SFA3: Character VC's Reborn

somasoma Jeepers!Joined: Posts: 44
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, [b+Fierce, whiff QCB+Short], 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.

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)
«13456

Comments

  • SystemSystem Joined: Posts: 508,676 admin
    Thanks, but I got to edit a few of those. I'll PM you with the ones that need changing.
  • somasoma Jeepers! Joined: Posts: 44
    Changes made:

    - Mika VC corrected
    - Sodom VC modified
    - Cody VC added

    Thanks again Geekboy. :)
  • SystemSystem Joined: Posts: 508,676 admin
  • el_diabloel_diablo Joined: Posts: 283 ✭✭✭✭✭ OG
    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.
  • somasoma Jeepers! Joined: Posts: 44
    Added El Diablo's unblockable Karin VC.
  • SystemSystem Joined: Posts: 508,676 admin
    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
  • MiddlekickMiddlekick r.mika stalker Joined: Posts: 604
    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.
  • MiddlekickMiddlekick r.mika stalker Joined: Posts: 604
    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
  • somasoma Jeepers! Joined: Posts: 44
    Added Middlekick's R. Mika, E. Honda, and Birdie VCs, and Arma's Juni VCs.
  • TigerGenocideTigerGenocide Act like you know Joined: Posts: 1,519 mod
    Can someone put up some rolento and Vega?
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  • MiddlekickMiddlekick r.mika stalker Joined: Posts: 604
    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.
  • RenegadeRenegade Joined: Posts: 3,128 ✭✭✭✭✭ OG
    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.
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  • TSTS pbbbbbbt... Joined: Posts: 4,289 ✭✭✭✭✭ OG
    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.
  • SystemSystem Joined: Posts: 508,676 admin
    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.
  • RenegadeRenegade Joined: Posts: 3,128 ✭✭✭✭✭ OG
    God... Juli is soooo bad.
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  • Psycho Power JPsycho Power J Vegetarian Nightmare Joined: Posts: 186
    Sadly, yes. Juli is basically Cammy with only two moves.
    Beloved by Japanese schoolgirls.
  • TSTS pbbbbbbt... Joined: Posts: 4,289 ✭✭✭✭✭ OG
    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.
  • SystemSystem Joined: Posts: 508,676 admin
    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.
  • SandmanSandman Joined: Posts: 177
    Does anybody know all of the v-ryu confusion VC,I already know about the valle one but wanted too know the others too.
    There just needs to be a certain level of crappy abusable stuff in the game before it gets interesting. God bless Capcom, who brings us more crappy abusable stuff than anyone else.

    -DFA
  • Raz0rRaz0r Did you really just write that? Joined: Posts: 24,374 ✭✭✭✭✭ OG
    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.
  • SystemSystem Joined: Posts: 508,676 admin
    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.
  • SystemSystem Joined: Posts: 508,676 admin
    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.
  • shadowcharlieshadowcharlie ★ஜ۩dip۞set۩ஜ★ Joined: Posts: 9,168 ✭✭✭✭✭ OG
    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.
    bust my gun at the sun just to sit in the shade~
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  • SystemSystem Joined: Posts: 508,676 admin
    can someone tell me the best customs for adon and charlie anti air and ground and which vc to use
  • MuskauMuskau The Patriots Joined: Posts: 1,033
    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
    When this site started, some six years ago, if you made some dumb "hi i'm new" thread, your ass was grass. Much like high school, you learned to watch what you say, and to back it up if necessary. In the end, it made you a better person. Guess that aspect of SRK is lost forever. - Mr Punkus '06
  • scuddmanscuddman Joined: Posts: 154
    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.
    EC
  • MuskauMuskau The Patriots Joined: Posts: 1,033
    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
    When this site started, some six years ago, if you made some dumb "hi i'm new" thread, your ass was grass. Much like high school, you learned to watch what you say, and to back it up if necessary. In the end, it made you a better person. Guess that aspect of SRK is lost forever. - Mr Punkus '06
  • SystemSystem Joined: Posts: 508,676 admin
    thanks for posting v-ken stuff!

    joe
  • SystemSystem Joined: Posts: 508,676 admin
    Originally posted by soma

    Sakura

    VC1, Jab DP, b+Fierce, QCB+Forward, [b+Fierce, whiff QCB+Short], 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]

    Is this only used for AA or something, cuz when I do the first jab DP the comp flips out?
  • scuddmanscuddman Joined: Posts: 154
    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.
    EC
  • SystemSystem Joined: Posts: 508,676 admin
    I'm bored. BUMP.
  • bushin187bushin187 Joined: Posts: 237
    some rolento vc's please !!
    lp. mp. fp. fk.
  • SystemSystem Joined: Posts: 508,676 admin
    Guy?
  • SystemSystem Joined: Posts: 508,676 admin
    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_diabloel_diablo Joined: Posts: 283 ✭✭✭✭✭ OG
    nash's vc -> cc combo

    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.
  • SuperassriderSuperassrider Hail to the Flag Joined: Posts: 203
    nash's vc -> cc combo
    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.
    Top tier Talk shitter

    -MTLSF
  • bison812bison812 East Coast Player Joined: Posts: 140
    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.
    Bison812-
    Scream! Cry out! Suffer till your hearts content

    The best post i've ever read on SRK

    Understand that other ppl here on SRK or in Japan can be wrong. This means that while a character may be viewed as weak, he/she can win at the highest levels. It comes down to the player unless the matches are so against the character that ppl think of them like Dan.

    Sure, it may not be true 100% but in trying to be good and innovate new shit instead of being a skillful copycat, it's good to assume that every character is competitive at a certain level.

    -Apoc
  • el_diabloel_diablo Joined: Posts: 283 ✭✭✭✭✭ OG
    Re: nash's vc -> cc combo
    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.
  • TSTS pbbbbbbt... Joined: Posts: 4,289 ✭✭✭✭✭ OG
    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.
  • TSTS pbbbbbbt... Joined: Posts: 4,289 ✭✭✭✭✭ OG
    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.
  • SystemSystem Joined: Posts: 508,676 admin
    Originally posted by Mummy-B
    Guy?

    :(
  • SystemSystem Joined: Posts: 508,676 admin
    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.
  • SystemSystem Joined: Posts: 508,676 admin
    - 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?
  • SystemSystem Joined: Posts: 508,676 admin
    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.
  • SuperassriderSuperassrider Hail to the Flag Joined: Posts: 203
    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.
    Top tier Talk shitter

    -MTLSF
  • SystemSystem Joined: Posts: 508,676 admin
    Razor: Huh?
    Superassrider: considering your replied to Razor... double huh?
  • MurakumoMurakumo Stretchy limb whore Joined: Posts: 374
    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
    Once upon a time, Cable had full life... [Sim] (f)c.lp+Sent-a<s.mp,xx,/ \, (Sent-a hits), airdash F, falling (c)lk, \ /, [d/f+hp,/ \, d+hp,hk, (f)lk<mp, \ /]xN, and qcf+kk at corner... THE END! ^_^;
  • SystemSystem Joined: Posts: 508,676 admin
    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.
  • SystemSystem Joined: Posts: 508,676 admin
    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
  • Raz0rRaz0r Did you really just write that? Joined: Posts: 24,374 ✭✭✭✭✭ OG
    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.
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