It depends on the situation, as far as I can tell.
There’s a rule in SFA3 that you can’t neutral air recover when you’re too close to the ground. So generally it won’t tech in a lot of situations if you set it to neutral or random.
And there are cases where forward teching works and back techning doesn’t, so there again we have more situations where it might not tech. This is why I try it a few times on different settings.
Cool. I’ll try to get to her when I can. Fortunately all her VC’s are kind of executed the same way, so she’s not a very complex V character. It’s just her OTG stuff gives her like a ton of different ways to land a VC. I want to include all of them in the vid.
I’ll get to him eventually, I’m working on some other characters at the moment.
It’s a 3 or 4 frame window (I think 4). You have to execute the special move right before he lands or right as he is landing from the :r::hk:, so you can’t delay the special move at all. My advice is to delay the :r::hk: after the first :qcf::mk:.
In other words, :d::mp: > :qcf::mk: > (delay) > :r::hk:
Ohh, I misunderstood you then. I thought you mean’t I had to cancel from :qcf::mk: to :r::hk: faster. No wonder. That’s a hell of a lot easier than I thought then.
Yeah it’s not really hard, it just takes some getting use to, like the timing for a cancel after Cammy’s qcf+K. I don’t recall off-hand if :qcf::hk: does less damage or not, but it pops them up into the air at a more acute angle, so it’s easier to combo with. When I get to Cody I’ll make sure to research his damage values.
It does at certain ranges, but it appears that “thin” characters like Ryu can avoid getting hit by the cross-up. It works really well on “wide” characters though, like E.Honda.
Fortunately, it’s still a hit-confirmable unblockable, even if it doesn’t cross up.
[Edit]: To elaborate a little bit:
If you just do her normal midscreen crossup unblockable, the opponent can still escape with a VC activation or teleport or something after you’ve already activated – you therefor are risking meter. However, if you are using the stomp cancel, you don’t waste any meter if they attempt an escape. And if they get hit by or block the stomp, you’re nearly guaranteed an unblockable. That means you’re not risking meter by using the stomp cancel.
Nope, you don’t enter neutral. You’re still in the air.
Actually, there’s only a few air normals you can always flip after, even before the attacker hits the ground.
Zangief’s vertical jumping :u::hp: (headbutt) can be teched before he hits the ground.
Gen’s Kick Style jumping :hk:->:hk: air target combo can also be teched right before he hits the ground. I haven’t figured out why though.
xenozip I really need help with cammy’s vc ender… back+Fierce to the tiger knee kick.
1- Do you always use the roundhouse kick ?
2- If there a timing of when to press the kick button during the flip ?
3- Is it better to hit back+fierce early or late ?
I don’t know… it just seems to work 10% of the time for me… help.
I try to aim for as late as possible (close to the ground). The hitbox is sort of the waistline of the falling opponent, so I kind of visually aim for the neck (to grab the waist).
Late. You want them close to the ground. It’s easier when you use a low hitting dp+RH before the back+FP because there’s a noticable delay after Cammy lands from the DP before she hits neutral. Doing it after her qcf+FK is slightly harder since there isn’t much of a cancel window, but I would recommend experimenting with both.
Just in case anyone doesn’t know, you can’t grab them if your VC is still active. You can only grab them when your shadows are gone and your meter has ended. So, if you’re practicing on the PS2 version in training mode, make sure your meter is set to max and not infinite (3rd option in training menu, set it to “normal”).
If you’re doing DP loops, try to delay the DP long enough so that you start hitting with the bent knee (her ass), instead of the extended leg. And when you do the back+FP try and get a feel for how late you can time it. Also note that you can use far standing SP instead, but I find that back+FP is more comfortable and easier to cancel into the Hooligan.
Random FYI, the bent knee part of the Cannon Spike does more damage anyway, and is the part that can’t be air blocked. The extended leg does slightly less damage and can be air blocked.
I’m really sorry about procrastinating with the transcripts, guys. I’ll get to it eventually.
As for Gen, I know for a fact that he has an anti-air VC. But the problem is that he has to switch stances mid-VC, which is damn hard and not really practical. I also recall seeing a corner unblockable for him once, but I can’t figure it out for the life of me.
Didn’t realize Gen had powerful VC’s like that, are they practical in matches? Sorry I’m just getting into A3 and heard V-Gen was horrible. Awesome vid though, and the Chun was nice too.
The link to the Zangief’s combo video is still working. There is also an other VC with Zangief, not shown in this vid :
LP Screw Piledriver, Kattobi Cancel, HP Screw Piledriver OTG.
Well, it is not exactly a vc because it doesn’t need a full bar or vc. But I think it’s quite usefull, since a lot of v-zangief players start the VC just for grabbing with 360+K. I’ve seen a match from a-cho with a v-zangief trying to do this vc (but it missed). I first saw this combo in a bas’s v-zangief video. I’ve done a record : www.ifrance.com/oldfeilong/sfa3.rc1 .
Not really. You have to start point blank for his ground ones. And he doesn’t have an anti-air. His only damaging anti-air is totally impractical, and his easy anti-air does no damage. Also, the timing for the ground ones are really strict. The only particularly easy one is his corner one with the repeated c.FP. But again, you gotta start point blank.
I think most people will agree that Gen is better off in A-ism.
Sure. Or you could make one vid clip with your combos and put it up on youtube.
No, I couldn’t because I have only these two records, you have shown almost all other interesting combos with v-nash and v-gief in your vids. I’ve posted them in order to help you completing your amazing work.
Yeah, no worries. I wanted to adjust a few minor things anyway. I won’t re-do the whole vid, just half of it. But your vid gives me good cause to do it so it’s ok.
A3 and 3S, fuck yea. I want another chance at your Dudley for sure. Hopefully we can set something up with the other locals some time soon.
A question about the second Dan VC (the anti-air VC). When I’ve tried to use it in matches, the HK (the second move in the VC) doesn’t always connect. Is that combo not guaranteed, or am I screwing it up? I was thinking that it might have to do with the height of the opponent when the DP hits…
Not sure why they’re suggesting it. Probably to minimize the chances that your shadow will hit during a combo. But really, it doesn’t matter (doesn’t make a difference in timing or damage).
The timing becomes more strict the closer they are to the ground. You can actually do that combo on a grounded opponent, but the window for pushing HK is extremely small. Of course, you don’t want them to be too high in the air or they might air block. My advice is to just push HK as early as possible – practice doing it on a grounded opponent and it should become easier to execute the AA version.