SA1 Vs SA3

can someone test a couple of things? please and thanks :wgrin:.

i wanna know the difference in terms of damage dealt in the following:

  1. twds + forward x strong Jet xx Rocket/Corkscrew

  2. s. roundhouse x strong Jet xx Rocket/Corkscrew

:rock:

1 + corkscrew = 67
1 + rocket = 72
2 + corkscrew = 61
2 + rocket = 71

All tested on Ken ofcourse

Hmm, It might be a better option to do f+mk etc. But with roundhouse you get loads more stun =) The choice is yours :wink:

thanks a bunch, DooM.

reason i was wondering was 'cuz i was watching BKDā€™s 3s Requiem featuring VictoLy and in his match vs. paulee, after pauleeā€™s Ken missed a c. forward xx Shippu attempt, VictoLy countered with twds + forward x strong Jet xx Rocket. i was looking at it and i was like, hmmm, looks like it does more damage than s. roundhouse x strong Jet xx Rocket. and when i was playing vs. some buddies a few days ago, i did the twds + forward combo to counter/punish missed attempts and it looked like it was more damaging. guess my suspicions were correct!

iā€™ll probably vary with what i counter with. if iā€™m using Rocket (which is almost always the case), iā€™ll probably stick to s. roundhouse unless iā€™m vs. a character who occasionally gets spit the other way, i.e., Chun, Alex, Remy. iā€™ve found that the twds + forward x strong Jet xx Rocket combo does not make them bounce the other direction whereas with the s. roundhouse one, they will sometimes fly off. if iā€™m using Corkscrew, then itā€™s twds + forward all the way. 6 point difference is quite a biggie in this case.

:rock:

I love the f.mk if you donā€™t know how to parry f.mk will own you heheā€¦

his best AA is s.rh, if they parry cancel to rh duck and go to the other side and ur safe from a jump hit and if u have a super u can cancel and hit em on the other sideā€¦ TOO GOOD!!!

I noticed when playing sa1 or sa3 i play a little different like sa3 i feel more at freedom I guess cuz the super is more abusable vs some charactersā€¦ do you peeps stick to one super or depending on who your fightingā€¦ I usually stick to sa1 cuz it makes me play on a safer side

against Akuma, corckscrew all the wayā€¦ itā€™s funny as hell to be able to nail Akuma during his teleportation with the CorckscrewBlow

doesnā€™t really matter vs. Akuma 'cuz any of Dudleyā€™s Super Arts will make him cry.

:rock:

yea on akuma i use sa1 talking halflifeā€¦ sa3 is good to especially to punish hurricane kicks

hey does anyone know why that munkata guy used SA3 on Q in that SBO qualifyers? baffled my ass

its what you want to use, i usually always use sa3, just for the cross under super :wink: its reliable except vs Ken with his crossup for example =( etc etc.

hey i sa1 for cross up and it worksā€¦ but I do it off a rh parry

yea it works, but you need to do it REALLY low, whereas a hit would most likely hit you already =(

SA1 is my personal choice because the damage scaling isnā€™t relatively bad after a EX MGB corner combo

Although, Iā€™d give SA3 the objective best choice because you connect ā€œstrong/roundhouse > duck > superā€ consistently from all ranges

Itā€™s flashy as hell thoughā€¦ you can hold the punches down and go about full screenā€¦