SFA3: Character VC's Reborn

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  • 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: 4,302 ✭✭✭✭✭ 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: 4,302 ✭✭✭✭✭ 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.
  • SystemSystem Joined: Posts: 508,676 admin
    i may sound like kinda a noob when i ask this question but can any1 tell me how to do a bison v-ism juggle
  • Xenozip.Xenozip. what a nincowpoop Joined: Posts: 3,942
    TS wrote:
    -snip-
    RE (Claw) Vega notes..

    You're probably thinking of his toward+RH (flying kick) move, which does more damage and is more comboable than his neutral RH (hop axe kick). Also, mid-screen you can start off with his RH Scarlet Terror (flip kick) instead of FK. It does a few more points of damage. Though in the corner I think it's better to use FK.

    c.SP and the last hit of the Rolling Crystal Flash (claw roll) do the same damage. And FP and c.FP do a few points more damage (than c.SP/roll). And toward+RH does a few points more (than FP).

    So, the point of doing standing FP xx whiff LP claw roll, FP is just for the extra (minor) damage you get from FP instead of the claw roll ender. And you can switch the combo after a few reps, you don't really have to be anywhere near the corner for it. If you start to get out of range you can just switch to SP claw rolls and let the ender hit. Technically you're able to do SP claw rolls all the way to the end of the screen, starting from the corner, but it does pathetic damage. So like:

    (VC2/3), c.FK, RH Scarlet Terror, FP, [whiff LP Rolling Crystal Flash, FP]x2, [SP Rolling Crystal Flash]xN

    As far as corner combos go, I've been toying with this one:

    (VC2), c.FK, FH Scarlet Terror, FP, [toward+RH, K-backflip (3K)]xN
    or
    (VC2), c.FK, FH Scarlet Terror, FP, [toward+RH, whiff JP Rolling Crystal Flash]xN

    The shadow of the toward+RH hits between hits.

    I can't really seem to get any good damage out of it but it's pretty easy to execute.

    Though, incidentally you can do:
    c.FK, FK Scarlet Terror, HP, neutral RH, k-backflip(3K), [c.FP, neutral RH, K-backflip(3k)]xN
    Let's play.
  • TSTS pbbbbbbt... Joined: Posts: 4,302 ✭✭✭✭✭ OG
    Xenozip. wrote:
    Though, incidentally you can do:
    c.FK, FK Scarlet Terror, HP, neutral RH, k-backflip(3K), [c.FP, neutral RH, K-backflip(3k)]xN

    Right, looked like you could do that, and I think I'v e seen something like that before. The guy in the a-cho videos used regular standing Roundhouse instead of the towards+RK, I guess he didn't realize about the damage.

    Vega's pre-CvS2 normals I'm familiar with, but less so with his specials. The flipkick, for example- I didn't know which version I saw in the vids, because it only hit once, and I wasn't sure which versions of the move would only hit a standing opponent once.

    A very random V-Vega note would be that the flipkick seems to whiff vs Akuma's over head, and kicks over him without connecting.
  • Xenozip.Xenozip. what a nincowpoop Joined: Posts: 3,942
    Actually it may do more damage because it doesn't involve shadow hits. Meaning, with c.FP and neutral RH you don't hit with your shadow, as apposed to using toward+RH you do. But I'm too lazy to test which does more damage right now.

    I just know using toward+RH is easier for whatever reason.

    Personally, I don't think it really matters what VC you do since all his combos do crap damage. The important thing for him is the CC set-up, IMO.
    Let's play.
  • tolkientolkien tolkaNo Joined: Posts: 163
    some dan vcs
  • Xenozip.Xenozip. what a nincowpoop Joined: Posts: 3,942
    tolkien wrote:
    some dan vcs
    Corner:
    (VC3): dp+JP, FP(or FK), [whiff qcf+P, RH]xN

    Midscreen/AA:
    (VC3): dp+JP, FK(or RH), qcb+RH, RH, whiff qcb+SK, FP, whiff qcb+SK, FP, qcb+SK (hits), whiff qcf+P, FP, whiff qcf+P, RH, whiff qcf+P -- meter ends, c.FP, dp+FP

    Alternately, you can end with c.FP, qcb+SK and try to hit them on their way down or AA them if they tech flip.

    Dan's VC's aren't very strong. But he has a goddamn pushblock in V-ism.
    Let's play.
  • SystemSystem Joined: Posts: 508,676 admin
    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
  • EveryFlowerFlowEveryFlowerFlow You Want Pain? Aegis Reflector Joined: Posts: 3,781
    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

    f+mp, quick V activation.
    I make Jazz-Hop/Soul-Hop: http://releases.prosodij.co.uk
  • KyokujiKyokuji Needlessly Perverted Joined: Posts: 2,926
    I prefer to use :mp: > :qcf::hp: with Dan. You have to be spaced a certain way to use :hk:.
    Also, for changing sides in the corner with Sodom, when I try it, they flip as well.
    "Getting herpes on your face is not a cost-saving solution."
  • SystemSystem Joined: Posts: 508,676 admin
    What about some Dhalsim strats?
  • KyokujiKyokuji Needlessly Perverted Joined: Posts: 2,926
    I'm impatient, so I just came up with a Cody VC on my own.
    Someone tell me if it's flippable:

    c. MP > QCF+MK > (Whiff) QCF+MK > c. MP > (Whiff) QCF+MK > FP > QCF+MK > FP > QCF+MK > FP > QCF+MK > RH > QCF+MK until corner (FP > QCB+LP x N)

    It goes from one side of the screen all the way to the other, so I'm praying that it works.
    If the opponent's only about a half screen from the corner, I'll just use RH > QCF+MK instead of FP.
    "Getting herpes on your face is not a cost-saving solution."
  • Lv.32 Z-Ism RoseLv.32 Z-Ism Rose Soul Spark! Joined: Posts: 342
    Any T. Hawk Vc's?? Havent really found anything that was worthwhile:(
    SFA3: V-Cammy, A-Rose, A-Zangief (pad)
    SF3-3S: Hugo (SA1) stick, Yang (SA2) pad, Ryu (SA1)

    Pad>Sticks :lol:
  • Xenozip.Xenozip. what a nincowpoop Joined: Posts: 3,942
    Any T. Hawk Vc's?? Havent really found anything that was worthwhile:(
    Best Kind Boxer had a vid clip up on YouTube with some V-Hawk combos that seemed pretty good.
    Let's play.
  • thumbs_upthumbs_up Joined: Posts: 125
    What would be Cody's best VC, and how do you that VC that starts with c.rh then f+rh they just dont hit at all!! .....help please
  • KyokujiKyokuji Needlessly Perverted Joined: Posts: 2,926
    It doesn't start with c. RH.
    You do c. MP > QCF+MK > F+RH > QCF+MK THEN c. RH > F+RH
    "Getting herpes on your face is not a cost-saving solution."
  • thumbs_upthumbs_up Joined: Posts: 125
    ok thanks so what is your favorite Cody VC ?
    and how do you setup his CC is it when your about 5% you hit him with standing fierce then jump short or CC jump short
    any help would be great
  • KyokujiKyokuji Needlessly Perverted Joined: Posts: 2,926
    I use standing MP since it seems to knock them up higher, but yeah, CC jumping LK after that.
    Is that Roland in your avatar? Lol.
    "Getting herpes on your face is not a cost-saving solution."
  • thumbs_upthumbs_up Joined: Posts: 125
    hehe lol yea its Roland lol he is such a tool
    And uh I am really having a hard time with Dhalsims midscreen VC

    I believe it goes like...c.short or forward ,fierce FB,s.roundhouse,DP+KKK,(this is where i have a hard time )you do FB then wiff b+roundhouse then c.forward wiff FB( all must be wiffed except for the b+roundhouse) then in corner you do repeated yoga blasts

    Does he have any better mid screen VC's ? and is he worth it in A or V?
    any tips would be cool thanks
  • thumbs_upthumbs_up Joined: Posts: 125
    umm does this work with Cody ?
    just do (QCF+Mk,wiff c.MK,QCF+MK).....until corner??
    can someone clarify this
  • KyokujiKyokuji Needlessly Perverted Joined: Posts: 2,926
    Yes.
    "Getting herpes on your face is not a cost-saving solution."
  • SF_crazySF_crazy Acquiring bike money Joined: Posts: 125
    Anybody gave any good stylish VC's? Damage doesn't really matter but just to get some "ooo's" and "ahhh's"
  • Lv.32 Z-Ism RoseLv.32 Z-Ism Rose Soul Spark! Joined: Posts: 342
    Why does some of Cammy's (maybe others, but I havent tried them) VC's that in the corner sometimes cross you up? I have done the repeated Cannon Spike in the corner, but when it comes time for the fierce->holligan combo, the hooligan just flies behind them. If it makes any difference, I play on player 2 side, pushing them to the player 2 corner. I have seen the vid with the cross up Cannon Spikes, but havent learned it yet. Is there any reason this happens?

    I guess some characters hit boxes just arent the same. I tried the standard antiair VC1 (st fierce->rh cannon spike->cannon drill, etc etc) on Cody, but for some reason the Cannon Drill misses completely. His sprite falls on the Drill, but there is no hit whatsoever. On some characters, point blank range VC1 Cannon Spike only hits once (Gief, Charlie)......
    SFA3: V-Cammy, A-Rose, A-Zangief (pad)
    SF3-3S: Hugo (SA1) stick, Yang (SA2) pad, Ryu (SA1)

    Pad>Sticks :lol:
  • Xenozip.Xenozip. what a nincowpoop Joined: Posts: 3,942
    If it makes any difference, I play on player 2 side, pushing them to the player 2 corner.
    Actually that's exactly why. Uneven sides. Player 2 crosses up during corner juggles, which makes CC infinites harder for player 2 (but not impossible).
    Let's play.
  • PlayboydojoPlayboydojo Joined: Posts: 45 ✭✭✭✭✭ OG
    Does anyone have a transcript for the Sakura crossup VC? Is it unblockable, or is the side it hits random, or was I just blocking wrong?
  • TSTS pbbbbbbt... Joined: Posts: 4,302 ✭✭✭✭✭ OG
    Rose corner transition in VC3-
    Crouching SP xx c.FP xx neutral standing RK, jump and cc shennanigans.

    Standing Roundhouse has to be done super-late, like the last couple of frames (frames in terms of time, not just animation) before they can air-recover. There's a period where you can't cancel it into a normal anymore, and they get to flip...as late as possible before that.



    Fei stuff:

    VC2/VC3 Rekkas(FPx3), [b+RK Rekkas (JPx2, FPx1)] to corner

    Can be done in VC1 also, but you need to use far standing Roundhouse IIRC, and I think only the shadow hits them. Does less damage.


    Confusion and high/low sutff:
    VC1 c.RK xx f+RK, overhead (f+FK), c.SK...Rekkas to transition into midscreen.

    VC1 c.RK x2, [FK chicken wing (Tiger Knee motion+K) to crossup, c.SK, c.SP, c.RKx2]

    VC1 c.RK xx whiff JP or SP Rekka (x1), crossup j.FK, c.SKx2, repeat. You can also use crouching Forward, or even crouching Forwardx2, but that seemed harder (at least on Juni, whom I was trying it on at the time).

    VC2 C.RKx2 Crossup FK chicken wing, c.JP, c.SK. Doesn't work on Zangief, but did work on Bison and I'm assuming all characters his size and smaller (also worked on Ryu). The chicken wing is both an overhead and a crossup.

    All of those can either transition into the mdiscreen, or repeat, though the VC2 one has a gap in it. I think you might be able to do [FK chicken wing, c.SK, c.FK]xn vs someone in the corner...also has a gap in it, but should be a bitch to block since the chicken wing hits multiple times and will even hit crouching Juni.

    corner stuff:

    Rekkas, [s.FP xx FK dragon kick] (b, d, db+K) for VC2, use the Short version of the kick for VC1. Sometimes you may need to use b+FP. VC2 version does more damage.

    Didn't think to look for any anti-air VCs.
  • Duck StrongDuck Strong Yin to all Yang Joined: Posts: 7,783 ✭✭✭✭✭ OG
    For anti-air you can start with 1st wrekka whif 2nd, hit 3rd. I think standing rh does more damage than b+rh? blah, all his VCs do shit damage.

    Corner blocked: VC2, rekkas, d.lk, lk-twisty kick, guard break.. whatever.
    My youtube channel (various MVC3 vids etc.):

    http://www.youtube.com/user/CrouchStrong?feature=mhsn
  • ShinBlankaShinBlanka 神Blanka Joined: Posts: 7,165 mod
    I have a bison vc on the ground for 40%

    Activate standing forward kick
    2 in 1 into RH sissor kicks
    Hit Standing FP whiff sk sissor kick and repeat until the end and stomp and dive to standing RH.

    Any other cc for him or blanka? Anti air for bison? Anyone know Blanka unblockable cc?
    (FinalRound) A staple in the Fighting Game Community!
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  • GregoGrego FUCK SALT! Joined: Posts: 364
    So uh.... Ive been practicing sakuras cc ender to her corner vc, and it seems to me that people can escape it by teching in the air then blocking. What im doing for reference is jp.dp -> (st.fp xx fp.fireball) x 6 -> quick st.sp while the fireballs coming out -> jp.sp -> walk cancel -> jp.fp x 3 -> cr.fp xx fk.dp ... if i set the opponent to do nothing but stand this works great, if i set the opponent to tech and then block it doesnt work. So i ask you fellow srkrs, do you have to anticipate the tech and do a diff combo or what?
    Nani mo kamo iya ni natta. Nankai mo jisatsu wo hakatta ga shi ni kirenai. Tsukamaete shikei ni shite hoshikatta.
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  • DivemanDiveman Loli-zoning Joined: Posts: 2,657
    any good corner combo with V-Fei long, after breaking their guard?

    BTW his VCs are REALLY hard to pull, but well.
  • DetrimantixDetrimantix Joined: Posts: 61
    Can anyone recommend a consistent ender for Charlie/Nash that's flexible enough to be used during or after any VC regardless of % or distance once I get to the corner?
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