Thanks!
Update: Added Guy
I think I could have done more with proxy cancelling and kattobi cancelling, but I was trying not to make the vid too big (heh).
Side note: All of Guy’s combos that end up in the corner are stronger for player 2, since player 2 can end with a Bushin Flip (qcf+p->p grab).
I was told by the strategy guide that Gen’s VC’s were impractical and hard…yet yours don’t look too hard at all…what de fug.
If someone could post up a Guy V-ism transcript, I would appreciate it.
Any reliable anti-air VC’s for Cody?
I’m still occasionally having a problem with people flipping during his VC. Like, right after his crack kick; way before I’d have a chance to do :qcf::mk:.
I’ve noticed that this usually happens if I try to start the VC from too far back, but sometimes it seems to happen up close as well.
They are impractical and hard.
Oh man, I hope some one does. If no one else does then I’ll get to it when I can.
Gen’s look easy, but the timing is a bitch. Not to mention the fact that you have to make sure you’re in the right stance before you activate.
Man I wish I had Anthologies and a joystick right now. I’d be contributing!
Question, i noticed in the gief video the glitch OTG VC (P1 only) isn’t on there. Does it work on anthologies?
whats a good way to start akumas midscreen by countering a jumpin
DP? Lol.
I usually do VC2 -> Strong DP
You can also do VC -> major counter s. jab against certain moves, like vs akuma’s divekick. A bit more ‘flashy’
Thanks for the Cammy combos. One question about them: are those designed to hit every one? I have had problems in the past hitting Zangief and Nash with the more basic combos (VC1->Cannon spike, cannon drill, fierce->cannon spike, etc). Havent had the chance to check yet (kids will keep you busy:()
Thanks
I believe it is in Anthologies’ stand alone SFA3, since the dipswitches make it acade perfect. I’d be surprised if it isn’t.
And yeah, I’ve been meaning to remake that Zangief vid for a while. There’s actually 3 combos I need to add and 2 combos I need to modify. I’ll probably work on him after I’m done with the current character.
Try VC2 instead. Usually using VC1 will make the shadow of the Cannon Spike hit and pop the opponent up further than normal. You’re also likely to hit with the shadow of the Cannon Drill if it hits low. Using VC2 is ideal for minimizing the number of shadow hits during the DP loops. It can also be used to setup a CC (as seen in the vid).
So far I’ve done most of those VC’s on just about everyone in the cast (I play Cammy a lot), except for the mid-screen DP crossup loop. I’ve only tested that one on a few characters and it seems to work on mid and small sized characters. I’m not entirely sure how well it works on the big guys (gief, sodom, cody, birdie), but it does at least work on character sizes ranging from Blanka to Ryu.
However, most of them should work on everybody except for Birdie. IIRC, Birdie is a lot harder to grab with the Hooligan->CSP ender. But that’s the only character that comes to mind.
I apreciate your work man, keep it up.
To bad my favorite SFA3 char is not there yet, I hope Ken will be added soon…
And if it’s not to much trouble I would love to see the moveslist for Ryu’s combo’s and if you can get Ken’s combo’s please explain them right away to.
Anyway you must be some SFA3 genius to know all these combo’s. Good work man!!
I’d like a full explanation to this.
Thanks.
By default the individual games (like SFA3) are not arcade perfect. Going into the dipswitch settings you can choose from a list of arcade roms. Switching to the right version makes it arcade perfect. Check the SFAA thread.
Xeno, I like to know how you execute the Guy combo at 20 secs from your new vid. I nearly always run to far after the Chain and you get an elbow out as first thing after the run? -_-
I said it once and say it again, some great stuff.
Update: Karin
Update: Added Karin
Thanks. Cancelling the RH with qcf+LK causes the FF-Chain switch to stay active (like a proximity cancel), that’s why then the run ends the first hit is the FF-elbow. You don’t want to wait for the RH to end, you want to cancel it with the run so that the next attack is the elbow.
And to make sure you don’t run too far, you can press qcf+LK right as the RH connects, then piano/drum the kick buttons to cancel the run quickly. It doesn’t matter which kick button you press to cancel the run since any kick will cause it to cancel (unlike Maki).
Thx a lot, I consider this info next time and don’t wait till the RH motions has ended. Well for the run, I never thought any kick cancels it, also cool info.
You know damn well I’m going to ask for the transcripts Xeno, but jesus FUCK six minutes worth of shit, man am I ever in over my head.
Actually scratch that, I’ll try and learn this on my own, I probably wouldn’t have understood the transcript anyway.
;_;