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

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  • dereklearnslowdereklearnslow Zim zam Joined: Posts: 685
    This thread should be a sticky.
  • felinekifelineki Joined: Posts: 981
    Those fireball VCs with Dhalsim and Dan were crazy! Awesome stuff all around, Xenozip. I really liked your Alpha 3 tricks video, and these new videos are just as full of win.

    I noticed you didn't include any of those guard-nullifying crossup VCs with Dhalsim like you did with everyone else... I guess he just doesn't have any?
    "The Hammer Bros. Suit was more broken than O. Sagat, AHVB, and CotA Magneto put together." -specs

    "I always thought that O. Sagat, AHVB, and CotA Magneto were just aspects of the Hammer Bros. Suit, broken down in several pieces in order to keep the universe from breaking." -Wellman
  • Xenozip.Xenozip. what a nincowpoop Joined: Posts: 3,942
    Update: Added Juli

    Woo, half way done. :o
    felineki wrote:
    I noticed you didn't include any of those guard-nullifying crossup VCs with Dhalsim like you did with everyone else... I guess he just doesn't have any?
    He has a 50/50, but because it's not a true guard break I didn't bother including it (it's in the Tricks and Tips video tho). Fortunately the corner fireball stuff is a guard crush, so even if they block they eat damage.

    But no, his drills can be blocked low and his jump arc and air teleport are simply too slow. I had theorized that maybe he could get the opponent into an extended block stun using shadows, then instant air teleport and do an attack from behind on the way down. Alas, I haven't found a way to do it yet.
    Let's play.
  • MajMaj CvS2 Combo Collector Joined: Posts: 2,073
    Xenozip. wrote:
    Charlie?????!!!

    Ask BKB for Guile. :p
    I remember some of James Chen's V-Charlie combos being pretty cool, but i'm sure you'll get to him eventually. Sucks that Guile isn't in arcade SFA3. He'd probably suck but he always has some interesting combos. Anyway i'm an A-Ryu scrub so i guess the V-Ryu video is the one i'm waiting for.
  • Xenozip.Xenozip. what a nincowpoop Joined: Posts: 3,942
    Majestros wrote:
    I remember some of James Chen's V-Charlie combos being pretty cool, but i'm sure you'll get to him eventually. Sucks that Guile isn't in arcade SFA3. He'd probably suck but he always has some interesting combos. Anyway i'm an A-Ryu scrub so i guess the V-Ryu video is the one i'm waiting for.
    Not necessarily. They are fairly similar. Charlie's normals do more damage, and his JP SB seems to move slower. Charlie also has his command dash which cancels into the knee bazooka, and both are important for his VC's.

    And I may be on crack, but Guile also seems a tad slower. He also lacks the command dash, but he still has the knee bazooka itself.

    Guile's VC's most likely consist of just Somersault (then strong normal) and knee bazooka loops till corner (or just Somersault xx knee loop), which is about the same as Charlie, pretty much. Ender is most likely a CC setup into air kick throw (slams, probably).

    And he has a deep cross-up, so he probably has a midscreen unblockable.

    Another really big thing though, I think Charlies normals are better over-all. His controllable standing MK and c.RH are really good.

    But, this is just conjecture. Don't mind me.
    Let's play.
  • TSTS pbbbbbbt... Joined: Posts: 4,308 ✭✭✭✭✭ OG
    Guile can do (VC3) crouching Jab, Forward Flash Kick [neutral standing Fierce, Forward Flash Kick]x5 as a midscreen, does about 50% damage to Birdie. The shadow of the standing Fierce hits the same time as the regular Fierce hits. You might be able to something with canceling a standing Fierce into a whiffed knee bazooka also, but I can't really test things out...I don't have a copy of A3 anymore, and I just happened to have that particular VC on tape (now on DVD since I'm backing up my super-random VHS tapes...random A3 footage followed by 30 seconds of "The View" from 2001, followed by G Gundam).

    In the corner he can do something like (VC3) crouching Strong, FK Flash Kick, [crouching Fierce, RK Flash Kick]xn, but I don't remember exactly how it went.



    ...in case anyone asks, Dee Jay can do (VC3) c.JP, Short upkick move, c.FP, Short upkick, and then switch to standing Fierce xx whiff upkick. Standing Fierce does more damage. The version I have on tape actually uses standing Roundhouse, which may do the most damage, and will push the opponent towards the corner, whereas other versions will cross themselves up and stay midscreen, sorta like the one V-Cammy midscreen in the Youtube vid. The Roundhouse version does 82 points of damage to Ken, just under 60%.

    He can do the same VC in the corner, but just c.FP xx Short upkick over and over, IIRC. I actually wonder if there would be timing problems in HSFA or the A3 Upper...I remember in the DC version, the Guile midscreen had different timing than my old Saturn version, because they probably changed either the speed of Guile's s.FP or it's hitbox. I wonder if there any new changes, or if that was a DC-only thing.



    About Guile: Guile hella sucks. Terrible. Questionable priority, and Flash Kick is...it's like they made the move just so you wouldn't use it. It's really easy to airblock, at least in the Saturn version (and I hear it was this way in the PSX version, too....I assume he's better in the DC version and Z3 Upper...though he really couldn't be any worse). I don't mean like Charlie's Flash Kick, or DP's, etc...I mean, I don't know if there's a point where you can't have it air blocked. And, of course...it's horrifically unsafe if blocked.

    The selection of his normals was questionable, also...V-ISM was the only version worth playing, IMO, but he lost the cool stepkick with Roundhouse that X-Guile has, and of course can't do the backfist while charging. I also remember some issues with the standing Forward sobat move, probably that it was retarded how you couldn't do it and charge without moving backwards, but that's pretty standard.

    Guile :: Charlie
    Dan :: Ryu

    He's not unplayable, but he's definitley not as good as Charlie, at all.
  • Xenozip.Xenozip. what a nincowpoop Joined: Posts: 3,942
    Yeah, come to think of it.. Guiles' flash kick is his strongest single-hit move, so you want as many as those pre-damage scaling.

    Looks like he can loop [FK flash kick, (any normal move)]xN midscreen. Starting with c.SK xx SK flash kick (then any normal move).

    One thing about Guiles flash kick though, I agree it's not meant for AA outside of VC's. But during VC's it's quick enough that he can AA with a normal move and cancel into flash kick to set the juggle-state.

    But yeah, Guile seems like a butchered Charlie. Another major difference I just noticed is their c.FK's.
    Let's play.
  • MiddlekickMiddlekick r.mika stalker Joined: Posts: 604
    Guile's best version of the his Somersault Kick is the Roundhouse version. Can be blocked in the air, but it has some invincibility.

    I like A-Guile; far standing Roundhouse complements his crouching Fierce for a more ranged anti-air. Also has the the crouching kick-stuffing upside down kick. Very nice.
    Also gains the non-stationary Sobat, which helps his offense some. Level 3 Sonic Hurricane is great anti-air, though damage isn't very spectacular (about 40%).


    V-Guile's VC was VC2-> crouching Short-> Short SK-> [crouching Fierce-> Forward SK] x n. Very damaging.

    Also, in HSFA and SFA3 Arrange, but not the Saturn, PSX or DC versions, why does Guile's kick air throw score 2 hits?
  • TizocTizoc Joined: Posts: 11,406
    "You have to be a badass if you ride a giant seahorse." -Grant Morrison on why Aquaman is badass
    "Game Over, Snively. ...Thanks for playing." -Dr. Eggman, Sonic Universe #40
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  • MechanicaMechanica elias the flyest Joined: Posts: 6,252
    I've never gotten far in playing SFA3 competitively, but is there a reason for doing two whiffed throws after almost every combo? LOL, is it just a signature, or does it have something to do with not being in a neutral state and them air recovering? Aren't those two things related, therefore having a purpose for crouch canceling and all that? >_>
    KOForever WHY IS 14 SO UGLY whyyyy is alex's neutral stance so ugly
  • Xenozip.Xenozip. what a nincowpoop Joined: Posts: 3,942
    Middlekick wrote:
    V-Guile's VC was VC2-> crouching Short-> Short SK-> [crouching Fierce-> Forward SK] x n. Very damaging.

    Also, in HSFA and SFA3 Arrange, but not the Saturn, PSX or DC versions, why does Guile's kick air throw score 2 hits?
    Good stuff. :o

    Hmm.. Could the air throw be because of the slam properties? Was it a slam in the Saturn, PSX, and DC versions?

    Capcom may have overlooked it originally and rather than recoding the move, they just lowered the damage of the initial hit and then copy/pasted the code for a slam throw and tagged it onto the end of his throw. Lazy wins.
    Mechanica wrote:
    -snip-
    Whiffed throws build meter. But it's more of a signature than anything else, I guess.
    Let's play.
  • SystemSystem Joined: Posts: 508,676 admin
    Yeah, that's the Guile VC i came up with.. doesn't seem to have much else. No infinte, can't cancel boom recovery during VC (I think), etc. Is there anything else?

    He can combo after boom combo in the corner.. but seriously, it ain't much. It's nice to VC after they jump a boom, but could he be better in another -ism?
  • Xenozip.Xenozip. what a nincowpoop Joined: Posts: 3,942
    Update: Added Charlie.
    Let's play.
  • Xenozip.Xenozip. what a nincowpoop Joined: Posts: 3,942
    Update: Added Chun-Li

    Thanks to Middlekick for helping with the stomp cancel info.

    Holy shit late for work. I'm out.
    Let's play.
  • MiddlekickMiddlekick r.mika stalker Joined: Posts: 604
    Nice work. However, when Chun cancels the stomp into a VC, she is supposed drop down very quickly, keeping the opponent in block-stun. I suspect that this is more likely to occur when the stomp is performed as an instant overhead or when Chun is very low to the ground.
    A good set-up would: blocked cross-up jumping Short-> IOH/LTTG stomp-> VC-> cross-up Short etc. and Chun should drop down super-fast, leading to the unblockable.
  • MajMaj CvS2 Combo Collector Joined: Posts: 2,073
    Nice V-Charlie unblockables. I've never seen anything like the first one before.
  • Xenozip.Xenozip. what a nincowpoop Joined: Posts: 3,942
    Middlekick wrote:
    Nice work. However, when Chun cancels the stomp into a VC, she is supposed drop down very quickly, keeping the opponent in block-stun. I suspect that this is more likely to occur when the stomp is performed as an instant overhead or when Chun is very low to the ground.
    A good set-up would: blocked cross-up jumping Short-> IOH/LTTG stomp-> VC-> cross-up Short etc. and Chun should drop down super-fast, leading to the unblockable.
    Hmm.. Weird. Well it appears I can hit a crouching Ryu instantly when leaving the ground and it still doesn't work.
    Tried cross-up, IOH, VC.
    Tried j.HP, IOH, VC.
    Then tried them both on crouching Ryu. Still no luck.

    Is there some trick to it? A kattobi maybe?

    No worries though, I wanted to re-record a few of those combos anyway. I'll remove the video for now 'till I get it fixed.
    Majestros wrote:
    Nice V-Charlie unblockables. I've never seen anything like the first one before.
    Really? The acho nash players use that as their primary B&B. I'm pretty sure I x-copied his anti-air from TOMA.
    Let's play.
  • MajMaj CvS2 Combo Collector Joined: Posts: 2,073
    I've seen the anti-air ones before as well as the midscreen ones starting with low short xx LK Flash Kick, but that corner one where you did a bunch of blocked low shorts into unblockable j.HK is new to me.
  • Xenozip.Xenozip. what a nincowpoop Joined: Posts: 3,942
    Majestros wrote:
    I've seen the anti-air ones before as well as the midscreen ones starting with low short xx LK Flash Kick, but that corner one where you did a bunch of blocked low shorts into unblockable j.HK is new to me.
    Oh, I see. Didn't know what you meant by "the first one".

    Incidentally there's a few more characters that have similar ones (akuma, blanka, honda, rolento, to name a few). But they aren't as "safe" as the midscreen crossup ones.

    One of the many benefits of shadow hits. It actually keeps them in perpetual blockstun untill you break their guard. Though grapplers don't have much use for it.
    Let's play.
  • Master_ChibiMaster_Chibi .: Dynamites! :. Joined: Posts: 15,066 mod
    Can I get transcripts for that Charlie stuff Xenozip :D?
    ~*Hai! Back to Japan!
  • Terry_nbTerry_nb ... Joined: Posts: 1,244 ✭✭✭✭✭ OG
    Great idea Xenozip. Btw, that Rolento stuff was exspecially nice. I'm waiting for some Ken stuff leading to CC's.

    keep it up, you inspire people in terms of VC :)
    SFA 4 needs to be made ...
  • SystemSystem Joined: Posts: 508,676 admin
    Very good work Xenozip! Thx, for your support.
    If I can add an idea:
    You could also shown the Sodom re-activation infinite VC. I don't know if it's harder or easier then the Karin re-activation VC. But both are killer! ^_^
  • Xenozip.Xenozip. what a nincowpoop Joined: Posts: 3,942
    Can I get transcripts for that Charlie stuff Xenozip :D?
    Sure, check second post.
    If I can add an idea:
    You could also shown the Sodom re-activation infinite VC. I don't know if it's harder or easier then the Karin re-activation VC. But both are killer! ^_^
    Seems extraneous. But, I guess I could add it if I decide to do P2 CC infs.
    Let's play.
  • Ken34Ken34 a.k.a Mashima Taichi Joined: Posts: 7,157 ✭✭✭✭✭ OG
    Xenozip. wrote:
    Well, for the past week or so I've been working on video clips of various character VC's. I originally only intended to just do a few, but some friends of mine requested a few more, and a few more, and then suddenly I have 8 characters done. I don't want to make another combo video, because I just don't. But this has been interesting enough for me that I think I would like to continue working on them, perhaps untill I get all the SFA3 characters done. I don't know how useful they are since I'm really just rehashing old news, but I don't want them to go to waste either.

    good shit, thanks alot for this!
    "True Strength is something Money and Credit cards cannot buy"
  • SystemSystem Joined: Posts: 508,676 admin
    Xenozip, can I get transcripts of Vega?

    thanks
  • Xenozip.Xenozip. what a nincowpoop Joined: Posts: 3,942
    unledded wrote:
    Xenozip, can I get transcripts of Vega?

    thanks
    Sure, check second post.
    Let's play.
  • SystemSystem Joined: Posts: 508,676 admin
    anybody got vids of all of ryu's and ken's v-ism combo and tricks?
  • Xenozip.Xenozip. what a nincowpoop Joined: Posts: 3,942
    Tekneeeekz wrote:
    anybody got vids of all of ryu's and ken's v-ism combo and tricks?
    I have Ryu almost finished at home.

    But, I'm not at home right now. I've been on hiatus for the past week due to all the current events. But, as soon as I get home I'll be sure to finish Ryu (and hopefully Chun) and post them up. Sometime within the next few days (hopefully, heh).

    Ken is on the backburner for me though, sorry. If anyone else feels like compiling some Ken VC stuff, then by all means please do (best kind boxer?). <3
    Let's play.
  • afsddfasdfasafsddfasdfas Joined: Posts: 117
    Transcripts for Sakura and Rose combos would be great.
    ☠☠☠
  • SystemSystem Joined: Posts: 508,676 admin
    Do you have any good ways to get into Chun-lis v-ism combos I've been trying my ass off.
  • Xenozip.Xenozip. what a nincowpoop Joined: Posts: 3,942
    Update: Added Ryu
    Transcripts for Sakura and Rose combos would be great.
    Alright. They're enqueue.
    dezmu wrote:
    Do you have any good ways to get into Chun-lis v-ism combos I've been trying my ass off.
    Only works against other A3 characters.

    Anti air: (VC1) c.RH, whiff SK, shadow hits, j.FK, CC infinite

    midscreen unblockable: (VC1) crossup j.SK, c.SK, d-u+SK, whiff SK, shadow hits, j.FK, CC infinite

    corner: (VC1) [hcf+P]xN

    I'll get the vid up later. Hopefully in the next few days.
    Let's play.
  • EveryFlowerFlowEveryFlowerFlow You Want Pain? Aegis Reflector Joined: Posts: 3,784
    Xenozip. wrote:
    Update: Added Ryu

    Alright. They're enqueue.

    Only works against other A3 characters.

    Anti air: (VC1) c.RH, whiff SK, shadow hits, j.FK, CC infinite

    midscreen unblockable: (VC1) crossup j.SK, c.SK, d-u+SK, whiff SK, shadow hits, j.FK, CC infinite

    corner: (VC1) [hcf+P]xN

    I'll get the vid up later. Hopefully in the next few days.


    what IS the CC infinite? It looks like it's just headstomp but I can only get one headstomp. do you CC those? what would the button/directional presses for that even look like :looney:
    CFN: GetReady2Die | WhensThirdStrike [Urien, Ryu, Chun, Balrog, Karin]
    I make Jazz-Hop/Lo-Fi/Soul-Hop/Hip House: http://releases.prosodij.co.uk
  • Xenozip.Xenozip. what a nincowpoop Joined: Posts: 3,942
    what IS the CC infinite? It looks like it's just headstomp but I can only get one headstomp. do you CC those? what would the button/directional presses for that even look like :looney:
    You can CC infinite with j.RH or vertical j.RH. Both her j.RH's pop the opponent up far enough if they hit twice that you can use another attack (like j.FP) to keep them at the height you want. I would recommend [j.RH, j.FP, j.FP]xN, or whatever variation you're comfortable with. You just need to get the hang of j.HK.

    Headstomping in the corner forces Chun away from the corner, which is probably why you can only get one headstomp off. The repeated headstomps only works midscreen. However, there is a way for both Player 1 Chun and Player 2 Chun to loop headstomps for an infinite CC.

    For Player 2 Chun it's a simple matter of crossing up in the corner with j.SK, then stomping across the screen to the other side and repeating the process.

    For Player 1 Chun it's a little harder. But, it's possible to jump toward the corner, then immediately wall jump out of the corner and hit with j.SK as soon as you leave the wall. Because Chun is facing out of the corner, the j.SK pushes the opponent out of the corner as well, and you can loop more headstomps.

    An example of the Player 1 headstomp infinite is like :
    [j.FP]x2, j.RH, jump toward corner, wallbounce -> j.SK, CC [j.d+FK]xN, late j.FP as you're landing, repeat.

    The more accurately you time the stomps, the more hits you can get. It's also dependant on your position relative to your opponent's body. But, it's a whole lot easier to just stomp a few times, since if you stomp a whole bunch of a lot then you're going to get really high in the air, which makes landing more hits difficult..

    I'll try to get Chun finished next so that you guys can see what I'm talking about.
    Let's play.
  • EveryFlowerFlowEveryFlowerFlow You Want Pain? Aegis Reflector Joined: Posts: 3,784
    You can CC infinite with j.RH or vertical j.RH. Both her j.RH's pop the opponent up far enough if they hit twice that you can use another attack (like j.FP) to keep them at the height you want. I would recommend [j.RH, j.FP, j.FP]xN, or whatever variation you're comfortable with. You just need to get the hang of j.HK.

    Headstomping in the corner forces Chun away from the corner, which is probably why you can only get one headstomp off. The repeated headstomps only works midscreen. However, there is a way for both Player 1 Chun and Player 2 Chun to loop headstomps for an infinite CC.

    For Player 2 Chun it's a simple matter of crossing up in the corner with j.SK, then stomping across the screen to the other side and repeating the process.

    For Player 1 Chun it's a little harder. But, it's possible to jump toward the corner, then immediately wall jump out of the corner and hit with j.SK as soon as you leave the wall. Because Chun is facing out of the corner, the j.SK pushes the opponent out of the corner as well, and you can loop more headstomps.

    An example of the Player 1 headstomp infinite is like :
    [j.FP]x2, j.RH, jump toward corner, wallbounce -> j.SK, CC [j.d+FK]xN, late j.FP as you're landing, repeat.

    The more accurately you time the stomps, the more hits you can get. It's also dependant on your position relative to your opponent's body. But, it's a whole lot easier to just stomp a few times, since if you stomp a whole bunch of a lot then you're going to get really high in the air, which makes landing more hits difficult..

    I'll try to get Chun finished next so that you guys can see what I'm talking about.


    Thanks for that. I'll try it out later.


    EDIT: I finally got the instant drop headstomp VC to work too.
    CFN: GetReady2Die | WhensThirdStrike [Urien, Ryu, Chun, Balrog, Karin]
    I make Jazz-Hop/Lo-Fi/Soul-Hop/Hip House: http://releases.prosodij.co.uk
  • SystemSystem Joined: Posts: 508,676 admin
    Great thread, thanks a lot xenozip. Any chance you could do a vid for Gen?
  • SystemSystem Joined: Posts: 508,676 admin
    Awesome vids!
  • Xenozip.Xenozip. what a nincowpoop Joined: Posts: 3,942
    ^ Thanks.
    EDIT: I finally got the instant drop headstomp VC to work too.
    Can you post up how you do it?

    I've only found thee variations so far, and all three appear to be escapable.

    If you cancel the headstomp immediately as it connects, you will fall pretty quick, but Chun's arc is too far for j.SK to be a cross-up midscreen. And unfortunately near the corner I think you can reversal it with a JP or DP.

    If you hold back and then cancel it as soon as the stomp finishes, it perfectly setps up a cross-up midscreen, but the arc is really high, and I'm pretty sure it's escapable.

    If you don't push anything and activate a VC as soon as the stomp ends, you fly really far and high, so it's not really useful.

    I can't seem to get the instant drop to occur. :bluu:
    Great thread, thanks a lot xenozip. Any chance you could do a vid for Gen?
    Sure. When I finish with Chun then Gen will be next.
    Let's play.
  • SystemSystem Joined: Posts: 508,676 admin
    ^ Stomp, then kattobbi another one into VC? I dunno..
  • EveryFlowerFlowEveryFlowerFlow You Want Pain? Aegis Reflector Joined: Posts: 3,784
    ^ Thanks.
    Can you post up how you do it?

    I've only found thee variations so far, and all three appear to be escapable.

    If you cancel the headstomp immediately as it connects, you will fall pretty quick, but Chun's arc is too far for j.SK to be a cross-up midscreen. And unfortunately near the corner I think you can reversal it with a JP or DP.

    If you hold back and then cancel it as soon as the stomp finishes, it perfectly setps up a cross-up midscreen, but the arc is really high, and I'm pretty sure it's escapable.

    If you don't push anything and activate a VC as soon as the stomp ends, you fly really far and high, so it's not really useful.

    I can't seem to get the instant drop to occur. :bluu:

    The only way I could get the instant drop cross up drop to work, was doing it the first way you described on a crouching/crouch blocking character :sad:. Standing and stand blocking chun always fell in front of the other character rather than behind for a cross up. BUT you could do a front drop j.jab on the way down, c.jab , short dragon kick, whiff short, then whatever mid screen, but I think I saw that in the vid before it got taken down




    EDIT: Aim for the head! :wgrin:

    Or the back shoulders even better

    When the head stomp hits directly on the head and you do it the first way you can cross up lk even when they are standing.

    CFN: GetReady2Die | WhensThirdStrike [Urien, Ryu, Chun, Balrog, Karin]
    I make Jazz-Hop/Lo-Fi/Soul-Hop/Hip House: http://releases.prosodij.co.uk
  • skankin garbageskankin garbage ARE YOU OKAY!? Joined: Posts: 961
    Can I put in a request for Cody and R.Mika? I'm really trying to learn them in V-Ism, and this shit is great for me, cos I'm a visual learner.
    http://jamieobeso.blogspot.com/ - My own personal insights about games; totally inspired by David Sirlin and James Chen.

    "Jesus would be MAD if he had to fight Ivan Ooze."
    "*I'd* be mad if Jesus had to fight Ivan Ooze.
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