SFA3: Character VC's Reborn

Originally posted by Geekboy:

Akuma

VC1, Jab DP, [Fierce FB, Fierce Demon Flip->Kick, land, repeat from FB], repeat brackets until corner, then do s.Fierce, whiff FB xn.

VC2(or VC3), Strong DP, b+Roundhouse [Fierce Demon Flip->Kick, land, Fierce Demon Flip->Kick, land, s.Fierce]. When you get to the corner, and you still have meter, do one Demon Flip->Kick, land, and do another Demon Flip with nothing, land, and do b+Roundhouse again to continue the combo or you can do the s.Fierce, FB pattern. (Thanks to Sabre for clarification)

-Above combo is for 2P side, if you’re 1P do whiff s.Fierce -> Fierce Demon Flip->Kick (Thanks to Mouko for more clarification)

VC3, c.Forward, c.Roundhouse, Strong Demon Flip, OTG Fierce grab, [s.Roundhouse, Fierce Demon Flip->Kick, land, s.Roundhouse] until corner. Once in the corner, just do whiff Jab FB into s.Fierces. Once the meter runs out, you can jump foward and then Demon Flip into a punch or something. (Thanks to Raz0r)

-When ending a VC with Akuma, you can add in Demon Flips right before the meter runs out. Do the s.Fierce, FB, when the meter’s down to 5%, you can do Fierce Demon Flip->Kick, land, c.Fierce, Jab Demon Flip->Kick.

Akuma Unblockable (Thanks to Mouko)

(Do when opponent has no meter, so it’s safe)

VC1: c.Short, Fierce Red FB, Fierce Demon Flip->Punch(hit late), c.Short (unblockable), Blue FB to the Demon Flip/FB combo

Cody

VC2, c.Strong, [QCF+Forward, f+Roundhouse, whiff QCF+Forward, s.Fierce], repeat brackets, when you get to corner do: s.Fierce, QCB+Jab xn (if you fall back, use QCF+Forward once instead of a Criminal Upper)

VC3, c.RH, f+RH, whiff QCF+Forward, [s.FP, whiff QCF+Forward], when you get to the corner [s.Fierce, whiff QCB+Jab] for like 2 sets, then do s.Fierce, j.Short, CC j.Shorts for his infinite.

Sodom

VC2, s.Strong, Fierce Scrape, whiff Strong Scrape, Fierce Scrape, [s.Roundhouse, whiff Jab Scrape], repeat brackets until corner then do: s.Roundhouse, Fierce Scrape x2 (you should now change sides), b+Fierce, whiff Jab Scrape, [s.Roundhouse, Jab whiff Scrape], end with 360+Roundhouse

-VC1 makes his CC infinite possible (Thanks to Mouko)
-Another way to start thie VC is Activate, c.Short, c.Forward, Fierce Scrape, s.Roundhouse…IMO, a more effective way to start it since it’s not that big a difference and it’s easier.
-CC infinite: VC1 requirement, keep doing the s.Roundhouse, whiff Jab Scrape, when the meter gets down at 5%, after the Jab Scrape, quickly do a s.Strong, and repeated jump forward Fierces (you can continue the CC infinite into midscreen but doing a j.Fierce, then j.Short, now you can continue to the other side).

Sakura

VC1, Jab DP, b+Fierce, QCB+Forward, [b+Fierce, whiff QCB+Short], repeat brackets until corner, then do: s.Fierce, whiff Hadoken, repeat this until meter is at 5%, after the Hadoken, do a s.Strong, then CC j.Fierces.

-You may have to use an occasional QCB+Forward instead of Short if it looks like they’re pushed too far. What I usually do is alternate between both Hurricane Kick strengths sometimes, but I only do this if I use the combo as anti air or I don’t hit the DP deep enough.

Zangief

VC3, KKK, [s.Fierce, whiff DP+Fierce], repeat until the corner, then do s.Roundhouses. The kicks last long enough to keep them from flipping out of the combo.

Ryu

(Ryu has a WEAK midscreen 'Barely does more than 25+%, so just save the meter until you’re in the corner)

(Corner) VC1, [c.Forward, Fierce FB, c.Forward, Fierce FB, hopkick]

-This VC is easy to remember, but when it comes to crunch time, it’s VERY easy to mess up since you have to do it real real fast, but when you finish it completely, it’s 70%, A LOT of damage.

Dhalsim

(Corner) VC1, [c.Short(slide), Jab FB]

-You have to do this FAST in order for it to work, otherwise you’ll be pushed away.

(Midscreen) VC2, c.Short or c.Forward slide, Fierce FB (takes em in the air), immediately hit em with s.Roundhouse, [DP+KKK, Fierce FB, DP+KKK, Fierce FB] repeat until you hit the corner, and juggle with repeated Yoga Flames (Thanks to Sabre)

Mika

VC1, c.Strong, [QCB+RH], repeat xn, when meter runs out, do c.Jab, QCB+RH.

-Midscreen-

Anti-Air:
VC1:low jab(deep)-> roundhouse shooting peach(qcb+k)-> roundhouse shooting peach x n-> low fierce.

Ground:
VC1: low fierce-> roundhouse shooting peach x n

Alternate Midscreen ender(can be rolled from):
in corner qcb + roundhouse x n-> whiff standing roundhouse-> daydream headlock(360+k)

Crouch cancel:
counter hit jump attack-> crouch cancel activate vc1, jump roundhouse-> roundhouse shooting peach x n-> low fierce.

Midscreen Otg:
VC1:low short-> low forward-> low roundhouse-> whiff roundhouse shooting peach-> roundhouse daydream headlock(otg)

Standing fierce-> activate vc1, low roundhouse-> whiff roundhouse shooting peach-> daydream headlock(otg)

-Corner Otgs-

low roundhouse/fierce paradise hold-> activate any VC-> fierce paradise hold(360+p) x 4/fierce paradise hold x 3-> whiff low roundhouse-> roundhouse daydream headlock.

Note: this multiple otg combo is very inconsisent regarding when the opponent can recover and escape, so its ideal use is for a dizzy otg.

opponent dizzy: activate any vc-> short daydream headlock-> walk up short daydream headlock-> walk up roundhouse daydream headlock-> vc ends-> any combo.

-Unblockable-
knock them down with low roundhouse-> activate vc1-> cross up splash(jump+d+fierce)-> low short-> low fierce-> roundhouse shooting peach.

(Thanks to Middlekick)

Charlie

VC3, c.Short, [Short Flashkick, s.HK, whiff knee] then when opponent is cornered, repeat Roundhouse Flashkicks or crouch cancel mid air throws. (Thanks to Damien Jr)

Karin

VC3, [Fierce Palmstrike (QCF+Fierce), Fierce Double Elbow (whiff first hit, RDP+Fierce, Fierce)] repeat xn

OTG combo:

VC3, OTG 360->fierce palmstrike(perform by doing hcb+p)->fierce double elbow(2nd hit only)->fierce double elbow(2nd hit only)->[fierce palmstrike->fierce double elbow]*n till corner then palmstrikes

(Thanks goes to BLT)

Unblockable:

VC2 or VC3, 360+k, double elbow (whiff the second hit), dp+HP, hp palm strike x1(whiffs), f+hp finisher, dp+HP, hp palm strike x1(whiffs), f+HP, hp palm strike x1(whiffs), f+HP, DP+ HP.

(Thanks to El Diablo)

E.Honda

-Midscreen-

-Anti-Air-
VC1: b+roundhouse->whiff low roundhouse-> fierce super zutsuki(b,f+p) x n

-Ground-
VC1: low strong-> fierce super zutsuki x n

-Crouch cancel-
counter hit jump attack-> activate vc1, jump fierce x n

-Midscreen ender(can be rolled from)-
fierce super zutsuki x n till just before you reach the corner: whiff roundhouse super hyakkan otoshi(d,u+k)-> otg ooichou nage(360+p) x 2~3

-Corner-

activate any vc: ooichou nage x 4
note: p1 only

counter hit jump fierce-> crouch cancelled jump fierce-> b+roundhouse(2 hits)-> dizzy-> activate any vc-> dizzy otg ooichou nage x 4-> vc ends-> any combo.
Note: p1 only.

(Thanks to Middlekick)

Birdie

-Midscreen-

-Ground-
VC3:low short-> low strong-> jab bullhead(b,f+p)-> strong bullhead x n-> in corner stand strong-> whiff jab bullhead x n

-Anti-Air-
VC1:b+fierce-> whiff jab bullhead->[stand strong-> whiff strong bullhead] x n-> in corner stand strong-> whiff jab bullhead-> meter at approx. 5%-> whiff low strong-> shadow hits-> [crouch cancelled jump strong x n->till meter at 50%-> activate vc1-> crouch cancelled jump strong] x n
Note: p1 only

VC3:b+fierce-> whiff jab bullhead-> [stand strong-> whiff strong bullhead] x n in corner-> [stand strong-> whiff jab bullhead] x n

-Corner ender(can be rolled away from)-
in corner: [stand strong-> whiff jab bullhead x n]-> whiff stand forward-> murderer chain(360+p)/bandit chain(360+k) otg.

-Crouch cancel-

counter hit jump attack-> crouch cancelled jump activate vc1, jump roundhouse x n-> vc ends-> crouch cancelled jump strong x n.

-Corner-
jump roundhouse-> low fierce(2 hits) jab bullhead-> dizzy-> activate vc1: short bandit chain(otg)-> whiff strong bullhead-> jab murderer chain(otg)-> vc ends-> any combo.

counter hit jump fierce-> crouch cancelled jump fierce-> low fierce(2 hits)-> final bullhorn(hold short+forward)-> dizzy-> empty jump roundhouse bandit chain x 3-> vc ends-> any combo.
Note: p2 only

counter hit jump roundhouse-> crouch cancelled jump roundhouse-> low fierce(2 hits)-> final bullhorn-> dizzy-> bandit chain(otg)-> murderer chain(otg)-> vc ends-> any combo.
Note: p1 and against blanka only

(Thanks to Middlekick)

Juni

Ground

VC1, c.short, rh cannon spike, rh cannon drill, [s.fierce, rh cannon spike, rh cannon drill] repeat to corner, rh cannon spike x n, s.fierce, fierce hooligan combo grab

Anti Air

VC3, [s.fierce, rh cannon spike, rh cannon drill] repeat to corner, rh cannon spike x n, s.fierce, fierce hooligan combo grab

Corner OTG

VC3, c.rh, foward mach slide, fierce earth direct, short cannon drill, [s.fierce, rh cannon spike, rh cannon drill] s.fierce, fierce hooligan combo grab

Notes: to continue combo out of the corner the 360 has to be landed with YOU in the corner - set it up 2 ways - either with them cornered where c.rh -> mach slide dashes past them of with you cornered when the mach slide keeps to corner side of your enemy.

50% VC Bar Corner OTG

VC3, c.rh, foward mach slide, fierce earth direct, short cannon drill, s.fierce, fierce hooligan combo grab

Other combos

jump fierce (counter hit), cc jump fierce, c.strong, rh cannon spike, land, VC3, OTG Fierce Earth Direct.

Variations on this involve doing c.strong -> mach slide, VC, OTG combo back out the corner etc.

(Thanks to Arma)

Thanks, but I got to edit a few of those. I’ll PM you with the ones that need changing.

Changes made:

  • Mika VC corrected
  • Sodom VC modified
  • Cody VC added

Thanks again Geekboy. :slight_smile:

http://www.personal.psu.edu/users/r/x/rxd30/mvc1/sfa3/

once again, here is karin’s best unblockable:

(VC2/3)360+k, double elbow(one hit, the first one, the 2nd one whiffs… in arcade, you do a HCB+MP to do it after the command throw), dp+HP, hp palm strike x1(whiffs), f+hp finisher, dp+HP, hp palm strike x1(whiffs), f+HP, hp palm strike x1(whiffs), f+HP, DP+ HP.

Added El Diablo’s unblockable Karin VC.

Juni

Ground

VC1, c.short, rh cannon spike, rh cannon drill, [s.fierce, rh cannon spike, rh cannon drill] repeat to corner, rh cannon spike x n, s.fierce, fierce hooligan combo grab

Anti Air

VC3, [s.fierce, rh cannon spike, rh cannon drill] repeat to corner, rh cannon spike x n, s.fierce, fierce hooligan combo grab

Corner OTG

VC3, c.rh, foward mach slide, fierce earth direct, short cannon drill, [s.fierce, rh cannon spike, rh cannon drill] s.fierce, fierce hooligan combo grab

Notes: to continue combo out of the corner the 360 has to be landed with YOU in the corner - set it up 2 ways - either with them cornered where c.rh -> mach slide dashes past them of with you cornered when the mach slide keeps to corner side of your enemy.

If I remember correctly this doesn’t reach the corner, I remember doing a cannon drill then having enough VC to do another but not repeat the fierce cannon spike etc… so I used to finish the VC with s.fierce, rh cannon, short cannon drill, short cannon drill (VC ends) s.fierce, hooligan combo grab.

50% VC Bar Corner OTG

VC3, c.rh, foward mach slide, fierce earth direct, short cannon drill, s.fierce, fierce hooligan combo grab

Heh 50% damage…

Other combos

jump fierce (counter hit), cc jump fierce, c.strong, rh cannon spike, land, VC3, OTG Fierce Earth Direct.

Variations on this involve doing c.strong -> mach slide, VC, OTG combo back out the corner etc.

Juni roolz! :smiley:

-Midscreen-

Anti-Air:
VC1:low jab(deep)-> roundhouse shooting peach(qcb+k)-> roundhouse shooting peach x n-> low fierce.

Ground:
VC1: low fierce-> roundhouse shooting peach x n

Alternate Midscreen ender(can be rolled from):
in corner qcb + roundhouse x n-> whiff standing roundhouse-> daydream headlock(360+k)

Crouch cancel:
counter hit jump attack-> crouch cancel activate vc1, jump roundhouse-> roundhouse shooting peach x n-> low fierce.

Midscreen Otg:
VC1:low short-> low forward-> low roundhouse-> whiff roundhouse shooting peach-> roundhouse daydream headlock(otg)

Standing fierce-> activate vc1, low roundhouse-> whiff roundhouse shooting peach-> daydream headlock(otg)

-Corner Otgs-

low roundhouse/fierce paradise hold-> activate any VC-> fierce paradise hold(360+p) x 4/fierce paradise hold x 3-> whiff low roundhouse-> roundhouse daydream headlock.

Note: this multiple otg combo is very inconsisent regarding when the opponent can recover and escape, so its ideal use is for a dizzy otg.

opponent dizzy: activate any vc-> short daydream headlock-> whiff short shooting peach-> otg roundhouse daydream headlock-> vc ends-> any combo.

-Unblockable-
knock them down with low roundhouse-> activate vc1-> cross up splash(jump+d+fierce)-> low short-> low fierce-> roundhouse shooting peach.

Edit: corner otg modified.

E.Honda

-Midscreen-

-Anti-Air-
VC1: b+roundhouse->whiff low roundhouse-> fierce super zutsuki(b,f+p) x n

-Ground-
VC1: low strong-> fierce super zutsuki x n

-Crouch cancel-
counter hit jump attack-> activate vc1, jump fierce x n

-Midscreen ender(can be rolled from)-
fierce super zutsuki x n till just before you reach the corner: whiff roundhouse super hyakkan otoshi(d,u+k)-> otg ooichou nage(360+p) x 2~3

-Corner-

activate any vc: ooichou nage x 4
note: p1 only

counter hit jump fierce-> crouch cancelled jump fierce-> b+roundhouse(2 hits)-> dizzy-> activate any vc-> dizzy otg ooichou nage x 4-> vc ends-> any combo.
Note: p1 only.

Birdie

-Midscreen-

-Ground-
VC3:low short-> low strong-> jab bullhead(b,f+p)-> strong bullhead x n-> in corner stand strong-> whiff jab bullhead x n

-Anti-Air-
VC1:b+fierce-> whiff jab bullhead->[stand strong-> whiff strong bullhead] x n-> in corner stand strong-> whiff jab bullhead-> meter at approx. 5%-> whiff low strong-> shadow hits-> [crouch cancelled jump strong x n->till meter at 50%-> activate vc1-> crouch cancelled jump strong] x n
Note: p1 only

VC3:b+fierce-> whiff jab bullhead-> [stand strong-> whiff strong bullhead] x n in corner-> [stand strong-> whiff jab bullhead] x n

-Corner ender(can be rolled away from)-
in corner: [stand strong-> whiff jab bullhead x n]-> whiff stand forward-> murderer chain(360+p)/bandit chain(360+k) otg.

-Crouch cancel-

counter hit jump attack-> crouch cancelled jump activate vc1, jump roundhouse x n-> vc ends-> crouch cancelled jump strong x n.

-Corner-
jump roundhouse-> low fierce(2 hits) jab bullhead-> dizzy-> activate vc1: short bandit chain(otg)-> whiff strong bullhead-> jab murderer chain(otg)-> vc ends-> any combo.

counter hit jump fierce-> crouch cancelled jump fierce-> low fierce(2 hits)-> final bullhorn(hold short+forward)-> dizzy-> empty jump roundhouse bandit chain x 3-> vc ends-> any combo.
Note: p2 only

counter hit jump roundhouse-> crouch cancelled jump roundhouse-> low fierce(2 hits)-> final bullhorn-> dizzy-> bandit chain(otg)-> murderer chain(otg)-> vc ends-> any combo.
Note: p1 and against blanka only

Added Middlekick’s R. Mika, E. Honda, and Birdie VCs, and Arma’s Juni VCs.

Can someone put up some rolento and Vega?

Vega

-Midscreen-

-Anti Air-

VC3:low jab-> roundhouse scarlet terror(db,f+k)->[stand roundhouse-> roundhouse scarlet terror] x n -> in corner[stand fierce-> stand roundhouse-> short backslash(kkk)] x n

-Ground-

VC3: low short-> roundhouse scarlet terror x 2->[stand roundhouse-> roundhouse scarlet terror] x n -> in corner[stand fierce-> stand roundhouse-> short backslash(kkk)] x n

-Crouch cancel-

Counter hit jump attack-> crouch cancel jump activate vc1, crouch cancel jump roundhouse x n -> vc ends-> crouch cancelled jump short x n
P1 only.

Note: If you’re p2, once you get to the corner you need to do a jumping roundhouse to hit them out of the corner in order to continue in the other direction.

-Corner-

VC2:low forward-> fierce rolling crystal flash(b,f+p) x n
Note: it also makes a good block damage vc in the corner.

Actually… with Juni’s VC’s… it’s better to use her Forward Spiral Arrow (Cannon Drill, whatever) than her Roundhouse. This also applies to Cammy. Beware her overhead, it likes to come out if you dont properly tap back->forward.

Why do you ask? Becase the RH version is designed to hit twice up close, so the Forward one actually does MORE damage at far range (which all of her customs put her in). Besides less hits= more damage, that’s why the best combos are VC3.

As for Chun,

VC3 (Corner) Repeated Fierce Fireballs x N

VC3(Corner, Opponent must be airborne) VC3, Crouch RH x N
*This one is hard to setup, but it’s most often got by hitting someone in the air in the corner. Either they flip and you CC them, or they fall and you CC juggle them.

Also, I have a faint idea of what her infinite is.

It’s VC1 (i think) (Anti Air) Crouch RH x 2, walk forward, whiff stand Short so that the shadow hits, {Jump short, land, cc Jump short, land, cc jump heel stomp x 4} repeat brackets until you get bored.
The timing is really tricky on the stand short whiff, and during the infinite part it may be required that you only do 1 jump short. I’ve never pulled it off.

Vega also has his anywhere-GC VC which would be VC1- Repeated crouching Roundhouses. They can just stand up and take the sweep though…which sucks. You might try to go for some confusion VC then, but that’s only for the bold, and the daring.

Budget version of this VC would be VC1(?)/2/3- crouching Short or Forward, [RK flipkick, crouching Fierce]x2, RK flipkick, crouching Strong, Rk flipkick, whiff crouching Roundhouse to close distance, RK flipkick, Crouching Fierce or Strong…etc.

Renegade- I think you mean VC1 for that first combo.

What about V Juli?

VC3 (corner only): Activate VC, repeated roundhouse Cannon Spikes, VC ends, s. fierce, roundhouse Cannon Spike or roundhouse Sniping Arrow. You can start this VC after a Spining Knuckle or a Sniping Arrow from full screen.

VC3 (midscreen, against jumping opponent): Activate VC, s. fierce, roundhouse Cannon Spike, s. roundhouse, forward Sniping Arrow, repeat until you get to the corner, repeated roundhouse Cannon Spikes, VC ends, s. fierce, roundhouse Cannon Spike or roundhouse Sniping Arrow.

VC1 (midscreen): Activate VC, s. fierce, any strength Sniping Arrow, c. fierce, any strength Sniping Arrow, j. short, j. up/forward + short, c. fierce, any strength Sniping Arrow, any strength Sniping Arrow, VC ends, juggle opponent with j. short, c. fierce until you get to the corner, s. fierce, roundhouse Cannon Spike or roundhouse Sniping Arrow.

God… Juli is soooo bad.

Sadly, yes. Juli is basically Cammy with only two moves.

Yes. Hotter than Cammy tho. You may just want to stick with A/X-ISM for Juli, since I don’t think her VCs are that great.

But they’re great against opponents who jump in. When her Sniping Arrow hits, and if they’re right by the corner, she can go for a corner VC. She has okay ground combos and good normals but yeah, Juni is much, much better. I just don’t like using characters with “charge” moves.

Does anybody know all of the v-ryu confusion VC,I already know about the valle one but wanted too know the others too.