Vid Clips of SFA3 V-ism Character VC's on Youtube

Update: Added Blanka

The Jab ET is hard for me to buffer, but then I suck. It was at little easier for me to juggle with [FK, FP, whiff oc.FP, whiff Jab-ET]xN as seen in the vid clip posted in the first post.

The problem I was having was I’d do the ET too late and the opponent would get too low to the ground for me to juggle the FP. Or I would do the FP too early and the ET would keep going and connect with the opponent. Overall I feel that juggle is hard, but like I said I suck.

It’s easier in the corner since you don’t have to whiff the oc.FP. You can just go strait into mashing JP for the ET and then juggle with FP.

As for CC setups post-teched ET, I don’t know if there are any solid ones. Walking forward a little bit and then j.JP is really hard to confirm. If you jump late they can block and if you jump early you whiff. It seems like you can JP-Ball under the opponent and then knock them out of the air with a SK or JP, then jump JP then activate then CC… Problem with balling is if the opponent forward techs and also happens to have a crossup move, then they can hit Blanka before he recovers from the Ball. His command hop also seems to have more recovery than a whiffed Ball, so that’s out. In that vid I posted Ryu is actually able to hit Blanka with that cross-up j.FK after forward teching (the timing was intentionally incorrect for the sake of the vid).

I dunno, those were the best I could come up with. Nothing really revolutionary unfortunately, but then it is Blanka. If his crossup was a little wider then he’d at least have a crossup unblockable that worked on shotos and thinner chars. :expressionless:

You most certainly do not suck. Jeez, man, give yourself a little credit. :lovin:
BTW, I still cannot perfrom that Blanka rapid attack corner combo, even after trying repeatedly since you first posted it way back as a FB replay.
I’m going to practise this VC, and I think I’ll definitely use his standing Forward in the sequence; it’s quicker than the Fierce as a starter, I think, and may be better for 50% activations. Using the standing Forward in the sequence also ensures that you’ll definitely cancel the ET without fear of prolonging it as you would if you were using a punch button. Damage looks great and the set-up looks decent. Good work.

I’ll take it! Sequence looked like [standing Fierce-> whiffed crouching Jab (was this whiffed Jab planned, or was simply the way your timing allowed it to happen?) -> whiffed Jab ET] x N

With regards to the ET-> RA sequence – I think it’s possible to prevent the opponent from using the forward or neutral techs by keeping the ET going till they reach a certain height from the ground, where when you do roll (I always use Strong version), the only tech available will be the backwards version.

The hardest part for me is alternating to the right number of c.SK’s between reps, which is a pain in the ass. For some reason the c.FP whiffs unless you use the right number of c.SK’s (maybe it’s distance?) and if the c.FP whiffs then the shadows won’t combo properly. It’s too easy to accidentally use too many or too few, which is annoying. There’s probably an easier version of this combo that doesn’t require c.FP but I haven’t found it.

Like you were saying before, the combo can be applied to air-to-air counter hits or if the opponent air-recovers ET. Only other setup I found for him was anti-air sweep (c.RH only).

It’s really a shame you can’t combo his vertical Ball, because then he’d have a Doll-style midscreen multi-crossup (eg. midscreen Spike loop).

Yeah, [FP, whiff c.JP, whiff JP-ET]xN

Originally I was just mashing the ET untill the opponent was at the right height, then stop mashing and cancel to FP, but that wasn’t working out for me. And then I tried cancelling the FP with a whiffed c.RH and then cancelling into ET, but the timing was inconsistant for some reason. So I just started timing and spacing the JP inputs evenly (only need the 5 inputs).

Yeah I did notice that they can’t neutral tech regardless of what you do, but I didn’t notice that about forward teching, I’ll have to give that a try. That must be an ET-specific property because I was under the impression that forward and back could always be done at the same height (unless I’m mistaken?).

Xenozip, I have a question about your Juni/Juli vids. Both vids featured a corner reset VC at the very end.

  1. Do you perfrom the Vcombo with VC2 or VC3?
  2. Do you just input s.Hp, s.Hk and then j.mk? Or do I miss something?

I wonder because it only works for me if I set the dummy on front/back flip. If the dummy is set on neutral flip then he will land unhitted on his feet and if the dummy is set to nothing he will fall unhitted on the floor.

Maybe you could explain a little bit about this VC? (maybe it really just works if the opponent uses back or front flip? Or is my timing not goof enough?)

VC2. I try to time the FP as late as possible just like when setting up a Hooligan, then do the RH ‘normally’ (no special timing). Then I try and time the j.FK for as soon as Cammy leaves the ground.

However, you might try using j.SP or j.JP or j.SK. Don’t limit yourself to just using j.FK. The angle of j.FK is pretty vertical (diagonal up) so if the opponent is too low or you time the attack too late, then j.FK is going to whiff.

Cammy probably also has some other CC set-ups so you might try experimenting with some things to find what works best for you. For example, you might try some VC1 setups. Personally I prefer using VC2 because it sets up a walk cancel, which I prefer because it’s easy for me to time the j.FP’s at the right time to get as many hits in as possible.

There was an awesome (v-ism; edit: majority of it) Akuma tutorial video by some Kakarot fellow I had found quite some time ago that I intended on shoowing everyone. Don’t know if anyone’s seen it, but its here: http://www.planet.nl/~krijg890/Drakenslag/A3_All_About_Akuma_Xvid.zip (http://www.drakenslag.com/forum/viewtopic.php?p=2193&sid=e4e9411b477cc5a2e8876106fb884586 original post on another forum)

I hope this is fine in this threaad.

Could I please have the transcript for the Ryu one?

I’ve been trying to get the infinite but I can’t do it. Even when I end it with red fireball into hurricane kick at the end :frowning:

An easier way is to just cancel the hopkick into a hurricane kick and then just CC jump MP.

From what I can tell, the hopkick cancel is also the most “secure” setup, too. I think whiffing normals (shadow setups) leaves a larger gap than using the hopkick cancel.

^ Also works against the A1 and A2 characters in HSFA for a true CC set-up. Timing’s very tight, though.

^ That’s strange. A1 and A2 chars must not become instantly invulnerable once you hit neutral then, because Ryu does hit neutral. I guess the HSFA mechanics are a little more complicated than I thought.

Alright thanks guys :smiley: I figured what I done wrong. I immediately jumped up to hit them straight away. Seems you gotta wait like tiny bit before rejumping :smiley:

wow gotta practise this cheers :smiley:

Hey Xenozip, this might sound like a bit of a hassle, but would it be possible to edit the Sakura video including a mid screen VC transitioning to the corner, then CC? I only seen a full screen and corner combo seperate…

There isn’t enough time to CC from a full mid-screen most of the time.
If you get there with enough meter, you typically just whiff FP > Fireball once and then whiff MP > CC :uf: MP (Walk cancel), Etc

If you’re doing it from a full screen away though, you’ll likely just have to end with FP > DP+RH. That’s what I’ve seen everyone else do.

It’s just complicated trying to work out the transition into CC from different distances…

Yeah I can get on that next sit down, but I think I’m going to do separate “add on” videos rather than reversions from now on. I think it’ll make things easier and faster.

I have a question about Sakura’s transition from corner VC to CC. Can someone explain systematically how you can hit them with a jumping attack after a standing fierce while setting up the CC? I know all about neutral states but that’s what’s causing the confusion. How am I avoiding a neutral state by waiting for the fierce to recover and inputting a jump? I know the shadow can hit and it leaves a small window to act but what actually happens to make it successful?

I prefer to whiff :mp: since it has less recovery on it, but the short of it is, you’re not avoiding the neutral state. You’re just leaving a very very small window for them to flip, so that when you the cancel the :mp:/:hp: into the jump :mp: you’ll hit them even if they flip.

However, you must cancel the normal ‘immediately’ after its recovery. If you’re even half a second late, they’ll just flip and airblock it. This part of the transition is rarely ever casual and relaxed. You gotta get that jump attack out at the earliest possible time. It does become second nature after a while though.

What the standing normal is there to do is just to cancel the recovery frames of whatever move you were doing, and sometimes to bounce them back up high enough for your jump attack to hit in case they decide to close flip early. Certain people like Cody, can start their VC’s with VC2 without whiffing any normals (tornado shadows hit if you just let them fall).

I honestly wouldn’t worry too much about Sakura’s CC’s if you’re having a lot of trouble with it. It’s good to learn, but it’s only 4-5 FP’s and it’s mainly for getting meter back not damage, since there’s really no reason for anyone to try and flip it.

Some people like Ricky Ortiz don’t even bother with it.

The truth is, most CC setups are flippable, but they’re setup in a way that even if they flip, they get hit, and in fact just makes it worse for them since they end up resetting the damage counter. That’s why you rarely see better players flip VC’s. It’s not because they can’t, it’s just because the risk of trying is way too high.

The only non-flippable set-up I can think of is VCing off a jump counter hit.

I fully understand what you mean… Like in the video the first two VCs he resets and the damage is huge for an ender, maybe 20% of the combo. But on the last one it only takes a few pixels each hit at the most. So I get what you mean about not even attempting to flip the combo, it’s not worth it at all.

Although I do like the meter build, 35% is quite a lot… If you did land the full combo they’re bound to play more agressive to try and turn it around, so it could come in handy for an AC. Even for the meter it’s self it would be worth trying for… If they don’t flip then you’re going to get it if you can pull it off often enough.

Thanks…

Hi,Xenozip can I have Chun-li & Cody transcripts?

Thank you.