SFA3: Character VC's Reborn

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  • TSTS pbbbbbbt... Joined: Posts: 4,283 ✭✭✭✭✭ OG
    Soul Spark: HCF+p
    Soul Reflect: QCB+P
    Soul Spiral: QCF+K

    VC1/2/3) Crouching SP, SK Soul Spiral [B+FP, whiff SK Soul Spiral]x8 or until you reach the corner. Also works in the corner if you replace the Soul Spiral with a whiffed Soul Spiral with a Soul Spark or Soul Reflect. Depending on the VC shadows you probably want to use a Jab Spark and probably always a Jab Reflect.

    VC2) Crouching Strong, [SK Soul Spiral, Soul Piede]x4, or until you get to the corner, same as above, does a bit less damage, but gets them across the screen quicker.

    VC2) SK Soul Spiral, b+RK, ( d/f+FK, Short Soul Spiral, [Soul Piede, Short Soul Spiral, Soul Piede]x2 )until corner. Also works as [Spiral, b+RK, slide] looped until they reach the corner. Can be used vs fireballs and pokes since the Short Soul Spiral has good range (but is so far that you will have to you close standing Roundhouse or the Soul Piede, since she's short on moves which will allow you to continue the VC at that range.

    VC1) Crouching SP, SK Soul Spiral, [Standing Roundhouse]x9. Credit for this one goes to Gdawson, (aka noswad?) Corner only.

    VC1) [JP Soul Spark, crouching Forward slide], repeat until VC ends. Only works on Dhalsim(?) and Birdie, and possibly Balrog T.Hawk and Zangief. Corner only. Works OK as a guard crush VC if blocked, and you can change the Soul Sparks to strong ones, as it may make some Alpha Counters whiff.

    VC2) Crouching Strong, SK Soul Spiral, [b+FP, Jab Soul Reflect]x6, b+RK, Jab Soul Reflect, cc jumping Strong x15, jumping V-ISM activation.... Infinite setup #1. Timing is pretty hard. You can substitute the last canceled Reflect for a crouching Roundhouse if you feel it makes the timing easier. You can also hit them with a standing Jab or Strong instead of the b+RK xx Soul Reflect, which acts as a reset if they air recover.

    VC1) Crouching Strong, SK Soul Spiral, [b+FP, Jab Soul Spark]x5, whiff standing or crouching Strong, jumping Fierce, [cc jumping Strong...] Infinite setup #2. (assumed as a corner VC, though works from points at midscreen).

    VC2) Jab or Strong Soul Reflect, [whiff SK Soul Spiral, b+FP]x8. Anti-air VC.

    VC1)[Crossup jumping Forward, crouching Forward, crouching Strong, crouching Roundhouse]x3 ...or something like that. I haven't done this one in a long time, but I think that's how it goes. I remember there was one with a whiff slide in it, but I abandoned that one IIRC. Confusion VC.

    These are the more relevant ones, there's more in my old FAQ ... click "_V-ISM~E.TXT," but those are the main ones... Do open it in Word/Notepad, I always have trouble with the margins...

    Edit: ah, updated.
  • ButtermakerButtermaker Joined: Posts: 301 ✭✭✭✭✭ OG
    Rose
    Cammy
    (VC2) -> jab, strong, fierce, roundhouse, whiff qcf+short -> [fierce, roundhouse, whiff qcf+short]x5 -> fierce, roundhouse -> close fierce, qcf+jab -> grab
    **Note: This combo is made possible by cancelling the roundhouse after each loop. Much the same as proximity cancelling -- except, in v-ism, you can cancel the roundhouse at any time during a VC, which sets the trigger, allowing you to do the elbow/roundhouse repeatedly.
    jab, strong, fierce, roundhouse -> (VC1) -> j.roundhouse, j.roundhouse -> [j.roundhouse, j.fierce]x4 -> [vertical j.roundhouse]x2 -> c.strong, qcb+roundhouse
    (VC2) -> jab, strong, fierce, roundhouse, whiff qcf+short -> fierce, roundhouse -> [j.roundhouse, j.fierce]x3 -> [vertical j.roundhouse]x2 -> c.strong, qcb+roundhouse
    jab, strong, fierce, roundhouse -> (VC2) -> [c.toward+roundhouse -> (shadow hits) -> whiff qcf+fierce]x3 -> c.toward+roundhouse, qcf+fierce -> (shadow hits) -> elbow drop -> whiff c.roundhouse -> qcb+roundhouse
    j.down+strong -> (VC2) -> c.toward+roundhouse -> (shadow hits) -> whiff qcf+fierce -> [close forward, close roundhouse, qcf+fierce -> whiff elbow drop]x4 -> close fierce, qcf+jab -> grab
    jab, strong, fierce, roundhouse -> (VC1) -> [j.roundhouse, j.fierce]x2 -> [vertical j.roundhouse]x2, whiff j.fierce -> (shadow hits) -> [vertical j.roundhouse]x3 -> j.jab, close strong, qcb+roundhoues
    (VC1) -> qcb+forward, qcf+fierce -> elbow drop -> whiff c.roundhouse -> [qcb+roundhouse -> whiff close fierce]x3 -> qcb+roundhouse -> qcb+roundhouse
    (VC2) -> anti-air c.toward+roundhouse -> (shadow hits) -> whiff qcf+fierce -> [close forward, close roundhouse, qcf+fierce -> whiff elbow drop]x4 -> close fierce, qcf+jab -> grab
    (VC2) -> anti-air c.toward+roundhouse -> (shadow hits) -> whiff qcf+short -> [j.roundhouse, j.fierce -> (walk cancel)]x4 -> j.fierce -> j.jab, c.short, qcb+roundhouse
    (VC2) (blows through Ryu's fireball) -> qcf+fierce -> grab, close fierce, qcf+fierce -> whiff elbow drop -> [fierce, close roundhouse, qcf+fierce -> whiff elbow drop]x4 -> close fierce, qcf+jab -> grab
    (VC2) -> anti-air c.toward+roundhouse -> (shadow hits) -> whiff qcf+fierce -> [fierce, close roundhouse, qcf+fierce -> whiff elbow drop]x4 -> close fierce, qcf+jab -> grab
    jab, strong, fierce, roundhouse -> (VC2) -> j.roundhouse, j.roundhouse -> [j.roundhouse, j.fierce]x4 -> (walk cancel qcb) -> close roundhouse (crosses up) -> qcf+jab -> elbow drop -> qcf+jab -> grab
    (VC1) -> qcb+forward -> qcf+fierce -> elbow drop -> whiff close roundhouse, whiff qcf+fierce -> (shadow hits) -> close roundhouse, whiff qcf+fierce -> close roundhouse (crosses up) -> qcf+jab -> elbow drop -> [qcf+strong -> elbow drop]x3 -> qcf+jab -> grab
    jab, strong, fierce, roundhouse -> (VC2) -> close fierce, qcf+fierce -> whiff elbow drop -> [fierce, close fierce, qcf+fierce -> whiff elbow drop]x3 -> [fierce, close roundhouse, qcf+fierce -> whiff elbow drop]x2 -> close fierce, qcf+jab -> grab
    (opponent blocking) jab, strong, fierce, (proximity cancel roundhouse) whiff qcf+short (switch set) -> jump back -> (VC2) -> qcf+fierce -> grab, [fierce, roundhouse, whiff qcf+short]x5 -> fierce, roundhouse -> close fierce, qcf+jab -> grab

    (unblockables)

    (VC2) c.jab, c.short, c.short, c.short, qcf+fierce -> elbow drop (elbow and c.short shadow become unblockable -- shadow hits low, elbow hits high) -> [c.jab, c.short, c.short, qcf+fierce, elbow drop]x4 -> strong, qcb+forward
    (VC2) c.jab, c.short, c.short, c.short, qcf+fierce -> elbow drop (elbow and c.short shadow become unblockable -- shadow hits low, elbow hits high) -> strong, qcb+forward -> qcf+fierce -> whiff elbow drop -> (shadow hits) -> close roundhouse, qcf+fierce -> whiff elbow drop -> close roundhouse (crosses up), qcf+jab -> elbow drop, [qcf+strong -> elbow drop]x2, qcf+strong -> grab
    You can get Xenozip.'s Guy Exhibition here.
  • Ryu1999Ryu1999 Keyboard Warrior Joined: Posts: 838
    Any idea of V-Vega's "new" VCs? The one's i've see on a-cho aren't the ones listed and seem to rely on fierce->roll. Also, what's the transition to infinite?
    "orangemegaslide" (10:27:25 PM): dammit i need toilet paper, we're all out
    Me (10:27:36 PM): backed up to all get out?
    "orangemegaslide" (10:27:40 PM): so i'll shit then shower
    "orangemegaslide" (10:27:46 PM): then shave
    "orangemegaslide" (10:27:48 PM): brb in a bit
  • Terry_nbTerry_nb ... Joined: Posts: 1,237 ✭✭✭✭✭ OG
    Guys don't forget to add a nice little corner VC for my homeboy Ken.^^ This is pretty good to blow through some stuff, if your opponent wants to get out of the corner.

    VC3 dp+JP, (FP, qcf+FP) repeat until meter runs out then dp+FP
    SFA 4 needs to be made ...
  • Xenozip.Xenozip. what a nincowpoop Joined: Posts: 3,942
    Incidentally, RH is stronger for both Juni and Cammy. And FK drills are stronger than RH drills because of the 2-hit factor that applies only to the RH drills. The damage increase adequate enough to merit special note of it.

    Cammy/Juni:
    (VC2) FP, [qcf+FK, RH, dp+RH]xN
    -> corner: dp+RHxN
    -> meter ends: back+FP (or c.FP), hcf,uf+FP->kick grab

    - The hooligan combination finisher (cross scissors pressure) breaks damage scaling rules as it's a slam through. For Juni, replace the qcf and dp moves with her respective charge moves (duh). Anti-air is exactly the same, just a different start.
    (VC2) HP*, dp+HK, [etc]
    *HP start is optional, the spike hits fast enough that it will continue the juggle.
    -She has others, but who cares.

    Guy's oc.RH only whiffs crouching: Bison, Karin, and Sakura.

    If spaced properly, it can hit everyone else while they are crouching. In some cases it needs to be spaced very close and in other cases it needs to be spaced at about max c.JP range, but the point is it CAN hit. The opponent can NOT tech flip AT ALL after the second hit of Guy's oc.RH. The second hit can hit people out of the air.

    The opponent also can NOT tech flip after the last hit of Guy's bushin chain. Cancelling the last hit of Guy's bushin chain during a VC resets the trigger on Guy's bushin chain, which makes the next FP he does the "elbow" (third hit of the chain). And that enables him to loop FP->RH->qcf+SK during a VC.

    Guy's strongest finisher is his SP Bushin Flip because it breaks damage scaling rules (it's a slam throw). If he is juggling his opponent out of the corner, he can end with back+FP->qcf+SP->grab. Player 2 can do this in and out of the corner.

    Guy:
    (VC2) JP, SP, [FP, RH xx qcf+SK]xN
    -> meter ends: back+HP xx qcf+SP->grab

    -And many many different variations there-of.

    Karin has tons of ways to set up her OTG nonsense. <3

    Karin:
    (VC2) c.RH xx tk+FK (whiff) xx 360+SK -> etc*
    Air Punch throw (tech) -> VC
    Air Punch throw (no tech) -> VC
    Air Kick throw (tech) -> VC
    Air Kick throw (no tech) -> VC
    Ground Punch throw (no tech) -> VC
    qcf+MP -> MP -> down+K finisher -> VC
    corner/near corner only:
    qcf+SP -> SP -> df+SP -> df+SP -> VC
    qcf+SP -> SP -> SP -> VC
    dp+P -> VC
    rdp+P -> P -> VC
    c.RH -> VC

    where "VC" = (VC2) OTG 360+SK, *rdp+JP, P (whiff), dp+P, [qcf+P (whiff), toward+P]xN
    -> corner: [dp+P]xN
    -> meter low: instant j.JP (inescapable), walk cancel, shadow hits, [j.RH]xN (infinite)
    -> end with: Punch air throw.
    *the rdp motion for the elbow rekka can actually be done with a half circle motion.

    Zangief
    (VC2/3) 3xK Lariat, [FP, dp+P (whiff)]xN
    -> Corner: [HK]xN
    -> Corner finisher: 3xP (whiff), OTG 360+P/K

    -His kattobi VC's are beast.

    Gen:

    Gen's kick form (3 kicks) vertical jumping SK or vertical jumping FK are both VC CC infinites, and can be used on P1 or P2 side. Gen's Kick air throw breaks damage scaling rules (slam), as is a good CC finisher.

    Kick-Form Mid-screens:

    (VC2) c.SK, [c.RK, c.FP]x3, c.RK, RK-Ouga opposite wall (charge down, up+toward+RK), FP, c.RK, RK (1st hit whiffs), FP-Jasen (charge back, toward+FP).

    (VC2) c.SK, c.RK, RK-Ouga opposite wall far kick (charge down, up+toward+RK, hold back), shadow hits, FP, c.RK, [c.FP]x5, whiff c.JP or c.FK, shadow of c.FP hits, jump toward FK, CC [jump vertical FK or SK]xN -- infinite, end with kick throw

    (VC1) c.SK, [c.RK, c.FP]xN untill corner, [c.FP]xN untill meter is 10%, whiff c.JP, shadow from c.JP hits, jump toward FK, CC [vertical jump FK or SK]xN -- infinite, end with kick throw

    Note: For this VC to work, none of your shadows should hit the opponent untill the very end (the c.JP shadow).

    Kick-Form Corners:

    (VC1) c.SK, c.RK, [c.FP]x8, whiff c.JP, jump toward FK, CC [vertical jumping FK or SK]xN -- infinite, end with kick throw

    (VC2) c.SK, c.RK, [RK-Ouga off far wall - far kick (charge down, up+back+RK, hold toward), FP]x4

    (VC2) c.SK, RK (2nd hit whiffs), RK-Ouga off far wall - ceiling bounce, toward drop kick (charge down, back+up+RK, hold up, hold toward), RK-Ouga off close wall, ceiling bounce, feint drop (charge down, toward+up+RK, hold up untill falling), RK (2nd hit whiffs), c.FK, shadow hits, CC [vertical jumping FK or SK]xN -- infinite, end with kick throw

    Rolento:
    Corner: Super jump (VC2) [super jump SP, c.SK, c.SK, c.SK]x4, qcf+FPx3, RH, sj.SP, [CC jump toward SP]xN

    Blanka:
    Corner: (VC2) [c.SK, c.JP, c.JP, c.FP, whiff FP-Blanka Ball (charge back, toward+FP)]x5, c.SK, c.JP, c.RK (or oc.FP)

    I'm too lazy to format Gen's crap.
    Let's play.
  • SystemSystem Joined: Posts: 508,676 admin
    can u make more vids?

    BTW in the guy vid in the ending where u give thanks,who is the g-product guy?
  • Xenozip.Xenozip. what a nincowpoop Joined: Posts: 3,942
    I wouldn't know what to make more vidoes of. If I did another video it'd have to be some sort of collaboration with some one like TS or Middlekick.

    In the Guy vid everyone on the thanks screen was just people who submitted artwork that I could use for the video. Except Gandido, who might have sorta/kinda/maybe submitted a combo or something.
    Let's play.
  • GandidoGandido Puerto Rican Torture Device Joined: Posts: 520 mod
    <3 <3 <3
    Hearts.
    "Chance favors the prepared mind." - Louis Pasteur
    Save time: test before you post.
  • SystemSystem Joined: Posts: 508,676 admin
    V-Gouki confussion/unblockable (dunno... it just works)

    c.Roundhouse, VC1, (blocked)Fierce Red Hadouken XX Fierce Demon Flip > Grab, s.Roundhouse XX Fierce Demon Flip > Kick... etc etc.
  • Terry_nbTerry_nb ... Joined: Posts: 1,237 ✭✭✭✭✭ OG
    damn, I forget to mention Ken's Tatsumaki corner VC ... --> VC2 qcb+RH until meter runs low, then dp+FP
    SFA 4 needs to be made ...
  • SystemSystem Joined: Posts: 508,676 admin
    You say a 2nd player Ryu should end in a sweep? I think that is one good option, but not what I do. It is also not what Daigo does. I like to do what he does... he tends to end in an rh tatsumaki and then jump straight up (your in corner and they are behind you and this mixes a lot of people up). If they land before you (which they do) they are back in the corner and your comin down on them.
  • Ryu1999Ryu1999 Keyboard Warrior Joined: Posts: 838
    You say a 2nd player Ryu should end in a sweep? I think that is one good option, but not what I do. It is also not what Daigo does. I like to do what he does... he tends to end in an rh tatsumaki and then jump straight up (your in corner and they are behind you and this mixes a lot of people up). If they land before you (which they do) they are back in the corner and your comin down on them.

    Take this with a grain of salt b/c I haven't tested it, but i THINK the hurricane kick will whiff if you started the VC while the opponent was in a crouching state....not sure.
    "orangemegaslide" (10:27:25 PM): dammit i need toilet paper, we're all out
    Me (10:27:36 PM): backed up to all get out?
    "orangemegaslide" (10:27:40 PM): so i'll shit then shower
    "orangemegaslide" (10:27:46 PM): then shave
    "orangemegaslide" (10:27:48 PM): brb in a bit
  • TSTS pbbbbbbt... Joined: Posts: 4,283 ✭✭✭✭✭ OG
    I'm sure it will whiff. You can still cancel the hopkick into a hurricaine and CC, or go for an air throw, etc. 2p Ryu supposedly has an infinite as well, but it's one of those things I've never really gotten around to testing out, as I don't have console A3 anymore.
  • Ryu1999Ryu1999 Keyboard Warrior Joined: Posts: 838
    TS wrote:
    I'm sure it will whiff. You can still cancel the hopkick into a hurricaine and CC, or go for an air throw, etc. 2p Ryu supposedly has an infinite as well, but it's one of those things I've never really gotten around to testing out, as I don't have console A3 anymore.

    2P Ryu does have an infinite. Just watch #7 of the Ultimate Direction Tournament on ComboVideos. Sexiest combo ever seen, according to one unnamed source :)
    "orangemegaslide" (10:27:25 PM): dammit i need toilet paper, we're all out
    Me (10:27:36 PM): backed up to all get out?
    "orangemegaslide" (10:27:40 PM): so i'll shit then shower
    "orangemegaslide" (10:27:46 PM): then shave
    "orangemegaslide" (10:27:48 PM): brb in a bit
  • SystemSystem Joined: Posts: 508,676 admin
    Yea I guess it would whiff if they were ducking, unless it was Sagat or Zanhief (I guess). But it is still a good option if they are not ducking =)

    Yea the 2p infinite is slick
  • TSTS pbbbbbbt... Joined: Posts: 4,283 ✭✭✭✭✭ OG
    Ryu1999 wrote:
    2P Ryu does have an infinite. Just watch #7 of the Ultimate Direction Tournament on ComboVideos. Sexiest combo ever seen, according to one unnamed source :)

    Thanks for the head's up...good vids, didn't know about those or the Tokyo team tournament ones at combovideos...

    That's not an infinite, though. You can't even get them across the screen all the way, AFAIK, using neutral-jump FK. SK works better, but that doesn't seem to work either, and Ryu doesn't seem to build enough meter for a re-activation.

    It would work if he can juggle them back in and out of the corner, but I haven't seen that done yet.

    Even so...god God that combo was vicious, and totally unnecessary... :rofl:
  • popoblopopoblo Joined: Posts: 2,147 ✭✭✭✭✭ OG
    should these all work on the dreamcast version? i'm having trouble with the timing on a lot of them...
  • Ryu1999Ryu1999 Keyboard Warrior Joined: Posts: 838
    popoblo wrote:
    should these all work on the dreamcast version? i'm having trouble with the timing on a lot of them...

    I've never played the DC version so I wouldn't be able to guarantee that these work, but they SHOULD. The timing is a little differnet from what I hear. Don't even bother with DC if you have a PC and a DC->PC usb adapter
    "orangemegaslide" (10:27:25 PM): dammit i need toilet paper, we're all out
    Me (10:27:36 PM): backed up to all get out?
    "orangemegaslide" (10:27:40 PM): so i'll shit then shower
    "orangemegaslide" (10:27:46 PM): then shave
    "orangemegaslide" (10:27:48 PM): brb in a bit
  • Soldier ZeroSoldier Zero Z E R 0 Joined: Posts: 1,643
    popoblo wrote:
    should these all work on the dreamcast version? i'm having trouble with the timing on a lot of them...

    Supposedly DC V-ISM has slight delay.
  • OnikageOnikage Chaot Extraordinaire Joined: Posts: 1,658 ✭✭✭✭✭ OG
    Ryu1999 wrote:
    Any idea of V-Vega's "new" VCs? The one's i've see on a-cho aren't the ones listed and seem to rely on fierce->roll. Also, what's the transition to infinite?

    reposted.
    If nothing is true, everything is permitted.
    Handsome fighters never lose battles.
    How can you not?
    Keystone III Mid-Boss
  • Southtown'KingSouthtown'King Tricked User Joined: Posts: 284
    good stuff!
    Yall Boy Get-Em!
  • Phil McFlyPhil McFly Technologic Joined: Posts: 319 mod
    Bump
    "What happened @ Evo last night, I went to XS."
  • BigRedBoxBigRedBox Joined: Posts: 29
    Charlie

    VC3, c.Short, [Short Flashkick, s.HK, ff,n, delay knee] then when opponent is cornered, repeat Roundhouse Flashkicks until 10% meter, st. strong, cc Fierce x3, cr. strong->flash kick

    For anti air, start with cr. jab or cr. strong

    Sorry if this is obvious but is this his best VC?
    Because whenever I've seen a Charlie vid the VC always seems the same until they get to the corner and then everyone seems to do something different, in fact I have very rarely seen constant Roundhouse Flashkicks (this is what I do) what I have seen are what look like whiffed Short Flashkicks, cr. Roundhouse and st. Strong's.
    I'm not sure if they are the correct moves but i was wondering if anyone could explain the different versions and which is the best one?

    Cheers!
  • TizocTizoc Joined: Posts: 11,406
    Cool, this'll help me loads, thanks!
    BTW what do you mean by VC2 & VC3?
    "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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  • EveryFlowerFlowEveryFlowerFlow You Want Pain? Aegis Reflector Joined: Posts: 3,779
    uppp
    I make Jazz-Hop/Soul-Hop: http://releases.prosodij.co.uk
  • MiddlekickMiddlekick r.mika stalker Joined: Posts: 604
    Bored, and noticed there was very little Adon stuff.

    Midscreen:

    A: VC1-> Short Rising Jaguar-> Short Jaguar Kick-> Roundhouse Jaguar Kick x n

    Note: Pretty easy to do once you're familiar with the timing. Regarding the initial short RJ, the range where all hits - including the shadow Rising Jag - connect from, is decent. The damage isn't the greatest though. About 40%. Hmmn. From now on, I'm going to list the damage in actual points just like those fancy CVS2 players do. Yeah. Make it the standard for A3 damage recording. Anyway, another use for this VC is as an anti-projectile. From a good distance away, you can activate VC1, short Jaguar Kick-> Short Rising Jaguar-> continue into above listed VC.


    B: VC2-> Short Rising Jaguar-> crouching Fierce-> whiffed Short Jaguar Kick-> [standing Fierce-> whiffed Forward Jaguar Kick x 2] x n.

    Note: What's important here, is the crouching Fierce after the Rising Jag. If you are too far to land this, then this combo won't work. This combo works as anti-air too. However, you must have the opponent very low to the ground. Can also be modified into an anti-projectile VC: Short Jaguar Kick-> Short Rising Jaguar-> etc. Especially useful against Sakura's spaced close standing Fierce-> Hadouken sequence.

    C: VC2-> Short Rising Jaguar-> [standing Fierce-> whiffed Short Jaguar Kick] x n ->
    in corner: [standing Fierce-> whiffed Roundhouse Jaguar Tooth] x n.

    Note: You have to be fast! Hit standing Fierce the instant you can after the Rising Jag. And cancel the standing Fierces very quickly - but not too quickly or the the Jag Kick will actually hit the opponent - into the Short Jag Kicks. Works as anti-air too, but you must have the opponent low to the ground.



    Corner:

    VC2: Short Rising Jaguar-> standing Fierce-> Roundhouse Jaguar Tooth-> [standing Fierce-> whiffed Roundhouse Jaguar Tooth] x n.

    VC2: crouching Forward-> [standing Roundhouse (2 hits)-> Short Jaguar Kick-> crouching Short] x n.
    Note: The timing is pretty tight. I imagine that could probably reset this with a jumping attack and some crouching Forwards. I'll experiment more later.


    Crouch-Cancel:

    Mid-air counter hit jumping attack-> CC activate VC1, jumping Strong-> CC jumping Strong x n-> CC punch air throw.
  • TSTS pbbbbbbt... Joined: Posts: 4,283 ✭✭✭✭✭ OG
    Funny, I was just playing Adon today...
    Middlekick wrote:
    Corner:
    VC2: crouching Forward-> [standing Roundhouse (2 hits)-> Short Jaguar Kick-> crouching Short] x n.
    Note: The timing is pretty tight. I imagine that could probably reset this with a jumping attack and some crouching Forwards. I'll experiment more later.
    I'm not sure that combo works on all crouching characters...IIRC Adon's standing RK whiffs vs some crouching characters. The version of that VC I use is just (VC2) crouching FK, [c.FP xx Short Jaguar Kick]xn. Standing Fierce does more damage, but also whiffs vs crouchers.

    Have you tried that for 2P Adon, btw? Because I was playing on one of those Anniversary Edition ultracade machines, and whenever I do that VC I end up crossing up and cornering myself, unless I throw some crouching Shorts in before the Fierce. Didn't happen on the Saturn version IIRC.


    Random Adon notes:
    Air throw (PP) is good, apparently? I had a lot of success using it as anti-air.

    Crouching Jab and Fierce are both good, crouching Strong is OK, but not as good as in A2.

    Short Rising Jaguar is the only one with invincibility, though they all have pretty good priority. It's Final Round, I was down to zero health vs a Ken player and I'd been knocked down, he throws a Fierce(?) fireball from just inside sweep distance, I wakeup SK Rising Jaguar through it.

    (I'd no idea that would actually work, even though I knew the SK Jaguar was the one with invincibilty. Had he been two steps back, or even just thrown a Jab fireball, I probably would have lost the round)
  • SystemSystem Joined: Posts: 508,676 admin
    I cant pull off the OTG cc with akuma

    On the first page its got VC3 - c.Forward, c.Roundhouse, Strong Demon Flip, OTG Fierce grab...

    When I do this Akuma goes too far past the char (i am using Strong DF). He just dont seem to connect :/ Any tips?
  • MiddlekickMiddlekick r.mika stalker Joined: Posts: 604
    I'm not sure that combo works on all crouching characters...IIRC Adon's standing RK whiffs vs some crouching characters. The version of that VC I use is just (VC2) crouching FK, [c.FP xx Short Jaguar Kick]xn. Standing Fierce does more damage, but also whiffs vs crouchers.

    Yeah, that combo definitely won't work on crouching characters. The Short Jaguar Kick doesn't even put them into a standing reeling animation. I thought it would.
    I tried VC2) crouching FK, [c.FP xx Short Jaguar Kick] x n, and found that easier to do than the one I originally listed, which, by the way, can be modified with a more damaging starter and easier sequence: VC2: standing Fierce-> crouching Fierce-> Short Jaguar Kick-> [standing Roundhouse (2 hits)-> Short Jaguar Kick] x n.

    Short Rising Jaguar is the only one with invincibility, though they all have pretty good priority. It's Final Round, I was down to zero health vs a Ken player and I'd been knocked down, he throws a Fierce(?) fireball from just inside sweep distance, I wakeup SK Rising Jaguar through it.

    Another point of note about the Short Rising Jag, is its speed. In the good book, I seem remember it having an extremely short start-up time; short enough to make it very difficult to attack Adon with a deep jump-in attack when he's waking up.


    V-Adon's back+Roundhouse doesn't have the same priority as its A2 equivalent, df+Forward. It's not bad though, and can beat the Splash... if your timing's good. Standing Fierce and standing Strong/Standing Jab-> Roundhouse Rising Jaguar seem to be okay for anti-air. His crouching Fierce has good - though a little inconsistent - anti-air priority when used from a distance.

    His crouching Forward is pretty quick, and I was able to do fairly easy meaty attacks with early crouching Forward-> crouching Forward for a 2-hit combo.




    Some more VCs:


    VC2: Short or Forward Rising Jaguar-> crouching Fierce-> Short Jaguar Kick-> [whiffed short Rising Jaguar-> crouching fierce-> Short Jaguar Kick] x n -> in corner: standing Fierce-> whiffed Roundhouse Jaguar Tooth x n.

    Good damage, about 67 out of 144. Also easier to time and a lot more consistent than the previously listed ones. I crown this the Standard Adon Midscreen.

    VC1: Short Rising Jaguar-> [Short Jaguar Kick-> Forward Rising Jaguar-> crouching Fierce] n -> in corner [whiffed standing Fierce-> Short Jaguar Kick] x n.
    Still can't find a whiffed normal-> jump to cc set up though.


    Corner, VC1: Short Rising Jaguar-> [back+Roundhouse-> Roundhouse Jaguar Tooth] x n.
    Can be used as an altternative corner variation to the above. Though the damage won't be great because the shadow back+Roundhouse does all the hitting.




    Found a page with movies of several V-Ryu combos. Nothing new, but at least they're here - in movie form. http://www.h6.dion.ne.jp/~keigod/oc-movie.html
  • MiddlekickMiddlekick r.mika stalker Joined: Posts: 604
    The indifferent way in which V-Cammy was treated in this thread is saddening. :(

    Anyway.

    -Cammy Variable Combo Chart-


    (A) Ground

    A1: VC1/3-> far standing Fierce-> Roundhouse Spiral Arrow-> [far standing Fierce-> Roundhouse Cannon Spike-> Roundhouse Spiral Arrow] x n

    A2: VC3-> far standing Fierce-> Roundhouse Spiral Arrow-> far standing Fierce-> [Roundhouse Cannon Spike-> far standing Strong-> whiffed Short Spiral Arrow-> far standing Fierce] x n

    A3: VC1-> far standing Fierce-> [Roundhouse Spiral Arrow-> far standing Roundhouse-> Roundhouse Cannon Spike] x n

    A4: VC1/3-> Roundhouse Cannon Spike-> far standing Strong-> whiffed Short Spiral Arrow-> far standing Jab-> Roundhouse Cannon Spike-> [Roundhouse Spiral Arrow-> far standing Fierce-> Roundhouse Cannon Spike] x n

    A5: VC3-> Roundhouse Cannon Spike-> far standing Strong-> whiffed Short Spiral Arrow-> far standing Jab-> Roundhouse Cannon Spike-> [far standing Strong-> whiffed Short Spiral Arrow-> far standing Fierce-> Roundhouse Cannon Spike] x n

    A6: VC2-> Roundhouse Spiral Arrow-> far standing Strong-> Forward Cannon Spike-> [Roundhouse Spiral Arrow-> far standing Fierce-> Roundhouse Cannon Spike] x n. Long- distance VC; also an anti-Sonic Boom, Psycho Shot VC.

    When further away, omit the initial standing Fierce and start immediately with the appropiate strength Spiral Arrow. When at the furthest distance, e.g after blocking Blanka's Rolling Attack (activate while Blanka is still airborne) use a Roundhouse Spiral Arrow-> Forward Spiral Arrow sequence to start the VC.

    If the combo is started from a close Roundhouse Spiral Arrow, it is possible to continue the combo in the opposite direction. Useful if you are cornered, where you can go into her corner variation that much sooner.


    [A1,2,3,4,5-> H1,2]
    [A3-> any H except 6 or 7]
    [A2-> H1,2]
    [A6-> H1,2,7]


    (B) Anti-air

    B1: VC1/3-> [far standing Fierce-> Roundhouse Cannon Spike-> Roundhouse Spiral Arrow] x n

    B2: VC1-> far standing Fierce-> Roundhouse Cannon Spike-> [Roundhouse Spiral Arrow-> far standing Roundhouse-> Roundhouse cannon spike] x n

    B3: VC3-> far standing Fierce-> Roundhouse Cannon Spike-> [far standing Strong-> whiffed Short Spiral Arrow-> far standing Fierce-> Roundhouse Spiral Arrow] x n

    It is possible to use either any version of the standing Jab, a far standing Strong, or a close standing Fierce to start the combo.

    [B1,2-> any H except 6 or 7]
    [B3-> H1,2]


    (C) Anti-air against low-height jumping attacks

    C1: VC1-> crouching Roundhouse-> [far standing Roundhouse-> roundhouse Cannon Spike-> Roundhouse Spiral Arrow] x n

    C2: VC3-> crouching Roundhouse-> far standing Fierce-> Roundhouse Cannon Spike-> [far standing Strong-> whiffed Forward Spiral Arrow-> far standing Fierce-> Roundhouse Spiral Arrow] x n

    [C1-> any H except 6 or 7]
    [C2-> H1,2]



    (D) Air-to-ground

    D1: VC3-> Roundhouse Cannon Strike-> Roundhouse Cannon Spike-> far standing Strong-> whiffed Short Spiral Arrow-> far standing Jab-> Roundhouse cannon spike-> [Roundhouse Spiral Arrow-> far standing Fierce-> Roundhouse Cannon spike] x n

    D2: Counter-hit Jumping Roundhouse-> activate VC3-> Spiral Arrow etc.

    [D1,2-> H1,2]



    (E) Crouch-cancel

    E1: Air-to-air counter-hit jumping attack-> crouch cancelled jump activate VC1, jumping Fierce-> crouch-cancelled jumping Fierce x n

    E2: Air-to-air counter-hit jumping attack-> crouch cancelled jump activate VC3, jumping Roundhouse-> Roundhouse Cannon Spike-> [Roundhouse Spiral Arrow-> far standing Fierce-> Roundhouse Cannon Spike] x n

    E3: Air-to-air counter-hit jumping attack-> crouch cancelled jump activate VC1, Short Cannon Strike-> Short Cannon Spike->
    [Roundhouse Spiral Arrow-> far standing Roundhouse-> Roundhouse Cannon Spike] x n

    E4: Air-to-air counter-hit jumping attack-> crouch cancelled jump activate VC3, Short Cannon Strike-> Short Cannon Spike->
    [Roundhouse Spiral Arrow-> far standing Fierce-> Roundhouse Cannon Spike] x n


    [E1,3-> any H except 6 or 7]
    [E2,E4-> H1,2]




    (F) Air-to-air

    F1: VC1-> air-to-air jumping Fierce-> [Roundhouse Cannon Spike-> Roundhouse Spiral Arrow-> far standing Fierce] x n
    F2: VC2/3-> air-to-air jumping Fierce-> [Roundhouse Cannon Spike-> Roundhouse Spiral Arrow-> far standing Fierce] x n

    [F1-> any H except 6 or 7]
    [F2-> H1,2,7]

    Can be used against Rolento's stinger, or as an anti-air air-throw VC.


    (G) Linking

    G1: Crouching Strong-> activate VC3-> Roundhouse Cannon Spike-> far standing Strong (quick cancel)-> whiffed Short Spiral Arrow-> far standing Jab/far standing Fierce-> [Roundhouse Cannon Spike-> Roundhouse Spiral Arrow-> far standing Fierce-> Roundhouse Cannon Spike] x n

    G2: Crouching Strong-> activate VC3-> far standing Fierce-> Roundhouse Spiral Arrow-> [far standing Fierce (delayed cancel)-> Roundhouse Cannon Spike-> Roundhouse Spiral Arrow] x n

    G3: Crouching Strong-> activate VC3-> Roundhouse Cannon Spike x n-> close standing Fierce-> Hooligan Combination-> Cross Scissor Pressure. Corner; also possible afer a counter hit crouching Strong.

    G4: Counter-hit crouching Strong-> activate VC3-> far standing Fierce-> [Roundhouse Spiral Arrow-> far standing Fierce-> Roundhouse Cannon Spike] x n Corner only.

    G5: Counter-hit crouching Strong-> VC2/3 Roundhouse Cannon Spike-> far standing Strong-> whiffed Short Spiral Arrow-> far standing Jab-> [Roundhouse Cannon Spike-> Roundhouse Spiral Arrow-> far standing Fierce] x n

    G6: Counter-hit crouching Jab-> activate VC3-> far standing Fierce-> [Roundhouse Spiral Arrow-> far standing Fierce-> Roundhouse Cannon Spike] x n

    G7: Counter-hit crouching Jab-> activate VC3-> Roundhouse Cannon Spike-> far standing Strong-> whiffed Short Spiral Arrow-> far standing Jab/far standing Fierce-> [Roundhouse Cannon Spike-> Roundhouse Spiral Arrow-> far standing Fierce] x n

    [G1,2,3,4,6,7-> H1,2]
    [G5-> H1,2,7]




    (H) Corner

    H1: VC1/3-> [Roundhouse Cannon Spike-> Standing Roundhouse] x n -> close standing Fierce-> Fierce Hooligan Combination-> Cross Scissor Pressure

    H2: VC1/3-> Roundhouse Cannon Spike x n -> close standing Fierce-> Hooligan Combination-> Cross Scissor Pressure

    H3: VC1-> Roundhouse Cannon Spike x n -> far standing Roundhouse-> whiffed close standing Fierce-> shadow Fierce hits-> jumping Fierce-> crouch-cancelled jumping Roundhouse x 4-> crouching Strong-> Roundhouse Cannon Spike

    H4: VC1-> Roundhouse Cannon Spike x n -> far standing Roundhouse (delayed cancel)-> Forward Spiral Arrow-> whiffed close standing Fierce-> shadow Fierce hits-> jumping Fierce-> crouch-cancelled jumping Roundhouse x 4-> crouching Strong-> Roundhouse Cannon Spike

    H5: VC1-> Roundhouse Cannon Spike x n-> whiffed far standing Short-> shadow Short hits-> jumping Fierce-> crouch-cancelled jumping Roundhouse x 4-> crouching Strong-> Roundhouse Cannon Spike. For player 2, use neutral jumping Roundhouse x 3-> crouching Strong-> Roundhouse Cannon Spike.

    H6: VC1/2/3-> anti-air against high jumping attacks Jab Cannon Revenge-> Roundhouse Cannon Spike x n

    H7: VC2 -> Roundhouse Cannon Spike-> Roundhouse Spiral Arrow-> whiffed Roundhouse Spiral Arrow-> far Standing Fierce-> Fierce Hooligan Combination-> Cross Scissor Pressure. Useful for player 2, who is unable to finish the VC with the Hooligan Combination when in the corner. This VC will take the opponent out of the corner.



    (I) Un-blockable

    I1: After a corner knock-down, e.g kick throw-> VC2-> whiffed crouching Short x 5-> jumping Roundhouse-> Roundhouse Cannon Spike etc.

    I2: VC1-> cross-up jumping Short-> crouching Short-> Roundhouse Spiral Arrow-> [far standing Roundhouse-> Roundhouse Cannon Spike-> Roundhouse Spiral Arrow] x n

    [I1-> H1,2,7]
    [I2-> any H except 6 or 7]
  • MiddlekickMiddlekick r.mika stalker Joined: Posts: 604
    Two More Cammy VCs

    If you want an easier VC to link into after a counter-hit crouching Strong, try these:

    VC3: Roundhouse Cannon Spike-> far Standing Strong-> whiffed far standing Roundhouse/crouching Roundhouse-> Roundhouse Spiral Arrow-> [Roundhouse Cannon Spike-> Roundhouse Spiral Arrow-> far standing Fierce] x n

    VC3: Roundhouse Cannon Spike-> far Standing Strong-> whiffed far standing Roundhouse/crouching Roundhouse-> Roundhouse Spiral Arrow-> [Roundhouse Cannon Spike-> far standing Strong-> whiffed Short Spiral Arrow-> far standing Fierce] x n
  • CapMasterCapMaster OG Pad Player Joined: Posts: 716 ✭✭✭✭✭ OG
    What's the set up/different ways to get into the V-Ryu infinite?
    Reborn ST hustler.
    2009 Gamestop Regional Champion
  • ThisGuileKillYaThisGuileKillYa SSS++++ tier at exaggeration Joined: Posts: 2,627
    What does V-Sodom have as far as anti air VCs?

    Also, if someone blocks the ground VC, do I have better options than just repeated jab scrapes? I'm assuming so.

    Thanks in advance.
    USF4: Still soul searching. Thus far... Yun, Chun, and Akuma.
    UMvC3 mains: Morrigan Doom Vergil, Magneto Doom Ammy, Morrigan Doom Magneto
    UMvC3 fer funsies: Dante Vergil-or-Dorm Magneto, Wesker Sent Hawkeye, Dante-or-Magneto Doom Vergil, Wolvie Doom-or-Sent Akuma, Nova Doom Ammy, Magneto Doom-or-Sent Dante, Wesker Dorm Magneto, Dante Strange Magneto
    MvC3: Dante Magneto Sentinel
    MvC2: Spiral Cable Sentinel ST: Chunny Bunny. 3S: Akuma, Ryu, Dudley. Vampire: Fish, BBHood
    UMK3: Kabal, H.Smoke, Jax, almost everyone. Chess: 1. c4
  • ThisGuileKillYaThisGuileKillYa SSS++++ tier at exaggeration Joined: Posts: 2,627
    edit.. Sorry, srk timed out and it double posted
    USF4: Still soul searching. Thus far... Yun, Chun, and Akuma.
    UMvC3 mains: Morrigan Doom Vergil, Magneto Doom Ammy, Morrigan Doom Magneto
    UMvC3 fer funsies: Dante Vergil-or-Dorm Magneto, Wesker Sent Hawkeye, Dante-or-Magneto Doom Vergil, Wolvie Doom-or-Sent Akuma, Nova Doom Ammy, Magneto Doom-or-Sent Dante, Wesker Dorm Magneto, Dante Strange Magneto
    MvC3: Dante Magneto Sentinel
    MvC2: Spiral Cable Sentinel ST: Chunny Bunny. 3S: Akuma, Ryu, Dudley. Vampire: Fish, BBHood
    UMK3: Kabal, H.Smoke, Jax, almost everyone. Chess: 1. c4
  • gbursinegbursine TeaPire! Joined: Posts: 1,727
    theres 3 different types of vc's, all of which determin how late the shadows hit after you do.


    vc1 is the fastest, and vc3 is the slowest

    vc1=lp+lk
    vc2=mp+mk
    vc3=fp+rk
    play vampire :P

    Brawl info: New Jersey - 0430-8044-3987
  • SystemSystem Joined: Posts: 508,676 admin
    Are there some simpler Karin cc's i didnt get the ones on the first page...

    And is there guard crush combo for karin?
  • Ryu1999Ryu1999 Keyboard Warrior Joined: Posts: 838
    KlarKO wrote:
    Are there some simpler Karin cc's i didnt get the ones on the first page...

    And is there guard crush combo for karin?

    Karin's Guard Crush is pretty slick but requires some REALLY quick fingers.

    It requires a little trick which I don't think most people realize:

    [VC2] cr. lk->[st.rh] x N

    For some reason the initial cr. lk keeps the opponent from being pushed away :sweat:
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    "orangemegaslide" (10:27:40 PM): so i'll shit then shower
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  • kainzerokainzero kimchee ii darou Joined: Posts: 437
    i'm really confused on karin's vcs.

    first of all, which one is palmstrike? is it dp or qcf?

    second, i can get the OTG grab down, but i'm always confused afterwards. the combo says to do hcb+p, but which direction do i do it from? say i'm on the left, and i do the 360+k, so the opponent moves to the left. do i do right, down-right, down, down-left, left + hp or do i start from left?
  • EveryFlowerFlowEveryFlowerFlow You Want Pain? Aegis Reflector Joined: Posts: 3,779
    What does V-Sodom have as far as anti air VCs?

    Also, if someone blocks the ground VC, do I have better options than just repeated jab scrapes? I'm assuming so.

    Thanks in advance.


    preety much the same one ryu1999 posted but it's VC1 fierce scrape, strong scrape, whiff fierce scrape, [s.Roundhouse, whiff Jab Scrape] xN to corner, then the rest is the same.

    when a vc gets blocked so d.fp, fierce scrape xN or d.mp, fierce scrape xN or hell just fierce scrape but itself. the first one eats up guard meter very quickly.
    I make Jazz-Hop/Soul-Hop: http://releases.prosodij.co.uk
  • SystemSystem Joined: Posts: 508,676 admin
    Ryu1999 wrote:
    Charlie

    VC3, c.Short, [Short Flashkick, s.HK, ff,n, delay knee] then when opponent is cornered, repeat Roundhouse Flashkicks until 10% meter, st. strong, cc Fierce x3, cr. strong->flash kick

    For anti air, start with cr. jab or cr. strong


    This VC is exactly what the SFAA guide says to do, but i'm having crazy trouble successfully doing it.

    I can get c.lk, [flashkick (lk), s.hk, dash, knee bazooka (whiff)]

    but i can't get the next flashkick (lk) to connect after i whiff knee bazooka. i've tried different timing variations. what is the "secret"?
  • MiddlekickMiddlekick r.mika stalker Joined: Posts: 604
    aznflict wrote:
    This VC is exactly what the SFAA guide says to do, but i'm having crazy trouble successfully doing it.

    I can get c.lk, [flashkick (lk), s.hk, dash, knee bazooka (whiff)]

    but i can't get the next flashkick (lk) to connect after i whiff knee bazooka. i've tried different timing variations. what is the "secret"?

    Two things that might help; 1: cancel the far standing Roundhouse *very* quickly into the dash. This ensures that Charlie will be close enough to connect with a deep Somersault Shell after the whiffed Knee Bazooka. 2: when you do dash, try to cancel into the Knee Bazooka as late as you can, also enabling you to keep close to the opponent.
  • Demon DashDemon Dash Hyper Viper Raccoon! Joined: Posts: 5,880
    BigRedBox wrote:
    Sorry if this is obvious but is this his best VC?
    Because whenever I've seen a Charlie vid the VC always seems the same until they get to the corner and then everyone seems to do something different, in fact I have very rarely seen constant Roundhouse Flashkicks (this is what I do) what I have seen are what look like whiffed Short Flashkicks, cr. Roundhouse and st. Strong's.
    I'm not sure if they are the correct moves but i was wondering if anyone could explain the different versions and which is the best one?

    Cheers!
    I believe what you're refering to is whiffed normals during the Flash Kicks. To get the most damage in the corner you need to hit them as deep as you can, what they do if the oponent is too high is cancel the recovery of a Flash Kick with say crouching forward, to allow them to fall further down deeper into your combo. Since they can only tech flip when you reach a neutral state, you have to make sure you cancel each move properly, otherwise you will screw it up.
    "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:
  • TSTS pbbbbbbt... Joined: Posts: 4,283 ✭✭✭✭✭ OG
    Charlie can do b+Fierce xx c.Fierce xx Short Flash Kick as a corner VC, but I don't remember if it was VC2 or VC3.

    kainzero- you probably don't care or have figured it out already, since you asked 4 months ago...but the palm strike being refered to was most likely dp+P. About doing things after the OTG with Karin- in the arcade and Saturn versions of A3, you were crossed-up after you did the 360+K with Karin, so you need to input commands in the opposite direction. So if you wannted the qcf move, you would do qcb in those versions to get it.
  • TSTS pbbbbbbt... Joined: Posts: 4,283 ✭✭✭✭✭ OG
    From an old a-cho vid:
    Vega (claw)
    (VC3) c.FK, FK Scarelet Terror (flipkick), s.FP xx [SP Rolling Crystal Flash(claw roll), whiff SP Rolling Crystal Flash xx s.FP xx SP Rolling Crystal Flash] to corner.

    I think. Not overly familiar with what Vega's moves look like, so I'm unsure which strength button was used with the specials. It appears from another vid that he can also do [standing FP xx whiff JP claw roll]xn for at least 3 reps, if you're close enough to the corner. which got them to the corner from mid-stage.

    Corner VC I saw was VC3, flipkick, s.FP xx s.RK xx backflip (3K), c.FP xx [s.FP xx whiff claw roll xx 3K backflip]xn, I think. It looks like the part in the brackets can be repeated.

    Another variation was VC3, flipkick, s.FP, 3K backflip x2, and then [standing Fierce xx whiff Jab claw roll]x2 to get close again.

    Worth noting that the Vega in the vids (usually Romii) often lets them flip after a while- the shadow of the flipkick seems to hit them right after, and you can jump after with Forward and try to start the infinite. He does standing Jab ->j.SK sometimes too, so that even if they don't flip, they get hit by something.

    I think you might actually need to be wearing the claw to have these combos work right, if you're not really close (particularly the s.FP xx whiff Jab claw roll).


    Any way we can merge this thread with this one?
    http://www.shoryuken.com/forums/showthread.php?t=93926

    This one is a bit more complete.
  • Xenozip.Xenozip. what a nincowpoop Joined: Posts: 3,942
    Middlekick wrote:
    If you want an easier VC to link into after a counter-hit crouching Strong, try these:

    VC3: Roundhouse Cannon Spike-> far Standing Strong-> whiffed far standing Roundhouse/crouching Roundhouse-> Roundhouse Spiral Arrow-> [Roundhouse Cannon Spike-> Roundhouse Spiral Arrow-> far standing Fierce] x n

    VC3: Roundhouse Cannon Spike-> far Standing Strong-> whiffed far standing Roundhouse/crouching Roundhouse-> Roundhouse Spiral Arrow-> [Roundhouse Cannon Spike-> far standing Strong-> whiffed Short Spiral Arrow-> far standing Fierce] x n
    Just to add to this, far standing RH does a point more damage when it hits at the tip (instead of the knee) than far FP and I find it a bit easier to use than far FP. And her combo does a lot more damage if you can minimize the use of far SP.

    Fortunately, you can also switch between combos, mid-combo.

    Also, FK Spiral Arrow (Cannon Drill) does more damage than RH. You always want to use FK arrows and RH spikes.

    An example of what I mean would be :

    VC2: RH Cannon Spike, far SP, whiff far RH, FK Spiral Arrow, RH Cannon Spike, -> [FK Spiral Arrow, far RH, RH Cannon Spike]xN

    Meter ends: back+FP, FP Hooligan Combination -> Cross Scissors Pressure

    Which of corse can also be used as midscreen anti-air or midscreen on the ground.

    Also note that if you accidentally cross-up in the corner, because you over-shot yourself into the corner with an arrow (so to speak), you can do a RH Cannon Spike in the opposite direction to cross back over to the other side, then continue the combo or just do repeated cross-up spikes.
    Let's play.
  • Xenozip.Xenozip. what a nincowpoop Joined: Posts: 3,942
    Also, I wanted to take the time to correct myself on the functionality of a CC setup.

    With the exception of Chun-Li (who has a "true" unflippable set-up), the opponent is actually "supposed" to flip from your set-up. The idea is to punish their flip with an attack that hits them immediately after the flip-flash, during their recovery state. This is because there is a short time immediately following the flip-flash that the opponent can not air block. If hit during this period, they for some reason will return to a jugglable state, which means air normals will put them in an unflippable juggleable state.

    "Ideal" set-ups will work weather the opponent techs or not.

    An easy example of what I mean would be to use Karin and place your opponent in the corner :

    (VC2), [dp+LP]x2, jump LP, walk cancel, [jump HP, CC]xN

    The opponent should flip after the dp+LP, but if the jump LP is timed quickly enough, it should not be blockable, and the opponent will then get hit by the shadow of the jumping LP, setting up for an infinite CC.

    This is probably old news to everyone, but I don't recall the last time I've seen it in text.

    On a side note, you don't have to mash buttons in order to air-tech (air-flip/air-recovery) in A3. You just need to hold the buttons+direction mid-combo and the game will auto-tech you at the first possible opening. This is also old news but whatever.
    Let's play.
  • KayinKayin rawr Joined: Posts: 2,115
    There HAVE to be more VC's for Sakura or Ryu. Nobody has any more?
    "Games improve execution? Really? I thought the only way to improve execution is to post retarded questions about how to use a stick in tech talk." - Starcade RIP
  • Xenozip.Xenozip. what a nincowpoop Joined: Posts: 3,942
    (wait, why this thread and not the other ?) ...

    More on Cammy:

    If you're too far away from the corner the generic ender (back+FP, Hooligan Combination) might not connect.

    For example, even if you have 100% meter, if you start out with your back to the corner you're probably going to run out of meter while still mid screen, which means the back+HP will most likely whiff at the end of the combo (assuming the end of the combo was a Cannon Spike).

    But, fortunately she has a few tricks to compensate for this:

    (VC2), dp+RH, far SP, whiff far RH, qcf+FK, qcf+RH, [dp+RH]xN
    -> ender, back+FP, tigerknee+FP -> RH grab

    - The interesting thing about this combo is that the dp+RH will hit the opponent from the back, and Cammy will cross the opponent up. This means that you have to input the next DP in the opposite direction. And the great thing is, the next DP will also cross up again. And that means you can repeatedly do mid-screen DP's untill your meter runs out, and then you will be at point-blank range, which will allow you to hit with back+FP, tigerknee FP (hooligan combination)

    Note that in order to do a back+FP at the end, you have to press toward the opponent's direction, not away. Which means you'll be doing something like (toward+FP, hcf, uf+FP), which can be kind of weird.

    Alternately, because the repeated DP's can be kind of hard to time, you can loop it for a little bit, then set up the multi-cross :

    (VC2), [dp+RH, far SP, whiff far RH, qcf+FK]x2, qcf+RH, [dp+RH]x2
    -> ender, back+FP, tigerknee+FP -> RH grab

    - Starting with 100% meter, this combo lets you do two cross-up DP's before meter runs out.

    And the other trick she has up her sleeve is to just make sure the last move you do while you have meter is qcf+SK instead of dp+RH. As such:

    (VC2), dp+RH, far SP, whiff far RH, qcf+FK, dp+RH, qcf+FK, far RH, dp+RH, qcf+FK, qcf+SK, back+FP, tigerknee+FP -> RH grab

    - The downside to this is it's not as flexible. The timing is pretty strict.
    Let's play.
  • TemujinTemujin HAND OF GOD Joined: Posts: 661
    Xenozip. wrote:
    Also, I wanted to take the time to correct myself on the functionality of a CC setup.

    With the exception of Chun-Li (who has a "true" unflippable set-up), the opponent is actually "supposed" to flip from your set-up. The idea is to punish their flip with an attack that hits them immediately after the flip-flash, during their recovery state. This is because there is a short time immediately following the flip-flash that the opponent can not air block. If hit during this period, they for some reason will return to a jugglable state, which means air normals will put them in an unflippable juggleable state.

    "Ideal" set-ups will work weather the opponent techs or not.

    And easy example of what I mean would be to use Karin and place your opponent in the corner :

    (VC2), [dp+LP]x2, jump LP, walk cancel, [jump HP, CC]xN

    The opponent should flip after the dp+LP, but if the jump LP is timed quickly enough, it should not be blockable, and the opponent will then get hit by the shadow of the jumping LP, setting up for an infinite CC.

    This is probably old news to everyone, but I don't recall the last time I've seen it in text.

    On a side note, you don't have to mash buttons in order to air-tech (air-flip/air-recovery) in A3. You just need to hold the buttons+direction mid-combo and the game will auto-tech you at the first possible opening. This is also old news but whatever.

    This is news to me.. And I'm sure not many people know these things. Thanks for the tip, and great vids by the way.
    "I'm good.. but I'm not talking shit. Now if I were to say I wasn't good.. THEN I'd be talking shit." - Heero
  • Xenozip.Xenozip. what a nincowpoop Joined: Posts: 3,942
    A quick note on Juni and Juli. They both also have the repeated midscreen cross-up DP's. Which incidentally, also works in the corner. Though in Juli's case the setup is slightly different, of course.

    Juli:
    On the ground you can start with (FP) qcf+RH, [dp+RH]xN

    And it's also possible to start it as anti-air, though the timing for the loop is fairly difficult. But, you can do dp+RH, c.HP, qcf+FK, dp+RH, late dp+SK, [dp+RH]xN

    Though Juli lacks the hooligan combination and earth direct, and her kick air throw is unsafe if teched. So her finisher is rather weak. Ideally you would go for a CC setup to rebuild meter. But you need to be in the corner for that so looping mid-screen DP's is less useful to her, AFAIK. Not that it matters anyway since Juli is garbage (pick Juni or Cammy instead).

    Juni has all of Cammy's VC's, so the ones listed for her will work for Juni as well. The only thing you have to change for Juni is far SP, since she lacks that move. Fortunately, c.HP reaches, so just replace far SP with c.HP. She also has a rack of her own, since she also comes equipped with the Mach Slide and Earth Direct, but I think those were already listed (somewhere).
    Temujin wrote:
    This is news to me.. And I'm sure not many people know these things. Thanks for the tip, and great vids by the way.
    Thanks.

    Oh, so now it should be obvious why you don't see people tech flipping from a lot of CC setups in videos. They rather take the scaled damage, since if they flip and get guard broke they risk taking non-scaled damage.
    Let's play.
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