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

The transcript will help with the different strengths of special moves. But I hate typing up transcripts so I’ll have to get back to you in a bit.

And remember to concentrate on her non-otg stuff first. That’s like the first 7 combos. :stuck_out_tongue:

Got a problem with Rolento’s corner VC.
The:
VC2: c. LK (x4), (Super-jump) MP one.
Half the time I end up crossing over when I do the super jump.

Also, how do you do the RH, (Super-jump) RH, (Walk-back) RH one?
When I try, they always fall after the second jumping RH.

in the karin vid i noticed ryu flipped a lot for the CC’s at the beginning. is that normal? or did you do it so the damage scaling would reset. And if it was for the latter reason is it still totally inescapeable?

Try timing the sj.MP late. I forget how big of a window you have for pressing the MP for it to combo, but I do remember it had to be late in order to not cross up, and also so that the shadows would combo.

For the RH combo, try timing the SJ late after hitting with RH. You have a large cancel window while the RH is still in it’s active frames. And the action when you land from the SJ is a walk cancel (like a crouch cancel). Press down+back to crouch as you land, then cancel the crouch by holding back. It actually should be much easier than a crouch cancel to perform.

Normally players choose to not tech flip, even though they can. It’s to avoid the damage reset. And yes, it’s mostly inescapable. I say mostly because there is an off-chance that you could time the last palm too early and thus the opponent is too high in the air – which, if the opponent chose to backward-tech they would be too high in the air to be hit by j.LP. However, this is pretty rare.

The reason it’s so hard to escape is because it’s easy to time the palm late. And provided you do, the shadow of the palm launches you into the air right as Karin is recovering regardless of what you do. The size of the j.LP hitbox is rather large and lasts for quite a few frames, so even if you intentionally were to tech very late or very early or not at all, it wouldn’t matter, you’d be in range of the j.LP.

Point is kind of moot if you’re good with CC’s anyway as shown in the one instance the opponent doesn’t tech. Her airthrow and command grab both break damage scaling rules (slams) and her airthrow sets up her OTG – which allows her to tag on huge ammounts of damage at the end of a combo.

Watch how during that combo her CC j.RH’s do a pixel of damage per hit, but then even though the opponent tech-hits her air throw, she adds a large ammount of damage both with the airthrow and the OTG grab.

[Edit]: The reason I had the opponent tech so often in the vid was to cut down on the video length a bit.

Wow, that’s a huge pain in the ass.
Also, I got to thinking about it, and crossing over even if by accident, actually sounds pretty useful, because they’re almost guaranteed to take a bunch of unscaled damage.

On a side note, when the opponent doesn’t tech in the other videos, it’s because they couldn’t.

It sounds complicated but it’s easier than his crouch cancels, that’s for sure. It’s just a walk cancel followed by a late SJ.

Thanks again Xeno, I’ll wait patiently for the transcript whenever you feel like writing it up :D.

Question for Xenozip:

How quick do you have to hit s.jab, s.short, s.jab with Guy in order to connect all of that into the Final Fight combo? I can do it, but only after jump in fierce I hit s.short and then go into Final Fight combo. Is it really that time restricted?

I don’t really know how to describe frames, so I’ll just give you data (sorry).

You have to press JP, SK, JP very fast. After JP, you can press SK 10 frames later, then JP 12 frames later. There’s a 3 or 4 frame window for each input, though the sooner you press it the better.

But keep in mind that this doesn’t work on everybody. It’s character specific. You’re better off doing JP, JP, JP, SP, FP, RH – because it’s less character specific.

Or SK, JP, JP, SP, FP, RH.

Hopefully I’ll have some videos for Bison (cape) Dee Jay and Guile later on today (Wednesday). They’re a bit amateurish since I made them without using a computer (long story), but they got a little better each time (Bison, Dee Jay and Guile in that order).

Look forward to it.

(Starter) -> (Mid) -> (Ender)

(Starter) can be:

  • dp+FP (palm – strongest)
  • rdp+FP->FP (elbows – medium damage)
  • anti-air rdp+JP->JP (elbows – higher medium damage)
  • dp+SK (hopkick – weakest)

(Mid) after Starter can be:
[dp+FP, whiff qcf+FP -> toward+JP]xN (palm->rekkapalm loop)
[dp+FP, whiff qcf+FP, df+JP -> df+JP]xN (palm->eblow loop)

(Ender) can be:
[dp+FP]xN (palm corner loop)
[dp+HP, whiff qcf+P -> toward+FP] (end with either FP palm or FP rekkapalm)

To connect the starter with the mid, use dp+FP if you started with anything but the dp+FP. If you started with dp+FP then use either the rekkapalm or the rekkaelbows.

For the ender, using VC2 the shadow of the FP-palm or FP-rekkapalm hits as you recover, immediately do jump toward JP, then walk cancel (shadow hits), then crouch cancel jump toward RH. End with Punch air throw or Kick air throw for added slam damage.

Her rekka (qcf+P) moves, her dp+K (hopkick) and rdp+P (elbows) are always stronger when you use the light attacks (JP or SK) but at the cost of range. So during her midscreen stuff you’ll get more damage if you use JP for the rekka palm or JP rekka elbows. For the stand-alone palm (dp+P) though, you get more damage using dp+FP – you should always be using FP for her stand-alone palm (dp+P). However, you should use FP for her rekka palm when you’re setting up her CC.

The unblockables and OTGs are as you see in the video – FK overhead (TK+FK) was used for the OTG loops and SK overhead (TK+SK) was used for the corner unblockable. 360+RH was used for most command grabs, for damage. Only reason to use 360+SK is for range, at the cost of damage.

Even if you’re not good with crouch cancelling, the best advice I can give for Karin’s ender is to still do the crouch cancel setup, then attempt a walk cancel (which is must easier than a crouch cancel) then grab your opponent with an air punch throw. Because the air punch throw is a slam it breaks damage scaling rules regardless of weather the opponent tech-hits or not. The reason why I recommend using the air punch throw is because the air kick throw is character-specific in the corner, but the punch throw is universal (also for hitbox reasons).

One last thing to note about Karin that wasn’t seen in the video is that you can VC activate and then use one of her command counters (qcb+P/K) to counter an opponents attack, but this is mostly useless against normal attacks and slightly more useful against special moves or jump-ins. I wouldn’t recommend relying on it, but it’s possible, and the command counter can be special canceled during a VC so you can go from a counter to her midscreen or corner loops.

If the different strengths of buttons is too complicated or too much to remember, the best advice I can give is to always use FP for everything.

Sweet.

Thanks Xenozip!

NEXT TIME I WONT STEP ON UR JUNKZ I SWEARZ

Vids up:

V-Bison
[media=youtube]6qUVD_TwEMI[/media]

V-Dee Jay
[media=youtube]BK5tNCRAO_E[/media]

V-Guile
[media=youtube]u4vwS4B6TOk[/media]

There are random whiffed normals after some of the combos, because editing was a pain in the ass.

Bison stuff is against X-Charlie at the start, so it should be noted that he takes a little more damage than average, since he’s in X-ISM. The air throws at the end of the combos can of course be avoided. Sorry about all the taunting, in hindsight. Midscreens can’t be started with crouching Forward xx SK Knee Press vs crouching characters, I don’t think, but will work vs standing characters. If they crouch you need to use VC1 (now that I think about it, there was a VC1 combo that I totally forgot about) which does less damage, or use VC3 but start with crouching Fierce if they’re crouching.

After the first Dee Jay combo, Sodom should be able to air block the shadow after he flips (and then be guard broken, actually), but I had guard turned off for the confusion VC at that point. The stuff with the…uh…upkick move, just demonstrates that it can setup a crossup. The Machine Gun Upper afterwards just shows that I had air recovery turned on.

Dee Jay can keep people midscreen and not have to worry about corner VCs by using his crouching Fierce (the downwards elbow strike) as you can see in a few of the combos. He can actually juggle them OUT of the corner too, which can also be seen. Second combo with the Air Slasher (Max Out, the fireball) was done to show distance. I could have started it from further away, but I was being lazy.

This is recorded using the Saturn version so the Air Slasher corner VC may not work on SFA Anthology or the DC version, I don’t know. I’m pretty sure all combos involving comboing after the Air Slasher are out the window.

The Guile confusion VC can be rolled out of, I’m pretty sure, since it ends with a Roundhouse flash kick. The VC at 48 seconds just demonstrates that you can transistion the midscreen VC into the corner one, since they’re the exact same thing. After the standing Roundhouse VC, Balrog could have air blocked the jumping Forward, but again, I had blocking turned off. The anti-air VC right after that that starts with c.SP, I think I timed it too late, and Balrog actually lands instead of me juggling him. It doesn’t really matter.

The combo at 1:43 probably shouldn’t be in there, as it’s just an inferior version of the one right after. I was just trying to show Guile kicking behind him and still hitting.

General notes would be that I was sorta limited on editing options, so I couldn’t have the music fade or stop the video quite when I wanted. Timing works out in the Dee Jay vid, not so much in the Guile one.

Also, the midscreen confusion (“unblockable”) VCs do more damage than they should, since none of the hits are being blocked, as opposed to the opponent just missing the crossup or the high/low.

Thank you and goodnight.

Looks pretty good to me (good enough anyway – video editing is a bitch). Mind if I make a TS section in the first post for these?

I’m curious about the CC setups though. I vaguely recall (cape)Bison having an inescapable one. And finding one for Guile would be really nice, considering his airthrow slams.

The VCs you have on the first page, are they usable in an actual match?

You know, if you search on Youtube for a few minutes you could probably find videos of actual matches where combos like those get used, which would sorta answer your question. But to be fair, there are also some…less impressive matches on Youtube.

Xeno- sure. If nothing else it will keep you from getting requests for Bison/Dee Jay/Guile.

Good stuff in the Ryu vid, btw. Which speed fireballs did you use for that first DP->fireball midscreen which juggled all the way to the corner?

edit: Guile and Dee Jay both seem to be able to do standing Strong x2 and have it be unflippable (if they flip they get reset), at least on the Saturn version. The timing for the jump after may change, though. Both in VC3, for Guile s.SP xx b+RK also seems to work, and so does b+SP xx s.SP. There’s some flash kick reset (unblockable shadow hits them as soon as they flip) that I did once when messing around, but I didn’t experiment with it much. For Dee Jay s.SP xx b+FP also seems to work. Didn’t find anything for Bison, though simple b+FP x2 in VC3 seemed to work, but only if they flip,

Yes. That’s pretty much the point of making them and posting them.

Gen is the only exception at the moment. His VC’s are not practical and Gen is better off in A-ism anyway. Aside from Gen, everything else can be used and/or relied on in an actual match,

All of them are fierce fireballs. The combo is still very tricky though because you can’t execute another fireball untill the last on has left the screen (either because it hit or because it went out of bounds). The 5th toward+FK has to be timed late in order to give time for the previous fireball to leave the screen.

Ryu’s midscreen’s are still not worth it, though. Although you can learn to execute them well enough to rely on them, it’s still so much wiser to save your meter for the corner.

When you get the time, can you post the Cammy transcript? :lovin:

Thanks!

Most of the Cammy ones are posted in the VC’s Reborn thread (posts 231 and 232 by Middlekick – and posts 247 and 249 by me).

Also, check the Juni VC’s in the second post, they are mostly the same starting from combo number 5 (midscreen and up).

I’m a little backed up on transcripts at the moment. I’ll get to them when I can.

Thanks for that link:) That’ll help me out immensely:D