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?
Ask BKB for Guile.
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.
Best Kind Boxer wrote:
Go here to find out how to save youtube vids
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?
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.
Nice V-Charlie unblockables. I've never seen anything like the first one before.
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.
Master Chibi wrote:
Can I get transcripts for that Charlie stuff Xenozip ?
lomo the kid wrote:
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! ^_^
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.
Xenozip, can I get transcripts of Vega?
anybody got vids of all of ryu's and ken's v-ism combo and tricks?
Transcripts for Sakura and Rose combos would be great.
Do you have any good ways to get into Chun-lis v-ism combos I've been trying my ass off.
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.
R o c k L e e, post: 1224265 wrote:
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
Xenozip., post: 1224266 wrote:
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.
R o c k L e e, post: 1224267 wrote:
EDIT: I finally got the instant drop headstomp VC to work too.
N88888888, post: 1224268 wrote:
Great thread, thanks a lot xenozip. Any chance you could do a vid for Gen?
Xenozip., post: 1224270 wrote:
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.