I want frame DATA !!!
Well frame data can be in text form, so thatās no problem. Was there something a little more specific you wanted? Because every single action for every character in the entire game has frame dataā¦
vids from Ultimate Zero Direction 4(?) (Japanese SFZ3 tournament) at a-cho.
The formula for damage reduction.
Well letās 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 wonāt 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 canāt 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 Sakās 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-guardā¦but the Sodom player didnāt know when to super (ie between standing fierce xx fireball, or crouching short, standing Fierce). Donāt get hit with the VC. Good luck with that. You can reversal vs Sakās crossup, and all crossups, really with moves that take you off of the ground instantly, like shoto hurricane kick, so youāll be knocked into the air instead of worrying about which way to blockā¦may not be the best idea, but itās useful until they figure out how to counter (and itās hard to find moves which both juggle airborne opponents and will allow you to combo if theyāre crossed up).
Guy can use his super to counter between pokes, like a DP with really wide range, but Iām guessing youāve 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 youāre 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, heāll 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 itās 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 yourāe 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, alsoā¦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 donāt know what the player is doingā¦also thatās sort of a rough match for X-ISM characters in general, and thatās what you seem to be playing exclusively. Just as generic advice, learn to counter V-ISM activationā¦like walk up to say Sak or whoever as theyāre 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 youāre going to need to take advantage of small openings whenever you canā¦jumping Jab into cc attacks vs Akumaās divekick, counter hit pokes linking into supers vs whoever, etc.
I type too muchā¦
Yeah i donāt 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 Iāve been playing SF competitively(a year or so) because Iāve been told that jumping is something you donāt 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 donāt like being in is when he has me cornered. He slides on me but from a distance that I canāt punish and sits outside my range. If I jump out i get hurricaneād. 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 canāt 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 donāt 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 canāt dp that on reaction since its so fast. I donāt 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? Doesnāt 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 donāt 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.
Donāt worry FMJ, if there was an A3 party youāll be first on the invite list lol :party:
peace
Sav
People jump in A3 all the time, itās just a matter of knowing when. Itās hard to explain, but if you ever play shotos and notice yourself getting jumped-in on, even outside of V-ISM, itās the same thing in reverse. But yeah, jumping isnāt especially good in A3, particularly compared to say, 3rd Strike where itās too good. Some characters have irreversible jump-insā¦for example shoto jump Jab, or Hondaās (and Charlieās?) jumping Roundhouse. If the opponent is knocked down, you can jump at themā¦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 shotosā¦fireball is just a poke, afterall. Itās not a trade youāre gonna like making, but if heās getting sitting at sweep-range itās always an option. Things get interesting if they try to super or special through the fireball, since someone whoās doing that isnāt gonna poke, which means youāre free. Another note about shotos is that Jab DP can lose to or trade with low attacks, like crouching Shortsā¦I didnāt 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 theyāre done from too close or hit too early, but I donāt play your characters much, so I wouldnāt know what beats it head-to-headā¦Iād 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 kickā¦
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. Iām sure thereās some Bison stuff somewhere in this threadā¦
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 thatās 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 Akumaās body, above his extended legā¦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 donāt want to jump at Akuma unless youāre sure what heās 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 heās 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 youāre 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 youād 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 doesnāt 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 theyāre close enough. IIRC Short has the least startup, but like with shotos DP, Forward and Roundhouse versions have a different hit detection.
It doesnāt really set up any infinites outside of V-ISM, but yeah, thatās 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-screenā¦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, itās 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 themselvesā¦Chun Li standing Jab, Shoto Jab/crouching Short, Balrog Jab/Short, etc. Itās 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/Shortā¦
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 opponentās 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 sakuraās 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 itās 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 fireballā¦)
4. If fireball(baited): jump-in
5. If fireball(reacting): block or jump straight up
ā¦
We have something big here: "If poke(whiff): walk-inā¦"
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 āIF treeā cause if you react late to a whiffed poke it is no longer punishable and you canāt 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 Iām 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.
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 canāt figure it out. Is he good in V-ism?
I was thinking about trying to learn stick more, but oneās thing been on my mind about it. Will my Gief still be as good?
On pad, I do fine, but on stick, I donāt 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.