Forums - Post your best(and flashy) 3rd strike combos here! Show all 32 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) -- Post your best(and flashy) 3rd strike combos here! (http://www.shoryuken.com/forums/showthread.php?threadid=22804) Posted by MeelJ 2 on 06:03:2001 11:47 PM: Post your best(and flashy) 3rd strike combos here! Post away!!!!!!!!!!!!! I dont know that many good ones myself but here are some of the few I know of..... Akuma: In the corner, jump foward, HP, Overhead, Crouch MK, LK hrricane kick, HP shoryuken, metsa gou hadou, Shoryuken (LP I think), Metsa Gou Hadou, LK Hurricane kick, HP shoryuken You can change HP shoryuken into HP, HP shoryuken I think if your fast enough, I also think you can jump do a certain punch(not for sure) into Hurricane kick again..but I'm not for sure on this.... I think you can combo his Shin Goku Satsu... Jump in,HP, HK, SGS Chun-li: Well its not really impressive..but I like! I havent done this in a while....so ill have to make sure it works Jump in either with two HP or HK, back MP, Fireball, cancel into her kikou-sho or kick combo I think you might(BIG might) throw in either a crouching LK or MK before the MP.....But I'll have to check....(my boot disc for imports isnt here right now) I call this the pimp smack combo lol! EDIT: If you do that chun-li combo in the corner you can juggle afterwards..... Posted by MeelJ 2 on 06:04:2001 02:45 AM: Um...anyone know any combos? Posted by Jason on 06:04:2001 03:08 AM: Dudley: j.hk, hk XX ex machinegun punch, lp machinegun punch, mk dashing uppercut XX corkscrew blow. my all time favorite. the corkscrew blow does squat damage . . . I don't care. there's lots of other stuff you can do after the ex machinegun punch (c.hk in the corner . . . umm other stuff) I think there's a video over at fighters.net. Posted by MeelJ 2 on 06:04:2001 04:17 AM: quote: Originally posted by Jason Dudley: j.hk, hk XX ex machinegun punch, lp machinegun punch, mk dashing uppercut XX corkscrew blow. my all time favorite. the corkscrew blow does squat damage . . . I don't care. there's lots of other stuff you can do after the ex machinegun punch (c.hk in the corner . . . umm other stuff) I think there's a video over at fighters.net. Sounds nice..gotta try it out later.... Posted by dredgulus on 06:04:2001 04:37 AM: I have one for Remy: Jump in H.punch> CR.L.punch> cr.L.kick> xx ex(sonicboom?) xx Supreme Rising Rage Flash. Someone give me the name of Remy's pseudo-Sonic boom. Posted by NIN_DJ_Vicious on 06:04:2001 07:20 AM: cool combo's all, i must try em, im just start playing 3rd Strike.. does any one know kick ass combos with : Ken, Makoto, Ibuki, and Chun-li , im pretty sure these are a characters i want to master/excell with first.. thanks for tha combos!!! peace!! Posted by BillyKane on 06:04:2001 04:16 PM: Ibuki: LP, MP, HP, EX "Rising Kick" XX SA1 Chun-Li: Back + MP (or Low + MK, that's easier) XX SA2 XX Super Jump HP, HP Makoto: HP XX SA2, HK Axe Kick, HP Hayate, MP Hayate (+ Special Taunt ) Ken: Jump-in HP, MP, HP, EX Hurricane Posted by MeelJ 2 on 06:04:2001 05:08 PM: quote: Originally posted by NIN_DJ_Vicious cool combo's all, i must try em, im just start playing 3rd Strike.. does any one know kick ass combos with : Ken, Makoto, Ibuki, and Chun-li , im pretty sure these are a characters i want to master/excell with first.. thanks for tha combos!!! peace!! You dont need to learn combos for chun-li...her regular moves do just fine...basic ones are nice to know though....and always use her second SA (Houyoku Sen) Here are some basics I know for Ken... Jump towards, HP, MP, HP, Shoryuken or Hurricane kick Jump towards, HP, crouch LKx3, Hurricane kick You can also jump foward and do EX hurricane kick in mid-air EX hurricane kick again, Shoryuken, cancel into shoryureppa It's kinda flashy...... I dont know any (good) Makato stuff...I just know that people try to combo in here dash punch, command grab and repeat... Posted by shin srwilson on 06:04:2001 05:31 PM: I will post some Gouki combos later when im not being charged for being on here. Posted by NIN_DJ_Vicious on 06:04:2001 08:06 PM: quote: Originally posted by BillyKane Ibuki: LP, MP, HP, EX "Rising Kick" XX SA1 Chun-Li: Back + MP (or Low + MK, that's easier) XX SA2 XX Super Jump HP, HP Makoto: HP XX SA2, HK Axe Kick, HP Hayate, MP Hayate (+ Special Taunt ) Ken: Jump-in HP, MP, HP, EX Hurricane i may sound stupid, but for Ibuki , whats the rising kick MOTION, is it DP ? , and for makoto whats the motion for axe kick ? ...also whats SA1 and SA2 ? sorry, me dummy (duh) Posted by NIN_DJ_Vicious on 06:04:2001 08:08 PM: oh i seem to have forgotten my manners.. thanks for your help billykane HEY! HEY !HEY! Posted by MeelJ 2 on 06:04:2001 08:41 PM: SA= SUPER ART Posted by BillyKane on 06:04:2001 09:57 PM: No sweat man, we all were beginners once. As someone said, SA = Super Art and XX = super cancel Ibuki's "EX rising kick" (not the actual name) is DP+ KK (2 kicks to make it EX because you can't combo off the regular version). Makoto's Axe Kick is qcb+ K. Hope that helps . Posted by LOLO on 06:04:2001 10:31 PM: quote: Originally posted by MeelJ 2 Um...anyone know any combos? Yun's Genie Jin combo should be flashy enough... actually i think Oro's combo is the coolest... but he is one of the lamest characters... >< Posted by MeelJ 2 on 06:09:2001 12:52 AM: BUMP! Posted by SlimX on 06:09:2001 01:51 AM: Now now, BillyKane. You might want to mention that HP, Abare with Makoto is only possible when backed near the corner. =) Oh, and I assume you meant to say to juggle with MK axe kick, not HK axe kick afterward. HK axe kick knocks down. I don't want to post any of my best looking combos (since I'm STILL working on making a combo video) but here's a nice one: Elena In/near corner - Jump-in RH, low MP, EX spin scythe, juggle with EX rhino horn, juggle with WK scratch wheel, juggle with Spinning Beat Enjoy. Posted by DeadlyRaveNeo on 06:09:2001 04:57 AM: quote: Originally posted by LOLO Yun's Genie Jin combo should be flashy enough... actually i think Oro's combo is the coolest... but he is one of the lamest characters... >< nooooooooooooooooooooooooooooooooooooooooooooooooo oo!! don't diss Oro, he's the coolest character ever. hehe I should bring back my Oro avatar or something. As for cool "combos" here are what I think are the coolest ones: (in no particular order) 1.] As LOLO said, Genei Jin combos 2.] Yang's Seie'enbu combos (but only in 2nd Impact, in 3rd Strike its hard as hell to pull off, the only practical one to do is repeated jab slashes in 3rd strike) 3.] Necro, throw into standing MP into Magnetic Storm. hehe, who else can attack after a throw besides Necro and Remy? and Remy's throw does little damage 4.] Dudley juggles are crazy since he can easily Jab reset to setup then launch you again. ouch 5.] Tengu Stone combos rule, IMO any Oro combo looks cool, hehe. ok I sound like a scrub not being specific about combos but I'm tired now, so I'll probably most more in detail later. Posted by SlimX on 06:10:2001 09:53 AM: A couple things, Neo. 1) The Necro throw, standing MP, Magnetic Storm isn't a true combo. The super can be parried. Use down-back HP instead of MP to make it a real combo. 2) The following characters can combo off a throw: Necro Hugo Ken Remy Yun Urien (if you used an Aegis first) Posted by MeelJ 2 on 06:10:2001 04:43 PM: Slim X, are you entering the midwest tourney? Posted by SlimX on 06:11:2001 01:06 AM: Yeah. Posted by MeelJ 2 on 06:11:2001 01:39 AM: Who ya gonna use in 3rd strike? Posted by SlimX on 06:11:2001 04:11 AM: Probably Urien, though maybe some Dudley and Elena too. Posted by NerenatwaH on 06:11:2001 04:30 AM: Ryu: In corner (stun) s.fierce->EX Tatsumaki->shinkuu hadoken->EX geri kick->walk back a lil->s.strong->s.medium->UOH (universal overhead)->f+strong->UOH->shinkuu hadoken. There are a lot like this. If it's on Dreamcast you could mess around with the directions mode and make even more crazy ass juggles with the shinsho. and denjinn all together. More combos later. Posted by MeelJ 2 on 06:11:2001 07:32 PM: quote: Originally posted by SlimX Probably Urien, though maybe some Dudley and Elena too. Well, where I'm from, there isnt much Urien players. What should I basically watch out for? I'll use either Q or Chun-Li. Posted by SilverGear on 06:11:2001 07:49 PM: Q! quote: Originally posted by MeelJ 2 I'll use either Q. Alright now you're talking! While Q isn't a combo machine he is one hell of a power-house Just remember these following short but sweet combo's of his: Ex Rushing Head Punch > Standing Roundhouse Rushing Head Punch XX Critical Combo Attack (SA #1) Rushing Head Punch XX Deadly Double Combination (SA #2) Their so simple and yet so good. I love Q Posted by MeelJ 2 on 06:11:2001 07:55 PM: Re: Q! quote: Originally posted by SilverGear Alright now you're talking! While Q isn't a combo machine he is one hell of a power-house Just remember these following short but sweet combo's of his: Ex Rushing Head Punch > Standing Roundhouse Rushing Head Punch XX Critical Combo Attack (SA #1) Rushing Head Punch XX Deadly Double Combination (SA #2) Their so simple and yet so good. I love Q Jump in Fierce punch, MK, EX Slap happy Command throw, EX rushing head punch, Roundhouse Jump in Fierce punch, Mk, rushing head punch-cancel-SA 1 I like Q too. Posted by SilverGear on 06:11:2001 08:22 PM: Re: Re: Q! quote: Originally posted by MeelJ 2 Jump in Fierce punch, MK, EX Slap happy Command throw, EX rushing head punch, Roundhouse Jump in Fierce punch, Mk, rushing head punch-cancel-SA 1 I like Q too. While those combos are nice (they do great damage) I rarely use them since I believe Q should be grounded and never in the air. However when I am in the air I use Jumping Forward Kick. But hey different strokes for different folks The Command Throw > Ex Rushing Head Punch > Roundhouse is a very nice combo and requires good timing. However I'm lazy so I just substitute the Ex Rushing Head Punch > Roundhouse with a Double Deadly Impact more damage for less effort lol. Anyways props to you bro. It's always good to see a fellow Q player! Posted by EVIL5150 on 06:11:2001 08:38 PM: Ultimate Makoto combo!: RK.Kick super, RK.Kick super, jumping axe, fp hayate, c.rk. (this works on anyone Ryu sized or bigger) or if you're stuck in a corner and don't think you can catch them coming down after the first super: SK.Kick super, dash under, RK.Kick super, jumping axe, fp hayate, c.rk (this one supers them back into the corner you were in.) For coolness points you can combo a SK.Kick super after standing fierce if you are close enough to your own corner. which means you can also get jumping rk,s.fp, super, etc. or choke,s.fp, etc. Oro was some pretty wack combos too j.rk, s.sp-xx-qcf+k, s.sp-xx-qcf+k, s.sp, grab super command, j.grab super. (the trick is to cancell the strong after the first hit.) Posted by SlimX on 06:11:2001 09:23 PM: MeelJ: To fight Urien, don't jump. =) And don't do an uppercut move unless you know it's going to hit. That's some good advice. Posted by Ghaleon24 on 06:11:2001 10:57 PM: Remy- get em in the corner with high/low sonic booms and qcb+k...neutral throw (3hits), super sonic boom, super sonic boom. some of the last booms won't connect, but it's pretty. you can also do a roundhouse flash kick after the first super. more- jump fierce, c. jab punch, c. short kick, jab boom, med. flash kick. Hugo- jump med kick (knee), c.light kick, jab clap (qcb+p), clothesline(qcf?+k). parry the get up attack and do a 360 throw. more- s.fierce(elbow), c. light kick, qcb+med/fierce kick (wall throw), into super art II(moonsault press) Posted by Onny on 06:11:2001 11:29 PM: quote: Originally posted by BillyKane Makoto: HP XX SA2, HK Axe Kick, HP Hayate, MP Hayate (+ Special Taunt ) how do you connect after the HK axe kick? surely you mean MK axe kick.. or is there something i'm missing with her? and does her special taunt after the hayate give her any bonuses? cheers. quote: Originally posted by SlimX To fight Urien, don't jump. haha, too true Posted by MeelJ 2 on 06:12:2001 12:24 AM: quote: Originally posted by SlimX MeelJ: To fight Urien, don't jump. =) And don't do an uppercut move unless you know it's going to hit. That's some good advice. OK, thanks. All times are GMT. The time now is 10:01 PM. 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