Alpha 3: Q & A


Different throws have different speeds. 'Gief’s SPD starts up quicker than any other throw in the game, so he can SPD people in situations where another throw may be too slow.

That I’m not sure about. I think there are times when all you can do is jump or get off of the ground/do something invincible, but I can’t say 100%.

The rapid fire test is sorta faulty, I think, especially if you’re not using a macro. Rapid fire is basically just jamming on a button over and over, even if it’s not a human player doing it. So it may be possible for there to be a gap in between button presses, which could screw things up.

Likewise, if you’re not doing the SPD at the first possible millisecond, your results could be off.

A macro would be a better way to test it.

I don’t know- it takes a few frames to get off of the ground when you jump, so it makes sense that if you have a Jab that hits after 3 frames, that you could knock someone out of an SPD. However, there’s an unthrowable period when you begin a jump, before you even get fully off of the ground. So it would make sense that you could jump, but not attack.

I’ll check the frame data in the Zero 3 book, but I assume there are certain situations where you can’ t Jab your way out of an SPD, or at least where you’d have a freakishly short window of time.


There’s a few factors to consider.

First, Gief’s standing and c.Jab’s both actually have frame disadvantage. If Gief hits Ryu, for example, with a JP/c.JP then Ryu can hit Gief with a JP/c.JP before Gief is even able to block. And this applies to weather Ryu was standing or crouching and it also applies to both hit and block.

I don’t know the exact numbers, but I think the opponent recovers 3 or 4 frames before Gief does, which is just enough time for the throw invulnerability to ware off – which is technically what makes the trap so good. EG. The trap works so well because if your execution was perfect then the grab frames occur on the exact frame that the opponents throw invulnerability ends (I think). Also, if Ryu mis-times his JP by a frame or two, then Gief’s SPD will land successfully – Which means Ryu can’t standing Short out of this trap because his SK is too slow.

So the short answer is: yes, opponents with quick light normals can jab/short out of most tick-throw 360 setups, but only with perfect timing.

However, I don’t know if this applies to resets or wake-ups (but I assume it applies to wake-ups). I only know for sure that it applies to ticking.

Also, I say “most” because VC tick-throw setups are inescapable.


anyone know the odds for a ‘shiny’ koryuken for dan?

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


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.



what happens tho if the 23rd or 15th action isn’t a koryuken does it reset back to 0?

I dunno if Dankuu Kyaku close to the ground is what I saw. it didn’t look like he even jumped. it was in this thread but alas the vid has been taken off youtube. maybe i’m wrong


No, the counter starts from the beginning of each round and increases with every action. Your Kouryuu Ken will be flashy only if the counter is at the right number when you perform it. Check the Kao Megura FAQ on GameFAQs for more details.

Yes, he was using repeated RTK Dankuu Kyaku’s to build meter.


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.


4 Videos for the Single Tournament are on right now on A-cho! They’re so great. I’m mean really great. This Dhalsim is played in V and and Chun-Li is played in A btw. I just can say it again, great matches.


Kattobi Cancels have really weird properties. Guy is also able to access either his vertical or diagonal jumping attacks depending on a mysterious trigger.

I can’t really explain the trigger with any great detail, but I do know that cancelling a normal into a special is how to set Guy’s trigger so that he floats forward. Which makes no sense.


Krasher is pretty impressive in those videos. It’s easy to see why he won.
The beginning of his match with the Tosa is the best shit ever.
He ain’t fucking around there.


Krasher for president. Guy is fucking ruining people with Sodom. Too good.

thanks for the links!


More vids up. Looks like the exhibition matches this time.
A-Bison and V-Guy.


Chikyuu’s still still No.1 imo =x


Japan needs to start doing 2/3 instead of best of 1, if only for the entertainment of the people watching.


Yeah, I don’t know why you guys are cheesing over that Sodom player. His game was good, no doubt, but we’ve all seen better.

What caught me were those A-Charlie and A-Bison(Dictator) players who were both really fucking tight on their mechanics. Maybe their execution wasn’t so good but they were just on the ball with their mechanics.

I was totally breathless when that V-Guy activated and did oc.RH. Makes me want to cry tears of joy. He totally should have refrained from using Bushin drops and jumping. Meaning, staying out of the air in general. Still, makes me feel all warm inside when I see a good Guy player use V combos effectively.

Overall that batch of vids was great. That A-Akuma was scary the way he forced so many 50//50’s.

Anyone know how to buy that Zero Direction? I need to know details.


I don’t think there is a better Sodom player at the moment considering that this was the latest large scale A3 tournament and he was the winner out of like 76 participants or something.
He’s great because of the way he’s able to improvise. He has some very very creative VC’s in some of the other match-ups I’ve seen him in. Saw him start a VC from Sodom’s throw before, and he has an A2 style CC that he uses against Dhalsim players when he can.

Never seen any other Sodom open up on a Dhalsim player like that before either. Plus he takes full advantage of all of Sodom’s crouch cancel combos which you don’t see very often.

That A-Akuma played a ‘sloppy’ first round against the dictator player. It looked like he kept trying to activate out of habit at first. That A-Charlie did have a pretty tight game though.

I’m curious to see some of the other exhibition matches.


I was impressed with what looked to be a hit-confirmed 360, which is a simple thing, but since I don’t play 360 characters and have bad excecution in general, I’m always impressed by that.

I know they had way too many people, but it would have been nuts if the exhibition tournament were round-robin.


Guy’s chains dont come out if you’re holding in any direction. It wouldve made it a hell of alot easier if you could hold toward the opponent when you do his ff chains following the level 3 kick super midscreen. Once you get the jab, you just gotta let go and go neutral.

I’ve always seemed to get the strong-fierce chain out, timing it the same as when i time the strong-fierce in the middle of the ff chain. You can use visual queues anyway though, just watch when Guy begins to retract his fist from strong.

vs Chun’s jump short on the ground: roundhouse hurricane does work. You’ve got to force Chun to only jump at you from a distance, and for cross ups. So that way you can roundhouse hurricane or qcf jab-jab throw. Just using Guy’s qcf punches(mainly fierce) in general work well on Chun, after the strong-fierce string, or just strong or fierce by themselves.
If she goes for cross up, you can duck and then crouch jab her when she gets on the otherside. That works really well vs shotos anyhow. Guy has the hitbox where you can crouch under cross ups fairly well.

You can also react to the jump with a jump of your own, into air throws or d+strong elbow resulting in the favorable counter hit, which you could follow up with an immediate roundhouse hurricane, or if you can walk cancel, walk cancel into the ff chain. Attacking her air to air, forces Chun to attack early when she’s in the air, in which point you can stay on the ground and just cr jab or cr strong into qcf jab-jab for the slam. And What Bitch.

Otherwise if it’s not favorable, dont try to beat it. Just let her jump in at you. And try for a cr forward to trip her(after the close fierce that is), because Guy’s cr forward will beat her cr roundhouse.

That matchup is too hard though IMO. Gotta bait her.


Some interesting info, I’ll try some of these soon. It isn’t a prob to find jump crazy CHuns on and offline, same for Ken players …^^ Oh and the c.FK beating Chuns c.RK, thats true but can anyone explain why it sometimes knocks down and sometimes doesn’t regardless of CH or not?


People were discussing about “that” Sodom player. ^^

And I must second all the people who say he’s best right now. And I never saw a better V-sodom player then him. You remember the time when a-cho didn’t feature their vids anymore? About this time Crusher began to get good. He placed 1st a lot of times. And some a-cho tournament had 3 Sodom players in the top 8. Crusher being on the first place and on other Sodom player went second. I joked and said, those japanes players seem to have a new deadly Sodom technique, heh?

And then a-cho shared their vids again. The first or the second batch featured Crusher getting on the 1st place. Doing his CC reactivation VC. Awesome.

And in the UZ tournament this year, he didn’t just got 1st place in the single tournament, no. He also did very great in the A3 west against east japan event. He had the highest winning streak of all the players. He got 6 wins in a row, beating D44 and stuff.

So naming a better Sodom will be very hard. (just based on his technical level he’s awesome)