Forums - 3rd strike Learning...put your questions here. Show all 230 posts from this thread on one page Forums (http://www.shoryuken.com/forums/index.php) - Strategy & Tactics (http://www.shoryuken.com/forums/forumdisplay.php?forumid=10) -- 3rd strike Learning...put your questions here. (http://www.shoryuken.com/forums/showthread.php?threadid=4324) Posted by scuddman on 03:11:2001 12:27 PM: Since very few posts are about 3rd strike, I decided to start a post on it. This is a post about learning 3rd strike...just put questions you have here. I would prefer someone better than me like John Choi do it, but I don't think anyone else will bother...besides, maybe I'll learn something myself. So go ahead guys...put up your questions. Posted by scuddman on 03:11:2001 12:41 PM: Before I start...I'd like to thank Shoryuken.com for making this possible. Several months ago, I thought street fighter was dead. Then I came to this site, and learned differently. I'd also like to thank Quincy Yang, Jessi, John Choi, and all the other players I have played over the months and years at the UC Berkeley Bearcade. From playing them did I become a better player. From them did I learn I had to come up with new offensive and defensive strategies, and not just short short super. Also, I wrote faqs back in the day. They are outdated, and some of the info is off or only pertains to the older street fighter 3 games. However, they still contain good information. All of you starting players could probably learn the basics from those, so you might want to start there. The only characters I don't know how to use are Oro and Twelve, so don't ask me Oro questions. I only know stuff from playing the good players that gave me trouble. And yes, I have seen win streaks with Twelve, I've just never seen any consistent domination with Twelve. So with all that aside...any questions? Posted by Buktooth88 on 03:11:2001 01:19 PM: okay, this might be fun. What are some good Q strats BESIDES "taunt a lot", "parry everything", and "do the command throw when you can". When I ask, I always get these wonderfully vague answers. "Parry everything"... (slap myself in the head) Gee! Why didn't I think of that before? Oh, didn't mean to sound hostile . Posted by scuddman on 03:11:2001 02:07 PM: I personally don't play Q much because he's charge motion, but he's definitely got his moves. Most people turtle with Q, and I think that's a mistake. It's certainly an important part of Q's game, but people forget that he has an offense too. So, I'll start by talking about his offense. 1. Landing crouching short -> Kousokudo Renzoku Dageki (his flailing arm thing) Hurts. Easiest way to do this is off a jump in, but that can get tricky. You can, of course, combo his crouching short into deadly double combination or his rush super. 2. Poking. Most of his normals have lag, but if you're careful, you can poke with him. His regular rush, (sonic boom motion plus punch) is fairly safe when blocked and has great priority. You can think of it as a poke. He's got a good low forward, well, decent for someone as slow as him. You can also super cancel that rush move. Great way to land the Deadly Double combination. OUCH. 3. His rush moves are a natural high/low trap. Crappy recovery though, but if you force someone into turtling because of pressure, these can close out the game well if you're winning. Now, compared to other characters, his offense is limited, but the best way to set up defense is with pressure from an offense. Force people into mistakes. Just watch for what people can and can't parry. Defense. Don't play defense with Q by sitting in the corner blocking. That doesn't work. That invites people to attack you, pressure you, and do whatever they want. Instead, if people let you have distance, taunt. If people get in close, obviously punish moves with lag, and push people back. Push, push,push...they give you space, taunt. It's active and reactive defense. 1. If people get in close, push back with jabs and short. Vary the timing on your jabs and shorts, and it becomes difficult to parry. If a jab or short gets parried, block. If they can't parry into a really fast super or do short -> super, you'll be safe. If you do land a jab or short...put the smack down by cancelling into super. It also keeps people from doing regular throws on you. 2. Stuff overheads with the rush punch. In fact, if you do stuff an overhead with a rush punch, you knock your opponent down long enough to get a taunt in. This frustrates people. You can crouch block...just wait for that overhead, then slam! Instant damage, maybe super included, plus taunt. 3. Break throws/strong throw game. Throwing people who get to close can give you distance. Regardless, never ever let someone throw you, learn to break throws. 4. Stuff pokes/bad jump ins with Deadly double combination. Leads to juggle plus taunt whenever you land that super. Deadly double combination is quite the equalizer when you are losing. 5. Use back + strong punch, jump fierce, and parries as your anti-air. Q's got great range on his air game, so you can surprise fireball happy people by jumping over one and smacking them with fierce. Just watch for dragon punches. You can also use his rush punch as a long range anti-air. It's also effective because it gives you time to taunt if it connects on an opponent in the air. Usually, when I'm playing say, Yang against a good Q player, I feel like I can't get in close. I have to work to do any damage. This is an important part of playing Q. If I don't get in close, I can't do any damage. This is what you want to try to do with Q, frustrate their offense. Try as much as possible to leave very few minor counter openings. You only need to stuff a few moves, land a combo or two here and there to win. Anytime you do land damage and knock your opponent down, you can taunt and make yourself that much harder to beat. Against Ryu/Ken/Yun/Yang/Chun Li/short short super character type/chain into super character type, try to push them back and pressure them into a long range game. Remember, you make a mistake, it's not so bad, because Q is tough. When your opponent makes a mistake...you can rip a hole through them, super meter or not. Posted by scuddman on 03:11:2001 02:19 PM: Oh, I forgot to add one last very important thing. Patience. Don't get to anxious and leave openings where you'll get hit. Just be patient and pressure. That may sound strange, but it isn't. For instance, if Akuma starts doing air fireballs against you...just watch and wait for an opening. He stays in the ground and trys to rush you, be patient and push him back. You get your taunts in and hit him a few times and you'll win, even assuming you let him get close enough to do anything. And don't fret if you trade hits or take a bit of damage if they do manage to get up close. Nothing fancy, nothing special. Mind you, watching Q vs. anyone else fights is sometimes more boring than watching Ryu vs. Ryu fights. Posted by Buktooth88 on 03:11:2001 02:36 PM: Thanks, looks like I might put you to work What's the most damaging follow-up to Yang's command throw? (the flip-behind-'em one) Super-canceling into anything doesn't do much, and EX swipes don't seem to do much either. What are some ways to set-up that throw? I usually try it after a dive kick or as a wake-up move. Are there any uses for that pseudo teleport? I only use it get back in close after a knockdown to keep the pressure going. Confusion tactics NEVER work for me at high level play, and it doesn't seem to have any invincibility frames. What should Yang do to defend/escape cross-up tactics? I hope this isn't gonna be a 2 person thread Posted by LOLO on 03:11:2001 04:01 PM: wow... u got some pretty long post here~~ for Q's tips... hehehe... well... get used to his poking moves~~ since Q have strong attack, it makes all his poking moves deadly~~ seriously Q is slow~~ so u gotta wait for ur chance to throw out ur most deadly combo~~ get use of that chance~~ yea... it's like Ryu~~ but Q is worst than Ryu coz he's just way too slow~~ wait for ur chance and do sthg like rush attack cancel into deadly combo combination, then a rush attack again~~ that'll most like kill the guy~~ hehehe... KEN http://members.home.net/lolo603/BadBadtzMaru.gif -Engineering Rules- Posted by scuddman on 03:11:2001 07:27 PM: If you do his command throw, I recommend doing crouching forward kick -> mantis slash X 3. Don't burn ex meter unless you have to and definitely don't do your super. The throw damage tones, and you don't really get much else as an option besides robot combo. (Strong -> fierce -> back + fierce) As for setting up the throw, it sets up like any other command throw. 1. Tick into throw. Why not? 2. Catch someone in the air with jump towards roundhouse, you land first and in front of where your opponent lands. (Perfect power bomb set up for Alex too) 3. Fake a stun palm, throw. 4. Fake an overhead, throw. (Use toward + forward kick) 5. Pressure someone into corner, make them turtle, throw. Yang's teleport isn't a teleport. It's a dash. : ) And a bad one too because of the lag at the end and the fact you can't cancel it. So use it as a dash. A few uses I can think of would be to get under Akuma air fireball, although a good Akuma won't let you do that, or if you knocked someone in the air without jumping forward, you can then teleport to get into position to throw. Also, once in a blue moon if you corner trap someone you can teleport behind them and give them a surprise, but it'll never work again. You can also teleport behind people on wake-up, and you can try mixing up teleporting in front and behind on wake-up, but once again, do it too much and you'll lose. My normal trick for cross ups is to jump simply walk forward, past their jump in a little bit, and throw; this trick was known as sacrifice throwing back in the day. Otherwise, parries work well, and supers work well depending on the jump in. If you're using tenshi sekyutai, the super makes yang drop down low on startup, so you can avoid and punish some types of jumpins by just doing super. Of course, there's standing forward kick on cross up, which combos into other moves, but it depends on the jump-in, once again. Sometimes you don't get the launching kick when you want to, so beware. Yang doesn't have a perfect anti-air like Shoryuken, but you can use short sekyutai once in a while as an anti-air. It also has mixed results against crossups, depending on the crossup. The one that probably wows the crowd the most is to parry a jump in, crossup or not, then do close standing forward kick and juggle tenshin sekyutai afterwards. I used to love to do launch -> sekyutai -> tenshi sekyutai, but that tends to only work well in the corner, and in the corner you're better off doing launch -> stun palm -> tenshin sekyutai. One last thing. Yes, Q is slower than Ryu. But Ryu doesn't have the ability to make himself take half damage from everything, nor does Ryu have a command throw, or a rush move into super. Q's got his tricks. If you want to play offensively and like characters with similar styles, there's always Urien. Of course, punishing your opponent when they try a little hopping overhead with rush punch -> deadly double combination -> rush punch -> flailing arms -> taunt is just absolutely demoralizing. Posted by Havoc911 on 03:11:2001 08:02 PM: I think I want to start playing as Necro, any tips? I don't see anyone that plays as him at my arcade, so I figured playing as him would get me quite a few wins since we aren't used to seeing him. Thanks in advance. Good to see a Third Strike thread... Please believe it <IMG SRC="http://www.totacc.com/user/robertlewis/Hydoken%21%21%20gif.gif"> [This message has been edited by Havoc911 (edited 03-11-2001).] Posted by sykocrashaa on 03:11:2001 08:02 PM: Can u guys the best super to use for all of the characters? For the characters i use, I use flash kick super for remy, shin shoryuken for ryu, shinpu jirai kyaku for ken, hyper bomb for alex and the aerial russian slam-like move for hugo. Can you guys list the best supers in your opinions? Posted by Havoc911 on 03:11:2001 08:17 PM: For Ryu, I either use the Denjin Hadoken or the Shinkuu Hadoken for its advantages in terms of EX moves. The Denjin is only useful against people who have trouble parrying multi-hit attacks. For Remy, I agree the Flash Kick super is his best. His counter super sucks, and his other super is just so easy to parry. For Sean, I use Hyper Tornado mostly, or Shoryu Cannon if I want to turtle (which isn't often with Sean). As for the big guys, I usually use their super throws for the big priority and payoff when you catch your opponent. I see a lot of people using the Stun Gun with Alex, but I prefer the Hyper Bomb. With Hugo, the Megaton Press is easily countered, so I don't use that. With Ken, I use them all depending on how I feel. Shinryuken is probably the best, as it is a great anti-air, and can be comboed into as well. Shoryureppa is versatile as well, and gives you more EX power. I use Sourai Rengeki with Yun. The You Hou does more damage, but is harder to hit with without cancelling. Plus the SR gives you more EX power (though I don't use it much with Yun, is that wrong?). I don't really play much with the other characters, so I wouldn't be able to say which supers to use. Please believe it http://www.totacc.com/user/robertlewis/Hydoken%21%21%20gif.gif Posted by KoKoBa on 03:11:2001 09:19 PM: What is the juggle limit? (stun). How can you reset it so you can juggle some more? Posted by scuddman on 03:11:2001 09:24 PM: Necro is a tough character to learn because he doesn't work like the other characters. He's alot like dhalsim, except he doesn't have a fireball and can't go under fireballs, can't combo his dive torpedo, can't teleport..basically he's a crappy dhalsim with better close in skills. When I first played necro, I played him a lot like Chun Li. His crouching short has amazing range and his supers are all decent. I think a beginning player using Necro should get used to all his normal and special moves first. He's a push back character like Q without the toughness, so it's absolutely important to learn how to push people back with all of his normals. Unlike other characters, like Chun Li, you can't use one move over and over because the longer the range on Necro's move, the less priority he has. For anti-air, Necro has his electric blast(dragon punch motion plus punch), crouching strong, back fierce (the uppercut), and down/back fierce (The knockdown elbow), roundhouse, jump fierce, and torpedo kick. You can't jump in with Necro because his jump is so floaty. That's okay, he has the flying viper. Basically use the flying viper in place of whenever you would use a jump in. This includes jumping over fireballs. This is a key point to learning Necro, because this is how you punish fireballs. His tornado hook is an excellent poke. Good damage, good stun, and the jab version has excellent recovery. I recommend reading the necro faqs at gamefaqs. While they aren't too detailed, and I don't play Necro like their authors do, there is some good information. It's kinda hard for me to give tips for Necro because I play him a lot like most people play Chun Li and combo electric snake. Most other Necro players play him like a mix of Q and Alex. Once again, push back with jabs and short, and pressure people. Whiffed moves work best at long range but be careful of ex hadokens. If you're using your super as a counter pick the magnetic storm. If you go for a poke and pressure game use the electric snake. If you play Necro like Alex, go ahead and use the slam dance. If you block a bad sweep or a bad fireball, ex tornado hook. Hurts...safe too, if blocked, unless your opponent can red parry, in which case you cancel into super if you're using electric snake. This is your scrub killer attack of choice. Most faqs advocate using close standing strong. I use back + forward kick because it reminds me of Alex's knee. It really doesn't matter. Both moves are cancellable. Necro has an easy robot combo with magnetic storm. back + short -> strong -> jab tornado hook -> magnetic storm. Damage tones, but a good beginner combo. Necro has MANY cancellable normals, and jab tornado hook will combo off his crouching short, so once again, learn those normals. He has many unusual ones that are done with a simple joystick motion, such as down/back + fierce. Don't laugh at the electric snake's damage. Look at the charge time. It's got decent recovery when blocked as well, although there is still a window of opportunity for the opponent. And it's a low...must be blocked/parried low. Use it to punish Akuma's air fireballs. If you do use the electric snake, your bread and butter damage combo is close standing strong -> ex tornado hook, don't use the super. Necro is a character that requires you to throw. It's one of the better ways of giving you distance. He has a good back dash that helps with this as well. What makes necro a lower tier character (although he can hold his own against the best) is his inability push back safely. He has good overall defense, but he doesn't have a move like Q's rush punch, or Remy's sonic boom/light of virtue, or Urien's fireball that can push back and punish characters that get in close. Also, add to the fact that he has no good jump-in, and you have a character with incredibly limited mobility. What saves Necro from being trash is his array of normals and his close in game mixed with his mid-range game. Necro has no long range game to speak of, all long range moves are parry and dragon punch bait. With prudence and patience, you can beat many characters by just not making big mistakes, simply because you have more range. That being said, you have to live with bad priority and slow moves. Necro's not a come from behind character, only play him if you like playing great defense with a mediocre offense. Posted by on 03:11:2001 09:26 PM: Can you hook me up with some Ryu combos? You cannot match my Fatal Fury. http://psychosquall.homestead.com/files/supergeek.gif Posted by scuddman on 03:11:2001 09:43 PM: It's actually important to learn how to use all the supers available to you. It gives you more options. Also, like I mentioned when giving out Necro tips, your super can dictate how your character is played, maybe even make your character a brand new one. I was annoyed when during a bearcade tournament John Choi stopped a match where I was using Alex because I switched supers from the hyper bomb because my hyper bomb was off. Apparantly during tournament play you can't switch characters or supers unless you lose. There is then, a benefit to sticking to only one super, but it limits your play. I often get questions about "what's the BEST super to use?" or "Who's the BEST character to learn?" There is no such thing. I've seen players beat me with denjin hadoken, and I can parry Chun Li's Kikosho. How'd I get beat? I wasn't used to Denjin Hadoken, and he always varied the super cancel on it, and followed up with a high low game if I parried. It took a while to adjust to it, and after adjusting he just switched supers again. Also, which is Ken's best super? Well, my answer is, it depends. Against Ibuki, Sean, or Ryu, there are quite a few moves I can only punish with Shippu Jinrai Kyaku. I would never use the shippu jinrai Kyaku against Makoto because her command throw can grab Ken right out of his super. Moral of story? Learn all of your supers. There's at least one trick you can do with each super that you can't do with the others, and breaking from the norm can win you games against players much better than you simply because they haven't seen your tactic. So once again...there is no BEST super. There is no BEST character. There is just the super you'll use most of the time and the super you'll use in certain situations. Posted by ALEX4EVER on 03:11:2001 09:50 PM: For Alex i use his Boomerang Raid i think it is the best super for him cuz: 1-invicible 2-can take more the 1/2 power when comboed 3-easy to use For Ryu i choice Shinkuu Hadoken cuz For chun Lu THE BEST SUPER IS Houyoku Sen it is probebly the Best super in the game cuz: 1-no1 can throw a fireball to u cuz if he do do the super 2-HARD TO PARRY 3-easy to make combos with it 4-damn CHEAP and for Necro ..well all his supers r good but i think the best is his Thunder Storm For Makoto i choice her Seichusen Godanzuki or her Abare To Sanami both of them r realy good for Q ether u choice Critical Combo Strike or Deadly Double Combo for Yang i always choice Tenshin Senkyuu Tai it very good super or u can choice Raishin Mahhaken both of them r good but i prefer Tenshin Senkyuu Tai For Yun ether You Hou or Sourai Rengeki For Akuma i choice Messatsu Gou Hadou for Elena i think the best is Spinning Beat For Dudley the best one is Corkscrew Blow Damn this super one of the best supers in the game for Oro i choice Kishin Riki cuz i always do his Grab super (Variant Kishin Riki) man this super is one of the most invisible supers in the game realy good Remy: flash kick super Ibuki:her grab super Yoroi Doushi 12:X.C.O.P.Y Urien:Tyrant Slaughter all the way babey did i mess anyone?!?!??! Posted by scuddman on 03:11:2001 09:54 PM: I used to think the juggle limit was 3 hits after launch, reset by super. Someone else emailed me and told me it was six. I have no definite of proof of anything in 3rd strike, simply because I can't think of very many juggles involving more than 3 hits after launch without a super, urien excepted Urien can do: launch -> ex head butt -> ex chariot rush -> chariot rush -> standing strong, which is 6 hits after launch, and I know if you use Aegis reflector you can do many more than. For now, but I have no proof, the limit is 6 hits, unless you do super, which resets the count. This information is only useful for Oro or Urien, since they are the juggle characters in this game. All the other wacky juggles I can think of existed only in older street fighter 3 games. There are also probably other ways to cheat the system, but I do not have any frame data for this game, so I can't really try to mess with the game. That's my answer and I'm sticking to it, unless someone can prove otherwise. Posted by scuddman on 03:11:2001 10:07 PM: Ryu combos? Someone's asking me for Ryu combos? Errr...okay...These are the Ryu "combo rules" 1. Any jumpin -> any cancellable normal -> any special or super. Skip any portion 2. Any cancellable special -> any super 3. Any ex geri kick -> juggle with any normal or juggle with any specials or supers, including ex geri kick or denjin hadoken. 4. All link moves combo into themselves up to 3 times. Link moves are jab, short, crouching jab, and crouching short. 5. After shin sho ryu ken -> any jumping normal or dash into any normal or do any specials 6. After shinkuu hadoken in corner -> any normal or any specials or another shinkuu hadoken. Yes, there are combos that violate these rules. Just for fun...can any of you players list any? Posted by Psycho11 on 03:11:2001 10:13 PM: Finally something about third strike. Do you have any good Alex or Makoto tips? Thanks Posted by ALEX4EVER on 03:11:2001 10:40 PM: Yeah someone asked about Alex well it is my turn 1-Use all his moves all of them are great 2-use his stand MP as an anti air 3-the most important combo is j feirce or roundhouse -> stand MP OR MK -> EX qcf+p and if u use his boomraing super cancel the ex move into the super 4-when u jump if your opp far from u try to hit him with deep HK -> back HP (combo) 5-u can his crouch HP as anti air too if u hit him 1 hit do his DP+HK to combo it 6-if ur opp jumps to u and u hit the MP but he parried it DO AS FAST AS U CAN EX DP+K (it will be very hard to parry it) and sorry for my bad english Posted by scuddman on 03:11:2001 10:52 PM: Could you be more specific about what you need to know about Alex or Makoto? I posted as much as I did about Necro because no one plays him. I'm not sure of your style or your strategy since I've never seen you play so I can't help much except to tell you the basics. Basically, what's your strategy and what gives you trouble when you try to execute it? Block a shoto sweep? Move quickly and hyper bomb...make sure you move close to them first, a little jump works fine. They can't jump out..and you can't block hyper bomb. NASTY scrub killer. Stun gun head butt works as well. Block a sweep? See a bad fireball? Well.... If you get someone dizzy..use ALex's Taunt before doing anything. As for Makoto, low forward is a special mid that stuffs overheads. I'm certain you know about hayate/grab mixups. Bad sweep? Ex hayate will take care of that. See a bad fireball? Abare super -> juggle followups. Look at that stun damage go! Posted by scuddman on 03:11:2001 10:57 PM: Ahh..there we go. I learned something new myself. I always used toward plus fierce as my anti air, I have to try that strong punch cancel trick. I'm surprised I never thought of that, I do something similar occasionally when I use Ken. Posted by Psycho11 on 03:11:2001 11:19 PM: Just the basics. I just started learning and thought the game was great. Kinda bummed out not many people play it anymore. My two faves are Alex and Makoto so far. BTW how I get a pic to show up on my posts? Posted by LOLO on 03:12:2001 03:52 AM: lol... damn it's like a big big BIG FAQ here... hehe... KEN http://members.home.net/lolo603/BadBadtzMaru.gif -Engineering Rules- Posted by LOLO on 03:12:2001 03:56 AM: use Ryu's jump in + Roundhouse, standing Fierce, Forward Joudan~~ that's the best stunning move in the game... get use to doing that combo then u'll be fine w/ Ryu~~ i suggest Dejin Hadouden if u want a quick win~~ if u are those one chance kill ppl i suggest ShinShoryuken~~ hehe... i u wanna play w/ style then Shinkuu Hadouken will gives u enough super meter to play around~~ hehhee... KEN http://members.home.net/lolo603/BadBadtzMaru.gif -Engineering Rules- Posted by Buktooth88 on 03:12:2001 07:17 AM: What are some good Urien tactics? I use the Aegis Reflector super, and am still experimenting with it. Posted by LOLO on 03:12:2001 07:27 AM: quote: Originally posted by Buktooth88: What are some good Urien tactics? I use the Aegis Reflector super, and am still experimenting with it. try the Urien unblockable~~ it's blockable for some characters like Ibuki coz she gets up fast than other characters~~ first do a throw, then Jap Reflector, then Fierce Headbutt~~ u'll end up landing on the other side so ur opponent will stay b/w u and the reflector~~ keep doing crouching Japs so ur opponent will bounce back and forth~~ connect the combo w/ a crouching Fierce (which hits him high up in the air)~~ he'll bounce high from the last hit of the reflector, now do a knee drop on him~~ other simple combos are like doing crouching Fierce as an anti-air, then EX Headbutt, then Headbutt~~ (it doesn't work on Elena coz she have a funny falling timing)~~ or do his air juggle (can be done near the corner only)~~ shot an air fireball to hit him in the air, rush attack, EX rush attack, rush attack, EX Headbutt, Headbutt~~ KEN http://members.home.net/lolo603/BadBadtzMaru.gif -Engineering Rules- Posted by LOLO on 03:12:2001 07:32 AM: more combos: try doing a crouching Fierce, then a rush attack then cancel into Fierce reflector~~ ur opponent should lands on the reflector for another 6 hits combo~~ or this (can be done in corner hit grounded opponent only): do a rush attack, cancel into Jap Reflector, rush attack, cancel into Jap Reflector, rush attack, crouching Fierce, Headbutt~~ KEN http://members.home.net/lolo603/BadBadtzMaru.gif -Engineering Rules- Posted by girldark on 03:12:2001 09:43 AM: This is really great that someone started a Street Fighter 3, Third Strike thread. This is one of my favorite games of all time. What's the coolest parrying that you've done? I parried all of Ibuki's KASUMI SUZAKU, the knife air super except for the last hit. *Felt pretty proud. Posted by reMix on 03:12:2001 10:04 AM: Speaking of Ibuki, I'm looking to get better with her. Anyone got some beginner strats fo' meh? http://balder.prohosting.com/remix85/testsig4.gif --------------------- he who controls Boardwalk and Parkplace... controls the universe. - reMix Posted by scuddman on 03:12:2001 11:52 AM: THe first time I picked up Alex, way back in the day, I was like...oh my god! This guys is good. Alex is a grappler with a great poke game and the ability to get close fast. He's everything Zangief is not. He's also really easy to use, and fairly quick to pick up. Of course, since he's a grappler, you want to attack by getting close. Poke a lot with crouching strong and crouching forward kick, jabs and shorts if they get too close. If your opponent leaves an opening, do his bread and butter. Really straightforward. I mentioned some command throw setups earlier, those apply here as well. Alex4ever put up a lot of useful things about Alex. Once again, learn all of Alex's normals. Unlike Q, all of Alex's normals have their place, fierce and roundhouse included. Once again, learn all 3 supers of Alex. All 3 of them are useful. You can use hyper bomb as a poke counter and in combos. Stun gun headbutt can avoid moves on startup. SInce it's unblockable, the only escape is to hit Alex out of the super or jump out. This is why the super is great on people whiffing moves. The super will move Alex forward as they are recovering, and often there just isn't enough time for your opponent to escape in time. With practice and some skill this super can deal with the best of the turtles. Last..boomerang raid. It's a combo super mostly. Some people use it as counter. I prefer to combo it off crouching short and his elbow rush. Posted by scuddman on 03:12:2001 12:11 PM: With Urien, look at those long, long limbs! You can actually throw fireballs with Urien if you're careful. Just make sure you've got yourself covered. If your opponent parries a regular fireball, you can rush him with chariot rush. If they try to go through or over the fireball, there's always the upwards fireball or you can cancel into his thunder super. Surprise those Chun Li players that think Hokyu Sen is the perfect counter to your fireball! Watch as they run smack into all the hits of the thunder! Of course, I have to list the common throw setups for Urien. Ex headbutt...throw. Ex chariot rush..throw Mind you, it'll never work on anyone with skills, but it's a safe setup to use once in a while. As for dealing with Urien's unblockable setup..it's a lot like playing Ryu with Denjin hadoken, just that you can't parry this setup. Don't get knocked down. Guard your feet, and punish those inevitable sweeps. You'll find such players doing more sweeps than they should. Don't forget to tech roll sweeps if you do get swept. The right super can also get out of setups I think, but that's limited only to supers with an invincible startup that can go through fireballs and can travel fast enough. Posted by scuddman on 03:12:2001 12:19 PM: Kasumi suzaku is pretty easy to parry once you get the first one, it's a rhythmic spaz...tough part is that first one. I prefer to block first, then red parry the rest, because I don't know for sure if I will parry that first Kunai. That's also probably the best way to deal with people super cancelling a special to tick you to death. Just block the first few, then red parry and parry into the rest that you know you can parry. It also makes you look more skilled than you really are. I can't really think of a super I can't parry or red parry except for the shippu jinrai kyaku. I can red parry the last hit and that's it for that super. The best thing I've parried? I once had gll do his angel super..I was blocking and noticed I would die from block damage, so I started spazzing, got lucky and red parried and parried 20 hits. I managed to lose the round anyways. I have yet to figure out how to properly parry it, so instead I learned how to hit gill out of the super's startup. He keeps his super meter if you do hit him out of the Angel Super though. Posted by scuddman on 03:12:2001 12:36 PM: Ibuki's not a beginner's character. She takes hits poorly and cannot do lots of damage easily. You will find yourself losing lots as a beginner, simply because you cannot match other characters in range and power. To win with Ibuki, you must have a relentless offense, and nothing I could write here can really teach you how to attack with Ibuki without getting parried left and right. All I can say is...be incredibly unpredictable. Take a look at Eddie Lee's Ibuki on the B4 tape and you'll see what I mean. An experienced relentless offense is what gives Ibuki wins. She can do crouch short into a little combo, she can no longer painfully hurt someone at the touch of a button. Contrast that with Chun Li or Ken, who can combo into their devestating specials and supers easily. That being said, here are some little things you should know. Koube kudake (toward + forward kick overhead) -> crouching short -> ex Tsumuji. Overhead into combo. close short -> close forward -> cancel into special ex Kazakiri -> Kunai super or air chain. Hien -> Kunai super stuff jumpers while poking with f + roundhouse. And cancel any sweep that you connect with into standing roundhouse. She has many, many combo options. Pick one and stick with it as a bread and butter until you get better. Posted by LOLO on 03:12:2001 02:16 PM: quote: Originally posted by girldark: This is really great that someone started a Street Fighter 3, Third Strike thread. This is one of my favorite games of all time. seriously i have started a couple of 3rd Strike thread before~~ just that they got bumped in to the 2nd page within a day~~ KEN http://members.home.net/lolo603/BadBadtzMaru.gif -Engineering Rules- Posted by ALEX4EVER on 03:12:2001 02:34 PM: U PARRIED GILL ANGEL SUPER???!?!? i don't think so u see Gill angel super can't be parried also Gouki D×3+3P can't be parried (only the first hit that lighting thing but the rest cab be parried) so i think u r playing the DC 3s and u switch to sami parring the when u block it turn into parry. and that's it but the hardest super to parry i think it is CHUN LI rush kick super . Posted by LOLO on 03:12:2001 02:40 PM: it is says that the 1st hit of Akuma's ddd+pp and Gill's Angel Wings cannot be parried~~ as for Chun Li's #II super art, it's a 7, 7, 1 for the parrying~~ before parrying that u have to try parrying her normal lighting kick first~~ which is more easy to do~~ whenever she did it, just jump in and do a 6 hits parry~~ it's the same timing as parrying fireball~~ KEN http://members.home.net/lolo603/BadBadtzMaru.gif -Engineering Rules- Posted by scuddman on 03:12:2001 09:42 PM: For the ignorant..knowing is half the battle. The FIRST hit of gill's angel super cannot be parried. I did not parry the first hit. Reread my post. Besides, I'll admit it was luck, I wasn't expecting it to work. Posted by Buktooth88 on 03:12:2001 10:01 PM: how bout some chun-li tactics? I'm not as much as a scrub as it may sound, REALLY! It's just that 3s never really caught on here at SVGL. Posted by scuddman on 03:13:2001 12:14 AM: When I first played Chun Li I didn't like using her. That was day one that I saw the machine at Emeryville Arcade, even before the Berkeley Bearcade. She felt like a really limited Ken...At the time. When I first lost to Chun Li, and was dominated, I discovered the hard way how nasty she is. What makes Chun Li nasty is her priority. Her super is only part of the equation. Elena has a super almost as effective, but she's not nearly as dominating. The basic Chun Li tactic that the Japanese use is to charge super with Back fierce, and do low forward a lot, always buffering the super. The strategy is simple, the implementation is hard. It's very difficult to always do the buffer and be able to stop. I'll get back to her super combos in a moment. Standing fierce is an excellent midrange poke and anti-air. Back plus fierce is also an excellent poke. Her sweep is a special mid. It will stop certain jump-ins and snuff overheads. Her specials suck, her fireballs are horrible. Her ex spinning bird kick isn't so bad, but it's not worth the super meter. Her many powerful normals, excellent throw range, head stomp, and poking tactics make her the annoying character of choice among 3rd strike players. You can actually dominate by just charging super and patiently trying to land her super. Or..if you wish..you poke someone to death. Her jump fierce is a natural two hitter. Her jump roundhouse dominates the air and does damage. Her d/t + roundhouse is a crossup flip kick that combos as easily as any other jump in roundhouse. Almost all of her normals are cancellable. She can combo her super off her hopping overhead, especially in the corner. (SHHHH!! Don't tell anyone else that!) I won't detail how to do it, it's a link not a cancel, just don't expect it to combo like in the versus series, it takes practice. I don't think she's a good beginner's character. Scrubs like to pick her because of her amazing priority, but if you can't use her supers well she sucks, damage wise. Hokyou sen is great and all, but if blocked or parried you're dead. If you miss your super, Chun Li's sunk. Now, back to the Hokyou Sen. There's several ways to buffer the motion off crouching forward kick. You want to use crouching forward kick. Why? If blocked she's safe. If parried, only a quick super or short -> super will hurt her. If she's at the right distance, short -> super won't even connect. Second, it gives you a million years to cancel into her super, even if it hits the very tip of her foot. Wish I could say that about Ken. Last, amazing priority, decent damage. The most common way to combo it is this: joystick down + forward kick -> roll joystick to toward -> joystick to neutral -> roll joystick from down to toward -> + any kick button. I use roundhouse or short. The motion is fairly forgiving, you can even miss part of the motion, hit the kick button too early, or delay part of the motion, and you'll still get the combo. The tough part is not accidently doing the super when you don't want to. In fact, if you let go of the first forward kick prss too late the super will come out anyways. It takes practice to ALWAYS do the buffer and to STOP when you don't want to do the super. If you have trouble doing the super, but can do forward kick -> fireball really easily, try doing this setup for practice. do a fireball motion, then do forward kick -> fireball motion except press kick at the end of the motion instead of punch. I actually originally learned the motion by practicing short -> short -> hadoken with ken, buffering a fireball motion with each short kick. Afterwards I just skipped the 2nd short button press and did a kick instead of punch to get the super. Why am I saying all this crap about joystick motions and execution? Because that's all that Chun Li is. Either you can do the above whenever you want, or you can't. If you can't, pick a different character. Also, nobody taught me how to do the super combo motions when I learned 3rd strike. When I first picked up the game in 1997 (That's right, I've been playing Street FIghter 3 for FOUR years. That's the real reason why I can parry.) and I asked how to do forward kick -> fireball, people just shrugged and laughed. Lastly, cancelling the super into a super jump and getting the hits. Getting both fierce hits to connect is tricky. I recommend when first learning to start with super jump roundhouse, which will knock down your opponent right in front of Chun Li anyways. If you do the motion and she doesn't jump at all, you're probably doing it too Late. It's a cancel, it's not a versus series air combo. While the super is hitting, leave the joystick in neutral. After the last set of kicks, tap down -> into upforward as she does the launching kick. If you do it after she's kicked them or tap down when she's actually launching, you're not going to get it. You'll know if you did it too early because you'll finish the motion and she hasn't even launched them yet. Posted by scuddman on 03:13:2001 12:31 AM: This is kind of depressing. I can see now why Street Fighter 3 is dead in America. Look at the questions. In the MVC 2 forum I see people asking how to escape this trap, how to set up this, how to exactly do this combo. In this little setup, I have the same people asking me to put up basic strats for each and every character. That's fine, but it's the same people over and over. No body else plays this game? <sigh> I offered to host 3rd strike for SRK.com at B5, and now I can see why they decided not to have a 3rd strike tournament. No one's going to show up. When I offered no one supported me or said anything. Even if there were a tournament: Half the people who play are going to expect Ken's shinryuken to be a great anti-air, and it will be because no one can parry it. (It's four air parries) There's going to just be shotos and Chun Li around and they'll dominate because no one knows how to deal with them. Just like last year. Air fireballs galore I bet. There will only be a few good matches at the top. Just like last year. 3rd strike learning..put your questions here...<sigh>...Who am I kidding? Nobody cares. Time to quit street fighter, it's been a good 4 years. Posted by ShinRyuX on 03:13:2001 12:39 AM: How do you play with Makoto? She is difficult to play with as I have found out. Posted by War Destroyer on 03:13:2001 12:43 AM: Hey scuddman, can you pst how many parries each super is or at least the ones you know? As for nobody playing the game here in the states well I used to play it a lot back during the next generation and second impact days but my sheer level of suckiness at the game has made me retire from it. I still play but not in tourney level. Posted by Evil Ryu on 03:13:2001 01:03 AM: Is it possible to supercancel into a KK Zan with Akuma???? Nothing that stands before me will survive!!!! http://www.geocities.com/afghan_khan99/evil_ryu.gif Posted by ALEX4EVER on 03:13:2001 01:05 AM: Well Chun Li IS FOR BEGINERS she have the best super in the game in my opnion THE RUSG KICK SUPER she is realy easy just use her frames and het EX SPINNING BIRD KICK cuz it's invicible and her most important hit is HER DAMN FUCKIN HP damn so cheap use it as anti air move it is very fast and her mp+mk fast if u want to use chun li a advice u to choice her Kikou Sho super OR Houyoku Sen for shotokan players (YES FOR PLAYER LIKE RYU,KEN,AKUMA)cuz if some1 throw the fireball in the middle screen and u block it DO WITHOUT THINKING HERHouyoku Sen SUPER CUZ SHE WILL GET HIM DAMN CHEAP Posted by ALEX4EVER on 03:13:2001 01:13 AM: for evil ryu u can combo it like this J HP-> S HP-> Tatsumaki Zankuu Kyaku with LK->S LP then as fast as u can DO his KK ZAN super it will not count it as combo but your opp can't parry it or block it if u get him in the air it is sooooooo hard u must time it very well. Posted by scuddman on 03:13:2001 01:41 AM: Parrying supers...why not..? Alex. Hyper bomb. Jump out. Stun Gun. Jump out. Boomerang raid: High high high high jump out Chun Li: Kikosho. 21 high parries. Parry like shinkuu hadoken, little bit faster. Hokyou sen. 7 high parries, slight pause, 7 more high parries, big pause, high parry Tensei Ranka. 3 quick parries, one big pause, high parry. Parrying this super varies alot depending on where chun li is. Dudley: Rocket Upper. 2 high parries, slight pause, high parry, bigger slight pause, 3 high parries Corkscrew blow. 5 high parries. One of the easiest supers to parry in the game Rolling thunder. 7 high parries, I don't know how to parry the last part, I always mess it up. Elena: Spinning beat. 3 parries, dragon punch. I never bothered to learn more than that. I don't know how to air parry it, because it varies. Brave Dance. Another easy to parry super, because she pauses before she does the super. 10 high hits, same timing on all 10 Gill: Meteor Strike. The best I've done is 7. The more you parry, the faster you have to parry the next one..it gets psychotic. Seraphic Wing. Red parry, spaz and pray. If you don't red parry you'll eat EVERYTHING Akuma: Messatsu gou hadou. Oh come on..any scrub can parry this. Messatsu gou shoryu 2 high parries, pause, 2 more high parries, pause, 3 little big slower high parries Messatsu gourasen. 4 high parries Hugo: GIgas breaker. Jump out. Or shinshoryuken Megaton press. Is it parryable? I don't know, i've never tried. Hammer frenzy. I don't know, no one ever picks this super. Ibuki: Kasumi Suzaku. I recommend red parry then spaz. Even if you get hit, the advantage is in your favor, you recover first. : ) Yoroi Doushi. I have never parried more than the first hit. I have no idea Yami Shigure. Nobody ever picks this super. I have no idea Ken Masters: ShoryuReppa. 3 high parries, pause, 3 high parries, pause, 4 high parries. ShinRyuKen: 4 high parries. If youare in the air, you have to parry each one a little faster than the last, but neve more than 4 times. Shippu Jinrai Kyaku. I only know how to red parry the last hit. This super still eludes me. Makoto: Seichusen Godanzuki: I always parry, block 3 hits, red parry last hit. You take but a pixel of block damage. Or I just block, the super's block damage sucks. Abare: I can parry the first hit, I can red parry the last hit. That's it. I've never bothered to try to do more. Tanden Ranki: Varies. Necro: Magnetic storm: 10 high parries. Varies sometimes. Slam Dance: Jump out. Electric snake: spaz down. That's what I always do, I usually get at least 3 parries. Oro: Yagyou Dama. If you parry it, you will die. Better to get hit by oro's overhead then to get caught in his semi-infinite juggle. I have never parried the super version of the Yagyou dama. Heaven knows I've tried! Kishin Riki. You can't parry it. And dont' think you can jump out either! Tengu Stone.. Ugh...This super brings back bad memories. 51 hit super art finishes on ME. Q. Deadly double combination. If you parry that first hit he STOPS. Beat at your leisure Q's other super. One of the hits is a low, i forgot which. No Q player picks this super that I know of. Remy. Light of virtue. jump up, 3 high parries. Hehe. Crappy super. Rising rage flash. I have no idea, I've never tried because I despise playing against Remy. Blue nocturne. Just don't do anything for a second. Then beat at your leisure. Ryu. Shinkuu hadoken. COme on... Shin Sho Ryu ken. One big parry, pause, 4 or 5 rhythmic parries afterwards Denjin Hadoken. LIke the shinkuu, except much faster. Sean. Hadou Burst. It's a one hit fireball. ShoRYuCannon. Never tried. Probably never will Hyper tornado. Nobody picks this super here, actually, nobody picks sean, period. Twelve. No idea. Urien. Jupiter thunder parries like the shinkuu hadoken. Aegis reflector. Never try to parry it. Tyrant Slaughter. Parries like a shinkuu hadoken, except for a slight pause at the end. Just pretend Urien is a fireball. : ) Yang. Raishen Mahouken. Parry one..he stops. Tenshi Sekyutai. 4 parries. Yun You hou. high parry high parry, pause, high parry. Sourai Rengeki. 6 high parries. Depending on your character you might not have to parry the last few hits as he sails over you. I always red parry, so I don't know if he actualy stops if you parry the first two hits. Posted by War Destroyer on 03:13:2001 01:44 AM: Thanx!!! As for remy's raging flash it 6 quick parries, sort of like ibuki's air super, and the same for Oro's yagyou dama. [This message has been edited by War Destroyer (edited 03-12-2001).] [This message has been edited by War Destroyer (edited 03-12-2001).] Posted by scuddman on 03:13:2001 01:46 AM: Parrying supers...why not..? Alex. Hyper bomb. Jump out. Stun Gun. Jump out. Boomerang raid: High high high high jump out Chun Li: Kikosho. 21 high parries. Parry like shinkuu hadoken, little bit faster. Hokyou sen. 7 high parries, slight pause, 7 more high parries, big pause, high parry Tensei Ranka. 3 quick parries, one big pause, high parry. Parrying this super varies alot depending on where chun li is. Dudley: Rocket Upper. 2 high parries, slight pause, high parry, bigger slight pause, 3 high parries Corkscrew blow. 5 high parries. One of the easiest supers to parry in the game Rolling thunder. 7 high parries, I don't know how to parry the last part, I always mess it up. Elena: Spinning beat. 3 parries, dragon punch. I never bothered to learn more than that. I don't know how to air parry it, because it varies. Brave Dance. Another easy to parry super, because she pauses before she does the super. 10 high hits, same timing on all 10 Gill: Meteor Strike. The best I've done is 7. The more you parry, the faster you have to parry the next one..it gets psychotic. Seraphic Wing. Red parry, spaz and pray. If you don't red parry you'll eat EVERYTHING Akuma: Messatsu gou hadou. Oh come on..any scrub can parry this. Messatsu gou shoryu 2 high parries, pause, 2 more high parries, pause, 3 little big slower high parries Messatsu gourasen. 4 high parries Hugo: GIgas breaker. Jump out. Or shinshoryuken Megaton press. Is it parryable? I don't know, i've never tried. Hammer frenzy. I don't know, no one ever picks this super. Ibuki: Kasumi Suzaku. I recommend red parry then spaz. Even if you get hit, the advantage is in your favor, you recover first. : ) Yoroi Doushi. I have never parried more than the first hit. I have no idea Yami Shigure. Nobody ever picks this super. I have no idea Ken Masters: ShoryuReppa. 3 high parries, pause, 3 high parries, pause, 4 high parries. ShinRyuKen: 4 high parries. If youare in the air, you have to parry each one a little faster than the last, but neve more than 4 times. Shippu Jinrai Kyaku. I only know how to red parry the last hit. This super still eludes me. Makoto: Seichusen Godanzuki: I always parry, block 3 hits, red parry last hit. You take but a pixel of block damage. Or I just block, the super's block damage sucks. Abare: I can parry the first hit, I can red parry the last hit. That's it. I've never bothered to try to do more. Tanden Ranki: Varies. Necro: Magnetic storm: 10 high parries. Varies sometimes. Slam Dance: Jump out. Electric snake: spaz down. That's what I always do, I usually get at least 3 parries. Oro: Yagyou Dama. If you parry it, you will die. Better to get hit by oro's overhead then to get caught in his semi-infinite juggle. I have never parried the super version of the Yagyou dama. Heaven knows I've tried! Kishin Riki. You can't parry it. And dont' think you can jump out either! Tengu Stone.. Ugh...This super brings back bad memories. 51 hit super art finishes on ME. Q. Deadly double combination. If you parry that first hit he STOPS. Beat at your leisure Q's other super. One of the hits is a low, i forgot which. No Q player picks this super that I know of. Remy. Light of virtue. jump up, 3 high parries. Hehe. Crappy super. Rising rage flash. I have no idea, I've never tried because I despise playing against Remy. Blue nocturne. Just don't do anything for a second. Then beat at your leisure. Ryu. Shinkuu hadoken. COme on... Shin Sho Ryu ken. One big parry, pause, 4 or 5 rhythmic parries afterwards Denjin Hadoken. LIke the shinkuu, except much faster. Sean. Hadou Burst. It's a one hit fireball. ShoRYuCannon. Never tried. Probably never will Hyper tornado. Nobody picks this super here, actually, nobody picks sean, period. Twelve. No idea. Urien. Jupiter thunder parries like the shinkuu hadoken. Aegis reflector. Never try to parry it. Tyrant Slaughter. Parries like a shinkuu hadoken, except for a slight pause at the end. Just pretend Urien is a fireball. : ) Yang. Raishen Mahouken. Parry one..he stops. Tenshi Sekyutai. 4 parries. Yun You hou. high parry high parry, pause, high parry. Sourai Rengeki. 6 high parries. Depending on your character you might not have to parry the last few hits as he sails over you. I always red parry, so I don't know if he actualy stops if you parry the first two hits. Posted by scuddman on 03:13:2001 01:55 AM: I don't think Makoto is difficult to play at all! She's a...better Alex. : ) If you connect with a Hayate, go for a Karakusa grab, which combos into Hayate.......see a pattern? If you think they will jump out of your throw, just jump with them and punish. Crouch strong -> hayate is a great bread and butter. Her low foward poke is as annoying as Chun Li's sweep. You can super cancel her oroshi overhead into a super for an unpleasant surprise to turtlers. And abuse that incredibly fast dash! Show those Akuma players what you think of bad fireballs. She's also a scrub murderer. If people don't know how to jump out of throws, you can do Karakusa -> fierce -> hayate, grab with Karakusa again all day. I recommend looking at Arlieth's faq on Gamefaqs.com on Makoto. Everything I could possibly say about Makoto he has listed, except for maybe how to poke well with Makoto. Posted by Evil Ryu on 03:13:2001 03:19 AM: Just wondering about parrying if you parry the first hit how long do you have to wait until you can parry the second hit and third??? And if supers start right beside you when do you parry? (Every time when I press foward when the other guy flashes before his super starts I get wasted........) Nothing that stands before me will survive!!!! http://www.geocities.com/afghan_khan99/evil_ryu.gif Posted by WMoose on 03:13:2001 04:08 AM: This varies from super to super. You almost never want to go berzerk and jam forward though. Its hard to explain how its done, but what I do is get a rythm in my head and follow that pattern. Posted by LOLO on 03:13:2001 04:26 AM: quote: Originally posted by Evil Ryu: Just wondering about parrying if you parry the first hit how long do you have to wait until you can parry the second hit and third??? And if supers start right beside you when do you parry? (Every time when I press foward when the other guy flashes before his super starts I get wasted........) lol... parrying timing are diff when u parry different super moves~~ but basically other moves can be done w/ the fireball timing~~ try to parry Akuma's 3Xfireball as a start~~ hm... i seriously don't think ppl can parry after seeing the flash of the super art~~ i mean that can be done, but it will be extremely hard due to the super delay~~ everytime i parried a close range super is when i tap forward before the super flash~~ u have to predict what kinda moves ur opponent will throw at u~~ if u see it coming then u should be able to parry it w/ no problem~~ but if u want to parry it after the super flash, i guess that's just a bit too late for parrying, so just block~~ KEN http://members.home.net/lolo603/BadBadtzMaru.gif -Engineering Rules- Posted by LOLO on 03:13:2001 04:30 AM: quote: Originally posted by scuddman: You can super cancel her oroshi overhead into a super for an unpleasant surprise to turtlers. yes u can super cancel the command overhead attack, but u can nvr connect it w/ her #II super art thou~~ i don't understand y it is like this in the arcade version~~ i mean in the arcade even if i use the EX version of the overhead then cancel into the #II super it still doesn't work~~ hm... maybe u can do it w/ her #I super i dunno~~ KEN http://members.home.net/lolo603/BadBadtzMaru.gif -Engineering Rules- Posted by reMix on 03:13:2001 07:56 AM: Thanks for the Ibuki advice scuddman. By beginner, I meant just starting with Ibuki, but not beginner to the game. Even so, I always suspected that Ibuki was one of those demanding characters, which is why I stayed away from her until now. Posted by DeadlyRaveNeo on 03:13:2001 10:20 AM: oh come on, all that parrying list and no Twelve? hehe X.F.L.A.T >> one hit parry X.N.D.L >> 4 on the ground 1/2 in the air depending on height/player. a few opinions too: I disagree that Necro is a like a crappy Dhalsim, actually he is only like Dhalsim because his limbs stretch and he drills other than that, if you are playing him like Dhalsim, you are playing him wrong. His HCF+P and Drill kick are annoying and meant for great pressure tactics, he is not meant to be a pure keep away, God knows what will happen to Necro when his limbs get shinshoryukened because he keeps on sticking it out. I don;t think he is a push back character at all (or Oro for that matter, I think Oro is a character that is good at running and poking though) because when Necro keeps away, he dies...fast. He deals damage through HCF+P and whatever setups come from them. He has a ton of Anti-air, Back+Fierce, Back+roundhouse, DP+P, etc. his down-back+fierce is amazing too, you'll be using this a lot to keep the opponent away instead of your long version of the fierce. Its basically meant as a knockdown so you can start pressuring again and control the pace. IMO this is one of the best (if not THE best) push back move in the game. few MagneticStorm setups: (beginner) back+fierce, universal overhead, Magnetic Storm (better damage) back+fierce, jab HCF+P, (optional jab if reachable, works on certain characters), Magnetic Storm Never, ever Combo Magnetic Storm unless you are sure that it will kill the guy. its a total waste because it does shit damage because of the buffering. This isn't MvC2, so you have to time your attack and use some setups to land clean unbuffered supers. Posted by scuddman on 03:13:2001 01:22 PM: Oroshi into abare can only be done if you are in YOUR corner. See...she leaps to the wall behind her before she starts the super...so the closer to the wall she is, the faster the super starts up. I recommend useing the Seichusen GOdanzuki super if you want to use Oroshi into super. I never claimed Necro to be a Keep Away character. I just said he was crappier than dhalsim because dhalsim COULD keep back and push back and Necro can't. That being said...I remember mentioning that I play Necro exactly like I play Chun Li. Crouch short -> electric snake. Posted by scuddman on 03:13:2001 01:23 PM: Oh, the magnetic storm super combo you want to do is back + forward kick -> magnetic storm. One hit into super..that's it. Posted by LOLO on 03:13:2001 02:46 PM: quote: Originally posted by scuddman: Oroshi into abare can only be done if you are in YOUR corner. See...she leaps to the wall behind her before she starts the super...so the closer to the wall she is, the faster the super starts up. lol... guess that's the problem~~ hehehe... KEN http://members.home.net/lolo603/BadBadtzMaru.gif -Engineering Rules- Posted by Buktooth88 on 03:14:2001 01:17 AM: what's the best way to punish parry-happy people? (like CHOI) I think one of the reasons that this game never really caught on here is because with the advent of parrying, everybody is endowed with the ability of a psychic DP but with a few differences: 1)You can bait someone into a psychic DP by doing nothing, and punish them afterwards, Whereas even if you bait a person into parrying, there's not much you can do except go for a throw (still risky). 2)A well placed psychic DP does a relatively small amount of damage. A parry in the hands of an expert will lead to more than 50% of your life bar if he has a super. 3)As Seth puts it, parrying pretty much destroys a fireball distance game or a fireball corner trap. 4)AIR PARRYING!! One of the reasons I dislike the Vs. games is because people can jump in with relative impunity. (oh, forgot about guard breaks... but I haven't really played MvC2 since before those became commonplace) Not only are most (one-hit) anti-airs rendered worthless, but actually leave you open if you do them! True, you can just forego the anti-air opportunity and go for a throw when they land, but those attempts are easily broken by the advanced player. 5)Red parrying is even worse because there is no guesswork involved. Normally safe moves like Ibuki's RDP+k become VERY risky if your opponent knows how to red parry the second hit. Those are the things that bug me the most about this game. I don't HATE this game, I actually like it and am interested in becoming better (otherwise I wouldn't be asking questions on this thread), but I prefer ST and the Alpha series. As for all my scrubby questions, I'm not as bad as you might think. I've held my own against the best SVGL has to offer (not saying I'm the best, but last time I remembered I even gave Choi a challenge... though it might have been a mild one at that ) It's just that I only use Yang and am thinking about expanding my horizons, and I can't follow anybody else's examples on other characters because nobody PLAYS this game at SVGL anymore. Soooooooo..... (sorry about the rant) the things I'd like to know most are: what do you do against: 1)a constantly jumping in air-parrier (hope that's a word ) 2)how to beat somebody who has his ground-parrying game down well. One mistake and BAM!! you get to watch your poor character receive a parry, crouching fierce, shoryuken, shin shoryuken for about 60% of your life. Varying your timing works to avoid the parries, but how do you HIT the damn guy?! BTW, I appreciate all your help on this thread. You've turned out to be very knowledgeable and I would like you to know that you've single-handedly rekindled my interest in S3. Keep up the good work Posted by ALEX4EVER on 03:14:2001 01:42 AM: 1 simple thing DON'T GIVE YOUR OPP DIRECT HIT try to confuse him try do hit early or very deep so he have no time to parry or u don't have to hit him why don't u grab him Posted by Buktooth88 on 03:14:2001 01:46 AM: I don't have a problem with people who parry for an anti-air... it's people who parry AGAINST an anti-air. Oh, and throwing after a missed parry never works against people at high level play. Posted by ALEX4EVER on 03:14:2001 02:40 AM: ok when your opp jumps towards u don't have to face him dash forward or walk forward so u be behind him when he lands...BAAAAAAAAM stike him but remember 1 important thing DON'T GIVE YOUR OPP DIRECT HIT i think this is the most important thing in 3 series and u better practice mind game Strategy BTW who is your char?? Posted by scuddman on 03:14:2001 06:53 AM: I am a very parry happy person. People beat me. Why? Because I can't parry everything, and I can't punish everything. The Japanese are renowned for their parry skills. Yet, their Chun Li offense consists of 3 moves. Well, obviously if you mix it up enough, 3 moves is enough to kill even a master parrier. Say as you get up you do a low forward kick, it always gets parried. Next time you get up do a delayed short. It'll CONNECT because your opponent will try to parry the low forward kick. If you are being parried, you are being predictable. End of story. Remember, you can only parry a HIGh move HIGH and a LOW move LOW. Use the special mids to stuff. Also, like Tekken, this game has a lot to do with stuffing people. You need to see opportunities to attack. A parry is NOT guranteed damage. John Choi absolutely loves doing parry -> jab -> short -> short -> shinkuu hadoken. Let him parry a move on purpose and cancel into super. It won't work twice, but he'll be extra careful after parries. At least against you anyways. As for red parrys, it's incredibly risky to do against a superb player. Take Yang's robot combo. He can delay the last hit, not do the last hit and do something else, or even cancel into super. You need to think deeper than..I do this strike, then I do this strike. It helps to be able to recognize..If I do this, he'll try to parry, so I'll whiff it intentionally just out of range, and do a low instead. Next time, your opponent will watch for the whiff and parry low..but maybe this time you won't whiff. Alex 4 ever has the right idea. Never do a direct hit. YOu need to be sneaky, bastardly, and downright nasty. That is, an offense needs to be setup. YOu need a strategy. My basic strategy is low short -> super. Why? It's tough to parry weird timed shorts and it forces your opponent to guard his feet or eat a super. John Choi parries a lot. He lost the first two games against Jessi's Remy during a 3rd strike tournament at the Bearcade last year. You can't parry everything. What's Jessi doing? Sonic boom...sonic boom...poke poke poke..sonic boom..overhead..poke poke poke, mixing up high and low sonic booms of course. Ahh..of course there's the people who jump in expecting you to do a shoryuken or something as an antiair. Why are you being predictable and obliging them? You need to think farther than that..why give your opponent what he wants? Dash back and do a low move as they land. Or think ahead and buffer a move. Do standing strong with Yan/Yun, if they parry it, cancel into super. Or better yet, think two steps ahead. Do a jab, they parry your attack in the air, you recover, you parry his attack. WHo has the last laugh now? Posted by Muscle Bound on 03:14:2001 08:09 AM: I was wondering if any of you guys have any Oro tactics with his supers, especialy the tengu stone super I read in the posts eariler of a 56 hit combo with the tengu stone and a semi infinite with the green ball super (the name euludes me right now)? So if anyone can help me please i'll greatly apreciate it. Posted by StarFire on 03:14:2001 09:35 AM: I've always wanted to learn 3rd Strike but don't really know how to go about it. The only games I'm good at are CvS and MvsC2 so I'm not too familiar with the Street Fighter series. I'm not really asking you to teach me everything about the game, but what's gonna the best way to start? I know jack about 3rd Strike so where's a good faq or something to begin learning? I think I want to learn ChunLi first. I've only played the game once and haven't spent too much time watching it either. Any advice will be greatly appreciated. Posted by DeadlyRaveNeo on 03:14:2001 09:38 AM: quote: Originally posted by Muscle Bound: I was wondering if any of you guys have any Oro tactics with his supers, especialy the tengu stone super I read in the posts eariler of a 56 hit combo with the tengu stone and a semi infinite with the green ball super (the name euludes me right now)? So if anyone can help me please i'll greatly apreciate it. New site from Toronto players is up http://www.envy.nu/toronto and very soon we are going to have an article about setups and unblockables. Like using Oro's Yagyou etc. And some of Toronto's best SF3 players will contribute (no not me :P though, I will contribute my own strats, I lack skill compared to them) As for Oro Tengu stone super juggle, it doesn't work on everyone, it works on Dudley, Ryu etc. 1-hit close s.mp, QCF+ mk, 1-hit close s.mp, QCF+mk, 1-hit close s.mp XX EX Tenguu Stone (use two or three punches to intiate:QCF, QCF+PPP), and continue juggling with almost anything you want, just use the right ones for certain angles, close middle kick or back + roundhouse I recommend, then you can start the s. close mp , QCF+MK juggle again, etc. Posted by Havoc911 on 03:14:2001 09:48 AM: Yo, thanks for the Necro help, I'll put it into effect tomorrow. And about the parrying. Parrying makes the game so much more fun because you always have to think a couple of steps ahead. Never be too predictable, or if you really wanna be sneaky, be unpredictable one round, and mix in some predictability later. If your opponent is good, your predictability won't be predictable at all, and you have psyched your opponent out of a win. Of course you don't want to be too predictable for too long, but it can work sometimes. Please believe it http://www.totacc.com/user/robertlewis/Hydoken%21%21%20gif.gif Posted by DeadlyRaveNeo on 03:14:2001 10:00 AM: quote: Originally posted by StarFire: I've always wanted to learn 3rd Strike but don't really know how to go about it. The only games I'm good at are CvS and MvsC2 so I'm not too familiar with the Street Fighter series. I'm not really asking you to teach me everything about the game, but what's gonna the best way to start? I know jack about 3rd Strike so where's a good faq or something to begin learning? I think I want to learn ChunLi first. I've only played the game once and haven't spent too much time watching it either. Any advice will be greatly appreciated. I started playing this game only a few months ago, and there are only a handful of FAQ's that actually are helpful some are really good like Scuddman's Ryu FAQ, which got me started playing, its in depth and really helpful. I dunno how it is now, since I know his FAQ was overtaken by somebody else, i dunno I haven't checked gameFAQs in a while. A lot of the FAQs out there are just bullshit and copies of the other, the others are half about not to play cheap, etc while the other half is just stupid remarks about how worthless the characters is, etc. If looking for a good SF3 FAQ, look for those in depth ones and look for ones that tell you about setups etc, not just combos that everyone and their mom knows about, because you know they know what they are talking about when they tell you options on what to do after a crouching medium or after that crouching medium is parried etc. Posted by Buktooth88 on 03:14:2001 12:10 PM: Sorry if my earlier parrying rant made it sound like I hate the game. I just wanted different ways to overcome the parriers because my methods weren't working against certain people (wanna guess who? ). Your methods sound very feasible, and I'll try them out next time I find a decent S3 player. Even though you shed a lot of light on the topic for me, I still dislike the idea of air parries. Call me old fashioned, but I'm used to the ST days when you tried to bait someone into jumping, and punished them suitably when they did. I liked the finality of the whole thing. You do a bad jump, you get DP'd. End of story. I realize you can do certain things to remedy the air-parrier in S3, but it's still relatively 50/50 either way from what I've seen, even at high level play. Example: character A jumps in. Character B senses an air parry coming an goes for a jab instead. There's a bunch of different scenarios that can happen: 1) the aforementioned "let him air parry the jab, then parry his next move" sequence which puts char A in a better situation. 2)OR... char b air parries, then does nothing as char A tries to parry his next move, earning char B a free jump-in. 3)OR... char B senses a jab coming and does a high priority jump in attack, earning himself a nice combo. etc...etc....etc.... ANYWAYS, I just played some guy at SVGL who played in the Texas S3 tourney. Funny thing is, he followed your character strats down to the letter! I wondered if it was you, but then he said he was from Texas.... okay, enough babble... Question: how do you beat a Chun-Li who does your aforementioned 3 move strategy? I beat him with yang by teleporting and throwing, then teleporting and d+forward into mantis slashes, etc. The thing is, I know that strategy would never work after a few more matches, since he could just low forward into a super after a teleport. Any ideas? Oh, one other thing. What effect does Yang's taunt have? I sure do LONG posts on this thread... Posted by scuddman on 03:14:2001 02:12 PM: Like I said before, don't ask me Oro tactics. I despise playing charge motion characters in 3rd strike because of the difficulty in keeping a charge and staying unpredictable. Posted by scuddman on 03:14:2001 02:16 PM: Oh, and bucktooth...if you're playing John Choi at 3rd strike good luck. My record against him is horrible...his mechanics are very good and he doesn't leave many openings. But he does have them. Posted by scuddman on 03:14:2001 02:28 PM: Yang's taunt makes him do more damage. However, unlike Q, it's a one shot wonder. If you do an attack that connects or is blocked, the bonus goes away. If you get someone dizzy, taunt first before doing a combo. There is no simple answer to beating that kind of Chun Li. We couldn't do it against the Japanese in the Usa vs. Japan, and whenever Jessi or I play Chun Li we dominate the machine. When we play each other, everyone groans... If you're using yang, he's got a decent chance against Chun Li, but you have to pick your offense carefully, because Chun Li has more priority and range. If she crouches and does low moves, she won't be able to parry Yang's dive kick. Or block for that matter if you're quick. You can use that to your advantage against unwary Chun Li's. Other than that, play solid defense, guard your feet, and you may come out on top if she just can't land that super. Posted by scuddman on 03:14:2001 02:37 PM: This is what I always thought of super turbo..I mean, just look at the B4 tape. Tiger! Tiger! Tiger! Tiger! Tiger! Tiger uppercut! Tiger! Tiger! Tiger! Ugh, any monkey can do that. Sure it takes skill, but it's boring to watch and even more boring to play. Figures that I play psycho Ken in Super Turbo, instead of following the norm. If you want domination of the air, play Remy. Do crouch fierce as an anti-air. They parry it, flash kick, or ex flash kick. Do jump fierce for a change once in a while, but other than that people have trouble against that tactic. Just remember, you can't parry a throw. I think more air throws should have been put in the game. Posted by Buktooth88 on 03:14:2001 10:15 PM: more air throws woulda been great, you know how I feel about them air parriers. BTW, only Chun and Oro have 'em, right? Does Yang have any moves that out prioritize Makoto's crouching strong? I found myself spending most of my matches jumping away and trying to bait my opponent into dashing in so that I get a free mantis slash combo. From what I know, his crouching forward and jabs get beat, and if those won't beat that move, I don't know what will... Does anybody else have a problem with accidental qcf+k's with Yang? I seem to about one every round. After that I get to gloomily watch half my life bar disappear. Posted by scuddman on 03:14:2001 10:58 PM: Yes, only Chun Li and Oro have air throws. As for Makoto's crouching strong..it's a special mid, it's to be expected that it stuffs your moves since you can parry it high or low. Deal with it as you would deal with Chun Li's sweeps. (Dive kick, punishing if he whiffs, etc.) Posted by Buktooth88 on 03:14:2001 11:37 PM: Is there a certain strategy I should employ against Makoto? i.e. bait her into dashing (which worked pretty well), etc. Also, how do you think the characters are rated in tiers? My guesses are Ryu, Chun, Remy, and Yang on top... Elena, Twelve, and Necro on the bottom. Posted by Buktooth88 on 03:14:2001 11:45 PM: This has once again become a 2 person thread Hope you don't mind all my annoying questions... Posted by Buktooth88 on 03:14:2001 11:58 PM: Oh, one more thing, since I AM the only other person who gives a damn about getting better at this game... You can parry Oro's super Yagyou Dama pretty easily by spazzing after the first parry. Timing the first one isn't too hard since the ball moves prety slowly. I was actually able to do that before I was able to parry a shinkuu hadoken properly! It's a big crowd pleaser (assuming there IS a crowd watching SF3... ) Posted by scuddman on 03:15:2001 01:04 AM: Yeah, but if the Oro player is worth his salt, you'll get caught by the semi throw. You can't parry that! The Japanese rate Yun and Yang on top, then Ken Akuma Chun Li together, Ryu by himself a little lower, everyone else is 2nd tier, except for Hugo and twelve at the bottom. Ryu is definitely not better than Ken (Let's see Ryu do an overhead into super) Yun is as nasty as Yang. In someways Yun is better. I don't know why you have Elena on the bottom. Like Chun Li she is a shoto killer. Posted by scuddman on 03:15:2001 01:12 AM: Who do I think is top tier? No one. As the Japanese Q player showed..you can win with ANYONE in 3rd strike. Posted by Ryu_311Funk on 03:15:2001 01:29 AM: When you say Spazzing out when you parry does that mean like just tap foward like a madman? also do you have to have the joystick return to neutral postion before you can continue a parry, I would just like some help on what you guys mean by High mid low and spazz parries, I myself have tried parrying things but my best right now is Akuma's three hit fireball http://fp.geocities.com/dragonkahn/ryu_311funk.gif Posted by Aoishi2AL on 03:15:2001 02:22 AM: I need a good, ultimate death Yang combo. Anyone willing to share one with me? http://www.orochinagi.com/bb/avatars/Av_orochi1b.gif "You want me don't you..." Posted by LOLO on 03:15:2001 02:39 AM: quote: Originally posted by scuddman: Yes, only Chun Li and Oro have air throws. AHH~~~ u missed Ibuki~~ Ibuki has air throw too~~ it's a 2 hits air throw combo~~ KEN http://members.home.net/lolo603/BadBadtzMaru.gif -Engineering Rules- Posted by LOLO on 03:15:2001 02:41 AM: people... stop rating characters~~ they are very well balanced out~~ it all depends on how well u use them~~ if u think certain character sucks shit, no they didn't sucks shit, u did~~ hehehe... KEN http://members.home.net/lolo603/BadBadtzMaru.gif -Engineering Rules- Posted by Truedragon on 03:15:2001 08:16 AM: Could you explain about Elena being good? I already know she is a GREAT confuser(which is good in ts making her super hard to parry) but what else is she good in, is that all(not suprising if it is Chun's top because of like 3 main moves, hp,throw,super-thousand bird kicks or something like that) As for the tiers, there are tiers in every game, except in this game they really don't matter 1.Chun li ,Yun,Yang,Akuma,Ken, and Ryu 2.Urien,Q,Makoto,Alex 3.Hugo,Remy,Dudley 4.Elena,Ibuki,Necro,Oro 5.Sean and Twelve Posted by Muscle Bound on 03:15:2001 08:21 AM: Thanks for the Oro reply eariler DeadlyRaveNeo, I was wondering what exactly is this "semi Infinite" with the Green ball surper (can't remmember real name playing Jap version), I mean is it like a juggle or some setup or what, because I head that Oro came 1st in some big Jap tournament and Necro came second but they both had some kind of infinite juggle. Thx to anyone who can help. Posted by LOLO on 03:15:2001 08:59 AM: got a question~~ did Urien says What The Hell when he's doing his #II super art?? (the electric ball super) hehe... just being curious~~ hehe... KEN http://members.home.net/lolo603/BadBadtzMaru.gif -Engineering Rules- Posted by Havoc911 on 03:15:2001 09:21 AM: Yeah, tiers don't matter much at all in this game, Capcom balanced it pretty well. I play with Sean all the time, even though people say he sucks. He has one of the best up close games, and his moves build up the stun meter pretty quickly. His moves are kinda slow, but he can be so confusing sometimes that it doesn't even matter. Some characters are clearly better than others, but not by an insurmountable amount. Chun-Li is a top tier characters, but anyone can beat her. Please believe it http://www.totacc.com/user/robertlewis/Hydoken%21%21%20gif.gif Posted by Kouryuken on 03:15:2001 09:25 AM: I understood Urien saying "you must hell the cyclone" ...Doesn't make much sense does it? I wonder what he REALLY says.... Oh, and how do you do that sick Combo with Alex in the vid on SRK's multimedia section? what do I need to set my system direction settings to so I can pull at least half of it off? o_O [This message has been edited by Kouryuken (edited 03-14-2001).] Posted by LOLO on 03:15:2001 09:31 AM: quote: Originally posted by Kouryuken: Oh, and how do you do that sick Combo with Alex in the vid on SRK's multimedia section? what do I need to set my system direction settings to so I can pull at least half of it off? o_O hm... u gotta turn all the juggling thingys on for do that combo~~ and u have to check the use all super box for it to work~~ KEN http://members.home.net/lolo603/BadBadtzMaru.gif -Engineering Rules- Posted by Kouryuken on 03:15:2001 09:45 AM: I mainly meant, how do you DO the combo o_O Posted by girldark on 03:15:2001 10:17 AM: Man, Ibuki rocks. She's fast, has tons of combos (some are chains, yes..so what?), her supers are all around decent and her EX moves are nasty. And she comes in all kinds of great colors. Another fave of mine is Makoto. I mix up alot of her Tosshin Seiken Tsuki (QCF P)--the different distances, mostly jab and strong with her crouching short. Her dash is amazing. For extra fun, I throw out her Tsurushi Nodowa (HCB K) and her Uchi Oroshi Toute (QCB P). Even against parry happy players, this is usually confusing to most players and rather intimidating when they wrongly guess my next move. Are there any other strategies that are recommended? Posted by LOLO on 03:15:2001 10:17 AM: quote: Originally posted by Kouryuken: I mainly meant, how do you DO the combo o_O AHH~~~ u want transcription (or whatever they are called)??? KEN http://members.home.net/lolo603/BadBadtzMaru.gif -Engineering Rules- Posted by Kouryuken on 03:15:2001 10:28 AM: quote: Originally posted by girldark: Are there any other strategies that are recommended? Don't stay still, and keep practicing, there's so much more to Ibuki than you'd ever think o_O And LOLO, I meant step by step.. gameFAQS doesn't seem to have it, either... or do they? I dunno... Bleh. Posted by LOLO on 03:15:2001 10:34 AM: quote: Originally posted by Kouryuken: Don't stay still, and keep practicing, there's so much more to Ibuki than you'd ever think o_O And LOLO, I meant step by step.. gameFAQS doesn't seem to have it, either... or do they? I dunno... Bleh. icic... know what?? i seriously didn't pay any attention on that combo vid~~ actually i hate those combo w/ all the juggling thingy turned on~~ coz that makes u can combo anythg from anythg = no challenge~~ but it's still fun to play w/ them~~ let me take a lot at it again, see if i can come up w/ sthg~~ and seriously it's not to hard to do that once u know all the basic moves of Alex~~ KEN http://members.home.net/lolo603/BadBadtzMaru.gif -Engineering Rules- Posted by Kouryuken on 03:15:2001 10:39 AM: You're right it's not all that hard, but my DC is so far away from my computer that I can't play and watch the vid at the same time, so it's kinda hard, ya know? =\ Posted by LOLO on 03:15:2001 10:41 AM: quote: Originally posted by Kouryuken: You're right it's not all that hard, but my DC is so far away from my computer that I can't play and watch the vid at the same time, so it's kinda hard, ya know? =\ hehehe... so that's the problem eh?? lol... KEN http://members.home.net/lolo603/BadBadtzMaru.gif -Engineering Rules- Posted by TheHY on 03:15:2001 12:28 PM: Hi, I thought I'd never see SF3 mentioned at all in SRK. Just to let you know, I have an in-depth FAQ (Version 2.0) posted up on gamefaqs.com regarding parrying. Feel free to check it out. Thanks! Don't worry, I will be contributing to this forum. I just have to write 3 reports for University now <shudder>. Bye! Posted by Buktooth88 on 03:15:2001 12:43 PM: Does anybody else have some input on beating a 3 move Chun? Just curious as to some of my options... Posted by LOLO on 03:15:2001 12:49 PM: quote: Originally posted by Buktooth88: Does anybody else have some input on beating a 3 move Chun? Just curious as to some of my options... Chun??? AGAIN~~ it's ChunLi~~ the whole thing is her first name~~ KEN http://members.home.net/lolo603/BadBadtzMaru.gif -Engineering Rules- Posted by Buktooth88 on 03:15:2001 01:13 PM: it's an abbreviated version. Just like Sim, Sak (my fave abbrev ), Gief, etc. Posted by DeadlyRaveNeo on 03:15:2001 07:28 PM: Tiers, well I really don't like tiering the character because a lot of characters aren't given as much chance as the others, but anyway, here are my opinions: 1.] Definitely Chun-Li, the best chun-li ever if not character. 2.] Yang - speed and confusion tactics mean, you're fucked. The teleport means you don't even need to leave the ground unless crossing up a fallen opponent with the divekick. Seie'enbu activated is scary. 3.] Yun - strong and crazy damage on Genei'jin Custom combo. Shoulder checks are too good and should be abused really often. 4.] Ken/Ryu - strong and insanely damaging, not to mention easy learning curve. 5.] Urien/Oro - Too many setups for the Reflector (I think Xero Crew's website has some nice setups for this, http://www.shiningblade.com/xerocrew , and the Yagyou Dama though not as good as the reflector still is a really great super (see bottom of this post ) I didn't rate Akuma high because of his poor damage, You have to be really, really careful now with Akuma, not to mention that everyone else is aggressive as hell, Aggressive Ken and Yang will screw Akuma up really bad. IMHO Ah fuck looks like the articles for the site I'm doing is gonna be delayed, anyway for those who are wondering about Oro setups here are a few yagyou Dama setups: 1.] crouching fierce (swipe) XX Yagyou Dama, then manual super jump on the other side. This is unblockable, the computer fucking blocks it sometimes, like Urien's unblockable setups, but it works on humans, the only hard part here is manually super jumping to cross up the guy 2.] standing close m.punch (then wait a bit timing is really tight in this part) EX fireball XX Yagyou Dama. As the opponent is getting up the EX Fireball will hit from behind allowing the Yagyou Dama to hit, which then leads to juggle which leads to more of these again when you have enough meter. hehe. [This message has been edited by DeadlyRaveNeo (edited 03-15-2001).] Posted by scuddman on 03:15:2001 09:55 PM: A spazz parry is basically multiple attempts at parrying really quickly, and you must always hit neutral before you can do another parry. A move that hits HIGH can be crouched under by most characters, and MUST be parried high. Can be blocked high. In the case of big characters, it can be blocked low as well. Example: most standing jabs. A move that hits SPECIAL Mid can be blocked high or low or parried high or low. Example: ShoRyuKen, Ryu/Ken's crouching strong. A move that hits LOW must be blocked low and parried low. A move that is an OVERHEAD must be blocked high and parried high. If the character crouch blocks he gets hit. Example: Everyone's universal overhead. Special mids tend to stuff other moves rather well. There is NO ultimate death Yang combo. If you want ultimate death, pick another character. His most damaging combo is simple, pick his first super. Jump fierce -> standing fierce (1 hit) -> cancel into super. If you use tenshin sekyutai, no matter what combo you do the combo winds up being about the same damage. Elena's slow, but she has range. The best thing about her is her super art options. They are all very very good, and the first two are amazingly comboable. The best Elena players can poke with the best of them and do short super as well as anyone else. She's kinda like a baby Chun Li, except she has a ShoRyuKen and much better specials and more versatile supers. If you use healing as a super art, you can also turtle like a punk. Back in the day, especially when Electric Snake was charge max 3, you could do some trippy stunts with Necro in the corner... Like Short -> electric snake -> electric snake -> electric snake. Of course, between Electric snakes you could add a hit or two to help charge that meter back up. For makoto, especially if you have the seichusen super..learn short -> super. Then learn her oroshi -> super over head combo. A really basic and scary high low mixup...a shame her super is only charge max 1. I don't know the 3rd strike version of Oro's infinite. It's modified from his past version. As for that stupid Yagyou dama semi infinite..all it is: launch with strong near corner...do super -> super -> super. The super juggles and resets the 6 hit? limit. Inbetween supers you can add hits to charge meter. Obviously with a full super bar and landing jump fierces between supers you can do a lot of damage. Ahh yes, the parrying faq. Good information. I remember in old SF3 games you could parry Necro's Snake Fang semi throw. I don't know if it's true in 3rd strike, worth looking at. The best thing I can say about beating a 3 move Chun Li is don't let her land her super. Then all you have to deal with is her fierces, which are manageable. That's Chun Li's greatest weakness...she can't do alot of damage quickly if you decide to turtle...Q and Remy time. I see someone's giving out Oro tricks...ugh... Posted by Buktooth88 on 03:15:2001 10:19 PM: I was wondering, since Yang's my best char... what should I know if I want to learn Yun? I'm probably getting REALLY annoying by now Posted by scuddman on 03:15:2001 10:52 PM: What you need to know about Yun? This could get extensive. Picking Sourai Rengeki... Crouch short -> Sourai Rengeki Why? Pretty obvious why. jab -> short -> strong -> shoulder charge -> Sourai Rengeki That's his bread and butter. jab -> short -> strong -> sourai Rengeki. If you want to learn genei jin, you'll have to learn this set up first. Master his dive kick..dive kick fakes. Learn to punish low moves with well timed dive kicks. Don't let whiffs go unpunished! Learn a poke game..really that's the best way to set up his chains. Most of your damage comes from poking usually. Against turtles you'll even have to burn ex meter, using his ex shoulder tackle much like Ryu uses ex hadokens. Stun Palm -> super. Why? Because stun palm if distanced right will stuff Shoryukens. This hurts! Unfortunately, if you don't use YouHou as a super you won't get many hits. It's also useful as a wakeup guessing game because of the stun palm fake. And if you get parried...give them a surprise. Smash cross ups and jumpers with toward + fierce. One of his best pokes. His shoulder tackles are normally safe when blocked and will go under fireballs. Useful. If your opponent has a habit of trying to punish a shoulder tackle that's blocked, you can surprise him with a well timed super or parry right after the shoulder tackle. There's more to mastering Yun, but if you have these things down, you'll have all the mixups you'll need. You won't need robot combo with Yun, if you like Robot Combo, stick with Yang. One last thing about switching from Yang to Yun and back. Look at their stun palms. Yang's has the extra range, yun's is the old one from back in the day. However, when they do robot combo, they switch stun palms. Yang's robot combo can't be crouched but has a lot less range as a result. Yun's robot combo has range but can be crouched. In fact, the first hit of jab -> short -> strong can be crouched. That takes some getting used to. Of course Yun has the easier Air Chain. You can use that effectively as an antiair. Overall, Yun has more range, Yang has a better close range game though. Yang also has better minor counter opportunities up close with his ex mantis slashes. Which is better? I don't know, I guess it's worth learning both, but their differences are a lot like the contrast between Ryu and Ken. Posted by Buktooth88 on 03:16:2001 12:26 AM: what's some good genei jin stuff for Yun? (or Yang, for that matter) Only thing I know is repeated jab slashes for Yang. Doesn't do all that much damage though, even with and added mantis slash x3... Posted by CHAZumaru on 03:16:2001 01:18 AM: I just post a big thank you to scuddman for all his help and energy into developping 3s in the states and managing this useful post btw the 3s / MvsC2 situation is exactly the inverse in France. Posted by DeadlyRaveNeo on 03:16:2001 04:28 AM: quote: Originally posted by Buktooth88: what's some good genei jin stuff for Yun? (or Yang, for that matter) Only thing I know is repeated jab slashes for Yang. Doesn't do all that much damage though, even with and added mantis slash x3... I just got a new better Genei Jin combo in the corner. strong, fierce, back + fierce XX Genei Jin and instead of the regular standing far fierce >> fierce shoulder check, do a crouching strong, crouching forward kick, standing roundhouse, jab QCF+P, then juggle away. you have to do the c.strong, c.forwad. s. roundhouse fast though, no delays in between whatsoever. This looks really flashy and the damage is better than fierce >> fierce shoulder check in the corner, not to mention it catches with ease. Oro's launch XX yagyou dama, launch yagyou Dama does not work, they "fixed" this in 3rd strike and gave him "EX" versions of his super. Even the regular Tengu stone has to be EX'ed now to juggle, if it is not EX'ed it can only juggle 2 hits. Oro's EX Yagyou dama is that big energy ball ala Dragon Ball Z, after a launch you can throw this (does not work on certain charactes) and dash forward to begin the juggle again. Posted by scuddman on 03:16:2001 05:05 AM: Ahh, that information about Oro was helpful. It would explain why the last few times I've played Oro players I just wasn't impressed like I used to be. As for Genei Jin...I used to love that super because you could combo it off robot combo. Nowadays, since you can't, I don't use it at all. Just trying to get jab -> short -> strong -> genei jin -> some sort of genei jin combo is incredibly hard, I just can't do it, not consistently anyways. Even after landing that portion, I always mess up the intended juggle. The only genei jin combos I know of that I can actually DO assume that you've launched your opponent before you start the super up and juggle. You can do the classic Rush Punch repeatedly, stun palm as super ends -> standing forward kick -> strong shoulder charge -> jab rush punch Really..the possiblities are endless if you can pop them up and have the super going. You can pretty much come up with anything. For Yang...I do a really scrubby one, but it's easier to do. Do standing strong cancel into super, start mashing crouching jab (which chains into itself). As the super runs out link crouching jab -> mantis slash X 3. There are many, many variations to this obviously. It works a lot better in the corner, because by the time the super has started up your opponent has moved back quite a bit and you have a TINY window to do something. The hardest part is actually getting the super to start up and still combo. It's a link and so it's terrible difficult to do. Worse yet, Yang doesn't have any easy to do moves that will pop someone up besides his roll ball. At least Yun has f + fierce and those rush punches. When 3rd strike first came out I spent a lot of time trying to figure out a practical Yang combo...I still haven't figuered one out yet. If I could even figure out a decent way to start a genei jin combo practically, it would save a lot of time. Of course, you can always do robot combo into genei jin in the corner...but I don't view that as practical. As you can see, this is the limit of my knowledge. I'll need your guys help on this one. Are there any Genei Jin type combos for Yun or Yang that you can do in YOUR corner? Posted by DeadlyRaveNeo on 03:16:2001 06:33 AM: Mid screen Genei jin is tight; Its hard to catch the opponent after the launch. jab, short, strong, jab tackle XX Genei Jin, s.close strong punch, DP + K, after this you can time a lunch punch and start pushing away to the corner but its tight. Certain characters, you can do standing close middle punch, DP +K, again and again (timed of course) to juggle from left to right but the damage isn't that good. Posted by girldark on 03:16:2001 09:02 AM: My God, you two are like, SF Third Strike gods made mortal with PCs. LOL. I have never gotten totally beat down in this game. I think it would be interesting to play either of you. I don't suppose either of you will be making a trip to NC any time soon? Posted by DeadlyRaveNeo on 03:16:2001 09:29 AM: quote: Originally posted by girldark: My God, you two are like, SF Third Strike gods made mortal with PCs. LOL. I have never gotten totally beat down in this game. I think it would be interesting to play either of you. I don't suppose either of you will be making a trip to NC any time soon? haha, thanks I guess, but not really, see there's still something called "skill" involved, I've been known to make a lot, I mean a lot of stupid mistakes and I choke a lot in the middle of an intense game. I'm not a really skilled player, that's why I have to discover all these tricks so that I would stand a chance against talented players. I choke on high damage machines and also on loose sticks. its funny coz usually In the match I would be the one going for the flash instead of just going for it. which ends up in me eating combos Posted by scuddman on 03:16:2001 10:20 AM: I do decent in tournaments, but someone always beats me down the stretch. It's always 2nd or 3rd, or 5th or something. I can win against the top. When it's best of 7 though, it's much harder to compete against those players with smooth execution and cold blood. It's kind of funny. I got good at this game because initally I got beat down a lot...with Ryu no less against the hordes of Yun/Yang/Ibuki players. Just stubborn that way I guess... Posted by Buktooth88 on 03:17:2001 01:02 AM: I'm the perenial (spelling?) 2nd place guy. There always seems to be some guy who comes out of nowhere with insane skills the day of the tourney. Anyways, were you at (or have a tape of) the US Vs. Japan SF3 tourney? I'm curious as to what the Japanese players did to dominate so badly. Posted by DeadlyRaveNeo on 03:17:2001 09:51 AM: quote: Originally posted by Buktooth88: I'm the perenial (spelling?) 2nd place guy. There always seems to be some guy who comes out of nowhere with insane skills the day of the tourney. Anyways, were you at (or have a tape of) the US Vs. Japan SF3 tourney? I'm curious as to what the Japanese players did to dominate so badly. I think the Japanese players are just really good at this game. the match between Hsien and Daigo was really amusing, Daigo lost that round just trying to land that Flaming uppercut finisher LOL, its like he gave him a mercy round or something. Posted by Evil Ryu on 03:17:2001 10:21 AM: Who would win in a match of Ken vs Gouki??? Nothing that stands before me will survive!!!! http://www.geocities.com/afghan_khan99/evil_ryu.gif Posted by LOLO on 03:17:2001 02:36 PM: quote: Originally posted by Evil Ryu: Who would win in a match of Ken vs Gouki??? Nothing that stands before me will survive!!!! it all depends~~ but most likely it would be Gouki~~ when u are really good on using Ken, u may realize sooner or later u'll run out of option when using him~~ Gouki have alot more combination to go w/ and can as well do lotsa damage w/ different kinda combo~~ but his weak defense really sucks shit thou~~ KEN http://members.home.net/lolo603/BadBadtzMaru.gif -Engineering Rules- Posted by LOLO on 03:18:2001 11:30 AM: i'll just give this thread a little bump~~ it's only 1 day and this gets to the 2nd pages~~ in case u ppl dunno, after the DP+Forward for Yun, u can juggle ur opponent w/ a standing Strong~~ this can be done w/ his Genie Jin super art in the middle of the screen, do the standing 4 hits combo then cancel into Genie Jin~~ then standing Strong cancel into DP+Forward, then standing Strong, Jap fireball, standing Forward and so on~~ u should be in the corner by now so just keep juggling w/ everythg u got~~ KEN http://members.home.net/lolo603/BadBadtzMaru.gif -Engineering Rules- Posted by Bahamut27 on 03:18:2001 01:25 PM: Kind of interesting no one post anything about Hugo. Posted by LOLO on 03:18:2001 01:48 PM: quote: Originally posted by Bahamut27: Kind of interesting no one post anything about Hugo. lol... Hugo~~ hm... what's there to talk about?? hehehe... just give them a EX Palm Bomber, then a Megaton Press~~ can anyone confirm that u can combo a wall throw into an EX Palm Bomber, then cancel that into Megaton Press super art?? it's just a thought that came up to my mind~~ i haven't try it but if it really connects it's gonna takes off alot~~ KEN http://members.home.net/lolo603/BadBadtzMaru.gif -Engineering Rules- Posted by Bahamut27 on 03:18:2001 02:12 PM: Not sure bout that combo but I played my friend Hugo vs Hugo and his megaton press got me in midair of my Ass slam =\ There is a combo with Remy though Near the corner C.Fierce then Flash Kick before he lands do a Short Cold Blue Kick (or whatever its called) into a Ex Sonic Boom finishing it with a Flash Kick Super Sorry if I don't know the name correctly Posted by LOLO on 03:18:2001 02:19 PM: quote: Originally posted by Bahamut27: Not sure bout that combo but I played my friend Hugo vs Hugo and his megaton press got me in midair of my Ass slam =\ There is a combo with Remy though Near the corner C.Fierce then Flash Kick before he lands do a Short Cold Blue Kick (or whatever its called) into a Ex Sonic Boom finishing it with a Flash Kick Super Sorry if I don't know the name correctly lol... i thought the crouching Roundhouse is too low for Magaton Press~~ hehehe... lol that's sthg new~~ and i don't quite understand ur Remy combo~~ u mean after ur flash kick, u can still hits ppl w/ the sidekick?? i don't think that's combo-able thou~~ hm... when u are in the corner, do a throw (w/o holding in any direction), it will do a 3 hits throw, then do either the #I or #II super arts will connect~~ if u are in da middle of the screen, do a crouching Fierce, EX sidekick, then the super art~~ KEN http://members.home.net/lolo603/BadBadtzMaru.gif -Engineering Rules- Posted by Bahamut27 on 03:18:2001 02:40 PM: Err my mistake I don't have a dc to practice just remember combos by heart remove the flash kick and the combo should work but you have to time the side kick or whatever the move is called right so it would be Near corner C.fierce then short jumping side kick or whatever its called then ex sonic boom then into the super flash kick that should work Posted by TheHY on 03:18:2001 04:23 PM: Hi there. Just to confirm that the Hugo combo: - Ultra Throw --> EX Palm Bomber --> Super Cancel into Megaton Press does work, however, the EX buffers too much damage so a normal Palm Bomber is much more damaging. Hugo is actually very good at poking games since he has THREE normal overheads which are very deceptive. A low LP into an LK Meat Squasher (360 + K) is also very useful even if blocked as they'll be least expecting it or will continue to block. His d+HP and standing MK are excellent overheads as well as anit-airs since they are harder to parry to other anti-airs (requires much earlier timing). Hugo is a very good character if you take the time to extensively play him. Posted by LOLO on 03:18:2001 05:06 PM: quote: Originally posted by Bahamut27: Err my mistake I don't have a dc to practice just remember combos by heart remove the flash kick and the combo should work but you have to time the side kick or whatever the move is called right so it would be Near corner C.fierce then short jumping side kick or whatever its called then ex sonic boom then into the super flash kick that should work nah don't worrie about it~~ but i don't have a DC either~~ but i kinda practice to use every characters in da arcade~~ costing me a fortune, but it's always fun to play those arcade board~~ KEN http://members.home.net/lolo603/BadBadtzMaru.gif -Engineering Rules- Posted by TheHY on 03:18:2001 05:18 PM: scuddman, just a little idea on how to get enough people to participate in future SF3 tournaments (hopefully). You mentioned offering to host a SF3 tourney for B5 but to no avail. My idea is this. Instead of hosting a tourney, offer to host a tourney "for fun". This little "tourney" can be a post-match or pre-match event where no prize is offered, people will be less pressured into thinking whether they'll win but rather they'll enter for the fun of it. To attract people you could add a little slogan or something like "Think you're the best of CAPCOM? Then try your hand at the fun-for-all SF3 post/pre-match appetizer" This method is a disguised "direct marketing" method to promote possible future events. Since you may get more participants, they'll probably think again of SF3 and may even take aprt in a real tourney in the future. You could have a questionnaire at the end where you could ask whether the participants would enter a real tourney for SF3 in the future. Why am I suggesting this? I feel that SF3 deserves a much wider audience and by having a "fun" tourney, non-fans will have a go and see talent from exisiting veterans, thus they may think "Hmm... maybe I should get better at this and kick some <insert unsavoury word here> next time". Oh, and I'm a Brit BTW so I only wish I had such privileges here. Posted by LOLO on 03:18:2001 05:28 PM: quote: Originally posted by TheHY: Why am I suggesting this? I feel that SF3 deserves a much wider audience and by having a "fun" tourney, non-fans will have a go and see talent from exisiting veterans, thus they may think "Hmm... maybe I should get better at this and kick some <insert unsavoury word here> next time". this is very true... 3rd Strike are not as common as other fighting games in my area~~ no one was hosting a 3rd Strike tournament here~~ we have MvC2, CvS, but not 3rd Strike~~ i know Third Strike is a harder game for ppl to pick up, but there are still lotsa ppl playing that game~~ and personally i think we 3rd Strike ppl really deserve a tournament~~ even w/o price would be fun since i am only playing for the joy, but not for the price~~ KEN http://members.home.net/lolo603/BadBadtzMaru.gif -Engineering Rules- Posted by scuddman on 03:19:2001 12:05 AM: Ken vs. Akuma? All I have to say is...one of the top Japanese players used Ken. Not a one of them used Akuma or Ryu. As for Hugo..nobody asked. Ultimate throw -> palm bomber (doesn'thave to be ex necessarily) -> megaton press does work. Timing and distance is everything...you certainly can't do it your corner because you won't be close enough for the palm bomber to hit. It also causes the super to damage tone even more, so it's not worth doing unless the stun will cause a dizzy. Hugo's pretty good. We had players at the bearcade with reigns of terror with Hugo because they kept landing Gigas Breaker on everyone until someone gets annoyed and plays keepaway on Hugo. Posted by scuddman on 03:19:2001 12:08 AM: I was told not to host a 3rd strike tournament on the days of B5. Why? Because the Japanese players coming want to participate in all the tournaments, and if I host 3rd strike, the logistics of moving from one tournament to another would be a pain, if not impossible Even for fun, the whole point of having 3rd strike at B5 would be to pit your skills against the best..prize or no prize. Posted by scuddman on 03:19:2001 12:10 AM: I was told not to host a 3rd strike tournament on the days of B5. Why? Because the Japanese players coming want to participate in all the tournaments, and if I host 3rd strike, the logistics of moving from one tournament to another would be a pain, if not impossible Even for fun, the whole point of having 3rd strike at B5 would be to pit your skills against the best..prize or no prize. Posted by KAOS on 03:19:2001 06:48 AM: "Almost all of her normals are cancellable. She can combo her super off her hopping overhead, especially in the corner. (SHHHH!! Don't tell anyone else that!) I won't detail how to do it, it's a link not a cancel, just don't expect it to combo like in the versus series, it takes practice." Do the overhead after a knockdown as ur opponent is getting up. Time it to the point to where you hit them and ur close to landind. Then super, it will connect. Every character can do this. "I never claimed Necro to be a Keep Away character. I just said he was crappier than dhalsim because dhalsim COULD keep back and push back and Necro can't." Necro is nothing but pure rushdown if used correctly. He also has range and CAN push back. Use standing roundhouse and fierce. His DP+p is also good as anti air as is his Magnetic Storm. You can combo it off of his rush hooks (hcf+p). "As for Genei Jin...I used to love that super because you could combo it off robot combo. Nowadays, since you can't, I don't use it at all. Just trying to get jab -> short -> strong -> genei jin -> some sort of genei jin combo is incredibly hard, I just can't do it, not consistently anyways. Even after landing that portion, I always mess up the intended juggle." Just practice, they're easier than you think. jab jab short strong DP+jab XX genei jin, low short, standing strong, standing fierce, DP+p to launch them, then just walk forward a bit and tap fierce to juggle and use QCF+p to keep up then fierce to juggle and qcf+p to keep up. Once in the corner a number of things can be done. Palm strikes, qcf+P, standing forwards, -> forwards, etc. Just keep hitting them, dont stand still. The juggle rate is increased as long as the super is active. When genei jin is over do a shoulder rush to juggle, standing forward to juggle, -> fierce to juggle, and end it with qcf+p. You should get 1/4 of your meter back, maybe more if done correctly. DL the Houston tourney matches and watch Hsien do 'em. For parrying supers.... Some supers you have to tap forward BEFORE the super is even done. It's basically a guess game. Examples are Shin shoryuken, houyouko sen, total destruction, shippu jinrai kayaku, you hou, pretty much any super that comes out FAST. Tap forward, Ryu's shin shoryuken animation comes out, just wait for the 1st parry. It will be automatic since u tapped forward before the super, then finish the rest. If you tap forward once the super animation has started or after, u'll eat the super(s). It's not just tap forward and parry the super, it's all about mind games and anticipation. [This message has been edited by KAOS (edited 03-18-2001).] Posted by LOLO on 03:19:2001 09:28 AM: quote: Originally posted by KAOS: For parrying supers.... Some supers you have to tap forward BEFORE the super is even done. It's basically a guess game. Examples are Shin shoryuken, houyouko sen, total destruction, shippu jinrai kayaku, you hou, pretty much any super that comes out FAST. Tap forward, Ryu's shin shoryuken animation comes out, just wait for the 1st parry. It will be automatic since u tapped forward before the super, then finish the rest. If you tap forward once the super animation has started or after, u'll eat the super(s). It's not just tap forward and parry the super, it's all about mind games and anticipation. i agreed~~ ppl have to tap forward before the super flash delay to parry high priority super arts~~ for some low priority ones, like super fireball, Makoto's #2 super, Ibuki's knives super, and Twelve's XFLAT, u can tap forward after the super flash delay~~ just tap forward to parry the 1st hit when u see it lands~~ coz it takes them some time to get their super arts set up~~ KEN http://members.home.net/lolo603/BadBadtzMaru.gif -Engineering Rules- Posted by scuddman on 03:19:2001 10:20 AM: All the more power to Hsien. Now if I could find way for Yang besides Yun I might actually use the super... I've actually known about Yun's version since the Usa vs. Japan tournament, but it still doesn't strike me as practical. Plus distance is critical. As the super starts up your opponent gets pushed back, so it's execution is limited to how well you can set up Yun's chain. I can combo Sourai Rengeki off the tip of Yun's foot with short kick. Maybe that's why my Genei Jin combos are so bad...I guess I never felt the need to learn one. I guess Genei Jin is good for intimidating your opponents. What is interesting are the comments about how to set it up when not in the corner. That's really the info I was looking for...dealing with the weak link between a hit -> super -> juggle hit. When I try it, it still doesn't work (they still recover as the super starts up before I can hit them) but it seems feasible. If you can push back with Fierce and Roundhouse when using Necro, you must be playing people who can't parry. Since Necro yells pretty loud and telegraphs the move before he does it, it's actually a bad plan on good players. If it's parried, you get hurt, they keep initiative, they can advance. I suppose once in a while it's okay, it just doesn't control space as well as Dhalsim did. At least Dhalsim had a fireball he could back up with his limbs, and people couldn't air parry his anti air pokes. And for some reason Necro's crouch fierce is a special mid. Ugh. His sweep is okay though, and low forward kick gets the job done. But, Parry Remy's Light of Virtue..no harm done...Remy recovers so fast, he can follow up his Light of virtues even if they're parried. Or do nothing if it suits him, or even throw another one. Parry necro..he gets hurt. I think I mentioned this. At least I thought I did, but people may disagree with me. I recommend not comboing Magnetic storm off his rush punch. Do it off crouching short or b + forward kick. The difference in damage makes me wonder about the capcom damage system. However, your mileage may vary. I will admit that rush punches into supers are much easier to do. Posted by LOLO on 03:19:2001 01:55 PM: for Yun's Genie Jin, it doesn't work when VS-ing some characters like Elena~~ when u are at the corner, after the 3 hits standard combo cancel into Genin Jin~~ no matter how fast do u ur Jap fireball, then doing the standing close range Forward kick, there's no one for them to connect since Elena kinda fall in a funny way~~ for other characters, u may as well do the following~~ after the close range standing Forward kick, keep doing the kick until the super runs out then finish the super art w/ an air-combo~~ oh yea, this looks stupid, but it works~~ hehehe... KEN http://members.home.net/lolo603/BadBadtzMaru.gif -Engineering Rules- Posted by KAOS on 03:20:2001 03:15 AM: There has to be a way to juggle Elena in the corner and I'm pretty sure a crouching strong wout pop her back up. Those Yun Genei Jin combos: I've known about the corner one since last summer when I was experimenting with the super. I was making a combo vid for FN and found out some stuff with the super. I'm sure there were tons of others before me though. The ground stuff I hadn't seen since I played Hsien in Austin a few months back. I've seen one effective way to use the Sei Enbu (sp?) and it does only tick damage. Do strong, fierce, <- fierce XX super, roundhouse teleport, as they get up do low forward into qcf+p, wait then do qcf+p, and repeat. Keep pausing after each qcf+p so you only get the first set of the move out. If blocked it does ok tick damge. Posted by King Of Naboo on 03:20:2001 03:50 AM: quote: Originally posted by LOLO: this is very true... 3rd Strike are not as common as other fighting games in my area~~ no one was hosting a 3rd Strike tournament here~~ we have MvC2, CvS, but not 3rd Strike~~ i know Third Strike is a harder game for ppl to pick up, but there are still lotsa ppl playing that game~~ and personally i think we 3rd Strike ppl really deserve a tournament~~ even w/o price would be fun since i am only playing for the joy, but not for the price~~ Hey LOLO, if they had a 3rd Strike tourney at VA (Brimley and Eglinton), would you show up? <IMG SRC="http://members.home.net/lolo603/BadBadtzMaru.gif"> -Engineering Rules- Posted by LOLO on 03:20:2001 05:16 AM: quote: Originally posted by King Of Naboo: Hey LOLO, if they had a 3rd Strike tourney at VA (Brimley and Eglinton), would you show up? yea probably~~ but i do suck alot w/ american controllers~~ but i guess i'll be there~~ it's will be cool if they are really having one after my finals~~ KEN http://members.home.net/lolo603/BadBadtzMaru.gif -Engineering Rules- Posted by DeadlyRaveNeo on 03:20:2001 07:21 AM: quote: Originally posted by LOLO: yea probably~~ but i do suck alot w/ american controllers~~ but i guess i'll be there~~ it's will be cool if they are really having one after my finals~~ I hope so, so they can finally lower the damage on that damn thing, I love their new controls at VA though, a bit sensitive but perfect motions and super cancels are easily done. I bet if there is a tourney for 3S again at VA the damage would be lowered like what happened to MvC2. Posted by LOLO on 03:20:2001 09:26 AM: quote: Originally posted by DeadlyRaveNeo: I hope so, so they can finally lower the damage on that damn thing, I love their new controls at VA though, a bit sensitive but perfect motions and super cancels are easily done. I bet if there is a tourney for 3S again at VA the damage would be lowered like what happened to MvC2. cool... i didn't even go checking out for the tourney last saturday~~ i was like passed out for the whole day~~ hehehe... maybe i'll go try out the new controller this wkn~~ oh yea i am coming back to Toronto again this wkn~~ WhooHoo~~~ so how's the tourney?? KEN http://members.home.net/lolo603/BadBadtzMaru.gif -Engineering Rules- Posted by scuddman on 03:20:2001 09:49 AM: Any of you going to B5 this year? I especially want to play Daigo...(I'm told he doesn't throw break..he just always dragon punches at the exact time..) My Ken vs. his. I think I'd learn a lot from playing him. And of course, Hsien. He got a LOT better after coming back from Japan. I guess a part of me is just curious to see how well I, if even at all, would hold up against them. Posted by scuddman on 03:20:2001 09:58 AM: Hey, Buktooth, that guy you played who you said was at the Austin, Texas tournament? What character(s) did he use? I can use any non charge motion character. I'm only competitive with Ryu, Yang, Chun Li, Ken, and Elena. Posted by Buktooth88 on 03:20:2001 11:41 AM: He used a 3 move Chun Li, then Makoto. He used both EXACTLY how you said to. Uhmm... he's Asian, about 22-25 years old, about 5'10", and pretty skinny. We exchanged names but I forgot his about 2 minutes later. I think I did pretty well considering he's the first good player I've played since 3rd Strike became passe in the public eye. Posted by Buktooth88 on 03:20:2001 11:44 AM: oh, don't mean to hate, but your thread is WAY better than that other new one. Posted by LOLO on 03:20:2001 12:06 PM: quote: Originally posted by Buktooth88: oh, don't mean to hate, but your thread is WAY better than that other new one. lol... is there a need to say this out loud?? hehehe... KEN http://members.home.net/lolo603/BadBadtzMaru.gif -Engineering Rules- Posted by elffzero on 03:20:2001 03:25 PM: i'm getting back to my sf roots here (i stated w/ sf3 and learned from there) and i'm just getting back into the habit of playing oro. but of course w/ the new juggle system in second impact/3rd strike the yagyou dama isn't as effective as it once was. no more 40+ juggles in the corner.. i'm just looking for his basic juggles off the s.mp and any recomendations for super choice. right now i'm using the kishin-riki but ex'd because of the invicibilty frames at start up, you can just hop through the hitting frames of pokes and get a nice chunk o damage for how much super you use... just not alot of room for ex'd specials.. any other general strats would be appreciated. and around here there's no such thing as a tournament level oro.. Posted by LOLO on 03:20:2001 04:39 PM: i can't say much about Oro since i am not an expert w/ Oro~~ but do the following~~ jump in for a Fierce (it should be a 2 hits combo when VS-ing big guy)~~ then the launch punch cancel into Short step kick~~ when u land do another launch punch again but this time cancel that into Kishin Riki~~ then jump straight up immediately for an air throw super art~~ Kishin Riki are an useful super art~~ but fast ppl can get away easily~~ so it's better to combo it this way~~ KEN http://members.home.net/lolo603/BadBadtzMaru.gif -Engineering Rules- Posted by Bem on 03:20:2001 05:44 PM: quote: Originally posted by Buktooth88: oh, don't mean to hate, but your thread is WAY better than that other new one. Waaaah! That's me never posting nuffin again! ^_^ Sorry if it is old news. It's something I hadn't seen in the Three series, so I thought I'd mention it. But yeah, some good stuff on this thread. Have any of you guys got some decent Elena strats? I've just started learning her, and I'm struggling to do damage. I poke all day, but my opponent always catches up with a quick combo or a super thru my pokes. Posted by scuddman on 03:20:2001 08:36 PM: One of these days I'll talk to Quincy about his Elena..his version's much better than mine. He beat Ricky's Chun with his Elena, and he has the win/loss record edge against my Ken. Right off the bat I'll say many of her moves are cancellable, so she has quite a few quick and painful combos herself. All of her supers are useful. I need to test something with her first before I post more. If you use healing as a super art she makes a great anti-turtle. Almost as good as Q. She turtles pretty well herself, and has some good chains. The main problem I have with her is I don't like her specials. The only one I do use is scratch wheel. Mallet smash does work kind of like Alex's stomp, but it's slower. Then again, when I voiced this opinion to Quincy, he retorted by saying the only good special of Ken's was his ShoRyuKen. I'll post a lot more on ELena later. RIght now I have class. Posted by Buktooth88 on 03:20:2001 11:15 PM: besides Q, who has taunts that are worth using? Does anybody else have a taunt with a cumulative effect? Posted by mopreme on 03:21:2001 12:08 AM: quote: Originally posted by Buktooth88: besides Q, who has taunts that are worth using? Does anybody else have a taunt with a cumulative effect? Ken's taunt is pretty effective at pissing people off. -mopreme Mark Rogoyski Posted by vega-x on 03:21:2001 12:19 AM: Quick question: If Ryu knocks you down and then immediately does a Hadoken into Denjin Hadoken, what do you do about it? You can't avoid it, you can't block it, and I can't even seem to parry it. Posted by Yangsing on 03:21:2001 12:25 AM: About Yun's Genei Jin's Scuddman, I don't know if people asked how to link the hits after the super is activated. I can do it fairly easily. You have to time the first hit after the super activation right when the lightning animation is over. It's ok if they get pushed back, you'll still be able to hit them. The key is waiting for the lightning animation to be over, and then you press s.strong, or c.short at that exact same moment. Some Genei Jin combos I use: In Corner...around 40-45% s.jab, s.short, s.strong, dp+jab>genei jin, s.strong, press forward+s.fierce, f+forward kick, s.fierce, f+forward kick, s.fierce, qcf+jab (meter ends), s.fwd, dp+jab, s.fwd or qcf+jab Sometimes I find the first parts of that combo easier to do if I leave out the first jab shoulder tackle. A useful genei-jin combo not in the corner s.jab,s.short,s.strong, jab shoulder tackle>genei jin, s.strong, s.fierce, fierce should tackle, qcf+jab... now after that there is various things you can do after the qcf+jab. I'll list some 1.s.fwd, then juggle with s.jab's, when meter is about to run out, jab shoulder tackle, qcf+jab 2.[s.fwd, qcf+jab] repeat until meter runs out... If you hit the corner before meter does run out, then I suggest just going into his standard corner juggle combos. Well, that's some of the crazy genei jin stuff. I hope I helped Simon "Achoo" Posted by Buktooth88 on 03:21:2001 12:27 AM: it's possible to parry the fireball into denjin fireball. A bit tricky, but easier with practice. One guy used to do this to me all the time until I finally got it down. Posted by LOLO on 03:21:2001 12:45 AM: there's sthg fishy about Sean~~ i was using Alex today~~ yea Fierce Flash Chop is really cancelable~~ hehehe... when i was VS-ing Sean~~ he do his #II super art (the shoryu cannon)~~ i block his first uppercut (2 hits)~~ then i changed into parrying the rest of the hits~~ so i keep parrying and parrying~~ and after the 11th parry, i missed the 12th one and Sean hits me w/ another 6 hits combo~~ the hell?? i thought the whole ShoryuCannon is only around 15 hits or so in total~~ what the hell happened? KEN http://members.home.net/lolo603/BadBadtzMaru.gif -Engineering Rules- Posted by Yangsing on 03:21:2001 12:46 AM: Bleh, Sorry, but I made a boo-boo on that last mid screen juggle. I was talking about the fierce shoulder tackle>genei jin combos when I was referring to mid screen juggles in my earlier posts. So if you activate the genei jin before the fierce shoulder tackle you can do repeated shoulder tackle's until you hit the corner. Or you can do fierce shoulder tackle to juggle, then qcf+fierce, [s.fwd, qcf+jab] repeat. so here: s.jab, s.short, s.strong, jab shoulder tackle>genei jin, s.strong, s.fierce, fierce shoulder tackle then repeated fierce shoulder tackles until you reach the corner. or qcf+fierce, [s.fwd, qcf+jab] repeat Simon "achoo" [This message has been edited by Yangsing (edited 03-20-2001).] Posted by LOLO on 03:21:2001 12:51 AM: quote: Originally posted by vega-x: Quick question: If Ryu knocks you down and then immediately does a Hadoken into Denjin Hadoken, what do you do about it? You can't avoid it, you can't block it, and I can't even seem to parry it. just parry it~~ it's nthg new, just some fireballs~~ just tab forward when u see it's right infront of u~~ u can block the 1st Hadouken then parry the Dejin Hadouken if u want~~ it's 2 separate thing so it doesn't involve any red parrying~~ so it's not that hard~~ the hardest parrying for Dejin Hadouken is when it already passed u when u get up~~ that u are already in front of the fireballs, but somehow u just got hits~~ it's kinda no parryable since that doesn't suppose to hit at all~~ KEN http://members.home.net/lolo603/BadBadtzMaru.gif -Engineering Rules- Posted by LOLO on 03:21:2001 01:20 AM: got a question~~ did anyone ever use Akuma's Shun Goku Satsu as an anti-fireball move?? i have nvr tried it but what i think is if ppl execute that super late enough, the invincible time frame should just let the fireball pass by~~ so anyone?? KEN http://members.home.net/lolo603/BadBadtzMaru.gif -Engineering Rules- Posted by Evil Ryu on 03:21:2001 01:46 AM: yeah it's possible...... but you have to nail the SGS REALLY late or else it won't work........AND YOU'LL WASTE 2 BARS! Nothing that stands before me will survive!!!! http://www.geocities.com/afghan_khan99/evil_ryu.gif Posted by viperRX on 03:21:2001 02:36 AM: Are there any good strats using Dudley? He seems to be powerful and I am starting using him now.... Posted by KAOS on 03:21:2001 04:01 AM: LOLO, I don't think the second set of the Shoryu Cannon is a 12 hit parry standing. I think it's somewhere around 5-6 and he just finishes it in the air. I could be wrong though. Posted by DeadlyRaveNeo on 03:21:2001 04:48 AM: quote: Originally posted by LOLO: just parry it~~ it's nthg new, just some fireballs~~ just tab forward when u see it's right infront of u~~ u can block the 1st Hadouken then parry the Dejin Hadouken if u want~~ it's 2 separate thing so it doesn't involve any red parrying~~ so it's not that hard~~ the hardest parrying for Dejin Hadouken is when it already passed u when u get up~~ that u are already in front of the fireballs, but somehow u just got hits~~ it's kinda no parryable since that doesn't suppose to hit at all~~ KEN <IMG SRC="http://members.home.net/lolo603/BadBadtzMaru.gif"> -Engineering Rules- yeah, the Denjin that hits behind you is unparryable, the timing is extremely tight, but it's unblockable and unparryable. It follows the same principle of the unblockable yagyou dama setup I talked about before. Posted by DeadlyRaveNeo on 03:21:2001 04:50 AM: Originally Posted by elffzero quote: i'm getting back to my sf roots here (i stated w/ sf3 and learned from there) and i'm just getting back into the habit of playing oro. but of course w/ the new juggle system in second impact/3rd strike the yagyou dama isn't as effective as it once was. no more 40+ juggles in the corner.. i'm just looking for his basic juggles off the s.mp and any recomendations for super choice. right now i'm using the kishin-riki but ex'd because of the invicibilty frames at start up, you can just hop through the hitting frames of pokes and get a nice chunk o damage for how much super you use... just not alot of room for ex'd specials.. any other general strats would be appreciated. and around here there's no such thing as a tournament level oro.. Lolo mentioned a good combo with the normal Kishin Riki, here is one for the EX: Some Oro setups for Kishin-Riki does not work on all characters, it works on Ryu, Akuma, etc). closeMP, QCF+MK, close MP, standing MK, EX Kishin Riki. the standing MK will stand them up from the close MP then as they are falling down, Oro grabs them, crazy damage. As for setups for other of Oro's super, just check out the other pages of this thread, I posted 2 for Unblockable Yagyou and 1 standard 30+ combo for EX Tengu Stone. [This message has been edited by DeadlyRaveNeo (edited 03-20-2001).] Posted by DeadlyRaveNeo on 03:21:2001 05:14 AM: oh yeah, for useful taunts, Twelve's is, he turns invisible, just don't be stupid enough to not pay attention where you are. LOL, usually when I do I just super jump straight up and only move a few inches but the guy gets so paranoid where I am. LOL, his QCF+P move is so good coz the opponent doesn't know where its going to pop up. Urien's taunt is fucking annoying, LOL, coz it knocks down, my friend did it again and again to a scrub before he just left cursing so bad. Sean's basketball is a great setup as well, learn to just block this :-P Posted by elffzero on 03:21:2001 09:17 AM: thanks for the oro tips, i think i got the combo part of him down now, and after a little experimenting heres what i found... ex-kishin riki combos off of a crouching fierce, meaning on a stunned or brain-dead opponent you can do a deep jumping fierce,cr.fierce xx ex-kishin riki for huge damage. yagyou dama: not worth the price of admission anymore, unless you can get those unblockable setups (and what are those anyway) the main use would just be the large amountof ex power you can store, but oro isn't exactly an ex hog anyway.. probably the most reliable/damaging tengu stone combo is close sp(2hits)xx ex tengu stone, rh,f+sp,rh,f+sp...until you reach the corner the standing rh until the super runs out finished w/ the juggle of your choice now that's thats out of the way it's down to strategy, has anyboy seen any good oro strats? i'll probably end up making my own, and if they work against decent players (if i find any) i'll let you guys know.. Posted by Dynamyte2U on 03:21:2001 09:57 AM: Alright, I'm kind of a beginner in 3s (in fact, I've played it twice in my whole life), but I've played the Alpha Series, CvS, and I'm an expert at MvC2, so I know what is going on, and I can pick this up fast. I'm interested in using Yun, after seeing som mad movies with him. Can anyone teach me how to use him? Basically, I need to know: -The top tier characters in 3s -Fundamentals and Mechanics of 3s that will be relevant in a battle -What Yun's strengths and weaknesses are. -Yun's good moves -Yun Strategies -Yun Staple Combos I can work from there. Thanks, all. Posted by LOLO on 03:21:2001 11:20 AM: quote: Originally posted by KAOS: LOLO, I don't think the second set of the Shoryu Cannon is a 12 hit parry standing. I think it's somewhere around 5-6 and he just finishes it in the air. I could be wrong though. his ShoryuCannon is like Ken's Shinryuken~~ where ppl have to keep tapping punches to add more hits~~ the totally is like 15 or 16 i don't remember coz it varies alot~~ one more funny thing~~ when u are VS-ing the CPU, if u are fighter Sean as the 1st guy and he uses ShoryuCannon, try not to block it and let him hit u~~ u'll see he doesn't know he has to tap punches to add more hits so the combo finish fast~~ but try to parry the 1st few hits and then do nthg and let him hits u w/ the rest, u'll see his like smashing the punch buttons madly and hits u for more than 10 hits~~ guess it's some funny stuff about the AI~~ and i seriously don't understand y i still got 6 Hits after 11 parrying~~ KEN http://members.home.net/lolo603/BadBadtzMaru.gif -Engineering Rules- Posted by LOLO on 03:21:2001 11:22 AM: quote: Originally posted by Dynamyte2U: Alright, I'm kind of a beginner in 3s (in fact AHH~~~ it's u again?? hehehe... i posted sthg on ur thread~~ but those are basic stuff~~ try to learn all of those first~~ coz ppl here may teach u some funking thing which u may not get it at all~~ KEN http://members.home.net/lolo603/BadBadtzMaru.gif -Engineering Rules- Posted by NormalGuy on 03:21:2001 11:24 AM: I was in San Jose this past weekend and managed to find SVGL in the corner of El Camino Real and Wolfe Rd. The thing is does anyone play 3S over there? I went two days usually in the afternoons from 1pm to about 4pm. There were only some people over there and NO ONE played 3S. Is 3S dead in SVGL? Posted by Buktooth88 on 03:21:2001 12:29 PM: normalGuy: I'll play if I see someone (decent) playing it. All the competition for anything is there on Tues, Fri, and Sat. But yeah, the only games people play at SVGL are CvS and TTT. BTW, how long has TTT been out already?! There's always a HUGE crowd around it. Shrug. Besides the obvious Alex Valle exception, has anybody noticed that most 3d players can't play 2d for CRAP? It was hilarious playing against one at CvS with Zangief and SPDing him all day. "Do you break that with kick or punch?" lol! "Do you do that against everybody you play?" (meant to be an insult, I guess) I guess I'm supposed to play Gief without SPDing. Posted by scuddman on 03:23:2001 12:45 AM: I'll say this about Elena..she doesn't seem to have any weakness, really. Her super art options are all strong, and she has one of the better poking games in 3rd strike. She doesn't lack range..but she does lack a push back move like Chun's Fierce, so I think she plays best close up, like Ibuki. She has air chains, but they're pointless because her air roundhouse hits twice. Her crouching strong and crouching short are cancellable..those are the cancels you want to use. Unfortunately, the only specials that combo after a cancel are her ex scythe (you can juggle after the move) and her scratch wheel. Beginners should probably use Brave Dance..less chance of getting smacked if you miss. Of course..block a sweep..block a fireball..yadda yadda. Her specials mostly suck except for scratch wheel. Dudley... Dudley has chains into super art and an overhead chain. Those are the ones you want to learn. I can't remember them off the top of my head anymore, it's been that long since I last played with him. His rose taunt is his fireball..and his crouch roundhouse juggles. His standing fierce can give Chun Li's version a run for her money. (They'll trade hits!) His ex cross counter uses less ex meter than his other ex's. If you're going to do a wakeup rocket upper, make sure you ex it..he has problems against some moves with his regular uppercut..it'll lose to dragonpunches and long range low moves. If you can get Hugo's taunts in..he becomes tougher like Q. His first taunt doesn't make him tougher..but it does make him do more damage. His subsequent taunts will make him tougher. Dynamite..you're basically asking for a faq...those things can tell you what you need to know. And of course...tiers mean nothing in 3rd strike. Don't be surprised if some day some guy walks up to a machine, picks twelve..and kicks your ass (probably with X-copy) The only place I know of that still plays 3rd strike is our Berkeley Bearcade. Capcom vs. snk is the "new" street fighter that's out. Tekken Tag is pretty much the only 3d fighter out there, even though I'm told virtual fighter 3 was actually pretty decent. I certainly wouldn't expect Tekken players that like a technical game to move to the very fake looking Dead or Alive 2 game. Posted by Buktooth88 on 03:23:2001 01:02 AM: what's so great about X.C.O.P.Y.? You just do more damage, right? Also, I picked Twelve once at SVGL and the guy I was playing said "Great. Now I can't jump." Naturally, I had no idea what he was talking about. His qcb+jab is pretty good for anti-air, but what else? F+fierce is pretty easily parried... Posted by LOLO on 03:23:2001 01:46 AM: quote: Originally posted by Buktooth88: what's so great about X.C.O.P.Y.? You just do more damage, right? Also, I picked Twelve once at SVGL and the guy I was playing said "Great. Now I can't jump." Naturally, I had no idea what he was talking about. His qcb+jab is pretty good for anti-air, but what else? F+fierce is pretty easily parried... XCOPY raise the attack and defense status~~ use his poking moves since he doesn't have much combo~~ keep in distance, use his slapping move when in the air~~ if u are close, just jump on top of ur opponent and do a Roundhouse~~ use his air qcb+kick as an anti-fireball moves~~ so is his #II super~~ KEN http://members.home.net/lolo603/BadBadtzMaru.gif -Engineering Rules- Posted by Zerogun on 03:23:2001 02:40 AM: quote: Originally posted by Dynamyte2U: Alright, I'm kind of a beginner in 3s (in fact, I've played it twice in my whole life), but I've played the Alpha Series, CvS, and I'm an expert at MvC2, so I know what is going on, and I can pick this up fast. I'm interested in using Yun, after seeing som mad movies with him. Can anyone teach me how to use him? Basically, I need to know: -The top tier characters in 3s -Fundamentals and Mechanics of 3s that will be relevant in a battle -What Yun's strengths and weaknesses are. -Yun's good moves -Yun Strategies -Yun Staple Combos I can work from there. Thanks, all. 1) Most people believe that the top tier charcters in 3s are Yun, Yang, and Chun Li 2) Strengths.. really really fast. Can chain a lot, good combos... and nice damge. bad stuff: takes damage almost as bad as Yang 3) For strats and combo go to Gamefaqs.com, there should be some stuff there that you can use Posted by KAOS on 03:23:2001 04:55 AM: Useful Dudley chains... short, forward, strong, fierce low short, standing strong, fierce strong, roundhouse, fierce I think you can go jab strong forward but I'm not sure. I also think there's a ->forward, strong, fierce one but I could be wrong. Try doing the super after chain number 2, it should connect if timed right since you can chain a super after a ->fierce. Posted by LOLO on 03:23:2001 06:07 AM: Dudley's hints~~ use his #III super art~~ it allows u to have 3 supers stored and it gives u so much meter for ur EX moves~~ the superart can be use as anti-air attack, when u are using it against ground opponent, even if they block it, they won't be fast enough to hit u since the recovery time of that superart is extremely short~~ and it takes off so much life in a VS game~~ KEN http://members.home.net/lolo603/BadBadtzMaru.gif -Engineering Rules- Posted by Muskau on 03:23:2001 05:51 PM: Hey can someone tell me why Alex is never seen in tourneys at all? (not even in 5th place?) I have never seen ANYONE use Alex ANYWHERE except for myself, and most everyone who plays SF3 here has the opinion that Alex is a weiner (by the way, they all are crap players) Is it just that Alex players just can't stand up against the speedy dashes, pokes, and supers that the often top ranking 5 characters use? Posted by DeadlyRaveNeo on 03:23:2001 10:31 PM: quote: Originally posted by Muskau: Hey can someone tell me why Alex is never seen in tourneys at all? (not even in 5th place?) I have never seen ANYONE use Alex ANYWHERE except for myself, and most everyone who plays SF3 here has the opinion that Alex is a weiner (by the way, they all are crap players) Is it just that Alex players just can't stand up against the speedy dashes, pokes, and supers that the often top ranking 5 characters use? IMO, I don't really think Alex has any bad matches except probably against Yang. Since Alex is my favorite character in the series, I think it wouldn't look fair if I rate him with the top characters, but IMHO, I really think he belongs up there. Posted by GameFreak on 03:24:2001 08:25 AM: Lots of ppl use Alex in tourney. Actually, almost every character has placed in tourney for SF3-3S. But there isn't as much good players in US, and there are not much tourney neither.... All characters are being use in tourney in HK or Japan. Posted by *Magneto* on 03:24:2001 08:43 AM: Whos a good starter character?I want to start getting serious about this game.And I think that Akuma is really good.Also in this game can specials be linked into combos? http://www.tagmonkey.homestead.com/files/M920tag4.gif *Magneto* is an action and a person...? Posted by LOLO on 03:25:2001 07:00 PM: quote: Originally posted by *Magneto*: Whos a good starter character?I want to start getting serious about this game.And I think that Akuma is really good.Also in this game can specials be linked into combos? in 3rd Strike, u can always buffer special moves into super moves~~ but u have to note that not all special is cancel-able~~ so u have to try out all the moves of the characters to figure that out~~ and yes Akuma is very good coz he has lotsa options~~ but he's fast and it may be hard for a newbie since it involve many basic techniques to combo and u have to have good reflex since timing is everythg~~ so... good luck on ur game~~ KEN http://members.home.net/lolo603/BadBadtzMaru.gif -Engineering Rules- Posted by LOLO on 03:25:2001 07:02 PM: quote: Originally posted by Muskau: Hey can someone tell me why Alex is never seen in tourneys at all? (not even in 5th place?) I have never seen ANYONE use Alex ANYWHERE except for myself, and most everyone who plays SF3 here has the opinion that Alex is a weiner (by the way, they all are crap players) Is it just that Alex players just can't stand up against the speedy dashes, pokes, and supers that the often top ranking 5 characters use? Alex is a good character~~ but he has his flaw~~ fast characters can kick his ass pretty badly and it's very easy to escape form Alex's moves since he's kinda slow but his grabs are not as powerful as Hugo's~~ KEN http://members.home.net/lolo603/BadBadtzMaru.gif -Engineering Rules- Posted by scuddman on 03:25:2001 07:28 PM: I recommend Yang as a good beginner's character. Learning Robot combo into super is probably the easiest super combo in the game. It's easier than some mvc 2 air combo's into super. Posted by LOLO on 03:25:2001 07:31 PM: quote: Originally posted by scuddman: I recommend Yang as a good beginner's character. Learning Robot combo into super is probably the easiest super combo in the game. It's easier than some mvc 2 air combo's into super. lol... i agree~~ Yang's 3 Hits combo are very easy to be buffered into super arts~~ but the easiest way to combo super art in the whole game is w/ Hugo~~ just execute his MegatonPress super art after a wall throw~~ it gives u more than enough time to get it to connect~~ KEN http://members.home.net/lolo603/BadBadtzMaru.gif -Engineering Rules- Posted by scuddman on 03:25:2001 07:33 PM: It's not so much that Alex is bad...it's that he's got trouble against Akuma and Remy types...who can follow up their fireball rather safely. Alex has got a great midrange game, but he can't hit a fireball...and he definitely can't get past a light of virtue or Akuma's air fireball easily. It's doable..just difficult. It's so much easier to pick a faster character such as Chun Li. Posted by Monkey on 03:25:2001 07:50 PM: How do you parry? -Monkey Monkey4907@home.com http://darklordtenchi.homestead.com/files/monkey2.gif Posted by LOLO on 03:25:2001 08:19 PM: quote: Originally posted by Monkey: How do you parry? lol... are u serious?? hehehe... it's done by tapping forward or down at the moment just before u got hit by an attack~~ KEN http://members.home.net/lolo603/BadBadtzMaru.gif -Engineering Rules- Posted by scuddman on 03:25:2001 08:24 PM: That's a very general question. It could also mean several things. Are you asking how I (ME!) parries? Or are you asking HOW to parry, or are you asking something more specific? Anyways, basically, as a move is about to hit you, you can tap toward and the attack will be parried. As simple as that. High parries can only be parried high. This action is done by tapping toward as a move is about to hit. (Such as Ryu's standing jab) Low moves can only be parried low. This is done by tapping down as the move hits. (such as sweeps) Some moves can be parried high or low. An example is Ryu's crouching strong. In general it is easier to parry things you anticipate. If you think your opponent will sweep you, just tap down at the time you think your opponent will sweep. It is possible to parry some things on reaction, but not everything. A red parry is when you parry a hit in a string. It works exactly like a regular parry, but the timing is much tighter. (You actually have to tap torward on the attack, and not a little bit after like with regular parries.) There is a parry faq at www.gamefaqs.com that details the timing on how to parry many different kinds of moves in the game. You may find it helpful. Your mileage may vary. Posted by Muskau on 03:26:2001 05:39 AM: About fighting the CPU, how do the experts do it? I know it has got something to do with trapping the CPU, attacking the CPU with something, and they almost always respond the same way... example... I was Alex fighting necro, I somehow forced him into the corner, I did crouching short kick, he blocked, and then he jumped, I do rising, knee and send him back into the corner, as soon as he gets up, crouching short, Necro jumps again rising knee, until somehow he gets out... Anyway what I was wondering is how you keep a trap going against the computer with different characters? Are you able to do the same strategy against many CPU-characters with one character??? I heard about some guy doing some thing with Alex in the corner until the opponent dizzied, and then he'd finish with a combo into super... Does anyone know the details? Posted by scuddman on 03:26:2001 05:50 AM: I consider the computer parry and combo practice. I never get that many jump-ins on human opponents! Posted by LOLO on 03:26:2001 08:53 AM: quote: Originally posted by Muskau: Anyway what I was wondering is how you keep a trap going against the computer with different characters? Are you able to do the same strategy against many CPU-characters with one character??? here's some stuff i am sure of~~ but some of it doesn't work on Gill thou~~ for Ken, when CPU fell, do an universal over head when he gets up then Jap Shoryuken~~ if he blocks it, keep doing Jap Shoryuken until it lands~~ then repeat w/ the universal overhead attack again~~ for Makoto, keep repeating the command grab, standing Fierce, Strong dashing punch combo~~ this works extremely well when fighting Gill~~ for Alex, just keep doing the half circle throw whenever the guy gets up~~ most of the time they'll be in the blocking position so ur grabs do work~~ for Necro, keep on doing his Strong tornado attack, until ur slam dance super meters got charged up, then cancel the tornado attack into slam dance~~ for Yun and Yang, just keep doing forward+Foward, crouching Foward over and over again~~ for Akuma, jump back + fireball, then jump forward + Roundhouse Hurricane kick~~ this works on Gill as well~~ but it's not 100% safe~~ as for Q, keep doing his command grab, then standing Fierce~~ when the guy gets up, do the same thing over and over again~~ for Hugo, jump in + Roundhouse, if the CPU blocks it, wait for half a second after u lands on the ground, then do a wall throw, then do his air throw~~ if ur air roundhouse lands, just do a crouching forward to put him down~~ KEN http://members.home.net/lolo603/BadBadtzMaru.gif -Engineering Rules- Posted by Buktooth88 on 03:26:2001 10:24 PM: Hey guys, I've been playing this game quite a bit over the weekend so... Are there any good applications for Ibuki's DP+P move? I know you can throw a knife or super during it, but it seems so slow and obvious.... What are Ibuki's best combos? Not being the very imaginative type, I just use these two: c.roundhouse, s.roundhouse, then s.roundhouse to juggle then super jump. (any good followups to the chase jump? I just land and throw. :P) s.short, s.forward, qcb+p. I know you can add a s.jab, s.strong, but IMO you have to be too close for those, and they don't even add that much damage. What's good to do after an EX DP+K? Besides a knife super, of course. Any good applications for: Her f,f dash? I mainly use it while my opponent is down to add some confusion. Occasionally after her qcf+k dash too. Her f+roundhouse? Her f+forward? Good follow-ups, too? Occasionally I'll do this up close to get behind the opponent if I'm feelin weird. Finally, what are her best normals? Thanks in advance. Posted by LOLO on 03:27:2001 02:09 AM: Ibuki's most efficient combo is jump in + Foward, standing Short, Foward, EX DP+kicks, follow up by an air combo and an ground combo again~~ KEN http://members.home.net/lolo603/BadBadtzMaru.gif -Engineering Rules- Posted by Arma^ on 03:27:2001 03:05 AM: Hi there - someone mentioned something in a previous post about Urien's Unblockable setups... Could someone explain these too me or is there an FAQ I could peruse on the 'web? One which I have got the hang of is the throw, into jab reflector, fierce headbutt to land on the other side, then 3xjab, c.fierce (bouncing them off the field) into roundhouse knee? Thanks Arma Posted by scuddman on 03:27:2001 03:19 AM: One set up for Ibuki's flip jump besides the knives is to land and do her Yoroi Doushi super, since it is now unblockable. (and uncomboable, at least for good damage anyways) I prefer to do short -> forward -> tsumuji or ex tsumuji. Her raida (her semi throw) knocks your opponent to the other side of the screen. Really, you can use whatever combo you want. i've seen players do jab -> back strong -> sweep -> roundhouse. Doesn't work for me, may work for you. You can do an air chain after her ex dp + kick...then do a ground chain as you land. Mix it up, and you have a high low game. Her dash is a dash. Use it as such. Her toward + roundhouse is a special mid. It'll smack your opponent any time he does a move that causes him to leave the ground (like a universal overhead). Not only that, it puts them back on the ground in front of you. Crouch short, crouch strong, and crouch forward combo after her command overhead. A good trick is to do c. short -> ex tsumuji. One of the best ex moves in the game. If they block it, alter it high or low, so it's basically immune to red parries. All her normals have their use. I can think of a use for each normal. Posted by Arma^ on 03:27:2001 03:29 AM: http://www.shiningblade.com/xerocrew/fas.html ah just found this Posted by scuddman on 03:27:2001 03:42 AM: All of Urien's unblockable setups stem from the fact that Capcom is very short sighted. I'll explain how it came about. I'm certain you've all played the versus series. What happens when your opponent calls a striker and jumps to the other side and attacks? Which way do you block? Well, classically, you block the active character, so to block the striker you block the wrong way. Well, so what? My point is, even if you're attacked from the back, you can block in the versus series, just block the active character. This isn't the case in 3rd strike. Why not? Well, originally, aegis reflector was meant to be kind of a setup and "push" super. The classic trick is to throw one behind and then push your opponent into it. That's what the super was supposed to be for. Naturally, for this to be of any use, you obviously can't be able to parry or block an aegis reflector behind you, or there would be no point to the super. Of course, Capcom being Capcom, they didn't realize the problems this could create. Whenever the reflector counts as BEHIND the opponent, the opponent cannot parry or block aegis reflector. Normally if you throw aegis reflector on someone getting up they can block it. But let's say you're suddenly on the other side. Now the computer for some odd reason will think the reflector is BEHIND the opponent, because of course Urien always counts as being in front of the opponent. (ever notice how hard is to get a back turn hyper bomb without comboing it?) There you have it, that's why the reflector setups work. So basically the trick is, Urien throws a reflector from the front and winds up in the back. Since Urien is ALWAYS the front, the reflector then becomes unblockable. The classic one is to knock down, do a reflector, then quickly chariot rush or headbutt to the other side, aiming the reflector for the opponent's body as he gets up. I'm certain the Japanese came up with all sorts of esoteric ways of setting it up. For instance, if you landed that elbow launcher, you may well have enough time to do a setup of some sort that was unblockable. Posted by scuddman on 03:27:2001 04:09 AM: Ahh...obviously the people at shiningblade.com know more about it than I do. I was unaware that the setups were parryable (but for the most part a successful setup is guranteed damage) I've never really been afraid of the setups all that much. If they land that crouching launcher, you're gonna lose a bunch of life anyways, and you can always tech roll sweeps and throws. (And if you use the right kind of super, you can escape) I'm not sure of crouching fierce -> ex headbutt -> ex chariot rush -> chariot rush -> standing strong is that much better than an unblockable setup anyways, it's good damage whether setup or combo. Posted by LOLO on 03:27:2001 04:34 AM: the Urien's unblockable is sometimes blockable~~ when VS-ing some fast characters like Ibuki~~ even if she missed her recovery roll after Urien's throw, she can still got back up fast enough to block it~~ Urien can still jump to the other side w/ no problem~~ but he's not gonna be fast enough to throw the first c.Jap to keep on w/ the juggling~~ KEN http://members.home.net/lolo603/BadBadtzMaru.gif -Engineering Rules- Posted by DeadlyRaveNeo on 03:27:2001 07:36 AM: Actually Capcom did a fix for this game, in Japan in but in limited numbers, which is understandable since not all players wanted this fix anyway, unblockable Reflector and Yagyou Dama makes characters like Oro and Urien good contenders and not to mention deadly. I would also understand in Capcom's part not to release this fix in the US since it hasn't really been received as well in the US as it has in Japan and the rest of the world. Posted by DeadlyRaveNeo on 03:27:2001 07:56 AM: LOLO: BTW, I dunno if you've checked the tournament forum but a 3rd Strike tourney is on the way, not date has been set yet though. and last week some of Toronto's best 3rd Strike players had a get-together/tournament and it was won by Jason, with his Twelve on crack, LOL Anyway, if I can get the footage I'll probably make an MPEG so everyone can see and post it in Toronto's SF website. http://www16.brinkster.com/sto01/index.html Posted by LOLO on 03:27:2001 08:00 AM: DeadlyRaveNeo: i didn't have too much time for internet these days~~ i'll check the tournament forum more often i guess~~ hehe... Twelve kick u guys' asses eh?? hehe... that should be fun~~ so u ppl actually got the whole thing recorded right?? it will be great if u can convert it into comp playable format~~ KEN http://members.home.net/lolo603/BadBadtzMaru.gif -Engineering Rules- Posted by DeadlyRaveNeo on 03:27:2001 08:35 AM: quote: Originally posted by LOLO: DeadlyRaveNeo: i didn't have too much time for internet these days~~ i'll check the tournament forum more often i guess~~ hehe... Twelve kick u guys' asses eh?? hehe... that should be fun~~ so u ppl actually got the whole thing recorded right?? it will be great if u can convert it into comp playable format~~ KEN <IMG SRC="http://members.home.net/lolo603/BadBadtzMaru.gif"> -Engineering Rules- I wasn't there man, I'm not part of Toronto's elite SF3 gamers. hehe, far from it actually. Jason's 12 was amazing, I bet you won't see this shit anywhere else, triangle jumping etc, and everything happens so fast, also there were challengers that I haven't seen before like that guy who uses Elena (and really good as well) and constant Tengu Stone juggle all the time from some other guy. Posted by TexMex on 03:27:2001 09:15 AM: what are some good Yun strats? Easiest way to combo into his Gen'ei Jin? Damaging combos? If you already went over this sorry, could I get a pg number? Posted by LOLO on 03:27:2001 09:26 AM: quote: Originally posted by DeadlyRaveNeo: I wasn't there man, I'm not part of Toronto's elite SF3 gamers. hehe, far from it actually. Jason's 12 was amazing, I bet you won't see this shit anywhere else, triangle jumping etc, and everything happens so fast, also there were challengers that I haven't seen before like that guy who uses Elena (and really good as well) and constant Tengu Stone juggle all the time from some other guy. lol... cool... i have seen a guy using Twelve down in Brimley Eglington before~~ in VA~~ he's a black guy~~ dunno if it's the Jason u are talking about~~ it's kinda sad coz only Asian ppl knows me~~ they know there's a Ken who always go to Lovegety Station for 3rd Strike~~ but some of them have nvr seen me before~~ they just saw my name in the record~~ Score: 6 000 000 w/ M.S.F. as a final grade~~ it's just too easy to get M.S.F. w/ Makoto~~ hehehe... (guess i show off too much, Oops) KEN http://members.home.net/lolo603/BadBadtzMaru.gif -Engineering Rules- Posted by Sabin on 03:27:2001 10:02 AM: quote: Originally posted by Buktooth88: Hey guys, I've been playing this game quite a bit over the weekend so... Are there any good applications for Ibuki's DP+P move? I know you can throw a knife or super during it, but it seems so slow and obvious.... I don't see Ibuki's flip move being used that much either - the only time I see Ibuki players use it for getting in a better position to do air-knife super. quote: What are Ibuki's best combos? Not being the very imaginative type, I just use these two: c.roundhouse, s.roundhouse, then s.roundhouse to juggle then super jump. (any good followups to the chase jump? I just land and throw. :P) After the stand rh, you can cancel that into a hyperjump to go for a 2 hit airchain. I believe her airchain from there is jumping Fierce -> Forward? I could be wrong since I don't play Ibuki that much, but she gets a lot of play where I am at. Ibuki's most powerful (non super, non EX) combo is quite simple, actually: Jumping Fierce, s.forward, into Raida. As you would probably know, she has a lot of combos, but most of them don't hurt that much. quote: What's good to do after an EX DP+K? Besides a knife super, of course. You can pressure with her 2 hit chain when you are coming down (I am not sure what it is, but I believe it's j. jab -> fierce), again, I could be wrong,) But it won't do much good, since she is unable to combo after her EX DP (unlike 2i) all it does is increase the pressure. [/quote] Any good applications for: Her f,f dash? I mainly use it while my opponent is down to add some confusion. Occasionally after her qcf+k dash too. [/quote] I don't see Ibuki's dash used much, unless the opponent is knocked down. You have the right idea tho..when someone is knocked down, you should dash b/f at least once to confuse the opponent.. Ibuki's dash move (is it her qcf+k)? is very good, however, and sets up a intresting mind game. You can do stuff like s.fwd (blocked) into the dash move, then throw them. Eventually, when they start catching on and try to tech hit you, try stuff like a occasional Raida, or a EX Uppercut into knife super to keep your opponent guessing. Works quite well, and it's totally in your favor.. quote: Her f+roundhouse? Her f+roundhouse is like her highest priority move IMO, and is definetely underused. It stuffs a lot of limbs and beats moves straight up (most notable example being Ibuki's f+rh beating Chun's low rh (!) This isn't a move you should stick out randomly - it should be used as a counter move mainly - like, wait for someone to poke, then counter with f+rh, it's really good. quote: Her f+forward? Good follow-ups, too? Her f+forward is a decent move, but it shouldn't be abused because of the lag it has before it hits..if you abuse it too much, you risk eating a DP..or whatever..One good thing about this move is - from a distance, it is unparryable. Even if you parry it, you can not hit her afterwards - she will just be able to block whatever you do. If Ibuki does it deep tho, you'd be able to throw/kara throw her, but that's about it. That move should be used for the sole purpose of advancing torward the opponent (it puts you in a good position to pressure with Ibuki's standing jab, for example.) If you have super #3 handy, you can combo the super off of the f+forward quote: Finally, what are her best normals? Thanks in advance. [/B] Best normals..Hmm. I've already listed some, but I'll list them again. - Standing Jab is her best pressure move at close range. It has VERY high priority, and it's hard to stuff at close range. Use this to annoy the opponent if anything - and then let them try to counter so you can get a free combo. You can parry this low however, but it's hard to retaliate when you do.. - Her F. Roundhouse, for reasons I already mentioned. - Her F. fwd. - Low forward is good, too. Hope this helps! - Arturo Posted by Buktooth88 on 03:27:2001 12:11 PM: Hey thanks Sabin and Scuddman! Just so you know Sabin, there was some guy from Texas at SVGL the other day who was talkin about you like you were his idol. This is really broad, but I really like Elena's normals... her specials aren't much to write home about. What are your fave normals? I really like b+rh against offensive chars like Ibuki and Dudley, and f+rh when I take up the offense. s.fw seems to have a LOT of priority. f+fw is basically my whole Elena game. I mix a WHOLE lot of these and c.fw's, and DP+k when I anticipate a retaliation. I basically only use c.str to combo into super #1 (the only super I use). I THINK c.rh will go under fireballs, but Elena will probably get hit anyway on the way back up. Confirmation? Any comments? Also, what are her best jumping attacks? I use j.fw and j.fierce most of the time. For anti-air, I use dp+k and c.fierce, anything better? Posted by Dr. Deelite on 03:27:2001 12:18 PM: About Urien's unblockable Aegis Reflector setups... Just because an AR is behind the opponent doesn't make it unblockable. If you throw a reflector behind them and push them into it, whether it be by stab kick, Chariot Rush, etc., they CAN block it if they blocked what you pushed them into it with. What makes the reflector unblockable is setting it up so that Urien is on one side sticking out an attack, and the reflector is on the other side. These things need to happen BEFORE they start blocking. Urien needs to stick out the attack, whatever it may be, so that it is meaty (meaning that the opponent gets up into the move, not that the opponent gets up, and then you hit them). There are a number of ways to set this situation up. The easiest is to land a nuetral throw, then toss out a jab AR as they fall, charge down during super flash, then fierce Headbutt over them as soon as the super ends. When they wake up, make sure you have a meaty jab waiting for them. They can roll out of this, but most people will screw up the roll, since it's after a nuetral throw, and they have to roll near or during super flash, which, just like parrying an instant super up close, is hard to do. Off a crouching fierce launcher, there are two main ways of setting it up. One, land a crouching fierce, juggle with an EX Headbutt, juggle with a jab headbutt, land and throw a jab AR, fierce headbutt or roundhouse Kneedrop over their body, and wake them up with a meaty jab. This will be screwed up if they roll. Two, land the crouching fierce, juggle with an EX Headbutt, take one step forward, juggle with crouching fierce, and cancel the first hit of the crouching fierce into a strong AR, then dash forward. Since you hit them with a normal during a juggle, they will flip out and land on their feet...into Urien's meaty jab on one side, the Aegis on the other. This is not avoidable, and this is the setup that was originally dubbed the FAS. Of course, it's the best, but also the hardest to do. Adverse Solutions has some more setups, since he's insane, but those are the ones I use. The most interesting he's come up with is a setup where you eventually combo into a Violence Kneedrop off a reflector, which he told me about on IRC, which I promptly blocked from my mind. Ask him for more, if interested. He's also got a big Urien FAQ on gamefaqs, but I don't think it's been updated in a while. Posted by Combo Master on 03:27:2001 12:55 PM: When you parry, do you have to tap forward and then hold forward right when you're about to get hit? If not, then please let me know. I'm always finding myself messing up my parrying . "The answer is only important if you ask the right question!" Combo Master JJ's Fighting Game Realm Posted by scuddman on 03:27:2001 01:31 PM: Hmm, that helps a lot Dr. Deelite, in my understanding of the setup. Yes..an attack must be done at the same time for it to be unblockable, a key point I missed. As for parries, you only need to tap toward, you don't need to hold the direction. In fact, if you want to parry again, I think you have to hit neutral first. Posted by elffzero on 03:27:2001 01:51 PM: speaking of unblockable setups, what are oro's for his yagou dama? i'm kinda bummed about the whole combo system change from SF3 to SF3S it killed all my cool yagou dama combos.. *sniff* oh well gotta keep with the program i guess.. still my fave is the original SF3.. anyone else have personal preferences? Posted by scuddman on 03:27:2001 03:51 PM: I hated the original sf3. I was good at that game too, but I had a harder time using Ken. Also, for all of you that have ever complained about Chun Li..she was nothing compared to the nightmare that was Ibuki. Her crouching strong stuffed everything (like Chun's sweep) and was BUFFERABLE into her Hashin Sho super. The hashin sho was a charge max 2 and had LESS charge time than Ken's Shippu Jinrai Kyaku super. On top of that, it set up her infinite. ANd it was a Monkey's infinite. It was just roundhouse into roundhouse over and over. And Oro... cheap as nails. I was afraid of Tengu stone users. It was like Uroburous except better. Posted by elffzero on 03:27:2001 05:25 PM: yeah ibuki was on crack.. her infinite is kinda taboo with my friends.. we usually just go until the guy is dizzy then stop after that. and the hashin sho was definately over powered. and yes a stoned' oro was nigh invincible. not to mention 40+hit 100% dizzy combos. but it reminded me of classic SF though.. just 8 chars. no secrets and a few flaws.. an no friggen akuma.. i hate that guy.. seriously.. Posted by Dr. Deelite on 03:27:2001 09:40 PM: quote: Originally posted by elffzero: an no friggen akuma.. i hate that guy.. seriously.. I agree. Kill that bastard. And no problem, Scuddman. Urien's my baby. I hated SF3:NG. Ibuki and Yun were total bastard bitchfaces in that game. They're still bastard bitchfaces in SF3:3S, but it takes a lot more work now. Posted by Arma^ on 03:27:2001 09:52 PM: Cheers for the AR tactics guys Arma Posted by LOLO on 03:27:2001 10:13 PM: quote: Originally posted by Combo Master: When you parry, do you have to tap forward and then hold forward right when you're about to get hit? If not, then please let me know. I'm always finding myself messing up my parrying . just tap forward at the moment before u got hit~~ no need to hold~~ u have to have ur joystick back to the original (middle) position before tapping forward again to parry the next attack~~ KEN http://members.home.net/lolo603/BadBadtzMaru.gif -Engineering Rules- Posted by mopreme on 03:27:2001 10:24 PM: quote: Originally posted by Sabin: Her f+forward is a decent move, but it shouldn't be abused because of the lag it has before it hits..if you abuse it too much, you risk eating a DP..or whatever..One good thing about this move is - from a distance, it is unparryable. Even if you parry it, you can not hit her afterwards - she will just be able to block whatever you do. If Ibuki does it deep tho, you'd be able to throw/kara throw her, but that's about it. - Arturo[/B] This isn't exactly the case. Alot of people can't really do much except throw if they parry it, but characters with good supers, namely Ryu with his Shinshoryuken, can always hit Ibuki after parrying that little hop kick move. You just have to be really fast at doing the super. You have to pull off the super without her advancing any frames after the parry, or else she will land and be able to block. Posted by Arma^ on 03:29:2001 05:08 AM: About Urien's Aegis Reflector again.. I've got the hang of all the other FAS setups... I was messing around and tried to come with something new - The combo I found was this (bear in mind I'm new to 3S and this might not be true to FAS) Ok.. Crouching Fierce, EX Headbutt, Jab Fireball XX Fierce AR, use Fierce Kneedrop to get over the other side of the body then wake up with a meaty jab combo etc... Arma Posted by Arma^ on 03:29:2001 05:11 AM: About Urien's Aegis Reflector again.. I've got the hang of all the other FAS setups... I was messing around and tried to come with something new - The combo I found was this (bear in mind I'm new to 3S and this might not be true to FAS) Ok.. Crouching Fierce, EX Headbutt, Jab Fireball XX Fierce AR, use Fierce Kneedrop to get over the other side of the body then wake up with a meaty jab combo etc... Arma Posted by LOLO on 03:29:2001 05:23 AM: quote: Originally posted by Arma^: About Urien's Aegis Reflector again.. I've got the hang of all the other FAS setups... I was messing around and tried to come with something new - The combo I found was this (bear in mind I'm new to 3S and this might not be true to FAS) Ok.. Crouching Fierce, EX Headbutt, Jab Fireball XX Fierce AR, use Fierce Kneedrop to get over the other side of the body then wake up with a meaty jab combo etc... Arma lol... a double post~~ hehehe... yes ur very works fine when VS-ing most characters, but definitely not Elena~~ she just falls too damn fast, ur Electric Ball after ur EX Headbutt is gonna miss~~ what i do is an another Headbutt, then Jap AR right away~~ ppl can still do the recovery roll (ppl can probably do recovery roll in all unblockable setup)~~ ur setup is cool~~ the electric ball move coz a delay on their falling time~~ which is extremely helpful~~ but ur Kneedrop is just too slow so it kinda balanced out the time~~ KEN http://members.home.net/lolo603/BadBadtzMaru.gif -Engineering Rules- Posted by Arma^ on 03:29:2001 05:26 AM: Just realised this would actually be easy to roll out of Arma Posted by Arma^ on 03:29:2001 05:44 AM: Just realised this would actually be easy to roll out of Arma Posted by Adverse Solutions on 03:29:2001 06:14 AM: ::Wakes from week-long post-finals slumber:: gghh...ghh..zuhhh...ahem! Ok, that combo that Dee-lite was talking about basically goes like this: c.jab, c.jab into short shoulder ram, c.fierce into roundhouse knee drop, they hit the reflector one more time as they drop, you jab reflector, MP headbutt to the other side. Oh and that jab fireball into fierce reflector shit is pretty nice... Props to all deeze/back to sleep, AdSo Posted by LOLO on 03:29:2001 07:45 AM: quote: Originally posted by Adverse Solutions: ::Wakes from week-long post-finals slumber:: gghh...ghh..zuhhh...ahem! Ok, that combo that Dee-lite was talking about basically goes like this: c.jab, c.jab into short shoulder ram, c.fierce into roundhouse knee drop, they hit the reflector one more time as they drop, you jab reflector, MP headbutt to the other side. Oh and that jab fireball into fierce reflector shit is pretty nice... Props to all deeze/back to sleep, AdSo for the reflector combo, it doesn't usually hit the reflector after the Kneedrop~~ in fact that only happens to Elena and Q since they fall funny~~ for other characters, they'll just fall on the ground after the Kneedrop~~ KEN http://members.home.net/lolo603/BadBadtzMaru.gif -Engineering Rules- Posted by Arma^ on 03:29:2001 08:59 PM: Grr silly double posts I tried the combo I sugguested out on a few ppl - seemed to work fine on ppl like Ryu... or at least - the AR was one side and I was the other following the heavy kneedrop and managed to hit them with a meaty jab as they woke. Arma (Hoping it doesn't double post again) Posted by LOLO on 03:29:2001 09:04 PM: quote: Originally posted by Arma^: Grr silly double posts I tried the combo I sugguested out on a few ppl - seemed to work fine on ppl like Ryu... or at least - the AR was one side and I was the other following the heavy kneedrop and managed to hit them with a meaty jab as they woke. then that's good Arma^~~ damn i have been thinking about ur combo last nite~~ and that damn thing appear in my dream~~ seems possible, but defeatable~~ hehehe... KEN http://members.home.net/lolo603/BadBadtzMaru.gif -Engineering Rules- Posted by elffzero on 03:29:2001 09:41 PM: i was just playing around w/ necro and i noticed something weird about his standing sp. it's super cancelable but not special cancelable? does anybody else have any normal like that w/ weird properties? but it sets up some cool combos though like a neutral throw in the corner to sp xx electric storm. and b+rk,sp xx electric storm.. or b+fp,sp xx elec.. you get the idea.. but i remember it being cancellable in other games though.. right now i'm practicing on my DC if that makes a difference.. Posted by DeadlyRaveNeo on 03:29:2001 11:15 PM: normals with weird properties... hmmm, I dunno if this counts as normal but - Yang's strong, fierce , back+fierce combo actually hits a crouching Chun-Li, where as Yun doing the same combo on her would whiff. That's a plus since a crouching Chun-Li is probably one of the hardest defense in the game to breakthrough. - Twelve's crouching roundhouse must be parried multiple times but it only hits once. - The fact that Sean's normals have better priority than his specials ;P Posted by EDDIE WILLIAMS on 03:29:2001 11:24 PM: quote: Originally posted by Buktooth88: besides Q, who has taunts that are worth using? Does anybody else have a taunt with a cumulative effect? Hugo's has the same effect as Q's ew Posted by Arma^ on 03:30:2001 07:10 AM: quote: Originally posted by LOLO: then that's good Arma^~~ damn i have been thinking about ur combo last nite~~ and that damn thing appear in my dream~~ seems possible, but defeatable~~ hehehe... [b]KEN -Engineering Rules- lol! That's quite funny.. Yeah I'm sure it will only work on a few ppl - Found if you let the super cancel go a bit later you get more chance of catching them either side Arma [This message has been edited by Arma^ (edited 03-29-2001).] All times are GMT. The time now is 11:04 PM. Show all 230 posts from this thread on one page Powered by: vBulletin Version 2.2.4 Copyright © Jelsoft Enterprises Limited 2000, 2001.