, then use a RK-Mach Slide to move you close, and begin her normal corner VC. Or you can do a mutli-OTG.

Counter hit FP always leads to FP-Hooligan Combination > Cross Scissor Pressure for sick damage

Meaty or Counter-Hit c.SP links to another c.SP or c.RK

c.SK and c.JP link into themselves or into each other.

Close FP links to c.FK

Psycho Shield (guard push / push block) breaks guard stun, so in the corner you can push laggy moves and punish. Psycho Shield also breaks out of a lot fo unblockables/traps and really messes with peoples pressure games.

Low Spiral Arrow (air cannon drill) is great anti-fireball, along with her Cannon Strike and Mach Slide.

Her Mach Slide rush down/mix-up is awesome, learn it and use it.

Juni fucking RULES!

[Edit]: If you haven’t seen / don’t want to see my combo video, then I can make some Final Burn Alpha replays of these Juni combos.

Also, the latest a-cho (acho_zero3_20040829a) features: K8 (V-Juni) vs TaKa (V-Akuma). GUESS WHO WINS (muahahaha).

Absolutely.

Thanks for the combos. That obviously debunks my A-ism theory. :sweat:

And yes, I’m very interested in seeing any and all Juni vids. If you could supply me with some links, that would be great. Any of them in .wmv format?

Edit: Just saw the Juni/Akuma match. Gotta love that pushblock.

I also saw a very impressive sodom vid in a-cho too.
Using close strong as a priority poke and using his jab360 as a POKE, yeah, sort of, his placement and timing was awesome. I think he a nice mix up game : he can poke you(s.strong, s.forward., s.fierce, b+ fierce, slide), tick you(any xx jab360, or just walk up 360p) and combo you bad if you make a mistake (360k), the only character able to combo a 360 without a vc. And that juni was quite good, wonder how cammy is?