SF isn’t useful for benchmarks, intel and amd aren’t going to be fighting over which platform runs SF2 better, and noone is buying a new pc to play A3 anytime soon.
The world tour thing isn’t a bad thought, but more than likely it’s going to be a result of this emulation ‘battle’ between 360 live and the revolution. Either or both of those companies are more of a target than PC related ones.
Counter strike isn’t usefull for bench marks, yet remains the gold standard team FPS, starcraft isn’t usefull for benchmark yet is #1 in korea.
Benchmarks mean squat in massive sponsorship. What matters is that it’s PC based, console gaming jsut doesn’t have good competitons or competitive money/backing in comparison.
@Chocobo
Like with Akuma, it was a 3 hit dp in Alpha 2. But with the flaw that only the last hit knocked down. Sometimes you got the second hit in against a poke of your opponent but the third didn’t hit and so the opponent was standing pretty close to you after that … I think that was the prob, but hell I didn’t played A2 in a while so better check it out on your own.^^
w00t ressurecting the A2 thread. I’ve finally decided to start learning/playing A2 now that there’s some local comp for this game. I’ve learned a little bit but had some questions/things I wanted help with. My character is chun-li. I didn’t know she was top tier until I read this thread.
Uhm, I haven’t structured everything I want to ask/talk about so I’m just gonna spew it out non-linearly.
The CC I’m using is: c.RH mash RH. So far this has been pretty effective. Is there any other CC I should be using? cause I saw someone use a dp+K based CC in the B3 vids. Can I Activate then c.LK c.HK then mash RH?
How do I get an unblockable CC? I’m told being very close to an opponent is one of them. The other I’m not sure. I tried to set up a jump in activate, MK land c.RH. But haven’t been too successful as of yet.
What should I do with my CC if it’s blocked?
Is the activation invincible? I’ve seen CC activations stuffed a lot. In fact I’ve stuffed a lot of them.
Is there any reason to use Lvl 3 CCs? What about chun-li’s supers? I’m told her kick super is good to go through fireballs and to punish point blanks one’s on block. (is it charge b, fbf+K or qcfx2+K?)
My block string consists of c.LK c.MK fireball and c.LK tick throw. or c.MK c.HP. or c.MK c.MK what is her tightest block string? What are her good ticks?
What’s her best jump in? I’m either using fj.LK fj.MK or fj.HP or j.d.MK.
what should I use if I’m jumping straight up?
What should I use for anti air? I’m either using s.HK or c.HK distance depending.
How do I alpha counter? (I should know but it occured to me right now I actually don’t).
When should I be alpha countering?
Does Chun have non-CC/super combos?
What’s some good chun strategy? I try and poke a lot with her, play footsies then get my c.MKs/HPs where I can. In the b3 vids though, I saw a lot of fireball zoning. Is there any other strats I should familiarize myself with?
I’m kinda scrub in the game but I’m going to help with the few that I know:
The CC I’m using is: c.RH mash RH. So far this has been pretty effective. Is there any other CC I should be using? cause I saw someone use a dp+K based CC in the B3 vids. Can I Activate then c.LK c.HK then mash RH?
First and if I’m not wrong the best/most damaging CC that Chun Li has is:
c.HK, mash HK and in the last frames of the CC perform d/u HK (charging uppercut kick of Chun)
You can perform c.LK and then c.HK but you should go right away for c.HK in order to put your opponent out of the ground (floting) in order to mash HK for massive damage and finish with her charge uppercut kick (HK version)
What should I do with my CC if it’s blocked?
You can/should do the HCB+HK in order to punish him if he’s c.blocking and then use the rest of the CC bar to mash HK and finish with the HK charge uppercut kick and in case if you are running out already of CC (like level 1) go for HCB+HK and into charge uppercut kick.
note: in all the CC’s the charge special moves do not need any waiting time (for exemple:you can perform charlie’s flash kicks without charging by just pressing: d/u+HK (I’m sure you already know this but in case someone who never played A2 before and doesn’t know it yet…)
*Is the activation invincible? I’ve seen CC activations stuffed a lot. In fact I’ve stuffed a lot of them.
Is there any reason to use Lvl 3 CCs? What about chun-li’s supers? I’m told her kick super is good to go through fireballs and to punish point blanks one’s on block. (is it charge b, fbf+K or qcfx2+K?)*
Yes, activation has some invencible frames and the more supper bar you have the more invencible frames you will get, for example: it’s kinda hard to go trought a fireball with a level 1 activation CC but it’s easy to go trought it with a level 3 activation CC.
The charge super kick of Chun Li to go trough fireballs is the first one that you posted: charge b, f, b, f + K but in order to make this happen you need to predict that your opponent will perform a fireball and you need to be close enough so you don’t hit the fireball in Chun Li’s face.
My block string consists of c.LK c.MK fireball and c.LK tick throw. or c.MK c.HP. or c.MK c.MK what is her tightest block string? What are her good ticks?
try: s.LK, c.MK into fireball or s.LK, c.MK into HCB+HK
in case if you jump on him and if he blocks: j.MK or j.LK into s.LP, s.LK, c.MK into fireball or into HCB+HK.
*What’s her best jump in? I’m either using fj.LK fj.MK or fj.HP or j.d.MK.
what should I use if I’m jumping straight up? *
her j.LK sometimes is a bitch agains some characters who don’t have a good anti-air, I tend to use her j.MK and on air both LK and MK versions win against almost any character and if your opponent is on ground: the j.LK can very usefull against some characters, but do no abuse of it and try to not jump a lot, Chun has a strong ground game due her speed and range.
and if you are jumping straight up check the HK.
What should I use for anti air? I’m either using s.HK or c.HK distance depending.
damn right, those are the best normal anti-airs moves that she has and each one depends on the distance and if your opponent will hit you early or late.
*How do I alpha counter? (I should know but it occured to me right now I actually don’t).
When should I be alpha countering?
Does Chun have non-CC/super combos?*
to perform Alpha Counter is like: the first half of an HCF and press P or K, you need to do it right in the momemt that you are blocking the move.
Tip: if you have problems performing AC then try a small cheat: at the same exact moment that you are blocking perform a reverse dragon punch motion + P or K.
normally AC’s are used if you are under big pressure or if you life bar is close to endor if your opponent is close to die, etc… (imo only)
*Does Chun have non-CC/super combos?
*
here’s a easy regular Chun’s combo: j.MK (in c.charge) , c.MP into uppercut Kick (HK)
What’s some good chun strategy? I try and poke a lot with her, play footsies then get my c.MKs/HPs where I can. In the b3 vids though, I saw a lot of fireball zoning. Is there any other strats I should familiarize myself with?
Her zoning of c.MK into fireball is a bitch because it has range and she’s really fast, if your opponents are c.blocking to much you should get c.MK into HCB+HK, this will make good pressure on them and as far as foot games she’s one of the best on this game because range + speed is kinda deadly when the war is foot games and you can keep the pressure by conneting her foot game with fireballs, that with her high damaging CC’s, blow out’s, etc… make her Top Tier in A2.
Hope this helps a litle, if anyone else want to drop some A2 knowledge: it will be very welcome.
So what does the term Valle CC mean? I hear the term a lot and assume Valle coined it. Or at least has the strat named after him.
And what are the conditions for an unblockable CC?
I usually wait for an opening to activate, or mix it up in a block string (say I c.MK xx hcb+HK several times) I’ll do cMK activate after training the opponent to block high. I’ll also activate after whiffed pokes/attacks. Of jump in activate over a careless fireball.
And thanks master akuma for the answers. they’ve helped quite a bit.
^If I’m not mistaken the Valle CC is the unblockable CC.
Correct me if I’m wrong, but when you activate the CC and during the CC flash they have to block low or else all low hits followed after the activation of the CC is unblockable; kinda like Sagat’s lvl3 Tiger Raid in CvS2.
Like Duy Nguyen said the Valle CC is the unblockable CC, all you need to perform Valle CC is: your opponent needs to be in the range of your sweep (standing) and once you activate CC: perform sweep following with a combo, some examples:
with Ken:
c.HK, qcb + HK, DP HP (level 1)
c.HK, qcb + HK, DP LP, DP LP, DP HP (level 3)
with Chun Li:
c.HK, d/u HK, d/u HK (level 1)
c.HK, mash HK and at the last frames of CC bar: d/u HK (level 2/3)
the Key for the Valle CC is that once you activate CC and if your opponent is stading in the range of your sweep: then you perform the sweep right after the activation (like c.HK) and once hes floating due the sweep you perform an easy combo in your opponent.
your welcome, I know only a few about A2 but for me ist the best fighting game made until today :tup:
Is there a list of link combos? I noticed Chun’s s.Fierce c.Forward links. And I saw some crazy shit in some combo vids. I was wondering if there was a compiled list somewhere?
Like Nokato Sakurazuka its the opposite, USA has better players in Alpha 2 than Japan, the major Alpha 2 (Zero 2) tournament in Japan was won by Nuki and most players used Chun Li (other some used Bison/Ryu/Rose/Charlie) but the level of Japan in Alpha 2 was never as big like in USA, at B3 the major tournament game was Alpha 2 and we could see that many characters were used in high level fights (Ken/Ryu/Akuma/Chun Li/Rolento/Zangief/Charlie/Bison/etc…)