Alpha 3: Q & A

I want frame DATA !!!

Well frame data can be in text form, so that’s no problem. Was there something a little more specific you wanted? Because every single action for every character in the entire game has frame data…

vids from Ultimate Zero Direction 4(?) (Japanese SFZ3 tournament) at a-cho.

The formula for damage reduction.

Well let’s start with the basics: frame data of the 3 shotos, just to see where really are the differences(and damage too if possible)

I want a max number of normals/specials/supers

Nice, too bad my sim won’t ever be like that.

Yo does anyone have any good anti-sak, anti-guy, and anti-akuma strats? They give me the most trouble in A3. Damn sak and that RH and everything else she got. Akuma and his plethora of attacks, he is on me 24/7. dive kicks, that disgusting crossup, and his custom tear me apart. Guy is also flipping all over me. He has that(im not sure) standing foward, and his slide. Also that damn hurricane kick messed me up too.

Im not saying that I can’t beat them at all, but it usually the opponent gets like 10 wins in a row then i beat them.

Sorry if this post seems incoherent, I usually can explain better in person, not on a forum message board :xeye:

Btw I use, X-Ryu, X-Rolento, X-Vega(dictator), X-balrog(claw dude), X-charlie, X-Ken, X-Gen.

I barely played this in an arcade, maybe 10 hours total in my whole life. I learned most of what I can from kaillera and stuff.

Edit: add Ryu to that list too, he is a beast in this game

peace

Sav

a-cho updated with 3-on-3 footage.

Shoto standing Jab beats Sak’s standing Roundhouse, I think. If not than crouching Forward. And remember to super between pokes. I someone almost beat a very good V-Sak with X-ISM Sodom not too long ago because the Sak was caught off-guard…but the Sodom player didn’t know when to super (ie between standing fierce xx fireball, or crouching short, standing Fierce). Don’t get hit with the VC. Good luck with that. You can reversal vs Sak’s crossup, and all crossups, really with moves that take you off of the ground instantly, like shoto hurricane kick, so you’ll be knocked into the air instead of worrying about which way to block…may not be the best idea, but it’s useful until they figure out how to counter (and it’s hard to find moves which both juggle airborne opponents and will allow you to combo if they’re crossed up).

Guy can use his super to counter between pokes, like a DP with really wide range, but I’m guessing you’ve figured that out already. If you can make him miss, you can punish. Harder than it sounds, maybe. Watch out for juggle games- for example he can hit you with the hurricane kick if you’re near the corner, and try to air throw you when you flip afterwards, and then if you flip from the air throw he can get you with the Bushin flip grab thing. Learn what moves you have that are good in this match- say if crouching Forward beats a lot of his stuff, he’ll start looking for the Hurricane kick to beat that move with- so you can bait him into using it and punish him. Some Guy players like to use the super instead, because it’s safe. Speaking of which, know what to do after you block his kick super. He can throw if you block, hurricane kick if you poke, and block if you DP, so it becomes a matter of knowing which is the right thing to do. Sorta depends on how well he can read you, but most Guy players go for the DP. Or, just try running away from him with Rolento. Crouching Fierce and walkup standing Jab, and throw a lot of knives when your’e far away.

You might wanna switch to A-ISM for Vega (dictator).
Psycho Crusher super is way good, teleport is useful, and so is the Alpha Counter in some situations. You might want to mess around with A-Rolento, also…walking speed is a little slower and you do less damage, but I like his regular jump in A so much better (you can still super jump if you press d, u). Plus his AC is good too, if you use it sparingly.

Akuma is sort of complicated, since I don’t know what the player is doing…also that’s sort of a rough match for X-ISM characters in general, and that’s what you seem to be playing exclusively. Just as generic advice, learn to counter V-ISM activation…like walk up to say Sak or whoever as they’re getting up, press towards, down+FK (doing a crouching Foward), and if they activate V-ISM, just press d/f+P to DP her right away with shotos, or teleport with Bison, or you can super for the more advanced. Do you know how to crouch-cancel? Because you’re going to need to take advantage of small openings whenever you can…jumping Jab into cc attacks vs Akuma’s divekick, counter hit pokes linking into supers vs whoever, etc.

I type too much…

Yeah i don’t want to mash on jab though to try to counter the RH. Im guessing I just have to anticipate it and press jab. Because when I jump RH hits me or the rediculous back fierce or crouching fierce. Sometimes even a fully charged fireball knocks me out. I RARELY jump anyway because since I’ve been playing SF competitively(a year or so) because I’ve been told that jumping is something you don’t do in SF. And cuz X-ism = no air block.

Yeah I hate when i get in the kick super because I get tagged with something afterwards. So im assuming he has frame advantage on the super? Another predicament I don’t like being in is when he has me cornered. He slides on me but from a distance that I can’t punish and sits outside my range. If I jump out i get hurricane’d. I usually have to bait the hurricane and punish.

Thx man, Im gonna take your advice and play around with those 2 characters. Is Vega(dictator) usually a keep away character?
I can’t combo shit with him. Im too used to cvs2 Vega.

Well the Akuma I played would keep me out with fireballs and do is command flips. I usually could Dp jumps on reaction(not on kaillera though) but when Akuma jumps I don’t know if he is going to dive, fireball, or jumpin, or empty jump. He moves in on me with that hop kick as well, and I can’t dp that on reaction since its so fast. I don’t jump again because I get tagged with the hurricane kick and you know that move will tear you up.

Thanks for the V-Ism counters strats, sometimes I do that every once in a while, but it usually goes wrong lol. By CC do you mean when i land go into a crouch animation but cancel it by jumping and attacking? Doesn’t that set up infinites and such.

I know that by playing X-ism, that Im already at a disadvantage. I have to take adavantage of every little chance I get. I forgot how to cps1 link, i gotta find that out too. I just don’t like custom combos at all. And yes that includes A-groove in cvs2. I just like X-ism because its basic and because of the damage it gives out. Plus its fun and more challenging playing at a disadvantage :badboy:

Thx your your help TS I appreciate it. :karate:

peace

Sav

how come people in my own town are playing a3 and not inviting me to the party.

Don’t worry FMJ, if there was an A3 party you’ll be first on the invite list lol :party:

peace

Sav

People jump in A3 all the time, it’s just a matter of knowing when. It’s hard to explain, but if you ever play shotos and notice yourself getting jumped-in on, even outside of V-ISM, it’s the same thing in reverse. But yeah, jumping isn’t especially good in A3, particularly compared to say, 3rd Strike where it’s too good. Some characters have irreversible jump-ins…for example shoto jump Jab, or Honda’s (and Charlie’s?) jumping Roundhouse. If the opponent is knocked down, you can jump at them…if they try to anti-air you you can land and block, and if they do nothing they have to block the attack. Nice thing to have.

Well you can always fireball with shotos…fireball is just a poke, afterall. It’s not a trade you’re gonna like making, but if he’s getting sitting at sweep-range it’s always an option. Things get interesting if they try to super or special through the fireball, since someone who’s doing that isn’t gonna poke, which means you’re free. Another note about shotos is that Jab DP can lose to or trade with low attacks, like crouching Shorts…I didn’t know if you knew already. But Strong and Fierce DPs are more invulnerable, so they beat pretty much 100% of normal attacks. Back to Guy, you can punish slides if they’re done from too close or hit too early, but I don’t play your characters much, so I wouldn’t know what beats it head-to-head…I’d guess the standing Forward (the pogo) for Rolento or early crouching or standing Fierce, crouching Short or Strong for Bison (or you could probably just Psycho Crusher/Knee Press over it with X-Bison), or standing Forward or early crouching Strong with Vega. Do watch for him to start countering with that hurricane kick…

Yeah, Bison is sort of a turtle. Fireball is really slow, teleport is pretty good, and he can sit on that Psycho Crusher super because it does good damage and works well as anti-air, though more so at Level 3 (and it still has a weak spot). And standing/crouching Short and Forward, crouching Strong etc are good pokes. I’m sure there’s some Bison stuff somewhere in this thread…

A lot of high attacks (think shoto standing Strong or Jab) can beat/trade with the divekick, and if nothing else you can DP, though like you said that’s a little harder than it sounds. Command flip is OK but has too much recovery time and is of course vulnerable to anti-airs, so people tend to not use it so much. It also loses to attacks which hit Akuma’s body, above his extended leg…like Shoto jump Jab. So you can do jumping Jab, cc jumping Strong, cc ground hurricane kick (or super) with Ryu and then look for the DP or air throw (or super) if he air recovers. Or jumping Short, cc jumping Roundhouse, crouching Fierce, I think, with Vega, etc. This is risky though, as your really don’t want to jump at Akuma unless you’re sure what he’s going to do. Best option for a lot of characters is just to do the jumping throw if they think a jump is coming, as Akuma can jump alot because his divekick is so good, and he hypothetically has the option to VC through most anti-air attacks, though he’s usually up to something else.

Hopkick loses to attacks which hit at chest-level (again, think shoto standing Strong) and sometimes lower (think crouching strong), but will beat pretty much all sweeps and attacks like that.

I dunno, you sorta have to know the player you’re up against to know what to do, because Akuma can be played a couple different ways. I can only give you general advice, like you REALLY wanna stay out of the corner. Charlie has a pretty decent match vs Akuma, but you’d really want to have either V-ISM or the occational Alpha Counter for Charlie to even things out. His stepkick standing Roundhouse is really good, and is a big part of why he can beat shotos on the ground a lot of times along with the backfist (far standing Fierce- good range, beats/trades with fireballs and probably the hopkick). And he doesn’t especially like to jump either, which is good. Flash kick is good, you can use it sorta like how Guy can hurricane/Gief can SPD between pokes, if they’re close enough. IIRC Short has the least startup, but like with shotos DP, Forward and Roundhouse versions have a different hit detection.

It doesn’t really set up any infinites outside of V-ISM, but yeah, that’s what I mean. http://www.shoryuken.com/features/s000229.shtml

You can do some ugly combos once you get it down, however, and it helps pretty much all characters who have high priority jumping attacks (Vega, Blanka, Chun li, Sak, Gen etc). I think Ken has some ridiculous cc he can do mid-screen…Counter Hit jumping Strong, cc jumping fierce, cc neutral jump fierce, standing Fierce xx DP or something like that.

Speaking of Gen, who is 100x better in A-ISM, though harder to play, if you do the dp+K anti-air move, it’s safe vs some V-ISM characters who are trying to jump in and VC through your anti-air. They VC through the first hit, but you can kick them again on their way down/as they land.

CPS chain works with all characters who have Jab/Short attacks which chain into themselves…Chun Li standing Jab, Shoto Jab/crouching Short, Balrog Jab/Short, etc. It’s attack (either Jab or short), and then you cancel it with Short+Fierce at the same speed you would cancel it if it were another Jab/Short…

Good luck, and np.
If you ever want to use a scrubby but powerful X-ISM character (though not especially great vs V-Sak or V-Shotos), learn X-ISM Chun li.

Or go classic ISM, so cool.

One trick with X-Ryu: suppose you get a blocked low short quite close(the more the merrier), try to CPS chain it into his 6HP for a really nice blocked string that you can follow-up with either a low forward XX whatever, a sweep or anything you can think of.

Another thing, are you able to build yourself a solid gameplay for Ryu and Charlie ? Try to restrict your opponent’s options to a max. If your able to intimidate with superior ground/anti-air game this can assure you a much safer approach to a win.

Do you know kara-cancelling normals ? You can do some really mean mind games with that, suppose in a situation you can choose between a low forward and a fireball(especially mean with X-ryu, the best fireball character in the game) the enemy has a split second of reading time to see which you are going to do and respond accordingly. But with cancelling whiffed normals into specials you effectively multiply to number of options you get as he can no longer read you as effectively.

Concrete example:

Situation: Mid-screen, closer than half-screen away but farther than sakura’s Standing High Kick, pre-pressure(both want to get an opening) of X-Ryu(super available) vs V-Sakura(100 % available)

Usual options(I take my guess):

Ryu: weaving/reacting(block, jump or other), counter-poke(5lp, 2mk), fireball

The IF tree(block is always an option, even if it’s not a good one it has 95% effectiveness):

1.If jump-in : safe anti-air(Standing High Kick as far as possible as an example)
2. If poke(nicely placed): either counter-poke or block.
3. If poke(whiff): walk-in move(sweep, 2mk xx fireball…)
4. If fireball(baited): jump-in
5. If fireball(reacting): block or jump straight up
…

We have something big here: "If poke(whiff): walk-in…"
If we add the low forward/roundhouse early cancel into fierce blue fireball into the pot that kind of reaction is no longer good.
I completely modify the ā€œIF treeā€ cause if you react late to a whiffed poke it is no longer punishable and you can’t jump-in on a whiffed poke.
Making the only good option blocking. If you get that trick to be done whenever you want you can build a solid gameplay around it. Ask anyone for examples of the uses of such a thing. Hope I’m not in the error.

Yo Juchel, TS thx a million for the info. Its like gold yo lol. I will implement all that into my game no doubt.

Funny TS you say that cuz I just lost to a X-Chun in the kaillera A3 tourney. She is pretty good i mean annoying lol

Thx again guys that stuff you dropped was too good. :clap:

peace

Sav

Chun online is much better than she is in real life. Online lag makes those meaty HPs so much more dangerous because of the threat of mistiming DPs and supers. A very simple but extremely effective strategy online is simply mixing up meaty fierces with throws on your opponents getup. And even if the fierce is blocked, a crouching roundhouse usually eats up anything afterwards because of the lag.

Zangief her ass.

Can someone direct me to some Balrog and how do I use the headbutt I can’t figure it out. Is he good in V-ism?

I was thinking about trying to learn stick more, but one’s thing been on my mind about it. Will my Gief still be as good?

On pad, I do fine, but on stick, I don’t get motions out as quick. A bit of practice should help, but 360s seem unlikely. Any input?

i thought balrog headbutt is charge up and down?

Need vega(USA) V-ism combo
I really like his speed but need to learn combo please help!

yea but everytime I do it, it never comes out. Somebody told me it was only certain situations that it could comes out.

only on wakeup in a3

thats what I was wondering? Also does Balrog have any good V-ism combos.