TS, post: 96907 wrote:
1. Jab reflect (qcb+p) works best, but you have to activate super-late. Which is OK because:
2. Rose's startup time for VC activation is shorter than everyone else's. So something that may work with another character has to be done quicker with Rose, because the clock is already ticking. Important because:
3. You can do move inputs while the screen is still frozen, and they will still register. So if you use the same timing as with another character, you've lost time, and the move won't come out ASAP, like it needs to.
Also helps to crouch before you activate, and if you wait until the last second, so they're low to the ground.
I don't know if you can VC through Akuma's divekick or Dhalsim's drills, I probably just haven't had enough practice as of late.
Xenozip., post: 96843 wrote:
There's good news and there's bad news.
Good news is you can jump out of throws. You can also reversal them with a move that either has first-frame invulnerability or first-frame off-the-ground.
Plus, you can get used to pressing the throw command and also pressing it at the right time, in order to tech/throw option select. Practice just standing and throwing over and over from a distance in training mode untill you get 100% whiffed throws (no whiff anything else). Also try setting the dummy to throw a fireball, block, then throw when you come out of blockstun.
In the example of Ken jumping in with RH, you can hold up+back (or just up, if you have a good air game) to avoid getting thrown.
As for teching, often times you will fail at a tech because you didnt press the buttons at the same time (direction + 2k or 2p, actually -- not 3p/k) or because you timed it wrong.
Playing as Ken against the CPU AI or another opponent and trying to be very aggressive with throws may help a lot with timing and spacing. EG. playing as Ken yourself and learning him well might improve how you react to him when you're playing against him.
The very basic of throw theory is that throws counter blocking, since you can't block throws. So in theory you would force them to block, or force them to assume they need to block, and then throw them while they are trying to block.
Bad news is throws are designed to be good. If your opponent is in an advantegous position for a throw in the first place, you're already in a bad spot and will have to do some guessing.
Let's take a look at some permutations after you block a j.RH:
- They attack with a meaty punch
If you jump > you get hit
If you attack > you get hit
If you throw > you get hit
If you reveral > you beat their punch
- They throw
If you jump > you get away
If you attack > you get thrown
If you throw > you get a tech (meaning damage and a reset position)
If you reversal > you beat their throw
- They block/do nothing
If you jump > you're in a vulnerable spot depending on direction and distance from corner
If you attack > they block
If you throw > could grab them, could whiff them, depends on distance
If you reversal > you are in a very vulnerable position for big punishment
Now, there's also the odd variable of the opponent putting you in blockstun, then using a high priority/invulnerable move like a DP that will stuff any of your actions other than block. But therein lies the psychic DP and it's very punishable if you do indeed block.
Meanwhile, it's important to point out that in A3 there are two very important features to certain throws :
1 ) Some throws are "Slam" throws and will damage you a lot reguardless of weather you tech or not.
2 ) Against a lot of throws, teching will put you in a "reset" falling state where you fall on your feet -- much like getting hit out of the air by a normal move. You can't act but you're invulnerable untill you hit the ground. The importance of this is that characters with very good mix-ups or rushdown/pressure games are going to see this as an opportunity/advantage.
Basically, while you're landing from a tech they get the drop on you. But again this just applies to some throws, not all.
SO what's the solution?
WELL, either don't allow yourself to be trapped in those throw situations in the first place, or take a guess and hope you're right.
In the example of Ken's j.RH, your best option for avoiding a throw is to counter the j.RH -- if you don't, you're going to have to guess what to do next.
 There's some advanced stuff associated with this, involving option selects or vc activations, but ehhh... yeah..
lomo the kid, post: 96917 wrote:
But this isn't the thing I'm asking for. What is with the special grabs? Like Gief's SPD?
Can you do a jab. Wait til Geif recovers and then you do a 360 and again the opponent can't do nothing but jump? Or can the opponent for example jab me out of the 360?
I did "testings" on my own. I set the Alpha collection dummy in A3 on cr.lp autofire. (I even set the speed on "normal" to avoid frame skipping. I heard that this can be a problem with exact timings.) Now let me explain you what I did. I jumped at Sakura and attacked with j.down mk landed did in combo timing the cr.lp (a 2 hit is displayed) now I wait til the cr.lp is recovered and do the SPD. The thing is that Sakura did cr.lp and is able to hit me out of the SPD. I did it again and again she beats me out of it.(after the cr.lp) But lets say 2 times out of 10 tries I could SPD her and she could not cr.lp me out.
The thing is I had this discussion with someone and he said that Sakura (or in general all the charas with quick light normals.) can always jab out of the 360.(he said he tested it via emulator with macros.) And I'm totally not sure what to believe now, because I always thought you can only jump away or get thrown? And like I said, I tested it by myself in the trainingsmode today and it seemed possibil to get the right timing so Sakura had to get hit from the cr.lp and after it she could not stick the cr.lp out fast enough to stuff the 360 (ok, or do a invincible or air born move, like you said.)
And the thing I'm cofused now. Can you jab out of the 360 if you already blocked a cr.lp before? Or can you again only jump out? Please somebody help.
(I hope could explain the situation clear enough. Sorry if someone has a hard time to read my post. ^^)
lomo the kid, post: 96917 wrote:
R o c k L e e, post: 96920 wrote:
anyone know the odds for a 'shiny' koryuken for dan?
R o c k L e e, post: 96920 wrote:
also i remember someone posting a vid of a Dan v Gief match and the dan player was building meter off something "odd" looking. that's a pretty vague description but if anyone remembers it could you tell me how it's done? thx
Xenozip., post: 96921 wrote:
Mummy-B has the answer (check Kao Megura's SFA3 FAQ on GameFAQs).
It's not random. If your 23rd action from the start of the round is a Kouryuu Ken it'll be a flash. After that it's every 15th action.
Anyone who hasn't browsed/read through that FAQ, should.
To build meter quickly you can do his air qcb+K very low to the ground. EG. reverse Tiger Knee his air Dankuu Kyaku.
R o c k L e e, post: 96922 wrote:
TS, post: 96880 wrote:
Results of Ultimate Zero Direction 6:
1 on 1 tournament:
1. Krusher (Sodom)
2. Tosa (Dhalsim)
3. VER (Cody)
4. Kenji (Chun-li)
Unsure which -ISMs Dhalsim and Chun were in, I would guess V for Chun.
Kyokuji, post: 96924 wrote:
I thought 'Gief could only use his normals from jumping straight up during a kattobi cancel, but I've been able to use his splash/knee and other air normals.
Not entirely sure how, but I can get it to work maybe 50% of the time.
TS, post: 96864 wrote:
About the Guy thing, there are only two things I can think of as far as the chaining goes. Timing may be a little different if you're canceling a far standing Strong vs a close one, and also IIRC Guy's chains won't work if you're holding away on the joystick, and maybe down also.
About Chun's jumping short, I have no clue. You can maybe jump straight up and meet her in the air with something (Roundhouse?), but you'd have to be able to see that coming. I don't play Guy really, but from my very limited experience, that match seems to be a pain in the ass. Roundhouse hurricane kick, maybe? Either that or jump and block.
Kyokuji, post: 96933 wrote:
Saw him start a VC from Sodom's throw before.
lomo the kid, post: 96937 wrote: