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"?
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?
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
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.
Though, incidentally you can do:
c.FK, FK Scarlet Terror, HP, neutral RH, k-backflip(3K), [c.FP, neutral RH, K-backflip(3k)]xN
some dan vcs
dezmu, post: 62437 wrote:
anyone know how to do that big leap that zangief does , its in the zangief video the last few combos
Xenozip. can u tell me how u do that plz
Lv.32 Z-Ism Rose, post: 62443 wrote:
Any T. Hawk Vc's?? Havent really found anything that was worthwhile:(
Lv.32 Z-Ism Rose, post: 62453 wrote:
If it makes any difference, I play on player 2 side, pushing them to the player 2 corner.