Alpha 3: Q & A

i’m glad to see i’m not the only one asking about it…

anyway wich non-top tier characters are decent enough to be played? i saw a japanese video V-Sak against Z-Chun and the schoolgirl kicked her pretty ass… is there any way to beat that wannabe-ryu?

I don’t know that I’d call Sak a wannabe Ryu. Maybe vice-versa. V-Sak’s in a league of her own really. Definitely top tier.

http://www.shoryuken.com/features/s000229.shtml
crouch-canceling

Pretty much all of them. Speaking of the Japanese vids, Vega and Sodom were running all over everyone, and neither of those characters are top 5.

Thanx for the link…i’ve always wondered how they perform those infinites

:slight_smile:

http://anon.secret.jp/uz4/
http://sf03.fc2web.com/video.htm

Anyone in Japan who knows if the video is any good?

can someone explain walkcancel in detail? (looks at xeno) what are the rules for it. ect

i have some of the Ultimate zero dvds and they are hella good. Top players.

if you mean “crouch-cancel into walk” then it’s the same idea as “crouch cancel into jump”.

Crouch for a split when you land from a jump, but instead of jumping again, hold left or right and walk.

Right. Drunken Master is correct. When doing crouch cancels, normally you would do a super jump motion right as you land (2, 9).

However, for walk cancelling, you do a qcf motion (and hold toward) or qcb motion (and hold back) right as you land.

This is mostly useful for characters like V-Sakura and V-Karin, though it can be implemented in several other character’s VCs.

The idea behind it, is that walking isn’t considered a neutral state. When you land, you hit a neutral state, and to avoid this, you crouch. You can cancel that crouch with anything, including a toward or backward walk. And then you can cancel the walk animation with anything, including an attack or a jump.

If you performed it right, the opponent can’t tech while you’re walking. Walk cancelling toward is best, because you can cancel the toward motion with a up+toward jump (6, 9). This is diffacult to do when walk cancelling backward (4, 9 isn’t possible, AFAIK).

Could u explain the importance of walk-cancelling…I can’t see any use of it.

Too bad I can’t do both :frowning: . I ghess (?) it’s a question of feel and timing.

One quick question: you have a cross-up opportunity(connected) with no-ryu or ryu without meter. What is the best combo(damage, positioning or other reason) to connect.
Is it cross-up forward, low short x3, high tatsumaki, juggle if corner? Is it better to replace the high tatsumaki by a forward tastsumaki to keep them from flipping?
Or cross-up forward, low forward, strong/fierce shoryu ?
What. I usually do the last one or air.mk,2mk, high shoryu.

Whenever I get a chance, I always try to land the hurricane kick with Ryu as a combo ender (unless I’m supering). The dizzy potential is just too good not to use it.

Ok, I’ll use V-Sakura as an example, because hers is most commonly used.

Sakura’s normal B&B VC consists of activating VC2, launching the opponent with dp+JP, juggling the opponent with back+FP, then whiffing either her qcb+SK (midscreen). Or in corner, juggle with FP and whiff her qcf+P.

In other words: (VC2), DP+JP, [b+HP, whiff QCB+SK]xN – untill corner

  • corner: [HP, whiff QCF+P]xN – untill about 20% meter

However, using walk cancelling, Sakura is able to tack on about 5 j.FP’s at the end of her VC, followed by a c.FP xx dp+RK > Px3.

To do this, most players will whiff one last final qcb+SK, and cancel it into a whiffed standing SP, then immediately hit with jumping back SP (7SP). They do this because Sakura can’t simply jump up and hit the opponent without reaching a neutral state (allowing the opponent to tech flip). Whiffing the standing SP ensures that Sakura is not in a neutral state (because she is attacking), untill her shadow hits the opponent. She then recovers from the SP right as her shadow hits her opponent. However, the opponent has a very very brief ammount of time before the j.SP hits them. In fact, if timed perfectly, the opponent only has about 6-11 frames to tech before the j.SP connects.

While Sakura is landing from her jump, the opponent is hit again with her shadow (the shadow of the j.SP) and is launched rather high into the air. If she crouch cancels and attempts to hit the opponent again, anything she does will whiff. She can’t just stand there, and if she jump cancels twice, her opponent will be far too low to the ground.

This is where walk cancelling comes in. Once she has landed from the j.SP, she can begin to walk cancel toward the corner. Her crouch cancels the jump recovery, and the walk cancels the crouch animation. While walking, the opponent can not tech flip (because walking isn’t neutral).

She can then cancel her walk animation with a jump any time she pleases. She only needs to walk a very short distance (about the range of a c.FK) before she can jump and hit the opponent with a FP, but that little bit of time makes all the difference in the world.

She can then end the VC with about 5 CC’d j.FP’s, then c.FP xx dp+RK > [P]x3

Which refills about half of her meter.

Other characters, like Karin, can make similar uses out of walk cancelling.

Thanx Xenozip, that’s quite some info over there…

:slight_smile:

Is there a way to use kens tastsumaki in a combo without getting punished ? (exept ko)Is there a way to shorten the recovery ?

Anywhere I can d/load it?

:clap:

i play A-Ken sometimes; as anti-air against the CPU i think he can do JP (or was it FP?) xx short hurricane, jab DP (or was it FP xx jab DP?). the first anti-air hit has to be a coutnerhit.

It juggles well but in ground combo is it possible to make it safe?

Guy gets huge damage off walk cancelling. Air-to-air counterhit elbow, walk, 1234 chain, keep juggling, etc

It’s also a way to stop sacrifice reversals…