I see, I see.
Much thanks.
Someone should put this up in an article so that we don’t have to get people to type up explanations again and again; just link people to the article instead.
I see, I see.
Much thanks.
Someone should put this up in an article so that we don’t have to get people to type up explanations again and again; just link people to the article instead.
hmmm some of the pics dont seem to be working
Yes, thanks. With almost all special moves, there is always a neutral state due to recovery frames. Crouch cancelling really only applies to landing from a jump.
X-ism Akuma does have an infinite though, due to his air hurricane not having a recovery. AFAIK it only applies to X-ism Akuma, though. I don’t think anyone else has an infinite outside of V-ism crouch cancels.
Though, Guy might be able to indefinitely re-dizzy Akuma. I haven’t tested it though, so I don’t know for sure.
could you describe how this X-Akuma infinite works? how to perform, how one might set it up, etc…?
lol you’re right, i had read that thing long ago, but i totally missed the part that mentions “walking forwards and backwards” in the list of actions that can’t be directly entered without some cancel. That and in all the tutorial vids, I somehow thought that “walk/QCF cancel” was something totally different from crouch cancel, when in fact it IS a crouch cancel.
No idea how to set it up, but I’m pretty sure it’s just repeated air qcb+K.
Between arcade and PSX, there are priority, and speed differences with a few normal and special moves, Dhalsim is the most notable with his RK. In DC there maybe even more priority and speed changes. For example, Bisons Scissor Kick doesn’t combo in DC version but does in arcade, it also moves foward less in DC than in arcade. Dan’s Gale Kick gets much better priority than before in the DC version. There are many others but I never bothered to write them all down.
Blanka in all isms just isn’t strong enough to break into 2nd tier, which is where the tourney character choices start from. No overhead, minimal tricks and pressure game, limited VC opportunities. Just make him less likely to win a matchup with a higher tiered character.
can you walk cancel akumas taunt?? ie… anti- air counter with vsim taunt to bounce them higher then walk cancel the taunt across the screen?? Or any attacking taunts for that matter?? i can do it with sakura. moc-a-moc-a-moc. i havent been able to perform the akuma one so im confused. Oh and akumas got some crazy air hurricane lv1 vism corner combos.
By the way, I just thought I’d like to bring this up, because I don’t know how many people know this, and I don’t recall seeing it in this thread:
Auto-teching:
In A3, you’re able to tech flip by pressing two punch buttons and/or a direction (forward or backward – or leave the stick neutral).
The game also allows you to automatically tech-flip at the earliest possible frame during a juggle, if you hold the command down during the combo/juggle.
Example: If you’re caught in Chun-Li’s or Ryu’s crouch cancel infinites, you’re able to hold {Back + Strong + Fierce} and the game will automatically back tech flip for you once your opponent reaches a neutral state.
For neutral techs, you are simply able to hold Strong + Fierce, and you will neutral tech at the earliest moment.
For Back techs, you can hold back, press strong+fierce, and then continue to hold back, and you will tech at the earliest moment. EG. You can simply tap the punch buttons once, while holding back, and the game will register the tech and flip when your opponent reaches a neutral state.
For forward techs, you are able to hold toward, and press strong+fierce, then continue to hold toward.
The command for any of the three types of flips can even be input on the first hit of the combo.
Note: For neutral techs, you are only able to neutral tech a specific distance from the ground. If you are too close to the ground, you will not tech.
The upside to this, is you’re able to recover from juggles that normally contain windows to tech (like Karin’s CC setups). Characters with wall bounces or air specials/supers are sometimes able to compensate for awkward recovery times.
The downside is that if you’re holding multiple buttons, it makes it harder to mash the damage of a combo down.
In some cases (very few cases), it’s actually beneficial to not tech at all.
Lastly, this may be important to remember when making combo videos. Combo videos that include combos that an opponent would normally be able to tech from can be deceptive/misleading or even disappointing.
weird…blanka so cheap…who is good at stopping him air wise? note my sticks suck & its hard to stop that fucker with DP.
Some characters are different if you play them in the arcade and then try them out in the DC. Their normals may have different priority or their VC will be harder/easier to perform.
Two characters I think are better in DC are V-Sodom and A-Chun. Sodom’s V-ism is hella easier in the DC. Chun’s priority is fucking hella improved on the DC.
The most notable character that got raped in the DC port of course is Dhalsim. His priority is way decreased. His standing forward and roundhouse kicks are crap compared to the arcade. His best V-isms seems harder to do on the DC.
Sorry to contradict you. Chun’s better in the arcade. Her jab pushes the opponent much farther back on DC. That’s big(not gonna write a novel). Her priority is all there in the arcade.
Apoc.
Dhalsim stops him cold on all fronts. Standing jab alone stops all of blanka’s jump attacks. Cheap? More like cannon fodder.
Xenozip:
i had no idea. thanks for posting this.
does this mean we can expect all A3 vids from now on to have the dummy on autotech? -_-;;
Blanka
Dhalsim does well because he can keep Blanka out, and he has a hard time catching up on damage- he can’t really super pokes or bust out super whenever he wants because it’s a charge move, so his only ways of doing damage are pokes and cc air-to-air Counter Hits (Blanka has good priority on his jumping attacks, btw). Also Dhalsim can standing Fierce after a blocked rolling attack, which complicates things…and then you add in Dhalsim’s ACs…
His jumping attacks vary a little bit, so attacks which beat his jumping Fierce may not beat the Roundhouse, which may not beat the Forward. Guessing wrong is not fun. Dhalsim has like 4 anti-air attacks, however, plus the AC, plus the super in X-ISM, so he’s a good bet. If you’re having trouble with DP motions you can try Charlie or Zangief, though I think you can time Blanka’s jumping Roundhouse to beat Gief’s lariat, but I haven’t played that match in a while. Karin’s standing fierce is retarded, so that probably works, and if Rolento’s standing Jab or Strong or Forward or close Fierce should all fail you, you an try and just run away.
They certainly should, IMO.
Indeed. :bgrin:
OK, I see. Thanks for clearing that up for me.
ok thanks guys! my friends blanka got spanked! im used to fighting cvs2 blanka overestimated him! BTW V.ism wise who is the easyest[&cheapest]to learn?
Akuma, Vega, Cody and chun li all have easy visms that are cheap and easy to learn and will get you the results you are looking for, all are very good characters for fighting Blanka.
If you are serious about learning you can probably do a search on the forums and look up the vism combos for each character or download some alpha 3 combo videos from www.combomovies.com
When you read the combos its sometimes a bit confusing if you are not familiar with vism system in alpha 3, so my advice would be to download the videos and that will perhaps make you understand what you are reading.
Good luck!