View Full Version : SFA3: Character VC's Reborn
Originally posted by Geekboy:
Akuma
VC1, Jab DP, [Fierce FB, Fierce Demon Flip->Kick, land, repeat from FB], repeat brackets until corner, then do s.Fierce, whiff FB xn.
VC2(or VC3), Strong DP, b+Roundhouse [Fierce Demon Flip->Kick, land, Fierce Demon Flip->Kick, land, s.Fierce]. When you get to the corner, and you still have meter, do one Demon Flip->Kick, land, and do another Demon Flip with nothing, land, and do b+Roundhouse again to continue the combo or you can do the s.Fierce, FB pattern. (Thanks to Sabre for clarification)
-Above combo is for 2P side, if you're 1P do whiff s.Fierce -> Fierce Demon Flip->Kick (Thanks to Mouko for more clarification)
VC3, c.Forward, c.Roundhouse, Strong Demon Flip, OTG Fierce grab, [s.Roundhouse, Fierce Demon Flip->Kick, land, s.Roundhouse] until corner. Once in the corner, just do whiff Jab FB into s.Fierces. Once the meter runs out, you can jump foward and then Demon Flip into a punch or something. (Thanks to Raz0r)
-When ending a VC with Akuma, you can add in Demon Flips right before the meter runs out. Do the s.Fierce, FB, when the meter's down to 5%, you can do Fierce Demon Flip->Kick, land, c.Fierce, Jab Demon Flip->Kick.
Akuma Unblockable (Thanks to Mouko)
(Do when opponent has no meter, so it's safe)
VC1: c.Short, Fierce Red FB, Fierce Demon Flip->Punch(hit late), c.Short (unblockable), Blue FB to the Demon Flip/FB combo
Cody
VC2, c.Strong, [QCF+Forward, f+Roundhouse, whiff QCF+Forward, s.Fierce], repeat brackets, when you get to corner do: s.Fierce, QCB+Jab xn (if you fall back, use QCF+Forward once instead of a Criminal Upper)
VC3, c.RH, f+RH, whiff QCF+Forward, [s.FP, whiff QCF+Forward], when you get to the corner [s.Fierce, whiff QCB+Jab] for like 2 sets, then do s.Fierce, j.Short, CC j.Shorts for his infinite.
Sodom
VC2, s.Strong, Fierce Scrape, whiff Strong Scrape, Fierce Scrape, [s.Roundhouse, whiff Jab Scrape], repeat brackets until corner then do: s.Roundhouse, Fierce Scrape x2 (you should now change sides), b+Fierce, whiff Jab Scrape, [s.Roundhouse, Jab whiff Scrape], end with 360+Roundhouse
-VC1 makes his CC infinite possible (Thanks to Mouko)
-Another way to start thie VC is Activate, c.Short, c.Forward, Fierce Scrape, s.Roundhouse...IMO, a more effective way to start it since it's not that big a difference and it's easier.
-CC infinite: VC1 requirement, keep doing the s.Roundhouse, whiff Jab Scrape, when the meter gets down at 5%, after the Jab Scrape, quickly do a s.Strong, and repeated jump forward Fierces (you can continue the CC infinite into midscreen but doing a j.Fierce, then j.Short, now you can continue to the other side).
Sakura
VC1, Jab DP, b+Fierce, QCB+Forward, , repeat brackets until corner, then do: s.Fierce, whiff Hadoken, repeat this until meter is at 5%, after the Hadoken, do a s.Strong, then CC j.Fierces.
-You may have to use an occasional QCB+Forward instead of Short if it looks like they're pushed too far. What I usually do is alternate between both Hurricane Kick strengths sometimes, but I only do this if I use the combo as anti air or I don't hit the DP deep enough.
[B]Zangief
VC3, KKK, [s.Fierce, whiff DP+Fierce], repeat until the corner, then do s.Roundhouses. The kicks last long enough to keep them from flipping out of the combo.
Ryu
(Ryu has a WEAK midscreen 'Barely does more than 25+%, so just save the meter until you're in the corner)
(Corner) VC1, [c.Forward, Fierce FB, c.Forward, Fierce FB, hopkick]
-This VC is easy to remember, but when it comes to crunch time, it's VERY easy to mess up since you have to do it real real fast, but when you finish it completely, it's 70%, A LOT of damage.
Dhalsim
(Corner) VC1, [c.Short(slide), Jab FB]
-You have to do this FAST in order for it to work, otherwise you'll be pushed away.
(Midscreen) VC2, c.Short or c.Forward slide, Fierce FB (takes em in the air), immediately hit em with s.Roundhouse, [DP+KKK, Fierce FB, DP+KKK, Fierce FB] repeat until you hit the corner, and juggle with repeated Yoga Flames (Thanks to Sabre)
Mika
VC1, c.Strong, [QCB+RH], repeat xn, when meter runs out, do c.Jab, QCB+RH.
-Midscreen-
Anti-Air:
VC1:low jab(deep)-> roundhouse shooting peach(qcb+k)-> roundhouse shooting peach x n-> low fierce.
Ground:
VC1: low fierce-> roundhouse shooting peach x n
Alternate Midscreen ender(can be rolled from):
in corner qcb + roundhouse x n-> whiff standing roundhouse-> daydream headlock(360+k)
Crouch cancel:
counter hit jump attack-> crouch cancel activate vc1, jump roundhouse-> roundhouse shooting peach x n-> low fierce.
Midscreen Otg:
VC1:low short-> low forward-> low roundhouse-> whiff roundhouse shooting peach-> roundhouse daydream headlock(otg)
Standing fierce-> activate vc1, low roundhouse-> whiff roundhouse shooting peach-> daydream headlock(otg)
-Corner Otgs-
low roundhouse/fierce paradise hold-> activate any VC-> fierce paradise hold(360+p) x 4/fierce paradise hold x 3-> whiff low roundhouse-> roundhouse daydream headlock.
Note: this multiple otg combo is very inconsisent regarding when the opponent can recover and escape, so its ideal use is for a dizzy otg.
opponent dizzy: activate any vc-> short daydream headlock-> walk up short daydream headlock-> walk up roundhouse daydream headlock-> vc ends-> any combo.
-Unblockable-
knock them down with low roundhouse-> activate vc1-> cross up splash(jump+d+fierce)-> low short-> low fierce-> roundhouse shooting peach.
(Thanks to Middlekick)
Charlie
VC3, c.Short, [Short Flashkick, s.HK, whiff knee] then when opponent is cornered, repeat Roundhouse Flashkicks or crouch cancel mid air throws. (Thanks to Damien Jr)
Karin
VC3, [Fierce Palmstrike (QCF+Fierce), Fierce Double Elbow (whiff first hit, RDP+Fierce, Fierce)] repeat xn
OTG combo:
VC3, OTG 360->fierce palmstrike(perform by doing hcb+p)->fierce double elbow(2nd hit only)->fierce double elbow(2nd hit only)->[fierce palmstrike->fierce double elbow]*n till corner then palmstrikes
(Thanks goes to BLT)
Unblockable:
VC2 or VC3, 360+k, double elbow (whiff the second hit), dp+HP, hp palm strike x1(whiffs), f+hp finisher, dp+HP, hp palm strike x1(whiffs), f+HP, hp palm strike x1(whiffs), f+HP, DP+ HP.
(Thanks to El Diablo)
E.Honda
-Midscreen-
-Anti-Air-
VC1: b+roundhouse->whiff low roundhouse-> fierce super zutsuki(b,f+p) x n
-Ground-
VC1: low strong-> fierce super zutsuki x n
-Crouch cancel-
counter hit jump attack-> activate vc1, jump fierce x n
-Midscreen ender(can be rolled from)-
fierce super zutsuki x n till just before you reach the corner: whiff roundhouse super hyakkan otoshi(d,u+k)-> otg ooichou nage(360+p) x 2~3
-Corner-
activate any vc: ooichou nage x 4
note: p1 only
counter hit jump fierce-> crouch cancelled jump fierce-> b+roundhouse(2 hits)-> dizzy-> activate any vc-> dizzy otg ooichou nage x 4-> vc ends-> any combo.
Note: p1 only.
(Thanks to Middlekick)
Birdie
-Midscreen-
-Ground-
VC3:low short-> low strong-> jab bullhead(b,f+p)-> strong bullhead x n-> in corner stand strong-> whiff jab bullhead x n
-Anti-Air-
VC1:b+fierce-> whiff jab bullhead->[stand strong-> whiff strong bullhead] x n-> in corner stand strong-> whiff jab bullhead-> meter at approx. 5%-> whiff low strong-> shadow hits-> [crouch cancelled jump strong x n->till meter at 50%-> activate vc1-> crouch cancelled jump strong] x n
Note: p1 only
VC3:b+fierce-> whiff jab bullhead-> [stand strong-> whiff strong bullhead] x n in corner-> [stand strong-> whiff jab bullhead] x n
-Corner ender(can be rolled away from)-
in corner: [stand strong-> whiff jab bullhead x n]-> whiff stand forward-> murderer chain(360+p)/bandit chain(360+k) otg.
-Crouch cancel-
counter hit jump attack-> crouch cancelled jump activate vc1, jump roundhouse x n-> vc ends-> crouch cancelled jump strong x n.
-Corner-
jump roundhouse-> low fierce(2 hits) jab bullhead-> dizzy-> activate vc1: short bandit chain(otg)-> whiff strong bullhead-> jab murderer chain(otg)-> vc ends-> any combo.
counter hit jump fierce-> crouch cancelled jump fierce-> low fierce(2 hits)-> final bullhorn(hold short+forward)-> dizzy-> empty jump roundhouse bandit chain x 3-> vc ends-> any combo.
Note: p2 only
counter hit jump roundhouse-> crouch cancelled jump roundhouse-> low fierce(2 hits)-> final bullhorn-> dizzy-> bandit chain(otg)-> murderer chain(otg)-> vc ends-> any combo.
Note: p1 and against blanka only
(Thanks to Middlekick)
Juni
Ground
VC1, c.short, rh cannon spike, rh cannon drill, [s.fierce, rh cannon spike, rh cannon drill] repeat to corner, rh cannon spike x n, s.fierce, fierce hooligan combo grab
Anti Air
VC3, [s.fierce, rh cannon spike, rh cannon drill] repeat to corner, rh cannon spike x n, s.fierce, fierce hooligan combo grab
Corner OTG
VC3, c.rh, foward mach slide, fierce earth direct, short cannon drill, [s.fierce, rh cannon spike, rh cannon drill] s.fierce, fierce hooligan combo grab
Notes: to continue combo out of the corner the 360 has to be landed with YOU in the corner - set it up 2 ways - either with them cornered where c.rh -> mach slide dashes past them of with you cornered when the mach slide keeps to corner side of your enemy.
50% VC Bar Corner OTG
VC3, c.rh, foward mach slide, fierce earth direct, short cannon drill, s.fierce, fierce hooligan combo grab
Other combos
jump fierce (counter hit), cc jump fierce, c.strong, rh cannon spike, land, VC3, OTG Fierce Earth Direct.
Variations on this involve doing c.strong -> mach slide, VC, OTG combo back out the corner etc.
(Thanks to Arma)
GeekBoy
06-10-2002, 12:13 PM
Thanks, but I got to edit a few of those. I'll PM you with the ones that need changing.
Changes made:
- Mika VC corrected
- Sodom VC modified
- Cody VC added
Thanks again Geekboy. :)
GeekBoy
06-10-2002, 12:49 PM
http://www.personal.psu.edu/users/r/x/rxd30/mvc1/sfa3/
el_diablo
06-10-2002, 02:15 PM
once again, here is karin's best unblockable:
(VC2/3)360+k, double elbow(one hit, the first one, the 2nd one whiffs..... in arcade, you do a HCB+MP to do it after the command throw), dp+HP, hp palm strike x1(whiffs), f+hp finisher, dp+HP, hp palm strike x1(whiffs), f+HP, hp palm strike x1(whiffs), f+HP, DP+ HP.
Added El Diablo's unblockable Karin VC.
Arma^
07-23-2002, 01:53 AM
Juni
Ground
VC1, c.short, rh cannon spike, rh cannon drill, [s.fierce, rh cannon spike, rh cannon drill] repeat to corner, rh cannon spike x n, s.fierce, fierce hooligan combo grab
Anti Air
VC3, [s.fierce, rh cannon spike, rh cannon drill] repeat to corner, rh cannon spike x n, s.fierce, fierce hooligan combo grab
Corner OTG
VC3, c.rh, foward mach slide, fierce earth direct, short cannon drill, [s.fierce, rh cannon spike, rh cannon drill] s.fierce, fierce hooligan combo grab
Notes: to continue combo out of the corner the 360 has to be landed with YOU in the corner - set it up 2 ways - either with them cornered where c.rh -> mach slide dashes past them of with you cornered when the mach slide keeps to corner side of your enemy.
If I remember correctly this doesn't reach the corner, I remember doing a cannon drill then having enough VC to do another but not repeat the fierce cannon spike etc... so I used to finish the VC with s.fierce, rh cannon, short cannon drill, short cannon drill (VC ends) s.fierce, hooligan combo grab.
50% VC Bar Corner OTG
VC3, c.rh, foward mach slide, fierce earth direct, short cannon drill, s.fierce, fierce hooligan combo grab
Heh 50% damage...
Other combos
jump fierce (counter hit), cc jump fierce, c.strong, rh cannon spike, land, VC3, OTG Fierce Earth Direct.
Variations on this involve doing c.strong -> mach slide, VC, OTG combo back out the corner etc.
Juni roolz! :D
Middlekick
07-23-2002, 10:52 AM
Originally posted by soma
Originally posted by Geekboy:
Mika
VC1, c.Strong, [QCB+Short], repeat xn, when meter runs out, do c.Jab, QCB+Short.
-Midscreen-
Anti-Air:
VC1:low jab(deep)-> roundhouse shooting peach(qcb+k)-> roundhouse shooting peach x n-> low fierce.
Ground:
VC1: low fierce-> roundhouse shooting peach x n
Alternate Midscreen ender(can be rolled from):
in corner qcb + roundhouse x n-> whiff standing roundhouse-> daydream headlock(360+k)
Crouch cancel:
counter hit jump attack-> crouch cancel activate vc1, jump roundhouse-> roundhouse shooting peach x n-> low fierce.
Midscreen Otg:
VC1:low short-> low forward-> low roundhouse-> whiff roundhouse shooting peach-> roundhouse daydream headlock(otg)
Standing fierce-> activate vc1, low roundhouse-> whiff roundhouse shooting peach-> daydream headlock(otg)
-Corner Otgs-
low roundhouse/fierce paradise hold-> activate any VC-> fierce paradise hold(360+p) x 4/fierce paradise hold x 3-> whiff low roundhouse-> roundhouse daydream headlock.
Note: this multiple otg combo is very inconsisent regarding when the opponent can recover and escape, so its ideal use is for a dizzy otg.
opponent dizzy: activate any vc-> short daydream headlock-> whiff short shooting peach-> otg roundhouse daydream headlock-> vc ends-> any combo.
-Unblockable-
knock them down with low roundhouse-> activate vc1-> cross up splash(jump+d+fierce)-> low short-> low fierce-> roundhouse shooting peach.
Edit: corner otg modified.
Middlekick
07-23-2002, 11:30 AM
E.Honda
-Midscreen-
-Anti-Air-
VC1: b+roundhouse->whiff low roundhouse-> fierce super zutsuki(b,f+p) x n
-Ground-
VC1: low strong-> fierce super zutsuki x n
-Crouch cancel-
counter hit jump attack-> activate vc1, jump fierce x n
-Midscreen ender(can be rolled from)-
fierce super zutsuki x n till just before you reach the corner: whiff roundhouse super hyakkan otoshi(d,u+k)-> otg ooichou nage(360+p) x 2~3
-Corner-
activate any vc: ooichou nage x 4
note: p1 only
counter hit jump fierce-> crouch cancelled jump fierce-> b+roundhouse(2 hits)-> dizzy-> activate any vc-> dizzy otg ooichou nage x 4-> vc ends-> any combo.
Note: p1 only.
Birdie
-Midscreen-
-Ground-
VC3:low short-> low strong-> jab bullhead(b,f+p)-> strong bullhead x n-> in corner stand strong-> whiff jab bullhead x n
-Anti-Air-
VC1:b+fierce-> whiff jab bullhead->[stand strong-> whiff strong bullhead] x n-> in corner stand strong-> whiff jab bullhead-> meter at approx. 5%-> whiff low strong-> shadow hits-> [crouch cancelled jump strong x n->till meter at 50%-> activate vc1-> crouch cancelled jump strong] x n
Note: p1 only
VC3:b+fierce-> whiff jab bullhead-> [stand strong-> whiff strong bullhead] x n in corner-> [stand strong-> whiff jab bullhead] x n
-Corner ender(can be rolled away from)-
in corner: [stand strong-> whiff jab bullhead x n]-> whiff stand forward-> murderer chain(360+p)/bandit chain(360+k) otg.
-Crouch cancel-
counter hit jump attack-> crouch cancelled jump activate vc1, jump roundhouse x n-> vc ends-> crouch cancelled jump strong x n.
-Corner-
jump roundhouse-> low fierce(2 hits) jab bullhead-> dizzy-> activate vc1: short bandit chain(otg)-> whiff strong bullhead-> jab murderer chain(otg)-> vc ends-> any combo.
counter hit jump fierce-> crouch cancelled jump fierce-> low fierce(2 hits)-> final bullhorn(hold short+forward)-> dizzy-> empty jump roundhouse bandit chain x 3-> vc ends-> any combo.
Note: p2 only
counter hit jump roundhouse-> crouch cancelled jump roundhouse-> low fierce(2 hits)-> final bullhorn-> dizzy-> bandit chain(otg)-> murderer chain(otg)-> vc ends-> any combo.
Note: p1 and against blanka only
Added Middlekick's R. Mika, E. Honda, and Birdie VCs, and Arma's Juni VCs.
TigerGenocide
07-23-2002, 02:40 PM
Can someone put up some rolento and Vega?
Middlekick
07-24-2002, 11:03 AM
Vega
-Midscreen-
-Anti Air-
VC3:low jab-> roundhouse scarlet terror(db,f+k)->[stand roundhouse-> roundhouse scarlet terror] x n -> in corner[stand fierce-> stand roundhouse-> short backslash(kkk)] x n
-Ground-
VC3: low short-> roundhouse scarlet terror x 2->[stand roundhouse-> roundhouse scarlet terror] x n -> in corner[stand fierce-> stand roundhouse-> short backslash(kkk)] x n
-Crouch cancel-
Counter hit jump attack-> crouch cancel jump activate vc1, crouch cancel jump roundhouse x n -> vc ends-> crouch cancelled jump short x n
P1 only.
Note: If you're p2, once you get to the corner you need to do a jumping roundhouse to hit them out of the corner in order to continue in the other direction.
-Corner-
VC2:low forward-> fierce rolling crystal flash(b,f+p) x n
Note: it also makes a good block damage vc in the corner.
Renegade
07-24-2002, 04:17 PM
Actually... with Juni's VC's... it's better to use her Forward Spiral Arrow (Cannon Drill, whatever) than her Roundhouse. This also applies to Cammy. Beware her overhead, it likes to come out if you dont properly tap back->forward.
Why do you ask? Becase the RH version is designed to hit twice up close, so the Forward one actually does MORE damage at far range (which all of her customs put her in). Besides less hits= more damage, that's why the best combos are VC3.
As for Chun,
VC3 (Corner) Repeated Fierce Fireballs x N
VC3(Corner, Opponent must be airborne) VC3, Crouch RH x N
*This one is hard to setup, but it's most often got by hitting someone in the air in the corner. Either they flip and you CC them, or they fall and you CC juggle them.
Also, I have a faint idea of what her infinite is.
It's VC1 (i think) (Anti Air) Crouch RH x 2, walk forward, whiff stand Short so that the shadow hits, {Jump short, land, cc Jump short, land, cc jump heel stomp x 4} repeat brackets until you get bored.
The timing is really tricky on the stand short whiff, and during the infinite part it may be required that you only do 1 jump short. I've never pulled it off.
Vega also has his anywhere-GC VC which would be VC1- Repeated crouching Roundhouses. They can just stand up and take the sweep though...which sucks. You might try to go for some confusion VC then, but that's only for the bold, and the daring.
Originally posted by Middlekick
Vega
-Ground-
VC3: low short-> roundhouse scarlet terror x 2->stand roundhouse-> roundhouse scarlet terror] x n -> in corner[stand fierce-> stand roundhouse-> short backslash(kkk)] x n
-Corner-
Budget version of this VC would be VC1(?)/2/3- crouching Short or Forward, [RK flipkick, crouching Fierce]x2, RK flipkick, crouching Strong, Rk flipkick, whiff crouching Roundhouse to close distance, RK flipkick, Crouching Fierce or Strong...etc.
Renegade- I think you mean VC1 for that first combo.
The Cerebral Assassin
07-24-2002, 10:05 PM
What about V Juli?
VC3 (corner only): Activate VC, repeated roundhouse Cannon Spikes, VC ends, s. fierce, roundhouse Cannon Spike or roundhouse Sniping Arrow. You can start this VC after a Spining Knuckle or a Sniping Arrow from full screen.
VC3 (midscreen, against jumping opponent): Activate VC, s. fierce, roundhouse Cannon Spike, s. roundhouse, forward Sniping Arrow, repeat until you get to the corner, repeated roundhouse Cannon Spikes, VC ends, s. fierce, roundhouse Cannon Spike or roundhouse Sniping Arrow.
VC1 (midscreen): Activate VC, s. fierce, any strength Sniping Arrow, c. fierce, any strength Sniping Arrow, j. short, j. up/forward + short, c. fierce, any strength Sniping Arrow, any strength Sniping Arrow, VC ends, juggle opponent with j. short, c. fierce until you get to the corner, s. fierce, roundhouse Cannon Spike or roundhouse Sniping Arrow.
Renegade
07-24-2002, 11:51 PM
God... Juli is soooo bad.
Psycho Power J
07-25-2002, 03:42 AM
Sadly, yes. Juli is basically Cammy with only two moves.
Yes. Hotter than Cammy tho. You may just want to stick with A/X-ISM for Juli, since I don't think her VCs are that great.
The Cerebral Assassin
07-25-2002, 11:37 PM
Originally posted by TS
Yes. Hotter than Cammy tho. You may just want to stick with A/X-ISM for Juli, since I don't think her VCs are that great.
But they're great against opponents who jump in. When her Sniping Arrow hits, and if they're right by the corner, she can go for a corner VC. She has okay ground combos and good normals but yeah, Juni is much, much better. I just don't like using characters with "charge" moves.
Sandman
07-27-2002, 05:28 AM
Does anybody know all of the v-ryu confusion VC,I already know about the valle one but wanted too know the others too.
Raz0r
07-27-2002, 07:54 PM
Originally posted by The Cerebral Assassin
But they're great against opponents who jump in. When her Sniping Arrow hits, and if they're right by the corner, she can go for a corner VC. She has okay ground combos and good normals but yeah, Juni is much, much better. I just don't like using characters with "charge" moves.
You suck! Lolol, come to Jersey again and play me in A3. I actually play this game alot more now. :eek:
As for a cool looking VC with Gief:
360+K UP CLOSE!!! Not far. When you land do a f+strong and cancel quick as hell into his VC, then do an OTG 360+K. It's a waste of meter but looks mad hot. :D
If I remember some more, I'll post later. See ya.
The Cerebral Assassin
07-27-2002, 08:50 PM
Originally posted by Raz0r
You suck! Lolol, come to Jersey again and play me in A3. I actually play this game alot more now. :eek:
I might come back to Jersey about a year or two from now, but details are still fuzzy.
I'm still working on V Juni but I still use V Juli alot.
Anywhoo, can someone post V Sagat VCs?
VC1 (corner only): Fierce Tiger Uppercut, land, whiffed c. forward, fierce Tiger Uppercut, whiffed c. forward, repeat until VC ends.
Otaku Anime Gamer
07-28-2002, 08:58 AM
Originally posted by The Cerebral Assassin
I might come back to Jersey about a year or two from now, but details are still fuzzy.
I'm still working on V Juni but I still use V Juli alot.
Anywhoo, can someone post V Sagat VCs?
VC1 (corner only): Fierce Tiger Uppercut, land, whiffed c. forward, fierce Tiger Uppercut, whiffed c. forward, repeat until VC ends.
Mid Screen: (VC3) Jab Tiger Uppercut, standing fierce, wiffed f.Tiger Knee :REPEAT TILL CORNER: At corner standing fierce, wiffed r.Tiger Shot.
shadowcharlie
07-28-2002, 09:50 AM
regarding the geif vc, id like to add that the way i see my boy mrvlous_one finish it is wiff a second green glove in da corner and otg grab....
also the corner vega(balrog) combo doesnt need to be vc2 it can be either and in v1 it does a tad more damage but the timing is pretty tight.
EvilRyu10585
07-31-2002, 12:04 AM
can someone tell me the best customs for adon and charlie anti air and ground and which vc to use
Muskau
11-08-2002, 01:31 AM
I've got some VC's for Ken, I'm not sure if they are all right so someone correct me on these if they are wrong please.
Ken's basic VC's
Mid Screen:
VC3 (Activate point blank)JP Dragonpunch, FP, (FP DragonPunch, RK) repeat until corner
Corner Juggle:
VC3 (Activate point blank) JP DragonPunch, (FP, Hadoken) repeat until meter low then FP DragonPunch
Corner:
VC1: (Point Blank) Hadoken, Standing Close FP, Hadoken, (F+RK, Very Early Cancel Hadoken) Repeat
Corner(crush):
VC2 (opponent close) crouching MK, RK Tatsumaki repeat
(can be AC'd if opponent is blocking)
Kens cornertrap 100% combo:
Jump-in deep FP(blocked), VC(FP+RK), crouching SK, Hadoken, crouching FK, Hadoken, standing JP,(Jump-in FP, crouching FK, Hadoken, crouching FK, Hadoken, standing JP) repeat until VC at 1% then FP Shoryuken
Roll repeat cross-up trap:
Jump-in activate VC(FP+RK), (during Jump-in deep FP, crouching SK, crouching RK, FP Hadoken, JP roll, jump-in) repeat
How this VC works is, the opponent gets knocked down with crouching RK, Ken then throws a FP Hadoken, rolls, and then jumps forward... normally this would cross-up the opponent, but just as Ken reaches the Apex the opponent gets up and is hit by the Shadow of Kens Hadoken, this pushes them back in front of Ken but they are now facing away from Ken, so Ken gets a free jump-in FP at there back, thus starting the VC again.
Also I think this VC only works against shorter characters, Ken may not be able to get the same results on Zangief for example.
Crouch Cancel Finisher:
(Opponent in air after end of Corner VC) Cancel Hadoken into crouching SP, CC. Jump-up FP, CC. Jump-towards corner RK, CC. Jump away from corner FK, CC. Jump towards corner FP, CC. Jump towards corner FP, Crouching FP, FP Shoryuken
scuddman
11-08-2002, 04:25 AM
This is the sagat one I use:
VC 3: jab tiger uppercut -> stand fierce -> short tiger crush ->
[stand fierce -> roundhouse tiger crush] until corner, then you can do a variety of things. The easiest one in the corner with vc 3 is whiff sweep -> jab tiger uppercut over and over, but there are a lot of variants. It'll also work with vc 2 I think, but it doesn't work the same in the corner.
You can also start this v-ism off of roundhouse tiger crush instead of the tiger uppercut, but tiger crush can be air blocked, so only use it if you need the range.
To be honest sagat's not very good...his v-ism's hurt, and they work anywhere on the screen just like Sakura's, but he can't poke like Sakura or any of the shotos. On top of that, he doesn't have a command grab, a hopkick, or anything special like that, so it's hard to come up with a good confusion v-ism.
His tiger uppercut also has crap priority and speed compared to everyone else's shoryuken, so don't be suprised if you start the v-ism and get stuffed or air blocked.
Lastly, he doesn't have linking jabs or shorts, so you can't do short short short into a fireball or shouoken or something.
Muskau
11-08-2002, 04:42 AM
Well V-Sagat did win a Japanese regional tournament, so he can't be all bad, or maybe the player was just freakishly good with him.
But you can't really argue with results.
I just wonder where V-Ken sits in relation to V-Sagat
I've never heard about any big V-Ken winners
reckless_ken
11-09-2002, 12:11 AM
thanks for posting v-ken stuff!
joe
IcecreamPhoenix
11-09-2002, 06:54 PM
Originally posted by soma
Sakura
VC1, Jab DP, b+Fierce, QCB+Forward, , repeat brackets until corner, then do: s.Fierce, whiff Hadoken, repeat this until meter is at 5%, after the Hadoken, do a s.Strong, then CC j.Fierces.
-You may have to use an occasional QCB+Forward instead of Short if it looks like they're pushed too far. What I usually do is alternate between both Hurricane Kick strengths sometimes, but I only do this if I use the combo as anti air or I don't hit the DP deep enough.
Is this only used for AA or something, cuz when I do the first jab DP the comp flips out?
scuddman
11-10-2002, 10:33 AM
Sagat may have won a regionals, but in the past Dhalsim, Ryu, and Akuma always seem to dominate national tourneys.
Of course Bas and Daigo play v-akuma, and Daigo also plays V-Ryu. I believe Ohnuki also plays v-akuma, but I don't remember.
V Ken is considered crap. Basically he's not as good as either Ryu or Akuma, becaus he can't do anything the other two can't do better. Both have better fireballs as well as hurricane kicks. Akuma of course has all the variants on Bas combo, and Ryu is just a better overall character.
Sakura's ghetto v-ism is universal. Remember, if at any time you are in neutral state your opponent may tech out.
If you land the jab shouoken and wait around or walk around then the comp will tech out. You have to land the shouoken and canel it's finishing animations into b + fierce, then quickly cancel into her hurricane kick, then cancel again and again and again.
This isn't like cvs 2 where you can wait around until your opponent falls to the right height.
If you have the B4 tape or the B5 dvd take a look at how John Choi does it. I've seen him mess it up maybe once or twice out of all the times I've watched him play alpha 3.
Gunter
12-10-2002, 02:42 AM
I'm bored. BUMP.
bushin187
12-10-2002, 08:29 AM
some rolento vc's please !!
Mummy-B
12-10-2002, 08:31 AM
Guy?
ballpoint
12-14-2002, 05:33 AM
could someone post the EASIEST, most PRACTICAL / RELIABLE VCs (that do good reasonable amounts of damage) for the following characters? say u don't want to learn all of em in depth but want to have something for a random select session..
- Sodom
- Balrog
- Vega
- Bison
- Sagat
- Rolento
- Blanka
-
el_diablo
12-14-2002, 01:07 PM
now, here's a way get get back the same amount of vc back(40-45%) no matter the side(1p or 2p) with nash. strick timing and good execution needed.
ok. i'll explain with the corner vc.
vc3, then:
c.lk, lk sommersault, s.hk, c.hp, lk sommersault(whiff), s.hk, c.hp, c.hk(whiff), hk sommersault(3 hits needed, if not, opponent can guard recover after c.mp), hk sommersault(2 hits), c.mp(whiff).
now, the CC part. after the c.mp, you must do a j.mp(it must connect the latest possible, almost on the way down. if it doesn't, the last part will fail) then do 3 really fast cc j.hp, then do a cc.jump forward hp(thing is, because of the 3 jump hp, you won't land behind your opponent he is too low to be crossed up. and you must charge down as soon as you jump, timing is very strict. or else, the last sommersault will fail). when you reach the ground, do a c.mp, hk sommersault. voila. 40-45% vc back. you can try other setups for it.
enjoy.
oh, and if a vid is needed, i can do one. just ask me to do so.
Superassrider
12-14-2002, 01:42 PM
Originally posted by el_diablo
oh, and if a vid is needed, i can do one. just ask me to do so.
I'd appreciate if you would do one,since you are modifying the entire corner VC.
bison812
12-14-2002, 01:51 PM
Originally posted by bushin187
some rolento vc's please !!
If it hasnt been posted then i will offer a rolento CC.
Corner
VC3=>c.lk=>c.forward kick=>c.fierce super jump strong/fierce and repeat. I know in the arcade this connects but not to sure it does on the DC. Also there is a rolento cc that ohnki did on the B5 DvD. Check his out i like it better then this one if anyone knows then post.
el_diablo
12-14-2002, 03:17 PM
Originally posted by Superassrider
I'd appreciate if you would do one,since you are modifying the entire corner VC.
no i'm not, it's the same that i use in my vid. but i will do.
Originally posted by ballpoint
could someone post the EASIEST, most PRACTICAL / RELIABLE VCs (that do good reasonable amounts of damage) for the following characters? say u don't want to learn all of em in depth but want to have something for a random select session..
- Sodom
- Balrog
- Vega
- Bison
- Sagat
- Rolento
- Blanka
-
power outages are not fun. Let's try this again:
Sodom:
VC1/2/3 FP scrape (qcf+p), B+FP, whiff FP scrape, [stand RK, whiff JP scrape] until meter runs out, or until you get to the corner. I forget how to turn them around once you get to the corner. Probably in this thread somewhere. VC can be used to blow through projectiles, or as anti-air, or whatever. Won't beat certain moves though (like Gief's splash).
VC1/2, [blocked crouch RK, FP scrape] repeat until meter runs out. easier with c.RK, but c.FP is better because they can't just block high and take the hit. Good GC meter damage. You can actually SPD them with punch at some points, because they'll be blocking the shadow of something. And if they have a crappy reversal, you can start the VC again when they wake up, and SPD them again. Though I just go for one SPD at the end...
V-Rog sucks. Has like 2 VCs...one is in the corner, and it's basically just repeated Strong/Fierce headbutts in the corner, I think in VC3. Other is a midscreen CC vc that I forget...counter hit jump jab, cc jumping vc activation, and then cc jump Roundhouses in/to the corner, or something like that.
Vega:
VC1/2/3 Blocked crouching Roundhouse until meter runs out. Really good GC VC, but most people will just block high eventually, so at that point you either have to have something planned (crossup via c.RK, flipkick and roll, or make them block a shadow, and go for the wall dive, etc), or pull something out of your ass. Works midscreen and corner. You can do the same thing with repeated rolling claws, but it works best in the corner, with VC2 or 3 (VC1 and 2 will actually combo if they hit from the begining).
Other Vega VCs posted by Middlekick on the first page
Bison:
There's one I found (that I swear BAS stole), but I haven't done it in a while...let's see if I remember...
VC3 B+SP, knee press, [{b+Fp, whiff short knee press}x2, b+FP, whiff RK knee press, neutral standing FP, whiff RK knee press]x2, or something close to it. You may be able to do the [b+FP, whiff Short knee press]x3, but my memory is fuzzy. End with standing fierce, or b+SP xx teleport or f+taunt, or go for an air throw, or something. nice damage, midscreen only. You can start it with b+RK instead of off of a strong or Forward, since that's the only way it will work vs a few characters (IIRC, Chun Li, though that may have been a range issue).
Other VCs weren't so great. Two that come to mind or in the corner, VC1/2, [b+SP, whiff knee press], blocked, until your meter runs out. Nice GC, but escapable. I think he actually had something like c.SP, Short knee press in VC3 that may have been a legit corner VC, but did crappy damage. Other VC I remember was in the corner, and went something like VC2 or 3, knee press, [headstomp (end with skull dive)] over and over. Did almost no damage, but it looked cool. BAS had some cool teleport VC in the corner that did good damage, but I'm just listing simple stuff.
Sagat:
VC2/3(?), Jab Tiger Blow (uppercut), standing Roundhouse, [whiff RK tiger crush (knee), standing FP] until corner, then do standing Fp, whiff high tiger shot, standing roundhouse(?), [whiff high tiger shot, standing FP] until meter runs out. I think you can actually turn them around in the corner, and continue the midscreen if you use a fierce Tiger Blow, or something, but I haven't messed around with it too much. Midcreen, as anti air. Can be started with Tiger Crush to blow through fireballs and stuff.
VC1, repeated low tiger shots in the corner.
Don't remember the infinite or the setup
Rolento VC has been covered, and I think the cc walk one is somewhere in this thread
Blanka only has a couple VCs...a CC one, which I think is jumping counter hit, CC jump fierce until corner, and then cc jump vertical roundhouse until meter runs out. Other is in the corner, is is really more of a GC VC than anything else...VC1/2/3, [Crouching Short, crouching Forward, crouching Strong, whiff fierce ball], repeat. Fierce ball will whiff on it's own. Has a few holes in it, but they're sorta hard to see at first, and you can substitute something for a standing Strong or a crouching Fierce if you want.
Originally posted by EvilRyu10585
can someone tell me the best customs for adon and charlie anti air and ground and which vc to use
Charlie VC is on first page. I think Adon's VC goes VC3, Forward Rising Jaguar(dp+k), [crouching Fierce, whiff Forward Jaguar Kick, standing Fierce, whiff short jag kick]x2, or something like that... God I miss my Saturn.
He has a VC in the corner that goes VC2, crouching Forward, [crouching Fierce, Short Jaguar Kick] until VC runs out, and end with Rising jaguar or a sweep or something (because Short Jaguar Kick isn't safe from that range, even if it hits).
slight pause between the Forward and Fierce.
Mummy-B
12-15-2002, 12:00 AM
Originally posted by Mummy-B
Guy?
:(
ballpoint
12-15-2002, 05:28 AM
coolness. new nash thing to try out.
i've played around a bit with V-Sagat. the VC2/3 version works great for the midscreen but gets really really ugly at the corner, while the VC1 version is a corner VC that does ugly midscreen.
[VC1]
c.SK > RK.knee > FP (whiff) >
{RK.knee (whiff) > FP} to corner >
{FP > RK.shot} til meter low >
RK > FP.uppercut
actually the one above i just gave is pretty mediocre. i'll try the corner stuff TS jus listed.
ballpoint
12-15-2002, 07:26 PM
- ok.. question bout this Sagat VC. i found this on the old A3 thread; this is the infinite setup as described by Inigma iirc...
(from midscreen, ground start)
[VC2]
JP.upper > FP >
{RK.knee (whiff) > FP} to corner >
{FP > K.shot (whiff)} until meter at 40% >
K.shot (whiff. that's 2 K.shots in a row) >
JP.upper (shadow of upper hits as Sagat lands) >
j.SP > {ccj.SP} until dead
isn't this escapable..? between the jab upper and the jump, Sagat goes into a neutral state doesn't he..
- Bison VC! ripped offa TS' post;
[VC2]
c.FK > RK.scissors >
RK > SK.scissors >
alternate between {b.FP > scissors(whiff)} and {b.FP > psycho shot(whiff)} to keep juggling until corner >
at corner, {b.FP > psycho shot(whiff)} until meter runs out
- Sodom VC. from the first post on this thread:
CC infinite: VC1 requirement, keep doing the s.Roundhouse, whiff Jab Scrape, when the meter gets down at 5%, after the Jab Scrape, quickly do a s.Strong, and repeated jump forward Fierces (you can continue the CC infinite into midscreen but doing a j.Fierce, then j.Short, now you can continue to the other side).
i haven't tried this yet but between the strong and the jump, isn't that a neutral state?
Nibor
12-15-2002, 07:35 PM
The theory is that the shadow is supposed to hit right as a character goes into neutral state. If an attack knocks the opponent into the air while you're already in neutral state, the opponent cant flip unless you do something and then go back into neutral state (i.e. crouch into neutral position). So with CC setups like sakura, or sagat or almost anyone (an exception being rolento because he can cancel into his super jump during a VC) the character enters neutral state at the same time that the shadow from V-ism hits.
Superassrider
12-19-2002, 03:33 PM
Originally posted by Raz0r
As for a cool looking VC with Gief:
360+K UP CLOSE!!! Not far. When you land do a f+strong and cancel quick as hell into his VC, then do an OTG 360+K. It's a waste of meter but looks mad hot. :D
If I remember some more, I'll post later. See ya.
This isnt a waste of bar,its actually awesome to get in the range of dhalsim, and if you follow the 360+K with 2 whiffed fierce banishing flash,then do the 360+K again,if the opponent tries to do a wakeup move,the banishing flat will hit him AND CONNECT with the grab,repeat the pattern again and again. Yes this does not work everytime,but you can modify it for every situation.
mondu_the_fat
12-21-2002, 08:12 PM
Razor: Huh?
Superassrider: considering your replied to Razor... double huh?
Murakumo
12-23-2002, 03:59 AM
Mondu: They're talking about Gief's Katobi (SP?) Cancel VC. It won't work on the PSX, but it works on the DC and in the arcade. When you immediately cancel the headbutt animation, Gief will fly acros the screen landing you right next to them (you still get invincibility frames too if you just need to finish a round vs. Sim or a fireballer). When you land next to them, you can OTG throw them in the VC. So basically you 360+k throw them, then katobi cancel a headbutt to fly across the screen and land next to them and 360+k throw them again... continue with a couple banishing flats into 360+k... you get the picture.
~Murakumo
mondu_the_fat
12-23-2002, 11:18 AM
Originally posted by Murakumo
Mondu: They're talking about Gief's Katobi (SP?) Cancel VC. It won't work on the PSX, but it works on the DC and in the arcade. When you immediately cancel the headbutt animation, Gief will fly acros the screen landing you right next to them (you still get invincibility frames too if you just need to finish a round vs. Sim or a fireballer). When you land next to them, you can OTG throw them in the VC. So basically you 360+k throw them, then katobi cancel a headbutt to fly across the screen and land next to them and 360+k throw them again... continue with a couple banishing flats into 360+k... you get the picture.
~Murakumo
Oh, ok.
a simple v-dan combo, dont know if its flippable can someone check?
opponent in corner
VC1 - repeated sk Dankuukyaku then at the end jab Kouryuuken into air throw
kawaks replay here (http://www.geocities.com/jbombmk/vism/sfa3.zip)
Raz0r
01-01-2003, 01:05 AM
Wow, this thread is old.
And the Rolento VC in the corner is pretty hard to explain. I'm not sure if it's VC2 or VC3, but the buttons are somewhat like: c. LK, c. MK, s. FP XX super jump MP, repeat. But that's what I just think it is. I've only seen the actual combo twice.
anybody got vc's for yun, maki or eagle in the gba version? :)
mondu_the_fat
01-01-2003, 05:20 PM
Originally posted by _MJ_
opponent in corner
VC1 - repeated sk Dankuukyaku then at the end jab Kouryuuken into air throw
here (http://www.geocities.com/jbombmk/vism/sfa3.zip)
The last move is flippable.
Originally posted by mondu_the_fat
The last move is flippable.
k thanks.
Ja-Ei-Ken
03-05-2003, 12:04 PM
This threads a bit too useful as reference. I'm not letting it get lost lke the A3 everything thread.
bump
shinblanka
03-07-2003, 10:00 AM
I just started to respect the Alpha series as a true streetfighter and i'm started to get into A3. I play mainly play A and V-ism Bison. I found out that bison's standing forwad kick beats sakura's standing roundhouse kick clean. Also he has some pretty easy and very damaging V combo's that I figured out in one night of playing.
Your foe's attacks activate V-ism with the FP & RHK and do neutral standing FP or ducking forward kick, 2 in 1 into the RH sizzorkick. I say neutral standing FP because I can't get it to 2 in 1 if i'm holding back. (I don't know if i'm doing something wrong or if it's in the damn game, but if i'm holding back when I activate the V-ism I lose the back motion for my sizzorkick)
then you do Back and FP, 2 in 1 the short kick sizzorkick to wiff
repeat this all the way to the corner and end the combo with the stomp to the hand. I don't know anymore combo's with him but this combo takes 70% when I do it.:) :cool: Make sure you use activate V-ism with the FP and RHK to get the most damage out of the combo. If you use the SP and FK to activate the V-ism then it is easier to do the combo as one of the shadows will hit your foe before they fall, thus making much easier to juggle your foes. Using the FP and RHK activation is harder, but it's worth it if you master the combo. With the FP & RHK Vism you take around 65-70%, and with the SP and FK V-ism you take 45-50% depending on the characters you do it on. Personally I wouldn't use the JP & SK V-ism unless I was trying to chip your gaurd away when your gaurd meter is flashing. I'm working on some unblockables with bison, but I don't know if he has any in A3. I think he does since I can throw a FB and teleport behind them, but i'm not sure if this is a true unblockable or will it work only once or twice in a match. I think Bison is pretty good in A3, but I haven't played against top competition like most of you guy's have. Just a random scrub added a random post.
my 2 cents.:cool:
Yeah, I found the same VC too about a year ago (it's amazing what you can find when you are trying to beat World Tour and need a VC for your character). For what it's worth, to do the combo midscreen, you can do c.fk, [short scissor, b+fp]x2, Roundhouse scissor, neutral fp, and then do the brackets again. IIRC. You can actually do b+FP and have it come out as a neutral one anyway, because you get crossed up, which makes doing it easier.
I don't think the strength of the first scissor kick actually matters, since they're all the same speed. But the RK one probably does like 2 points more damage. The problem I found with the VC is getting it to connect though. Won't work if you're too far, and you cant start off a VC with a charge move (as you noticed before). I'll try far standing Fierce if I ever use V-Bison again.
Midscreen version is cool just because you have the option to end it with a taunt (bison has 2 because he's a pimp) or 2-in-1 into a teleport, or just continue it to the corner and do the teleport VC from the BAS video.
I don't think that unblockable is valid. I don't think Bison's fireball has any use in VCs.
Also, I think A-Bison is better than V, if that means anything to you. Psycho Crusher is too good, and V-Bison doen't get anything better other than a cc VC. I did like using V though.
SaBrE
03-07-2003, 06:21 PM
Shinblanka: the reason why a scissor kick doesnt come out after vc activation is because when you activate, you character goes back to a neutral state. so when you activate, always put the stick back to neutral, then do your shit.
bison s.forward beats A LOT of shit. his jump up forward has amazing priority too, same kick as s.forward, but its in air. A-bison has a better ac(teleport) too which is nice. and of course, psycho crusher super is too good, and hurts like crazy. he is pretty good in V tho. but just more solid in A
shinblanka
03-14-2003, 08:20 AM
Originally posted by SaBrE
Shinblanka: the reason why a scissor kick doesnt come out after vc activation is because when you activate, you character goes back to a neutral state. so when you activate, always put the stick back to neutral, then do your shit.
bison s.forward beats A LOT of shit. his jump up forward has amazing priority too, same kick as s.forward, but its in air. A-bison has a better ac(teleport) too which is nice. and of course, psycho crusher super is too good, and hurts like crazy. he is pretty good in V tho. but just more solid in A
Thanks yo, because I thought I was doing something wrong at 1st. Kinda weird that it works that way, but oh well that's how it goes. Yea I play better when I use the A-ism Bison, Chun Li, or Geif, but I want to learn how to use V-ism so I can combat that shit better.:confused: :evil: If I play any character in V-ism in tournaments it will be Sodom (I got his v-ism down), Bison, or cody. Cody is a pimp from jail and I love his v-ism combo's. The dodge is great but his gaurd meter is the shortest in the game. If someone jumps at me I do the standing FP 2 in 1 into the fb with RoundHouse kick for a good 2 hit air defence. This is my V-ism combo with cody:
Activate the juice with the FP-RHK or SP-FK and do a FB with forward kick to FB with Round house kick
then I wiff the standing forward kick to the FB with RoundHouse Kick to juggle them all the way to the corner.
When the meter is about to run out I jump up and FP them
I land before them and the juice is gone and I standing FP 2 in 1 into the FB with Roundhouse kick. This takes good damage but I was wondering about more cody nasty v-ism combo's. I can't download shit because i'm on 56k and it takes forever. Shit I learned V-ism sodom from the B5 dvd I got 2 years ago and i'm trying to mimic my style after that japanese guy sodom.:rolleyes:
Iczer one
03-14-2003, 08:08 PM
I've found a good Rose midscreen VC. Does around 60% damage. Seems like nobody cares for Rose that much, anyway ...
Midscreen to corner VC >>
(fierce + roundhouse) c.strong xx qcf + short, f + roundhouse, [ b + fierce xx qcf + short ] x N, (meter low), qcf + short, c.fierce xx dp + fierce
I haven't found out how to set up an infinite with Rose yet. Anybody, maybe ?
Heres my custom V-Sagat corner combo:
VC3 - Jab Tiger Uppercut, cr.FP, whiff cr.RK, whiff RK Ground Tiger Shot, repeated B+FP and whiff FP Tiger Shots then at the end Tiger Uppercut :)
GeekBoy
03-19-2003, 05:13 PM
What is Rolento's MIDSCREEN custom? And for the corner custom with Rolento, when you superjump, do TWO j.Strongs, (the first one whiffs, second one hits).
GeekBoy
03-22-2003, 06:52 PM
Are there any variations to Dhalsim's midscreen custom? I saw in a Beat Tribe A3 video the guy used whiff c.Forward, whiff fireball, b+RH, would that work?
GeekBoy
03-24-2003, 05:17 PM
Rolento Finally
Yes, there was a post regarding Rolento's custom earlier, and the one he posted IS the one Chikyuu, and NOT Ohnuki (who wasn't even at B5). The corner one is actually:
VC2, [c.Short, s.Forward, s.Fierce, sj.Strong x2] repeat till like 5% meter is left, then do pipe twirls.
His MIDSCREEN (THANKS TO Nibor, the bombest white man on the East Coast) is:
VC1, c.Forward, pipe twirls, [s.RH, sj.RH, land] when you get to corner do s.RH, sj.Strong, proceed to do CC j.Strong.
GeekBoy
03-24-2003, 10:18 PM
Beat Tribe V-Sim custom (slightly modified) Credit to both Sabr3 and Nibor for helping me come to a conclusion for this:
VC2, c.Forward, Fierce FB, s.RH, RDP+PPP, whiff FB [b+RH, whiff c.Forward, whiff FB] repeat till corner -> Repeated Yoga Blasts.
MeelJ
03-30-2003, 12:00 AM
Anymore Blanka VCs?
GeekBoy
03-30-2003, 11:38 AM
With V-Akuma's OTG grab combos, when would I use VC2 over VC3 and vice versa?
Nibor is white? I didn't know white people were allowed to play A3... I don't think the VC speed matters with the BAS vc.
Mouko
04-07-2003, 04:55 PM
Originally posted by GeekBoy
With V-Akuma's OTG grab combos, when would I use VC2 over VC3 and vice versa?
VC1 - Use for unblockales when they have no meter (to counter VC or alpha counter) or vs Xism characters
VC2 - OG bas combo, Anti air VCs
VC3 - style
Originally posted by MeelJ
Anymore Blanka VCs?
not worth doing
Joe Fry
05-21-2003, 09:29 AM
2 quick qestions:
I know hes not fantastic, but....
Should I play V X or A Adon?
If V, should I do the VC TS sugjested (although I haven't tried it at all) or the basic vc1 rk rising jaguar, sk jaguar kick, fk jaguar kick, rk jaguar kick untill in the corner, alternate jaguar kicks and tooths and then finish with rising jaguar and airthrow?
Muskau
05-21-2003, 05:13 PM
V-Adon does have some ok VC's but they are pretty damn hard to time properly, especially if you start getting counterhits and stuff.
On paper A-Adon looks to be the best, because of his airblocking, roll and alpha counters, but I have seen some seriously kickass X-Adon players getting win streaks on damn good players.
Originally posted by GeekBoy
Beat Tribe V-Sim custom (slightly modified) Credit to both Sabr3 and Nibor for helping me come to a conclusion for this:
VC2, c.Forward, Fierce FB, s.RH, RDP+PPP, whiff FB [b+RH, whiff c.Forward, whiff FB] repeat till corner -> Repeated Yoga Blasts.
Let me fix that for ya.
VC2, c.short, Fierce FB, s.RH, DP+KKK, whiff FB [b+RH, whiff c.Forward, whiff FB] repeat till corner -> Repeated Yoga Blasts.
Vega_04
07-25-2003, 06:38 PM
Hey wassup? Does n e 1 know n e fei long or dj vc's???
Subliminal UK
07-25-2003, 11:06 PM
THE charlie combo ^_^
<v-nash> c.lk, lk sommersault, stand hk, bazooka knee, lk sommersault, lk sommersault(shadow must NOT hit), late stand hk, crouch hp, whiff lk sommersault, late stand lp, jump lk, crouch cancel walk forward into cc jumps.
the stand lp must hit at the exact same time as the shadow of your stand hk.
This combo is l33t because of the walk cancel, you actually wait for about 1 second while the shadows launch mid-air, then that gives you the maximum distance for 5 crouch cancelled fierces, into c.strong, flashkick for 50% vc recharge.
Credit to Vnash for showing me this combo.
sub
edit: Adon's jaguar rave: VC2 corner, [s.strong, c.fierce, short jaguar kick] repeat 60% + damage
GeekBoy
07-27-2003, 03:39 AM
Hella random people might already know, but I'm posting anyway combo:
Seems to me, the best Sakura custom right now is: VC1, Jab DP, [b+Fierce, Forward hurricane, s.fierce, Forward hurricane] xN, corner -> s.fierce, FB method.
And V-Ryu owns.
Muskau
07-27-2003, 05:01 AM
Did anyone hear of a V-Ryu anti-air midscreen? Or is the ground mid-screen V-Ryu's only one?
toilet
07-27-2003, 05:55 AM
VC2: Jab DP -> S.RH -> [ Strong FB * S.RH (whiff) ] (repeat)
That first S.RH is tricky; you have to do it early to hit them, but you have to wait till the very last second before cancelling it into the fireball, watch for Ryu's foot to come down and touch the ground. Then just throw strong FB's while whiffing rh's or dp's, they should just bounce around on them.
Oh, this works ground based too, start it with a close red Jab FB, S.RH (wait till last second), strong FB's... etc.
Subliminal UK
07-27-2003, 06:43 AM
that works as a mid-screen but does little damage compared to his rave. most good v-ryu players i've watched always save VCs for the corner. Ryu's roundhouse hurricane has huge dizzy potenial especially when combo'ed into after a couple of crouch cancels. sets up the rave, sets up more options. ryu and his waiting game.
This is a modified 'valle' mid-screen confusion vc if opponent is without meter this can be nasty.
VC1 J.forward cross-up, c.jab, c.short, c.roundhouse, f+ fierce, repeat.
this can be made unblockable with the perfect timing and spacing, after the sweep you cancel into the dashing punch and then jump for the cross-up, if done right you will cross them up as they are half way through their standing animation and hit both sides at once. On the third cross-up attempt j.forward, c.jab, c.short, roundhouse hurricane. prolly dizzy and another combo.
combine with hopkick, fireball pokes ^^
sub
Middlekick
07-27-2003, 10:27 AM
Originally posted by Subliminal UK
that works as a mid-screen but does little damage compared to his rave. most good v-ryu players i've watched always save VCs for the corner. Ryu's roundhouse hurricane has huge dizzy potenial especially when combo'ed into after a couple of crouch cancels. sets up the rave, sets up more options. ryu and his waiting game.
This is a modified 'valle' mid-screen confusion vc if opponent is without meter this can be nasty.
VC1 J.forward cross-up, c.jab, c.short, c.roundhouse, f+ fierce, repeat.
this can be made unblockable with the perfect timing and spacing, after the sweep you cancel into the dashing punch and then jump for the cross-up, if done right you will cross them up as they are half way through their standing animation and hit both sides at once. On the third cross-up attempt j.forward, c.jab, c.short, roundhouse hurricane. prolly dizzy and another combo.
combine with hopkick, fireball pokes ^^
sub
Damn it Lee get your stuff right.
Firstly, The VC has nothing to do with Valle, Secondly, it's not a confusion combo but an unblockable VC and lastly, the actual combo you've listed is erroneous.
VC1 J.forward cross-up, c.jab, c.short, c.roundhouse, f+ fierce, repeat.
The opponent can block the first two attacks in the combo by simply standing giving them enough time to crouch and block the remaining two attacks. For a combo to be unblockable, you must have at least two attacks(one that hits high the other low) that hit the opponent simultaneously.
if done right you will cross them up as they are half way through their standing animation and hit both sides at once.
If you are using VC1, the VC's shadow mimics your movement very quickly, you only are hitting the opponent from one side.
So the combo should be:
VC1: low short-> low roundhouse-> whiffed t+fierce-> [cross up forward-> low short-> low roundhouse-> whiffed t+fierce] x n
The low short and the shadow from the cross up forward should hit at the same time.
If you do this near the corner, you can cancel the low short into a red fireball then continue into his midscreen VC([fb-> hopkick] x n)
when you reach the corner, go into his whiff fb-> stand fierce sequence.
bushin187
07-27-2003, 10:52 AM
Thnx for exposing teh secret sub and mk;)
Vega_04
07-27-2003, 03:18 PM
Hey can some one plz give me n e fei long or dj vc combos plz thanx!!!!!!!!!!!11
Subliminal UK
07-27-2003, 11:29 PM
Originally posted by Middlekick
Damn it Lee get your stuff right.
The opponent can block the first two attacks in the combo by simply standing giving them enough time to crouch and block the remaining two attacks. For a combo to be unblockable, you must have at least two attacks(one that hits high the other low) that hit the opponent simultaneously.
haha owned by kick on first name basis. you know the score more than me, if anything i'm just tempting you into posting if just to correct me, maybe. you're right btw, it's the combination of the 2nd hit of the shadow cross-up combined with a crouch jab / short. have a look at the attached screenshot for clarity.
I thought you can add a jab into your VC, giving slightly better range for the repeat cross-up attempt.
all i know is it's unblockable, its a reset and it's mid-screen. and not to do it if opponent has meter.
Say if you were caught in this trap, what could you do to get out of it? would reversals work, because a shadowed meaty cross-up is tricky (and risky) to work with.
I'll work out some fei-long, deejay VCs today if i can find my DC.
sub
Edit: ok some Deejay Vcs, basic and practical
maxout rave: VC1 corner repeat maxout 16 times then d,u +k
ground mid-screen: VC3 c.strong, {d,u +short, s.fierce} repeat brackets
or VC3 anti air: s.fierce, {d,u +short} repeat brackets 6 times finish with machine gun punch or s.roundhouse
VC3 corner confusion: {c.jab. c.short, c.fierce, maxout, whiff s.jab, j.roundhouse} repeat
some fei-long vcs:
VC3 roudhouse rekkukyaku, s.fierce, rekkaken, f+roundhouse {short Rekkukyaku} repeat brackets (does comedy 25% damage)
VC2 corner: S.fierce, rekkaken, juggle with repeated roundhouse Shienkyaku's
VC3 midscreen, jab rekkaken's, b+fierce, rekkakens (need to adjust timing and which rekkakens whiff depending on spacing)
Most of the high damage VCs revlove around hitting with a fierce or roundhouse and whiffing a special move to avoid neutral state and/or gain distance. Deejay and Fei-long don't really have moves to acccomodate this and therefore lack damaging VC';s imo.
deejays fast animation makes it impossible to juggle with s.fierce, whiff maxout in corner. and only his j.forward seems good for trying any crouch cancels VCs. *(which may be easy to set-up after d,u+ forward kick, jump VC1 and hope your j.jab wins a counter)
anyways, here's a kawaks replay of the combo:
Middlekick
07-29-2003, 01:55 PM
Originally posted by Subliminal UK
it's the combination of the 2nd hit of the shadow cross-up combined with a crouch jab / short. have a look at the attached screenshot for clarity.
It's just a jumping forward and low jab. I'll concede that even outside of VCs, Ryu's cross up forward is sometimes difficult to block, but the combo is still technically blockable.
In your combo: "VC1 J.forward cross-up, c.jab, c.short, c.roundhouse, f+ fierce, repeat. " there's no simultaneous high and low activity = blockable.
Say if you were caught in this trap, what could you do to get out of it? would reversals work, because a shadowed meaty cross-up is tricky (and risky) to work with.
Any shoto can use a strong/fierce dragon punch on wake-up to hit you cleanly(you're still in v-mode and can't block).
Characters with similar moves (Charlie's rh fk, Chun's tensho kyaku) can do the same to counter.
MrSimpson
08-12-2003, 10:36 AM
Does anyone have any CC's for Guy? I know V-Ryu has one is a video, i just dont know what the hell is going on though. I know he is best in A, its just that ive driven myself crazy trying to connect jab-strong-super. Peace.
sorry that if i look a bit noobish with this post, but isnt it better to go on ur Intuition if u play SFA3? causze for me it wouldnt help to learn all those combos out of ur head........ i fully trust on my instincts... doesnt anybody agree with me??:)
bushin187
08-13-2003, 12:42 PM
Originally posted by AGR_
sorry that if i look a bit noobish with this post, but isnt it better to go on ur Intuition if u play SFA3? causze for me it wouldnt help to learn all those combos out of ur head........ i fully trust on my instincts... doesnt anybody agree with me??:)
Hehe nederlands. Post je al op www.drakenslag.nl , zo niet meld je dan aan :D .
Learning a few of these vc's would help you a lot. Not all vc's are hard once you get the hang of it they pretty much all look the same. These vc's aren't unpractical flashy combo's for combovids. they are essential. what do you mean by intuition and instincts
speel je sfa3 online :D :p
my head tells me what i must do on that moment,..... its just a matter of experiance and a bit of skill....
nee... kan dat dan? ik heb em op de GBA :)
bushin187
08-13-2003, 01:57 PM
Originally posted by AGR_
my head tells me what i must do on that moment,..... its just a matter of experiance and a bit of skill....
nee... kan dat dan? ik heb em op de GBA :)
Ja online kan je spelen via emulator. Meld je aan bij drakenslag !!!
MrSimpson
08-13-2003, 07:40 PM
el-diablo:thats a crazy charlie corner VC, props if you invented it, props none the less for sharing.
middlekick:hey something new to do with v-ryu nice setup/combo >=)
DOES A V-GUY COMBO EXIST?!
Middlekick
08-14-2003, 07:13 AM
Some Guy VCs.
VC2:standing jab-> standing strong-> standing fierce-> standing roundhousexx qcf+short-> [standing fierce-> standing roundhousexxqcf+short ] x n-> roundhouse bushin hurricane.
VC2:df+roundhouse-> shadow df+roundhouse hits-> strong elbow drop(you may have to use a fierce elbow drop if the opponent falls too far) x 2~3-> in corner: qcb+forward x n.
VC2:df+roundhouse-> shadow df+roundhouse hits-> jump roundhouse-> cc jump roundhouse x 1~2-> stand fierce-> forward bushin hurricane kick x n.
VC2:df+roundhouse-> shadow df+roundhouse hits-> [whiffed fierce bushin leap-> close standing forward-> far standing roundhouse] x n-> close fierce-> whiffed short bushin hurricane kick-> low strong-> fierce bushin grab.
Corner:
Bushin Chain: activate VC2-> low strong-> forward bushin hurricane kick x n.
Now the bad news:
Regarding VCs that start with his df+roundhouse; Unless the opponent is a large character, the second hit of Guy's df+roundhouse will not connect on a crouching opponent, thus preventing the opponent from getting launched.
The VCs that start from a bushin chain will also whiff against the smaller crouching characters.
MrSimpson
08-14-2003, 08:31 PM
lol man middlekick that is indeed bad news. Im going to learn the combos anyway, ill probably be more consistent with that than with jab-strong-super. Thanks man peace.
yes4me
08-20-2003, 05:54 PM
I know it is not that good, but how about Gen?
most practical Gen VC I remember goes like: (kick style) vc3 c.sk, c.rk, c.fp, [c.rk, wall bounce kick from opposite wall, s.fp]x3, i think. haven't done it in forever...
best other vc would of course be the infinite, but that only works on the 1p side AFAIK. And there's a variation of the above VC that works in the corner that I think I saw in one of the BAS videos, but it uses the ceiling drop kick instead.
apologies for the poor capitalization, typing on DC controller...
What's the longest cc VC w/Blanka, and does it work on both sides?
SaBrE
08-21-2003, 07:26 PM
Originally posted by TS
apologies for the poor capitalization, typing on DC controller...
damn, thats a soldier right there ROFL
At least now I got the keyboard...even though it sucks...
Okay, got A3 for the DC last week...still not may Saturn version, but it's better than nothing, which is what I have earlier. And even though stuff is hard to do on a DC controller, I spend a lot of time in training mode still, testing out combos.
So what is the 2P version of Ryu's infinite exactly? cc j.SP, c.FK, jump back SP, crossup j.FK, j.SP, neutral jump SK, and jump SP back into the corner? Because I can't get it to work. The jump Short will whiff 60% of the time, and it doesn't seem to keep them high enough to get them with more Strongs.
Also, does anyone know the Rolento walk infinite? Is it just Patriot Circle, s.RK xx [sj.JP, cc walk JP]?
CamTheMan
09-05-2003, 01:49 AM
VC3, c.RH, f+RH, whiff QCF+Forward, [s.FP, whiff QCF+Forward], when you get to the corner [s.Fierce, whiff QCB+Jab] for like 2 sets, then do s.Fierce, j.Short, CC j.Shorts for his infinite.
I don't know if I'm doing something wrong, but I can't get c.RH to f+RH to hit at all.. It just goes right through him.
I'm playing the Dreamcast version if that changes anything.. :confused:
marvelscrub
09-05-2003, 08:31 AM
TS:I used to try jump towards strong, jump towards corner crossup forward, jump back into corner strong, * jump out of corner strong, [jump straight up short > jump towards strong]. I might have had a jump straight short at the * but i don't think so.. I was only able to go from corner to corner and out again tho and then it fucked up.. maybe you can play around with that?
While you're at it, can you check if Gen's KKK style j.forward is an infinite? I know it is on the PSX version, but everyone tells me otherwise... I don't have DC or Saturn.
Tanaka Force
09-06-2003, 10:17 AM
There is'nt a 2P side Ryu infinite....
Where the heck did you hear that?
SaBrE
09-06-2003, 04:31 PM
well i never tested how far i could go with ryu's 2p crouch cancel. but you can get his cc series going for a really long time, probably long enough to get enough meter to reactivate and keep it going. but regardless, hadorave damage and about 10 reps of the infinite(which 2p side can do easily, just gotta do it different when in the corner), opponent will die...
capconian
09-23-2003, 05:17 PM
newb question: how do you croutch cancel?
http://www.shoryuken.com/features/s000229.shtml
Hit down when you come down from a jump. Doesn't work after special moves (jumping hurricane kick, fireball, etc) or command normals (divekicks, Dhalsim drills, 2nd hit of Gen's kick-style roundhouse), with the possible exception of 'Sim's teleport.
capconian
09-24-2003, 01:53 PM
thanks TS. any corner combos for cody and charlie?
V Ryu
10-18-2003, 02:38 PM
on ryu coner combo how fast do u have to do it i do crouch fowerd fireball crouch fowerd fireball hop kick i get out of range im i to slow or is it wrong
[Twitch1]
10-26-2003, 06:57 AM
after u do ur hopkick it looks like ur out of range so follow the hopkick up by a hadoken then continue with wtv pattern
Superassrider
10-26-2003, 08:08 PM
Originally posted by [Twitch1]
after u do ur hopkick it looks like ur out of range so follow the hopkick up by a hadoken then continue with wtv pattern
Stop trying (joke)
Could anyone give me the VC For V-Rolento (sorry don't know if it was posted already,if its so,just tell me the page).
Also does he has a midscreen VC cause I've never seen one.
Also anyone know where i could get Nibor's V-Cody Guide???
Originally posted by Superassrider
Stop trying (joke)
Could anyone give me the VC For V-Rolento (sorry don't know if it was posted already,if its so,just tell me the page).
Also does he has a midscreen VC cause I've never seen one.
Also anyone know where i could get Nibor's V-Cody Guide???
SEARCH
[Twitch1]
10-27-2003, 02:01 AM
Originally posted by Superassrider
Stop trying (joke)
Could anyone give me the VC For V-Rolento (sorry don't know if it was posted already,if its so,just tell me the page).
Also does he has a midscreen VC cause I've never seen one.
Also anyone know where i could get Nibor's V-Cody Guide???
Nigga plz hehe
i got that guide ill send it 2 u through msn if u want it and umm the v-rolento thing......SEARCH :lol:
shitload of v-akuma vc's here:
gbursine
11-02-2003, 06:55 PM
does juni have a practical guardbreak vc?
or is she just alota mixup if she misses her inital hits?
Prowess
11-05-2003, 04:00 PM
I know its not practical, but does V-Chun Li have any other VCs besides the crouch cancle infinate set up?
No real way to stage it honestly, basically if you get a counter hit anything in the air, cc jump activate vc and juggle them to kingdome come. (yeah, i could explain it more, but I am too lazy for that. If anyone really cares to know, i will bother explaining it theroughly.)
^^ that is the one i know. But are there any other VC's she has worth doing?
SaBrE
11-05-2003, 05:08 PM
she has no real midscreen vc except straight into cc infinite. its a reliable starter, its AA. AA vc1 c.rh is a really good way to land an aa vc. activate vc c.rh, wiff s.short immediately after and do a j.rh, when you go for j.rh, the shadow s.short should combo allowing you to combo into the j.rh then go into your favorite version of the infinite :D
Prowess
11-05-2003, 07:09 PM
yeah, knew about that once already. But I wanted somethin for style points. People go "omg omg omg" the first time you do a chun VC and the second time the go "Wow" and then they just go "eh... that all she can do?". Yanno? Its digustingly effective, but its boring. There isnt anything else she has? Confusion VC's? corner VC's? I cant figure anything consistant.
I will let you know if i find anything.
gbursine
11-05-2003, 07:59 PM
didn't she have one that did infinite headstomps till the end of the screen??
and no juni guardcrushs ehh....:depress:
Prowess
11-05-2003, 11:01 PM
Same set up, its just a variation of the crouch cancel infinate. You can do head stops, you can to jumping round house, you can do both, you can throw in a jab here and forward there. Anything you want if you are confident in your cc'ing ability. But most people should stick to jumping roundhouse. :p
Subliminal UK
11-06-2003, 12:49 AM
chun has c.jab, short rising kick, whiff s.short for mid-screen infinite launcher.
she also has head stomp, kattobi cancel cross-up, infinite
and her j.short is so godly that winning an air-to-air counter is easy.
and of course she has the anti-air C.roundhouse, s.short, infinite.
confusion VCs: she has an unblockable. VC1 j.short cross-up, c.jab,c.short,c.roundhouse, repeat. after the c.roundhouse knockdown you are the perfect distance to jump for second / third repition. bear in mind reversals will break this. but the damage reset is sick and you can go into infinite after 3rd rep.
v-chun is top tier and broken. she has speed, prioity and a million ways to go into infinite, which has a great vc recharge on it.
sub
Master J
11-06-2003, 06:38 AM
Originally posted by Prowess
I know its not practical, but does V-Chun Li have any other VCs besides the crouch cancle infinate set up?
No real way to stage it honestly, basically if you get a counter hit anything in the air, cc jump activate vc and juggle them to kingdome come. (yeah, i could explain it more, but I am too lazy for that. If anyone really cares to know, i will bother explaining it theroughly.)
^^ that is the one i know. But are there any other VC's she has worth doing?
Yeah, could you please explain it in more detail? :)
So her basic version of the infinite is, you get an air counter hit, cc jump, activate vc1 and do repeated jumping shorts... or have I missed something?
Prowess
11-06-2003, 08:59 AM
activate vc c.rh, wiff s.short immediately after and do a j.rh, when you go for j.rh, the shadow s.short should combo
That is the basic set up I use. Unless of course you counter hit some one in the air while you have level. Which will happen alot actually if you play her decently.
You shouldnt really use short. Use forwards and rh, and unless you know what you are doing- just use roundhouse. Its 2 hits, easy to time it and cc. Abuse it.
V-chun is broken as hell. She can inf off a regular air counter hit without v-ism lol. Its disgusting...
any decent V-Cammy vc's? Or are they the same as Juni's on page 1?
SaBrE
11-08-2003, 05:29 PM
all of juni's vc's translate over for cammy except the otg shit or anything dealing wit hthe teleport
bleh... mediocre damage..
Mystic_bash
11-09-2003, 06:05 PM
Ya she pretty much sucks at A3 VC's. Also there seems to be something with people in alpha 3. Example, with charlie you can do:Activate C.lk flash kick dash mk dash mk dash mk dash mk Etc.
With karin:Simple C.lk DP lk S.HK repeat the HK.(people can defenitely evade them though I never played anyone using them.
Also you can end akumas VC (after the HP demon flip) CC jump mk C.MP Demon flip then follow up.
cammy does have some awesome normals and her vc's do ok damage
i recorded some cuz im bored :/
11.8 frequency
Prowess
12-26-2003, 06:31 PM
Eh, I play A-gen as my main, but as a novelty item/show off piece, I would like to know, does he have any VC's besides his corner one?
can somebody help me on chun's aa combo? i can do the c.rh, s.short, j.rh, but then i'm not sure what you do next. all i seem to be able to do is jump back and forth under them sometimes with shorts
ok, i figured out basic combo of alternating jumping strong and straight up shorts that seems to work ok. my question is, do cc combos work on the comptuer? every time i start one, they flip out constantly, yet i know i'm doing a cc, because i can get the hits on a dummy char
Originally posted by io
ok, i figured out basic combo of alternating jumping strong and straight up shorts that seems to work ok. my question is, do cc combos work on the comptuer? every time i start one, they flip out constantly, yet i know i'm doing a cc, because i can get the hits on a dummy char
If they're flipping before your jumping attack hits them it means that you set it up wrong. If they flip in between jumps, it meams your crouch-cancel was probably off. Different attacks make you fall to the ground at different speeds, so when you land isn't always the same.
Mess around with the stomp kick in your cc combos, btw...
Muskau
12-30-2003, 06:28 AM
Hi, trying to get the hang of V-Honda at the moment, I was hoping to get more info on his VC's.
Found out if you time SP headbutts in the corner you can get the shadow in synch with your headbutt to do twice the amount of hits. Not sure if it helps with damage or if its scaled too much though since I don't have my PSX A3 copy anymore.
Also are the Vc's listed in the first page for V-Honda the only ones he has? I find it takes too long to get to the corner and my bar is gone before I have a chance to try the 360 OTG in the corner, is the damage worth it?
Oh yeah, wish I could pull off those mad anti-air throws that CPU-Honda seems to be so good at :lol:
mexican knifer
12-31-2003, 04:23 AM
I have a question about V-Akuma's otg demon grab. After sweeping your opponent and whiffing that into a demon flip, how exactly do you grab the opponent? I read Kao Megura's movelist and it said to hold u/d any punch to do the demon grab. I've tried doing this countless times, even when I think I have it timed perfectly, he always just sticks out his palm. Plz help.
Prowess
01-03-2004, 06:11 AM
can somebody help me on chun's aa combo? i can do the c.rh, s.short, j.rh, but then i'm not sure what you do next. all i seem to be able to do is jump back and forth under them sometimes with shorts
Well, I play v-Chun and a-gen so those are the ones I can actually help with. As far as Chun's cc game, basically any air counter hit = infinate or half life wheather you are in a, x, or v. Short example... (sfa3.rc0)
If you are in v you have the option of doing a little bit more damage because of the shadows(sfa3.rc1), but its about the same thing. Once you have mastered cc'ing you can vary it alot. You can either choose to use level to end the match faster, or you can cc them untill they dizzy or die. Up to you. Honestly, most people will be afraid to jump against you at all if they know you are capable of this, so you can abuse her ground game (poke to your hearts content).
And finally, when you get a little more advanced, mess around with different kicks to see what you can do. With practice and mastery you can make it look something like this. A very cool crowd pleaser... but also, look at sagat's life bar. OUCH and full level all over again! (sfa3.rc2)
In all of these you can substitute [c.rh>s.short>j.rh] to begin your series of crouch cancles.
(see attached)
Prowess
01-03-2004, 06:19 AM
I have a question about V-Akuma's otg demon grab. After sweeping your opponent and whiffing that into a demon flip, how exactly do you grab the opponent? I read Kao Megura's movelist and it said to hold u/d any punch to do the demon grab. I've tried doing this countless times, even when I think I have it timed perfectly, he always just sticks out his palm. Plz help.
Not sure if there is any way to actually explain the timing for that in text. You are going to be pressing it as soon as you see them bounce from ground impact... hope seeing it will help. This what you were trying to describe? Hope I understood you right. =/
(see attached)
Originally posted by Prowess
Well, I play v-Chun and a-gen so those are the ones I can actually help with. As far as Chun's cc game, basically any air counter hit = infinate or half life wheather you are in a, x, or v. Short example... (sfa3.rc0)
If you are in v you have the option of doing a little bit more damage because of the shadows(sfa3.rc1), but its about the same thing. Once you have mastered cc'ing you can vary it alot. You can either choose to use level to end the match faster, or you can cc them untill they dizzy or die. Up to you. Honestly, most people will be afraid to jump against you at all if they know you are capable of this, so you can abuse her ground game (poke to your hearts content).
And finally, when you get a little more advanced, mess around with different kicks to see what you can do. With practice and mastery you can make it look something like this. A very cool crowd pleaser... but also, look at sagat's life bar. OUCH and full level all over again! (sfa3.rc2)
In all of these you can substitute [c.rh>s.short>j.rh] to begin your series of crouch cancles.
(see attached)
awesome, thanks for the help on that. oh, and how can i set kawaks or any emulator up to emulate counter hits? like, i want to set a dummy char to jump and receive a counter hit...dunno if it's possible
Subliminal UK
01-04-2004, 07:35 AM
Originally posted by io
awesome, thanks for the help on that. oh, and how can i set kawaks or any emulator up to emulate counter hits? like, i want to set a dummy char to jump and receive a counter hit...dunno if it's possible
You can't really, but you can map some player 2 controls to player 1 side and try and control both characters at once. Thats of course if you have enough buttons. i usually map player 2 jump to my coin, and whatever attack to my start.
You can also use player 2 macros and map them to player 1 side. there's a faq in the kawaks directory that tells you how to set up macros in case you didn't know.
i do this to when i'm playing about with priorities and working on how moves win counters depending on distancing and timing.
here's a little replay of me controlling 2 characters at once winning air-air counters.
sub
Ni@k_N!aK
01-04-2004, 08:55 AM
I have a question about a VC of karin which is :
QCF+P, P , down+K ( opponent is on the ground), (activate VC2) 360°+K (OTG) then you can hit the opponent to juggle him to a corner.
I tried but after the OTG i can't hit the opponent how does it works ? i saw it on a video by SftChina (sfa3 final combos)
Ni@k_N!aK
01-04-2004, 01:42 PM
ok no more problem now it was just a question of timing :D
Saikyo_Warrior
01-04-2004, 09:10 PM
Can someone list some nice Dan VC's please? There was on on page four(thanks) but I want more :).
Since it was asked in the A3 Q&A thread, a few Rose midscreens:
JP = LP | SK = LK
SP = MP | FK = MK
FP = HP | RK = HK
(VC2/3) c.SP, SK Soul Spiral, Soul Piette, [SK Soul Spiral, Soul Piette x2] until you reach the corner. Soul Piette is the towards+Roundhouse move, Soul Spiral is qcf+k. In VC2 you can cancel the last Soul Piette into a Soul Throw (f, d, d/f+p), and then go into one of the corner juggles (ie b+FP, whiff Soul Spark (hcf+p)). That tends to work best on the 1p side though, as you tend to get crossed up and have your b+FP come out as a neutral FP instead, if you should venture too far into the corner. This VC is corner-to-corner. I think it does like 50-55% damage?
(VC2/3) Crouching SP, SK Soul Spiral, [b+FP xx SK Soul Spiral] until meter runs out or you get to the corner. Works better/is easier in VC3, but if/when you get to the corner, VC2 is the only way you can do PP flip resets. As your meter runs out you can do b+FP, let them flip, and then do a Soul Throw for some more damage (though this will make you switch sides with the other guy). I think this one carries them across like 3/5ths of the playing field? This is the one I end up doing most often, because it does a litle more damage than the Piette midscreen (which was ctualy the first one I found :( Ah, memories...). Can be used as anti air if you activate VC3, start with a Jab Soul Reflct (qcb+p), and whiff the first Soul Spiral.
(VC3) SK Soul Spiral, b+RK, Sliding, SK Soul Spiral, Soul Piette, [SK Soul Spiral, Soul Piette x2]. I think this can also be done in VC2, but I forget. Rose's slide is d/f+FK. This is a new one...I didn't really mess around with it until like 2 weeks ago, but once I started I spent entirely too long getting it to work. What makes this VC even noteworthy is the range on it...you can hit people with it from outside of sweep range. Outside of ROSE'S sweep range. So you can use it to counter whiffed pokes or whatever...I don't it'll go through fireballs, as you have to cancel the Spiral into her close standing Roundhouse, which will move you back into your original position. I forget the damage, but it's not as good as the other midscreens, but not bad.
And those are all of the important ones.
Ni@k_N!aK
01-10-2004, 05:27 AM
Any v-ism for balrog (the boxer)
SaBrE
01-10-2004, 10:15 AM
there is NO VC's for rog. dont even bother. hes one of the very few characters that have no use in V at all. matter of fact, i would say hes the most useless V character in the game. he has nothing. only V he can do is if you land an air to air counter hit and vc it into crouch cancels. he has no ground vc, no aa vc, nor corner vc....
capconian
01-10-2004, 06:30 PM
does cody have an AA vc? can someone please tell me?
and charlie i ask the same.
Originally posted by capconian
does cody have an AA vc? can someone please tell me?
and charlie i ask the same.
Rename to .doc
open with wordpad if you dont have MS Word.
Subliminal UK
01-11-2004, 04:36 AM
Charlies AA VC is:
VC3: c.strong (AA), short flashkick, [s.roundhouse, F,F + short (dash), small flashkick] repeat brackets until corner then:
easy corner option: roundhouse flashkicks until meter 15% left, then whiff c.strong, j.fierce, cc, j.fierce, c.strong, roundhouse flashkick.
there are more damaging corner options let us know when you're ready for them.
sub
capconian
01-11-2004, 07:13 AM
thanks guys.
doy you have one of those read things for rose and charlie?
i wanna know more of rose any tips?
thanks.
Muskau
01-15-2004, 08:57 PM
Even though it's old and some of the matchup info is a bit biased (since it goes by player ability and not really character ability) I think the big 300k Rose FAQ in gamefaqs.com is still a good read.
DON'T READ THE V-ISM ROSE FAQ. EVER!
THANK YOU.
Muskau
01-16-2004, 11:11 AM
Oh now you just make me want to read it even more!
If its so bad why not just update it and give it a total revamp? Or replace it with a txt file with a single 'Z' in it? :lol:
justcusimasian
01-17-2004, 09:55 AM
Cammy? Or should she be in X or A?
Check the first page. Any of the Juni combos that don't involve the Earth Direct or Mach Slide work for Cammy.
Originally posted by Muskau
Or replace it with a txt file with a single 'Z' in it? :lol:
Actually working on updating it now. Have to finish 8 more character matchups (reading about them is interesting, but writing about them is surprisingly boring), add some new combos, etc.
Originally posted by justcusimasian
Cammy? Or should she be in X or A?
V then A.
Ni@k_N!aK
01-27-2004, 01:20 PM
what are the conditions for the bug with v-zangief : VC then 360°+K AND Sometimes the opponent fall right in front of me!
How can this happen ?
capconian
01-27-2004, 02:15 PM
i've been using cody like a cham (thanks to all of you for support)
but i've seen lately abou a cody vc that uses cr.foward and then foward criminal kick. is this custom better than the fierce then f+rh? why?
Muskau
01-27-2004, 02:26 PM
Originally posted by Ni@k_N!aK
what are the conditions for the bug with v-zangief : VC then 360°+K AND Sometimes the opponent fall right in front of me!
How can this happen ?
Think it had something to do with what player side you were on and which side of the opponent you were on. Didn't SRK have a link to the trick in the articles section???
Muskau
01-27-2004, 02:36 PM
Originally posted by capconian
i've been using cody like a cham (thanks to all of you for support)
but i've seen lately abou a cody vc that uses cr.foward and then foward criminal kick. is this custom better than the fierce then f+rh? why?
Well the V-Cody players like to go straight to the crouch cancelling corner infinite, so crouching FK, FK Ruiffian Kick gets them to the corner faster.
maxximus
01-30-2004, 05:05 PM
well i do something a lil different since im not all that great at codys ground VCs i kinda switch it up
VC2 medium ruffian kick, fp, medium ruffian kick, f+rh, jumping jap, jumping fp repeat till corner, then CC with jumping short kick
i dont really know if its breakable (can someone clarify?)
i do that since im more talented with CC then i am with VC hehe
psycore
01-30-2004, 09:30 PM
Hi... here r two Rec's of V-Ryu doing CC combos after a CH (ala chunli)...
In the 1st one, i go right for the infinite into the corner (also filling the bar again)...
But in the 2nd one, i play i bit with the oponent, making some crossups with j. forward, and messing in some vj. Shorts (but the op. falls at 81 hits cause im stupid):P...
Btw, i did this recs vs Cpu cause i needed to get CH, and to show that the CCing is ok...
Well, hope u like it.... bye
Ni@k_N!aK
02-01-2004, 01:45 PM
Does Sagat has an unblockable VC, I think it's : Sweep, FB, Tiger Knee then DP and continue the normal VC ?
IcecreamPhoenix
02-11-2004, 09:00 PM
Can somebody post up the various CCs for Vega? i can't find any good CCs oustide of the corner at gamefaqs.
Ni@k_N!aK
02-13-2004, 01:53 PM
i think i found an easy way to end sakura'VC
when u reach corner just do [s.HP,QCB+LK]xn
found it easier than the other way when u miss your opponent by doing a FB too big:D
Muskau
02-29-2004, 09:11 AM
BAS M.Bison VC's - correct if they don't work please.
Not sure why BAS chose Xism Chun for the first VC???
Mid Screen ground : 60% dmg on X-ism
(VC3) b+RK, FK Knee Press, b+FP, SK Knee Press, b+FP, SK Knee Press, b+FP, RK Knee Press(opponent now on opposite side), FP, RK Knee Press, (b+FP, SK Knee Press) repeat
Mid Screen ground : 50% dmg on A-ism
(VC3) cr. SP, SK Knee Press, b+FP, SK Knee Press, (cr. FP, RK Knee Press(opponent now on opposite side)) repeat
Corner ground : 40% dmg on V-ism
(VC1) cr. SP, RK Knee Press, (??Head Stomp, Skull Diver, ??Knee Press) repeat
Corner Juggle : 60% dmg on A-ism
PP Throw towards corner,(wait for opponent to flip out), (VC3), (st. RK, KKK RDP Teleport, RK Knee Press) repeat
Test VC's (Try them and see if they work for you and add extra stuff if you can find anything)
Mid Screen
(VC3) Knee Press, (B+RK, SK Knee Press) Repeat
Mid screen
(VC1) Knee Press, B+RK, JP Psycho Shot, Head Stomp, Skull Diver, b+RK, SK Knee Press ????
There's a possiblity of Bison doing unblockable confusion VC's involving Psycho Shots, Fake Head Stomp, Teleport etc but I haven't explored this much.
Bison can crouch cancel but I haven't as yet been able to get anything outside of 5 or so jumping lights in the corner. And haven't been able to get any sort of rhythm going with the VC shadows. Did BAS ever do any crouch cancel Bison vids?
Muskau
04-22-2004, 09:32 PM
*bump*
I think this should be sticky'd since it would cut down on VC questions a bit.
Mystic_bash
04-23-2004, 06:31 AM
He chose her cuz she has this bug that makes her fall differently. Say akuma does his grab after the demon flip she will bounce the opposite way. Shes kinda like angel in kof2k1 or rolento and dan except you cant grab them after they are on the ground. unless your akuma or gief or anyone else who can grab them during a vc.
Dentron
04-27-2004, 01:21 PM
why do you have to whiff fireballs in the corner for akuma's combo? why do you have to whiff fireballs at all for vcs?
Muskau
04-27-2004, 06:02 PM
Fireballs are done during a VC to avoid a 'neutral state' which would cause the corner juggle limit to be activated. For a better explaination, read the James Chen SFA3 Systems FAQ at www.gamefaqs.com
toeblur
06-22-2004, 09:52 PM
Hey Guys, great thread! I hope someone can help me with Cody's vc to cc infinite:
VC3, c.RH, f+RH, whiff QCF+Forward, [s.FP, whiff QCF+Forward], when you get to the corner [s.Fierce, whiff QCB+Jab] for like 2 sets, then do s.Fierce... (This is where im having the trouble)... j.Short, CC j.Shorts for his infinite.
Every time I attempt the standing fierce into jumping short the opponent (or cpu training) flips out? Is it just my timing on the thing or is there a move I should be whiffing somewhere that im missing, many thanks in advance!!!
Xenozip.
06-23-2004, 01:12 PM
Try timing a whiffed jab instead of a whiffed fierce. Usually the only way to make it truely unflippable is to use whiffed jabs/shorts.
But, I thought crouch cancels didn't work in the home version anyway?
Xenozip.
06-23-2004, 02:47 PM
V-Gen:
Gen's kick form (3 kicks) vertical jumping SK or vertical jumping FK are both infinites, and can be used on P1 or P2 side. Gen's airthrow (2 kicks) damage does not scale with combo hits and is a good way to "end" an infinite.
Mid-screens:
Kick Form (VC2) c.SK, [c.RK, c.FP]x3, c.RK, RK-Ouga opposite wall (charge down, up+toward+RK), FP, c.RK, RK (1st hit whiffs), FP-Jasen (charge back, toward+FP).
Kick Form (VC2) c.SK, c.RK, RK-Ouga opposite wall far kick (charge down, up+toward+RK, hold back), shadow hits, FP, c.RK, [c.FP]x5, whiff c.JP or c.FK, shadow of c.FP hits, jump toward FK, CC [jump vertical FK or SK]xN -- infinite, end with kick throw
Kick Form (VC1) c.SK, [c.RK, c.FP]xN untill corner, [c.FP]xN untill meter is 10%, whiff c.JP, shadow from c.JP hits, jump toward FK, CC [vertical jump FK or SK]xN -- infinite, end with kick throw
Note: For this VC to work, none of your shadows should hit the opponent untill the very end (the c.JP shadow).
Corners:
Kick Form (VC1) c.SK, c.RK, [c.FP]x8, whiff c.JP, jump toward FK, CC [vertical jumping FK or SK]xN -- infinite, end with kick throw
Note: If you're too close to the opponent, do a c.FK to make some distance (so the c.FP doesn't cross up). For this VC to work, none of your shadows should hit the opponent untill the very end (the c.JP shadow). If your opponent is dizzy, you can do a jumping FP, then VC activate into this combo.
Kick Form (VC2) c.SK, c.RK, [RK-Ouga off far wall - far kick (charge down, up+back+RK, hold toward), FP]x4
Kick Form (VC2) c.SK, RK (2nd hit whiffs), RK-Ouga off far wall - ceiling bounce, toward drop kick (charge down, back+up+RK, hold up, hold toward), RK-Ouga off close wall, ceiling bounce, feint drop (charge down, toward+up+RK, hold up untill falling), RK (2nd hit whiffs), c.FK, shadow hits, CC [vertical jumping FK or SK]xN -- infinite, end with kick throw
Note: this is his weakest one, but easiest to pull off and looks the coolest. Also might be pretty safe if you screw up.
V-Rolento:
Corner:
Super jump (VC2) [super jump SP, c.SK, c.SK, c.SK]x4, FP-Patriot Circle (qcf+FPx3), RK, super jump SP (down, up, SP), CC [jumping toward SP]xN
Note: This works on crouching/small opponents. The VC has to be activated in the air. Cancel your third c.SK with another super jump. If you build 50% meter in the air during the crouch cancel series, re-activate in air and continue. If not, end with back+FK xx dp+FP knife toss.
V-Blanka:
Corner:
(VC2) [c.SK, c.JP, c.JP, c.FP, whiff FP-Blanka Ball (charge back, toward+FP)]x5, c.SK, c.JP, c.RK
Attached are replays of Gens VCs for FBA 2.94.98.
glass
06-26-2004, 06:45 PM
Originally posted by Dentron
why do you have to whiff fireballs in the corner for akuma's combo? why do you have to whiff fireballs at all for vcs?
avoiding neutral states keeps the opponent from being able to flip. whiffing fireballs bypasses the neutral states.
Sir Phobos
06-27-2004, 12:13 AM
Originally posted by Xenozip.
But, I thought crouch cancels didn't work in the home version anyway?
Crouch cancels work in the PSX and DC versions. Not sure about the Saturn version, but I assume they work there too. >=D
The Prophitt
06-27-2004, 06:05 AM
I can confirm they work in the PSX version. I have no idea about DC.
Xenozip.
06-27-2004, 04:48 PM
Hmm.. That's strange. Wonder where I had heard the console versions didn't have CCs.
Oh well, if the AI is flipping out during training mode, then probably it's just not a true set-up.
I think SP, FK, FP, and RK shadow set-ups mostly work on humans because it only leaves about 1-3 frames of animation for the person to actually flip, or be caught by the CC series. However, they can be flipped/teched.
The only way that I know to go from a standing normal/special into a CC series without letting your opponent flip is to whiff jab or short and let the shadow hit.
I'm guessing it has something to do with how many frames of recovery are in a jab/short vs. how long the opponent is stunned by the shadow.
Where as a FP has massive recovery time compared to a JP, yet your shadow is only going to stun the opponent for roughly the same ammount of frames.
glass
06-27-2004, 09:24 PM
1. has anyone seen el_diablo's V-Nash Vc into cc video (with the stasch stasch music)? i just had a quick question; what version were the combos performed in? it was a console, and iirc, it wasn't the PS version.
2. just trying to make sure: if i ended a V-Nash VC with s.JP into j.SK, the opponent has a window to flip between those two hits. if he doesn't flip however, can he flip later if i avoid all neutral states after the j.SK (via ccs)? is it the same if he flips wrong and gets hit by the j.SK?
Xenozip.
06-28-2004, 02:58 AM
Originally posted by glass
*snip*
- A) If you end the VC with a whiffed s.JP and your shadow hit the opponent, the opponent would NOT be