LOL! It's never too late though :D Hope you got something out of it
@daqq61654 жыл бұрын
A great tutorial on using V-ISM, unknown about the delay of the shadows in the 3 different states. Good job guys
@SFAlphaAus4 жыл бұрын
Thanks for checking out our content! Glad it was useful information for you
@Niz1230 Жыл бұрын
Thank you so so much for creating this V-ISM Tutorial for us and explaining its mechanic's in such a great detail and showing how deep and fun V-ISM and custom combos can be with enough practice, I've always wanted to learn how to use V-ISM effectively and thanks to your amazing knowledge I can grow as a player and enjoy the experience of SF3A on another level, many thanks to your amazing videos❤ you deserve so much more credit
@Crownholder4 жыл бұрын
Wow! I didn't know you Guys are there! Nice content! No, great content!! 👍👍👍
@SFAlphaAus4 жыл бұрын
Glad you're enjoying our content! We're on a brief hiatus but we'll be back :)
@Crownholder4 жыл бұрын
@@SFAlphaAus your content is great. Supporting alpha3 is great! Please keep up the work 😎
@Macen1214872 жыл бұрын
You know I actually feel like this game would be a lot more popular to this day if Capcom didn't add turbo to their games or at least not as fast as Turbo 2. Because of different Hardware preference I feel like turbo was a mistake.
@lled784 жыл бұрын
I forget but is walking not considered neutral state? I see some of those combos where it looks like the character is doing a crouch cancel on landing from a jump and then walks in a direction while the opponent doesn't flip out of a juggle. I remember seeing a Guy combo like this where the Guy (not using his command run) but walk, I think backwards, and the opponent isn't flipping out. Also, I could have sworn that you can OTG grab an opponent off the 2nd bounce outside of VC state, it's just there weren't a lot of practical situations to set it up where you could be in the right place and recovered quick enough.
@SFAlphaAus4 жыл бұрын
Spot on with both points. Walking is not considered neutral state, so there are some niche (mostly not practical for gameplay) combos where you can crouch cancel and then walk cancel before continuing to hit. There are a few decent opportunities for OTG grab combos, especially when it comes to corner juggles. The timing can be slightly tricky but with practice they can be reliable and quite damaging (eg. Gief and Honda)