The full B3:
http://home.coqui.net/evilaro/gcc/b3.wmv
(its at page 1)
Anyone know any solid CC combos for guys like Ryu? The only ones that I’m doing are the ones that I’ve seen Valle doing at the B3 videos. Also, some CC’s for Chunli would be nice also…as I have no damn clue what would make a good CC for her, also CC’s for Sagat, and Rose as well, so yeah, just wondering, because a few peeps and I started getting into Alpha2 all of a sudden. :lovin:
Ryu:
Low RH -> Hurricane Kick x N -> Shoryuken x N
Low RH -> Hadoken x N -> Shoryuken x N
Chun Li:
Low RH -> Tensho Kyaku x N (this really hurts even at level 1)
Low RH -> Lightning Kick x N (more showoff than anything)
Sagat:
Low RH -> Tiger Crush x N -> Tiger Blow
Rose:
Low RH -> Soul Spiral x N -> Soul Spark
Rose technically has a 100% CC but it requires some prep time (absorbing about 8 projectiles) and then perform a bunch of Soul Sparks during the CC to just kill anyone.
Thanks for the info, I appreciate it alot, also, you know any tips of when to unleash these CC’s?
Like for example, for me personally, when I play Ryu, I always wait for things like projectiles, or jump ins, misplaced shoryuken’s/uppercuts, or what not. I’ve even tried to do things like lk. hurricane kick into CC…however that doesn’t seem as effective, since after I land…my opponent will almost always activate CC upon me landing.
Lol…yeah, I know, some sorry setups to activate CC, but I’m again, curious, I want to up my game in this, having alot of fun with Alpha2.
just wait for em to stand up in sweep range then fuck em up
That’s basically it. Either that or jump in as they’re getting up, push custom in the air, deep jump-in, then combo into sweep. CCs in Alpha 2 are savage.
CCs in anything are pretty savage, actually, but it all started in A2.
I just picked this game back up after a very long hiatus. I forgot how good it is.
the customer is always right. agsf2.
anyone have any tips for performing akuma’s short hurricane kick-> activate cc-> hk /dp/any special? i’ve done this once, but this was back in my sega saturn days so i can’t recall how. i’m sure there’s a method to this, but i been unable to find it (due to lacking of trying mostly). so now, fgd, i ask you.
im pretty sure you can flip out of that setup anyway.
I don’t think you can flip recover in SFA 2 like you can in SFA 3.
he’s referring to the recovery roll which alters falling trajectory. however, i’m still keen to know, because escaping the combo via the recovery roll is still punishable, which makes landing the combo part of a mix-up.
for chun, always try to time an upkick to hit at the end of the combo. There’s no CC damage scaling if the upkicks juggle after the bar runs out.
don’t forget activate beats throws as well. So mix it up with tick setups where someone is gonna try and techit.
Damn…Chunli’s CC’s are just fucken unreal in here…I was messing around with that shit and it’s just mindboggling. Ken’s lvl 1 CC is just retarded as well, hahaha, but GG though, still, I’ll be playing Ryu. I just wanted to understand more of the other characters so that I can get an idea of how they would play.
Well, Chun Li and Ken ARE the top 2, so no surprise there. Rose is a dominant #3 since she has that goddamn low MP that cancels a lot of shit. :wasted:
The other 3 are scattered between Akuma, Ryu. and Sagat.
Well, imo Ryu is #4, while Akuma #5, I don’t feel Sagat’s as good as these two overall. The CC that I’ve been doing with Ryu is CC activate -> c.fk -> Hurricane Kick x N -> Hadouken -> Shoryuken…because the only time when I do Shoryuken x N is when I have a bigger bar, but usually lvl 1…this is the one that I normally do.
However should I just change the Hadouken to Shoryuken x N on lvl 1 regardless??? Or that it’s not a bad idea to change it up depending upon the situation?
Btw, I feel my CCing has gotten better, I’m getting much better at reading and punishing shit now, like activating CC on jumpins and not getting hit out of CC and still landing it, doing it after whiffs etc, etc. Honestly, this game is great, so sad I never took it seriously when it was at it’s peak…:crybaby:
The problem here is that Ryu’s Shoryuken is not as powerful as Ken or Akuma’s, so it won’t amount for as much damage as theirs. But since Ryu has the quickest Hadoken out of them all, he can shoot 'em out like nobody’s business in CC mode. The Shoryuken still stands as a good CC finisher, or you can use it as anti-air CC…activate it against jump-in attacks, and keep doing them. Remember that the lower the opponent is, the more damage the Shoryuken will do.
akuma #5? wtf no way. and honestly, gief belongs in the top somewhere. if anyone knew anything about a2, very late in its lifespan, gief was very dominant
Aren’t Rolento, Sakura and Gief higher than Akuma/Sagat?
valle believes gief is better than ryu…i agree.
top 2 are definitely chun(#1) and ken (#2) rose is definitely number 3. after that it gets hazy. gief ryu akuma sagat sakura and rolento are all very good. then generally speaking everyone else is mid tier, with birdie dan and gen being bottom 3.
QFT, gief doesn’t suck.
After the top 3 are gone, who goes where is debatable because every character thats worth mentioning has something to be considered.
I kinda missed out on that stage in A2’s life where Gief amounted to something.
What’s in it to him anyway? From what I see, it could be the SPD ground games he can play, because forget about playing poking games with anyone unless you’re using low LP. His CC usually consist of Lariats and more Lariats (probably throw Green Hands in there for more variety/ground covering) or do shit ala SFA 3 V-ISM (use CC to use SPD). His low MP is also pretty good anti-air, and as usual, body splash/double knee is good for the jump-ins into SPD/FAB antics.
I kinda remember that Gief died horrible deaths to Sodom, too.
Akuma should definetly be up there since he has the natural Shoto advantages, damaging CCs, air FB for ground control, and doesn’t have that pesky damage handicap from other games. Bad thing about Akuma is that he really doesn’t have any particular weapon he can really abuse to his advantage.