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

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  • NG1313NG1313 Joined: Posts: 1,563
    Hey, TS. What's the song you used for the Deejay VC exhibition?
    "Forbidden"? Not today! Shoryuken!!!
  • TSTS pbbbbbbt... Joined: Posts: 4,303 ✭✭✭✭✭ OG
    It's actually Canto de Ossanha by Jurassic 5 from their most recent album, Feedback. They generally don't sound anything like that, but there are a few tracks without traditional vocals that they've done.

    Looking forward to the new/updated vids.
  • EveryFlowerFlowEveryFlowerFlow You Want Pain? Aegis Reflector Joined: Posts: 3,781
    Oddly the longer I leave the game for the better I get.

    Nice work XenoZip and the rest who are involved.


    you know, i noticed that for myself, strange. :looney:
    I make Jazz-Hop/Soul-Hop: http://releases.prosodij.co.uk
  • AzraelAzrael Epic Calling! Joined: Posts: 3,258
    This thread is beyond awesome. Xeno, you rock and then some. ...I'd say I'd like to play you some A3 games one day, but I know you'd stomp me. Even with all my a-cho training.

    Well, thanks to the stuff here I guess it's FINALLY time to retire my A-Karin and switch to V. It's been 6 good years or so, but it's time to step it up a notch.

    Torem_Kamina:

    Definitely need to work that EX Tatsu wake-up into my gameplan. Sacrificing damage and stun meter for psychological damage. That's some next level shit right there.

  • Xenozip.Xenozip. what a nincowpoop Joined: Posts: 3,942
    Nah, I suck man. Training mode and match vids only get you so far, ya know?

    I haven't had any real comp in years. But with the advent of SFAA I'm starting to see more and more serious players, so things are looking up. :D

    It's really a shame that old Karin thread disappeared. Your posts there were golden. Glad you like the vids. :)
    Let's play.
  • AzraelAzrael Epic Calling! Joined: Posts: 3,258
    ...I completely forgot what I posted in that thread. :razzy:

    I've also advanced my Karin since then (I hope at least...). Playing at a-cho (where jumping = complete and utter death) has made me realize what an awesome ground game she has. I'm sort of thinking about making a Karin FAQ or something, especially if A3 is starting to see more action.

    God Bless Alpha Anthology.

    Torem_Kamina:

    Definitely need to work that EX Tatsu wake-up into my gameplan. Sacrificing damage and stun meter for psychological damage. That's some next level shit right there.

  • Xenozip.Xenozip. what a nincowpoop Joined: Posts: 3,942
    You should. Or at least start posting more Karin goodies, bit by bit. Yea, her pokes and walk speed are amazing.

    SFAA has given Westerners a chance to play (the real) SFA3 again.
    Let's play.
  • Xenozip.Xenozip. what a nincowpoop Joined: Posts: 3,942
    Update: Added

    --

    I guess Blanka is up next. Sorry about transcripts, I seriously hate typing them. I really need some one to type them up for me so I can just fill in the strengths of the buttons used. :p

    It looks like R.Mika will be last. I was kind of hoping Middlekick would link to his tutorial since it contains just about everything I would have put in it anyway.
    Let's play.
  • MiddlekickMiddlekick r.mika stalker Joined: Posts: 604
    Here's a transcript of the Mika
    For information on Mika's V-ISM specifics, please go to [url=http://www.shoryuken.com/forums/showthread.php?t=91439 thread.

    1 - Air-to-air counter hit jumping Roundhouse-> crouching Fierce-> Level 3 SBS-> Japanese Ocean Drop Kick-> stun-> SBS Wingless Airplane

    2 - Cross-up Flying Body Press-> crouching Jab-> crouching Short-> Level 3 Rainbow Hip Rush

    3 - Cross-up Flying Body Press-> crouching Jab (X-ISM Doujioshi SP)-> crouching Fierce-> SBS-> JODK-> stun-> SBS WA

    4 - Vertical jumping Roundhouse-> crouching Fierce-> Level 1 SBS-> JODK-> stun-> whiffed Missile Kick-> Level 2 Heavenly Dynamite

    5 - Vertical jumping Roundhouse-> crouching Fierce-> Level 1 SBS-> JODK-> stun-> whiffed Missile Kick-> Vertical jumping Roundhouse-> crouching Fierce-> Level 2 SBS-> Mika Lariat-> Moonsault Press

    6 - Cross-up Body Press-> crouching Jab x 3-> crouching Short-> Level 3 SBS-> Mika Lariat-> Moonsault Press

    7 - Air-to-air crounter hit jumping Fierce-> crouch cancelled Flying Body Press-> crouching Fierce-> Roundhouse Shooting Peach-> stun-> Vertical jumping Roundhouse-> crouching Fierce-> Level 3 SBS-> Mika Lariat-> Moonsault Press

    8 - Air-to-air counter hit-> jumping Forward-> crouch cancelled jumping Roundhouse- crouching Jab-> standing Jab-> Strong Flying Peach-> activate VC1-> OTG throw Forward Daydream Headlock-> whiffed Forward Daydream Headlock-> OTG throw Roundhouse Daydream Headlock

    9 - Cross-up FBP-> activate VC1-> crouching Short-> crouching Fierce-> Shooting Peach x 6-> whiffed standing Roundhouse-> OTG throw Roundhouse Daydream Headlock

    10 - Jumping Fierce-> activate VC1-> standing Roundhouse-> Short Shooting Peach (2 hits) x 8-> crouching Fierce

    11 - VC1 standing Roundhouse-> Roundhouse Shooting Peach-> Forward Shooting Peach x 3-> whiffed standing Forward-> shadow standing Forward hits-> jumping Roundhouse-> crouch cancelled cross-up Flying Body Press-> crouch cancelled jumping backward Short-> crouch cancelled FBP x 3

    12 - Cross-up FPB-> activate VC1-> crouching Fierce-> Forward Shooting Peach-> Roundhouse Shooting Peach-> whiffed Roundhouse Shooting Peach-> shadow Shooting Peach hits (now facing opposite direction) -> Forward Shooting Peach x 2-> Roundhouse Shooting Peach -> Forward Shooting Peach-> whiffed Fierce Flying Peach-> OTG throw Roundhouse Daydream Headlock

    13 - Air-to-air counter hit jumping Strong-> crouch cancelled jumping Roundhouse x 3-> crouching cancelled FBP-> crouch cancelled cross-up FBP-> crouch cancelled jumping backwards Short-> crouch cancelled FBP x 4

    14 - Cross-up FBP-> activate VC2-> crouching Short-> crouching Forward-> crouching Roundhouse-> whiffed Roundhouse Shooting Peach-> OTG throw Forward Daydream Headlock-> whiffed Roundhouse Shooting Peach-> OTG throw Roundhouse Daydream Headlock

    15 - Air-to-air counter hit jumping Strong-> crouch cancelled Forward Wingless Airplane-> activate VC1-> OTG throw Forward Daydream Headlock-> whiffed Roundhouse Shooting Peach-> OTG throw Roundhouse Daydream Headlock

    16 - Alpha Counter-> activate VC2-> OTG throw Fierce Paradise Hold-> whiffed crouching Roundhouse-> OTG throw Roundhouse Daydream Headlock

    17 - Fierce Paradise Hold-> activate VC2-> OTG throw Fierce Paradise Hold x 3-> whiffed crouching Roundhouse-> OTG throw Roundhouse Daydream Headlock

    18 - Air-to-air crounter hit jumping Fierce-> crouch cancelled Flying Body Press-> crouching Fierce-> Roundhouse Shooting Peach-> stun-> Vertical jumping Roundhouse-> crouching Fierce-> Level 3 SBS-> JODK-> stun-> SBS Paradise Hold

    19 - Air-to-air counter hit FBP-> crouch cancelled Flying Body Press-> crouching Fierce-> Strong Flying Peach-> stun-> stun OTG throw Fierce Paradise Hold x 4-> Roundhouse Daydream Headlock

    20 - Air-to-air counter hit FBP-> crouch cancelled Flying Body Press-> crouching Fierce-> Strong Flying Peach-> stun-> stun OTG throw Fierce Paradise Hold x 3->
    whiffed crouching Roundhouse-> stun OTG throw Roundhouse Daydream Headlock-> Roundhouse Daydream Headlock

    21 - Air-to-air counter hit FBP-> crouch cancelled Flying Body Press-> crouching Fierce-> Strong Flying Peach-> stun-> stun OTG throw Short Daydream Headlock-> OTG throw Fierce Paradise Hold-> whiffed crouching Roundhouse-> stun OTG throw Roundhouse Daydream Headlock-> Roundhouse Daydream Headlock

    22 - Counter hit vertical Jumping Roundhouse-> crouching Fierce-> Fierce Flying Peach-> activate VC2-> OTG throw Fierce Paradise Hold x 3 -> whiffed crouching Roundhouse-> OTG thow Roundhouse Daydream Headlock

    23 - Air-to-air crounter hit jumping Fierce-> crouch cancelled Flying Body Press-> crouching Fierce-> Roundhouse Shooting Peach-> stun-> Vertical jumping Roundhouse-> crouching Fierce-> SBS JODK-> stun-> whiffed Missile Kick-> Roundhouse Daydream Headlock

    24 - Cross-up Body Press-> crouching Jab (X-ISM Doujioshi SP)-> crouching Fierce-> SBS-> Mika Lariat Moonsault Press

    25 - Air-to-air counter hit jumping Roundhouse-> crouching Fierce-> Level 3 SBS-> Mika Lariat-> Moonsault Press

    25 - Air-to-air counter hit jumping Roundhouse-> crouching Fierce-> Level 1 SBS->
    JODK-> stun-> SBS Missile Kick-> Level 2 SBS-> Mika Lariat-> Moonsault Press

    26 - Standing Fierce-> crouching Short-> Level 3 SBS-> Mika Sliding-> whiffed SBS Paradise Hold



    Xenozip's Adon vid transcript. I'm sure a lot of these are going to be incorrect (don't kill me). Please correct accordingly.

    1: VC2-> Short Rising Jaguar-> [standing Fierce-> whiffed Short Jaguar Kick] x 2-> standing Fierce-> whiffed Short Rising Jaguar-> standing Fierce-> whiffed Roundhouse Jaguar Tooth-> standing Fierce-> whiffed crouching Roundhouse-> shadow Standing Fierce hits-> jumping Strong-> crouch cancel walk-> jumping Fierce-> crouch cancelled jumping Strong x 2-> crouch cancelled jumping Short-> crouch cancelled Jaguar Stab

    2: VC2-> crouching Strong-> Short Rising Jaguar-> [standing Fierce-> whiffed Short Jaguar Kick] x 2-> standing Fierce-> whiffed Short Rising Jaguar-> standing Fierce-> whiffed Roundhouse Jaguar Tooth x 3-> Roundhouse Rising Jaguar x 2

    3: VC2-> Short Rising Jaguar-> far standing Roundhouse-> whiffed Short Jaguar Kick-> [standing Fierce-> whiffed Roundhouse Jaguar Tooth] x 2-> standing Fierce-> whiffed standing Fierce-> shadow standing Fierce hits-> jumping Strong-> crouch cancel walk-> jumping Fierce-> crouch cancel jumping Strong x 2-> crouch cancel jumping Short-> crouch cancelledJaguar Stab

    4: VC2-> Forward Rising Jaguar-> crouching Fierce-> whiffed Short Jaguar Kick-> standing Fierce-> Short Jaguar Tooth-> whiffed Short Rising Jaguar-> standing Fierce-> whiffed Roundhouse Jaguar Tooth-> standing Fierce-> whiffed standing Fierce-> shadow standing Fierce hits-> jumping Strong-> crouch cancel walk-> jumping Fierce-> crouch cancel jumping Strong x 2-> crouch cancel jumping Short-> crouch cancelled Jaguar Stab

    5: VC2-> crouching Short-> [crouching Jab-> crouching Fierce-> Short Jaguar Kick] x 6 -> standing Strong-> Forward Rising Jaguar

    6: VC1-> crouching Roundhouse-> whiffed Roundhouse Jaguar Tooth-> shadow Jaguar Tooth hits-> crouching Forward x 2-> crouching Roundhouse-> whiffed Forward Jaguar Tooth-> shadow Jaguar hits-> crouching Short-> crouching Forward-> crouching Roundhouse-> whiffed Roundhouse Jagaur Tooth-> shadow Jaguar Tooth hits-> crouching Forward x 2-> crouching Roundhouse
  • Xenozip.Xenozip. what a nincowpoop Joined: Posts: 3,942
    Holy crap, you're awesome. :o

    Thanks!
    [Edited for minor corrections]
    5: VC2-> crouching Short-> [crouching Jab x 2-> crouching Fierce-> Short Jaguar Kick] x 6 -> Short Rising Jaguar-> standing Strong-> Forward Rising Jaguar

    6: VC1-> crouching Roundhouse-> whiffed Roundhouse Jaguar Tooth-> crouching Forward-> shadow Jaguar Tooth hits-> crouching Forward x 2-> crouching Roundhouse-> whiffed Forward Jaguar Tooth-> crouching Short-> shadow Jaguar hits-> crouching Forward-> crouching Roundhouse-> whiffed Roundhouse Jagaur Tooth-> crouching Forward-> shadow Jaguar Tooth hits-> crouching Forward-> crouching Roundhouse
    Minor fixes. Everything else is correct. :o

    [Edit]: I'll add that to the second post later. I'm about to head out.
    Let's play.
  • Xenozip.Xenozip. what a nincowpoop Joined: Posts: 3,942
    can you do a vid for V-blanka and his transcript?

    also a transcript for cammy too(specifically the anti air one but the rest are apprieciated too )

    thank :)
    Oh, my bad. Missed this post.

    RE: Blanka. Yeah, next sit down I'll probably be doing Blanka.

    RE: Cammy. She actually has two primary anti-airs.

    [VC2] dp+RH, SP, whiff RH, qcf+FK, [RH, dp+RH, qcf+FK]xN
    or
    [VC2] SP/b+FP, [dp+RH, qcf+FK, RH]xN

    Once your meter is low your options are:
    Out of corner - qcf+FK, SP/b+FP xx hcf-uf+FP -> RH grab
    Inside corner - dp+RH, b+FP xx hcf-uf+FP -> RH grab

    Technically with the first anti-air option you can continue the juggle by doing [SP, whiff RH, qcf+FK, dp+RH]xN

    But, you get better damage by transitioning into her midscreen [RH, dp+RH, qcf+FK]xN as described above (also viewable in the YouTube recording).

    The second anti-air option helps to avoid whiffs, counter-activations, and allows you to go directly into her midscreen without the need for a transition. The trouble with that one is your timing for the activation has to be good (as apposed to the first option which is a bit more lenient).
    Let's play.
  • KyokujiKyokuji Needlessly Perverted Joined: Posts: 2,926
    Someone else showed me this.
    Never knew Birdie had an infinite. He can't be second worst if he can do this.
    Sort of like an easier version of Sodom's infinite loop.

    http://youtube.com/watch?v=BLKfCsalo-A
    "Getting herpes on your face is not a cost-saving solution."
  • Xenozip.Xenozip. what a nincowpoop Joined: Posts: 3,942
    Well, remember that infinites don't make or break a character. None of the top 4 have infinites. And while it definitely does improve characters like V-Vega(claw) and V-Sagat, it doesn't necessarily mean they absolutely "need" them. And of course there are other examples. Birdie is pretty weak not just because of his use of meter in V or A, but because his normals and specials (and to a lesser extent his AC's and hitbox size and walk speed).

    Though it's definitely worth noting that Birdie has an infinite. Particularly because his airthrow is a slam. That means he can rebuild meter while potentially earning reset damage plus the slam damage he'd normally get from an OTG ender.

    Thanks for sharing. I'll add that to his vid clip when I get back to him.
    Let's play.
  • SystemSystem Joined: Posts: 508,676 admin
    Those casual vids, they're from Middlekick if I'm right. But I don't want to talk like I'm 100% or something. ^^ (sorry if this post seems like it.)

    Maybe Middlekick can confrim or deny. =)
  • MiddlekickMiddlekick r.mika stalker Joined: Posts: 604
    Yeah, they're my vids. I thought the file names would give that away.

    As for Birdie ranking -- I think, on paper, and in the quantity of tools at his disposal compared to the rest of the characters in that group, he can at least, be the leader of the bottom tier: practical anti-ground VC, with mix-ups into a damaging OTG finisher or the infinite; solid air-to-air game/threat, very useful normals (standing Fierce), and a good in-close game with his low jump and 360 mix-ups. The TAH is also useful, serving as damaging anti-air or as a fairly safe poke at higher strengths. Though he loses in the most gruesome way to nearly all of the S through to A-rank (save V-akuma, V-Ryu) characters, the rest of his matches are realistically winnable except for the odd mid-tier mismatch (Guy). His weakness as Xenozip pointed out is his size, which makes him the target of no-brainer strats such as standing Jab x N-> then mix up with something when Birdie tries to counter. It should also be noted that A-Birdie can be just as effective as his V-ISM counterpart, and in some cases, may be even better suited for some match-ups (Charlie, Rose).
  • Xenozip.Xenozip. what a nincowpoop Joined: Posts: 3,942
    I don't see a filename, but I saw the tag "middlekick" in the list of tags. Good stuff.
    Let's play.
  • MiddlekickMiddlekick r.mika stalker Joined: Posts: 604
    Ah. Whoops. Only owners can see the file names.


    How are vids coming along? When you get round to Blanka, if you can, it would great if you could include this combo:

    [standing Fierce-> whiffed OC Fierce-> whiffed Jab Electric Thunder] x n. Can be started after an air-recovered ET, or an air-to-air counter hit-> CC jumping Fierce-> CC walk, standing Fierce. I'm interested how easy you think it is to do, and if you've discovered any tricks to making it easier. Also if you've discovered any CC set-ups from an air-recovered ET, please post your findings.
  • Xenozip.Xenozip. what a nincowpoop Joined: Posts: 3,942
    I recorded some of the suggested add-ons for a few of the characters but I haven't gotten around to capping and encoding them. I've been really dragging ass lately.

    I've had Blanka on my mind too, though. I recall seeing that combo or something similar to it a while back, and it seems pretty interesting. I definitely would like to explore buffering tricks to make the ET easy.

    Though I have some other cool combos for him so I really need to have a sit down soon and start working on him.
    Let's play.
  • SlideSlide Inactive Member Joined: Posts: 3,084
    Someone else showed me this.
    Never knew Birdie had an infinite. He can't be second worst if he can do this.
    Sort of like an easier version of Sodom's infinite loop.

    http://youtube.com/watch?v=BLKfCsalo-A

    Yeah I showed Kyokuji the link to that video.
    I thought that everyone knew that he had this infinite?

    i dunno, sometimes i feel a lil bit witholding on information and findings, cause I feel like if i've known about it, or even found it, then everyone has already known or seen it before me and I'm just late.

    As for the Guy vs Birdie match up, i dont think it's as lopsided as ppl think it is, if at all. Especially against someone that can properly use Birdie's charge bullheads and horns, it's not worth risking a jab if you eat all that life. And Guy also can't stop Birdie's cross up splash so it's a free activate into 360 every single time he gets the meter to do so. And Guy also can't jump in, cause a good Birdie will ALWAYS have a horn charged to high levels. lol playing vs Tomass i actually had to switch to V-Guy to defend myself from free damage set ups.
  • Xenozip.Xenozip. what a nincowpoop Joined: Posts: 3,942
    Update: Added Blanka
    I'm interested how easy you think it is to do, and if you've discovered any tricks to making it easier. Also if you've discovered any CC set-ups from an air-recovered ET, please post your findings.
    The Jab ET is hard for me to buffer, but then I suck. It was at little easier for me to juggle with [FK, FP, whiff oc.FP, whiff Jab-ET]xN as seen in the vid clip posted in the first post.

    The problem I was having was I'd do the ET too late and the opponent would get too low to the ground for me to juggle the FP. Or I would do the FP too early and the ET would keep going and connect with the opponent. Overall I feel that juggle is hard, but like I said I suck.

    It's easier in the corner since you don't have to whiff the oc.FP. You can just go strait into mashing JP for the ET and then juggle with FP.

    As for CC setups post-teched ET, I don't know if there are any solid ones. Walking forward a little bit and then j.JP is really hard to confirm. If you jump late they can block and if you jump early you whiff. It seems like you can JP-Ball under the opponent and then knock them out of the air with a SK or JP, then jump JP then activate then CC... Problem with balling is if the opponent forward techs and also happens to have a crossup move, then they can hit Blanka before he recovers from the Ball. His command hop also seems to have more recovery than a whiffed Ball, so that's out. In that vid I posted Ryu is actually able to hit Blanka with that cross-up j.FK after forward teching (the timing was intentionally incorrect for the sake of the vid).

    I dunno, those were the best I could come up with. Nothing really revolutionary unfortunately, but then it is Blanka. If his crossup was a little wider then he'd at least have a crossup unblockable that worked on shotos and thinner chars. :|
    Let's play.
  • MiddlekickMiddlekick r.mika stalker Joined: Posts: 604
    Update: Added Blanka

    The Jab ET is hard for me to buffer, but then I suck. It was at little easier for me to juggle with [FK, FP, whiff oc.FP, whiff Jab-ET]xN as seen in the vid clip posted in the first post.

    You most certainly do not suck. Jeez, man, give yourself a little credit. :lovin:
    BTW, I still cannot perfrom that Blanka rapid attack corner combo, even after trying repeatedly since you first posted it way back as a FB replay.
    I'm going to practise this VC, and I think I'll definitely use his standing Forward in the sequence; it's quicker than the Fierce as a starter, I think, and may be better for 50% activations. Using the standing Forward in the sequence also ensures that you'll definitely cancel the ET without fear of prolonging it as you would if you were using a punch button. Damage looks great and the set-up looks decent. Good work.
    .
    It's easier in the corner since you don't have to whiff the oc.FP. You can just go strait into mashing JP for the ET and then juggle with FP.

    I'll take it! Sequence looked like [standing Fierce-> whiffed crouching Jab (was this whiffed Jab planned, or was simply the way your timing allowed it to happen?) -> whiffed Jab ET] x N
    As for CC setups post-teched ET, I don't know if there are any solid ones. Walking forward a little bit and then j.JP is really hard to confirm. If you jump late they can block and if you jump early you whiff. It seems like you can JP-Ball under the opponent and then knock them out of the air with a SK or JP, then jump JP then activate then CC... Problem with balling is if the opponent forward techs and also happens to have a crossup move, then they can hit Blanka before he recovers from the Ball. His command hop also seems to have more recovery than a whiffed Ball, so that's out. In that vid I posted Ryu is actually able to hit Blanka with that cross-up j.FK after forward teching (the timing was intentionally incorrect for the sake of the vid).

    With regards to the ET-> RA sequence -- I think it's possible to prevent the opponent from using the forward or neutral techs by keeping the ET going till they reach a certain height from the ground, where when you do roll (I always use Strong version), the only tech available will be the backwards version.
  • Xenozip.Xenozip. what a nincowpoop Joined: Posts: 3,942
    BTW, I still cannot perfrom that Blanka rapid attack corner combo, even after trying repeatedly since you first posted it way back as a FB replay.
    The hardest part for me is alternating to the right number of c.SK's between reps, which is a pain in the ass. For some reason the c.FP whiffs unless you use the right number of c.SK's (maybe it's distance?) and if the c.FP whiffs then the shadows won't combo properly. It's too easy to accidentally use too many or too few, which is annoying. There's probably an easier version of this combo that doesn't require c.FP but I haven't found it.
    Damage looks great and the set-up looks decent. Good work.
    Like you were saying before, the combo can be applied to air-to-air counter hits or if the opponent air-recovers ET. Only other setup I found for him was anti-air sweep (c.RH only).

    It's really a shame you can't combo his vertical Ball, because then he'd have a Doll-style midscreen multi-crossup (eg. midscreen Spike loop).
    I'll take it! Sequence looked like [standing Fierce-> whiffed crouching Jab (was this whiffed Jab planned, or was simply the way your timing allowed it to happen?) -> whiffed Jab ET] x N
    Yeah, [FP, whiff c.JP, whiff JP-ET]xN

    Originally I was just mashing the ET untill the opponent was at the right height, then stop mashing and cancel to FP, but that wasn't working out for me. And then I tried cancelling the FP with a whiffed c.RH and then cancelling into ET, but the timing was inconsistant for some reason. So I just started timing and spacing the JP inputs evenly (only need the 5 inputs).
    With regards to the ET-> RA sequence -- I think it's possible to prevent the opponent from using the forward or neutral techs by keeping the ET going till they reach a certain height from the ground, where when you do roll (I always use Strong version), the only tech available will be the backwards version.
    Yeah I did notice that they can't neutral tech regardless of what you do, but I didn't notice that about forward teching, I'll have to give that a try. That must be an ET-specific property because I was under the impression that forward and back could always be done at the same height (unless I'm mistaken?).
    Let's play.
  • SystemSystem Joined: Posts: 508,676 admin
    Xenozip, I have a question about your Juni/Juli vids. Both vids featured a corner reset VC at the very end.

    1. Do you perfrom the Vcombo with VC2 or VC3?
    2. Do you just input s.Hp, s.Hk and then j.mk? Or do I miss something?

    I wonder because it only works for me if I set the dummy on front/back flip. If the dummy is set on neutral flip then he will land unhitted on his feet and if the dummy is set to nothing he will fall unhitted on the floor.


    Maybe you could explain a little bit about this VC? (maybe it really just works if the opponent uses back or front flip? Or is my timing not goof enough?)
  • Xenozip.Xenozip. what a nincowpoop Joined: Posts: 3,942
    -snip-
    VC2. I try to time the FP as late as possible just like when setting up a Hooligan, then do the RH 'normally' (no special timing). Then I try and time the j.FK for as soon as Cammy leaves the ground.

    However, you might try using j.SP or j.JP or j.SK. Don't limit yourself to just using j.FK. The angle of j.FK is pretty vertical (diagonal up) so if the opponent is too low or you time the attack too late, then j.FK is going to whiff.

    Cammy probably also has some other CC set-ups so you might try experimenting with some things to find what works best for you. For example, you might try some VC1 setups. Personally I prefer using VC2 because it sets up a walk cancel, which I prefer because it's easy for me to time the j.FP's at the right time to get as many hits in as possible.
    Let's play.
  • sulemansuleman Fire from My Hands! Joined: Posts: 133
    There was an awesome (v-ism; edit: majority of it) Akuma tutorial video by some Kakarot fellow I had found quite some time ago that I intended on shoowing everyone. Don't know if anyone's seen it, but its here: http://www.planet.nl/~krijg890/Drakenslag/A3_All_About_Akuma_Xvid.zip (http://www.drakenslag.com/forum/viewtopic.php?p=2193&sid=e4e9411b477cc5a2e8876106fb884586 original post on another forum)

    I hope this is fine in this threaad.
  • SnoweSnowe Joined: Posts: 45
    Could I please have the transcript for the Ryu one?

    I've been trying to get the infinite but I can't do it. Even when I end it with red fireball into hurricane kick at the end :(
  • KyokujiKyokuji Needlessly Perverted Joined: Posts: 2,926
    An easier way is to just cancel the hopkick into a hurricane kick and then just CC jump MP.
    "Getting herpes on your face is not a cost-saving solution."
  • Xenozip.Xenozip. what a nincowpoop Joined: Posts: 3,942
    From what I can tell, the hopkick cancel is also the most "secure" setup, too. I think whiffing normals (shadow setups) leaves a larger gap than using the hopkick cancel.
    Let's play.
  • MiddlekickMiddlekick r.mika stalker Joined: Posts: 604
    ^ Also works against the A1 and A2 characters in HSFA for a true CC set-up. Timing's very tight, though.
  • Xenozip.Xenozip. what a nincowpoop Joined: Posts: 3,942
    ^ That's strange. A1 and A2 chars must not become instantly invulnerable once you hit neutral then, because Ryu does hit neutral. I guess the HSFA mechanics are a little more complicated than I thought.
    Let's play.
  • SnoweSnowe Joined: Posts: 45
    Alright thanks guys :D I figured what I done wrong. I immediately jumped up to hit them straight away. Seems you gotta wait like tiny bit before rejumping :D

    wow gotta practise this cheers :D
  • Demon DashDemon Dash Hyper Viper Raccoon! Joined: Posts: 5,880
    Hey Xenozip, this might sound like a bit of a hassle, but would it be possible to edit the Sakura video including a mid screen VC transitioning to the corner, then CC? I only seen a full screen and corner combo seperate...
    "I'm speculating that it was M.O.D.O.K. that tore my dog's ACL. That crazy maniac was flying his hoverchair DRUNK. DRUNK on POWER. And booze. But mostly on POWER!" - corrosivefrost :rofl:
  • KyokujiKyokuji Needlessly Perverted Joined: Posts: 2,926
    There isn't enough time to CC from a full mid-screen most of the time.
    If you get there with enough meter, you typically just whiff FP > Fireball once and then whiff MP > CC :uf: MP (Walk cancel), Etc

    If you're doing it from a full screen away though, you'll likely just have to end with FP > DP+RH. That's what I've seen everyone else do.
    "Getting herpes on your face is not a cost-saving solution."
  • Demon DashDemon Dash Hyper Viper Raccoon! Joined: Posts: 5,880
    It's just complicated trying to work out the transition into CC from different distances...
    "I'm speculating that it was M.O.D.O.K. that tore my dog's ACL. That crazy maniac was flying his hoverchair DRUNK. DRUNK on POWER. And booze. But mostly on POWER!" - corrosivefrost :rofl:
  • Xenozip.Xenozip. what a nincowpoop Joined: Posts: 3,942
    Yeah I can get on that next sit down, but I think I'm going to do separate "add on" videos rather than reversions from now on. I think it'll make things easier and faster.
    Let's play.
  • Demon DashDemon Dash Hyper Viper Raccoon! Joined: Posts: 5,880
    I have a question about Sakura's transition from corner VC to CC. Can someone explain systematically how you can hit them with a jumping attack after a standing fierce while setting up the CC? I know all about neutral states but that's what's causing the confusion. How am I avoiding a neutral state by waiting for the fierce to recover and inputting a jump? I know the shadow can hit and it leaves a small window to act but what actually happens to make it successful?
    "I'm speculating that it was M.O.D.O.K. that tore my dog's ACL. That crazy maniac was flying his hoverchair DRUNK. DRUNK on POWER. And booze. But mostly on POWER!" - corrosivefrost :rofl:
  • KyokujiKyokuji Needlessly Perverted Joined: Posts: 2,926
    I prefer to whiff :mp: since it has less recovery on it, but the short of it is, you're not avoiding the neutral state. You're just leaving a very very small window for them to flip, so that when you the cancel the :mp:/:hp: into the jump :mp: you'll hit them even if they flip.

    However, you must cancel the normal 'immediately' after its recovery. If you're even half a second late, they'll just flip and airblock it. This part of the transition is rarely ever casual and relaxed. You gotta get that jump attack out at the earliest possible time. It does become second nature after a while though.

    What the standing normal is there to do is just to cancel the recovery frames of whatever move you were doing, and sometimes to bounce them back up high enough for your jump attack to hit in case they decide to close flip early. Certain people like Cody, can start their VC's with VC2 without whiffing any normals (tornado shadows hit if you just let them fall).

    I honestly wouldn't worry too much about Sakura's CC's if you're having a lot of trouble with it. It's good to learn, but it's only 4-5 FP's and it's mainly for getting meter back not damage, since there's really no reason for anyone to try and flip it.

    Some people like Ricky Ortiz don't even bother with it.

    The truth is, most CC setups are flippable, but they're setup in a way that even if they flip, they get hit, and in fact just makes it worse for them since they end up resetting the damage counter. That's why you rarely see better players flip VC's. It's not because they can't, it's just because the risk of trying is way too high.

    The only non-flippable set-up I can think of is VCing off a jump counter hit.
    "Getting herpes on your face is not a cost-saving solution."
  • Demon DashDemon Dash Hyper Viper Raccoon! Joined: Posts: 5,880
    I fully understand what you mean... Like in the video the first two VCs he resets and the damage is huge for an ender, maybe 20% of the combo. But on the last one it only takes a few pixels each hit at the most. So I get what you mean about not even attempting to flip the combo, it's not worth it at all.

    Although I do like the meter build, 35% is quite a lot... If you did land the full combo they're bound to play more agressive to try and turn it around, so it could come in handy for an AC. Even for the meter it's self it would be worth trying for... If they don't flip then you're going to get it if you can pull it off often enough.

    Thanks...
    "I'm speculating that it was M.O.D.O.K. that tore my dog's ACL. That crazy maniac was flying his hoverchair DRUNK. DRUNK on POWER. And booze. But mostly on POWER!" - corrosivefrost :rofl:
  • SystemSystem Joined: Posts: 508,676 admin
    Hi,Xenozip can I have Chun-li & Cody transcripts?

    Thank you.
  • KyokujiKyokuji Needlessly Perverted Joined: Posts: 2,926
    Honestly, for Cody, these are the only VC's you need.
    Xenozip's are nice, but often unnecessarily complicated and distance dependant.

    VC1: c. MP, QCF+MK, QCF+MK > c. MP QCF+MK, FP, QCF+MK, FP QCF+MK, FP, QCF+MK, RH, QCF+MK > (RH, QCB+LP xn), Late LP, U+LK (CC LK's)

    VC2: c.MP, QCF+MK, F+RH, QCF+MK, c. MP, QCF+MK, FP, QCF+MK, FP, QCF+MK, FP, QCF+MK, RH, QCF+MK > (RH, QCB+LP xn), Wait until about 15% meter, very quickly U+LK (CC LK's) or alternatively wait until your meter's gone and use the same set-up as the VC1 stuff.

    VC2: c.MP, QCF+MK, c.FK, QCF+MK x n until corner > (RH, QCB+LP xn), Wait until about 15% meter, very quickly U+LK (CC LK's)

    Anti-air VC1: c. MP, QCF+RH, QCB+LP > FP, QCF+MK, c. MP, QCF+MK, FP, QCF+MK, FP QCF+MK, FP, QCF+MK, RH, QCF+MK (RH, QCB+LP xn), Late LP, U+LK (CC LK's)

    (If your back is to the corner), Anti-air VC1: c. MP, QCF+RH, QCF+MK, FP, QCF+MK until corner > (RH, QCB+LP xn), Late LP, U+LK, (CC LK's)

    (Long distance anti-air) VC2: c. RH, F+RH, FP, QCF+MK, c.MP QCF+MK, FP, QCF+MK, FP, QCF+MK, FP, QCF+MK, RH, QCF+MK (RH, QCB+LP xn), Wait until about 15% meter, very quickly U+LK (CC LK's)

    (Mid-screen set-up with 50% meter) Anti-air VC1: c. MP, QCF+MK, QCB+LP, Whiff c. MP, quickly UF+LK (CC FP until corner) > (CC LK's)

    (Mid-screen set-up with 50% meter) VC1: c.MP QCF+MK, QCF+MK, c. MP QCF+MK, Whiff c.MP/s. FP, very quickly UF+LK (CC FP until corner) > (CC LK's)

    (Mid-screen set-up with 50% meter) c. LK, QCB+LP > VC1: Very quickly UF+LK (CC FP's until corner) > (CC LK's)

    (Corner guard crush VC) VC1/VC2: QCB+LP, (c. FK, QCB+FP xn) > CC set-up of your choice

    I made the mid-screen set-up myself, but I can assure you it works with c. MP. I've had people try and test it for me, and none of them could flip block it if I timed it properly, and the CPU couldn't either. Plus, it's always worked during matches. The jump LK has to be like instantly after you whiff though.

    You can also use c. RH, F+RH, QCF+MK after the initial VC2: c. MP, QCF+MK, F+RH. You get slightly more range, but it's easier to screw up, and the difference in damage is minimal.
    There are a bunch of weird VC2 anti-air VC's as well, but they involve change in direction and take a long time to get all the way across the screen.
    Also, a warning, the first VC1 VC won't work against 'Gief, Birdie or Cody. Against them, just use the VC2 variant (which will also work in VC1 since they bounce differently).

    I actually wanted to make my own mini Cody video to supplement Nibor's, since a lot of his CC stuff only works if you don't flip after being hit a second time, and I think some of my VC's like my Dhalsim one work better than his, but I dunno what program to use to record a good quality video, and I don't know shit about editing.
    "Getting herpes on your face is not a cost-saving solution."
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