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-- Third
Strike fans unite
(http://www.shoryuken.com/forums/showthread.php?threadid=23487)

Posted by Shin Piccolo on June 7th, 2001 12:12 AM:

Third Strike fans unite

Seeing as Third Strike seems to be increasing in popularity, I thought that
the time was right to start up a momoth Third Strike thread. We can discuss any
and everything concerning Third Strike from grades, combos, strats, anythang.

I'll start off. Who do you think is top tier?

Cheap ass tier

Gill. Tons of priority, range, good recovery, cheap supers, no weaknesses
what so ever.

Top tier
Alex- Strengths: High damage and stun, great
range and a quick dash and jump.
Weaknesses: Big target- easy to combo off
of.

I don't actually believe I like a grappler. He's got decent anti air
attacks, deals out damage like hell and has very effective supers. Stun Gun
headbutt can punish wiffed moves and his Hyper bomb has real good priority. Not
to mention he has a good dash and kool win poses Did
anyone say Kara Cancel???

Gouki-Strengths: High damage, easily comboed
moves and a sick mixup game.
Weaknesses: Very low stamina and stun gauge

The guy everyone loves to hate. Gouki is finally not overpowered. He has
effective supers, dive kick for setting up supers and is a good juggler. He
takes damage as quick as E Honda eats chicked pies. Against characters like
Alex, Gouki would perhaps have a hard time, especially as he has a short stun
bar.

Dudley-Strengths: Extremely strong, with range, speed, great mixups
and an absolutely hideous corner-juggle game. Awsome chains. And good stun game.

Weaknesses: Completely vulnerable to mid-range footsie pokes.

Dudley
is an extremely versalitle fighter. His cross counter is very good at dealing
with jumping opponets and can recovery quick enough if your opponent doesn't
attack in the air. His Ex moves are good but prone to sweeps. His ex machine gun
blow sets up some real nasty juggles and Dudley the old boy is suprisingly quick
on his feet. His chain combos deal good damage and stun. The problem with Dudley
is that he is prone to footsie encounters, Ken who has a vast number of pokes
and overheads is a particular nasty fight for the old chap. Dudley is also crap
in the air.

I'll continue with the tiers later when I'm not so tired.
Next I'll move onto the grades. Whats your highest grade? mine is an S++ with
Alex. The funny thing is, is that I've only been playing with Alex for like 2
weeks and I've been a shoto master for years and my highest grade with a shoto
is only an A++ theres irony for you. Has anyone got any Chun Li strats? I need
some effective combos with her.

Well remember if you want any advice on
characters, combos, tiers aboslutely anything to do with Third Strike come in
here. I'll try and answer all questions.

Peace
__________________
Watch your
thoughts; they become words.
Watch your words; they become actions.

Watch your actions; they become habits.
Watch your habits; they become
character.
Watch your character; it becomes your destiny.

Posted by NIN_DJ_Vicious on June 7th, 2001 12:21 AM:

im just getting into 3rd Strike!! its
bad ass!!, i think im instant fan, and i really want to get good at it!! i use
Ken, Ibuki, Matoko, and i plan on useing, Ryu, Yun and/or Yang, & Chun, i
really dont know what im doing, can ppl bust out some, ("not tooo hard to do/
but bad ass Damageing COMBOs") , mainly thoses characters i use, i dont mind if
u bust out combo for other ppl, but those up there are my main priority, i
appreciate tha help, thnx all
__________________
"There is
nothing there to believe...
Nor is there a need to believe... "

-Vicious

Posted by shin srwilson on June 7th, 2001 12:25 AM:

Pain is all i know on SF3 3rd strike and i dish it out tremendusly!
__________________
Im the most
EVIL Gouki player this side of the atlantic.
Give in to the Dark power of
Gouki!

Posted by n817azn on June 7th, 2001 12:35 AM:

I also agree that 3s is a bad ass game!!!!!!!!!!!!! I got it a long time ago
but am just getting into it now. I'm finally getting the timeing of the basic
combos down. The main problem i have is trying to combo into the super moves. I
usually use gouki or ryu. Gouki's is the only one i can do consistantly.(air
hurricane kick,uppercut super). Ryu's i've only connected twice c.mk,shin
hadouken, and also c.fp shin shoryuken. I love his uppercut super it takes off
mad damage, all i want to know is it really supposed to be that difficult to
complete his super after a combination of hits??

just as a note, i've
been waiting for a thread about 3S, so thanks alot man!!!!!!!!!!!!!

One more thing are there any good combo vids for just 3S????

n8

Posted by VenomFang on June 7th, 2001 12:38 AM:

In short, three more top tier contenders.

Hugo: Stand still. Parry
any physical attack. Throw.

Chun Li: Use her ungodly speed, range, and
priority. When they turtle because of your power, throw.

Yun: Pick his
custom combo super. You know what to do. If not, watch the Texas tapes.

-vf

Posted by shin srwilson on June 7th, 2001 12:39 AM:

N817 -Did you get my email with those little super canceling combo tricks on
for Ryu,Ken and Gouki?
__________________
Im the most EVIL Gouki player this side of the
atlantic.
Give in to the Dark power of Gouki!

Posted by Shin Piccolo on June 7th, 2001 12:51 AM:

quote:

Originally posted by NIN_DJ_Vicious
im just getting into 3rd
Strike!! its
bad ass!!, i think im instant fan, and i really want to get good at it!! i use
Ken, Ibuki, Matoko, and i plan on useing, Ryu, Yun and/or Yang, & Chun, i
really dont know what im doing, can ppl bust out some, ("not tooo hard to do/
but bad ass Damageing COMBOs") , mainly thoses characters i use, i dont mind
if u bust out combo for other ppl, but those up there are my main priority, i
appreciate tha help, thnx all

Do you know how to super cancel? well its basically
cancelling a special move into a super, looks kool but it does less damage than
doing a stand alone super. Heres some combos.

LP- Light punch

MP-Medium Punch
HP-Hard punch
LK-Light kick
MK-Medium kick

HK-Hard kick

Ken

1) Crouching MK, HP shoryuken, supercancel
into any super
2) Jumping HP, Standing MP, Standing HP, HP shoryuken, cancel
into super - this combo is hella damaging but a lil you might have to practice
this a bit.
3) Standing HP, HP, shoryuken, cancel into super, just an easier
version of the above combo.

Ryu

1) Standing HP, HP shoryuken,
cancel first hit into shinshoryuken
2) Standing HP, Ex jeri kick (boucny
kick), Ex hurricane kick in the air.
3)close standing medium kick, LP
shoryuken, supercancel into shinkuu hadouken.

Hope this helps, any
questions just give us a shout.
__________________
Watch your thoughts; they become words.

Watch your words; they become actions.
Watch your actions; they become
habits.
Watch your habits; they become character.
Watch your character;
it becomes your destiny.

Posted by waldo98 on June 7th, 2001 12:56 AM:

Finally, Third Strike is getting some attention on the Forums. MvC2 owns the
forums, but 3s is coming up. If I can only get parrying down, then I would be
straight....
__________________
AIM: WaLd098

Posted by NIN_DJ_Vicious on June 7th, 2001 12:57 AM:

Thanks shin piccolo ill try these out!, i'd also, like to check out some
matoko combo's, im very interested in her & im curious if she has great
effectiveness in tha game. i appreciate your help!
__________________
"There is
nothing there to believe...
Nor is there a need to believe... "

-Vicious

Posted by Shin Piccolo on June 7th, 2001 12:58 AM:

quote:

Originally posted by n817azn
I also agree that 3s is a bad ass
game!!!!!!!!!!!!! I got it a long time ago but am just getting into it now.
I'm finally getting the timeing of the basic combos down. The main problem i
have is trying to combo into the super moves. I usually use gouki or ryu.
Gouki's is the only one i can do consistantly.(air hurricane kick,uppercut
super). Ryu's i've only connected twice c.mk,shin hadouken, and also c.fp shin
shoryuken. I love his uppercut super it takes off mad damage, all i want to
know is it really supposed to be that difficult to complete his super after a
combination of hits??

just as a note, i've been waiting for a thread
about 3S, so thanks alot man!!!!!!!!!!!!!

One more thing are there any good combo vids for just 3S????

n8

Two crouching MK are you sure?

If your looking for
combo vids theres a good combo vid of Dudley doing his thang at Fighters.net
Other sites with Third Strike vids are rare try http://www.white-tower.net/ and
gamingmatrixonline.com for some vids. That should keep you busy for a while
__________________
Watch your
thoughts; they become words.
Watch your words; they become actions.

Watch your actions; they become habits.
Watch your habits; they become
character.
Watch your character; it becomes your destiny.

Posted by Arma^ on June 7th, 2001 01:03 AM:

I'm a Urien player myself and have been using him for quite a while now - if
you've got any question's i'll try to help you what if you wanna play with a 7
foot nappy wearing Gill following err fighter
__________________
Ikuze!

Posted by Shin Piccolo on June 7th, 2001 01:03 AM:

quote:

Originally posted by waldo98
Finally, Third Strike is getting
some attention on the Forums. MvC2 owns the forums, but 3s is coming up. If I
can only get parrying down, then I would be straight....

theres a parry faq at gamefaqs but its difficult to
understand. Parrying takes a lot of time to master, hell I've had the game for
ages and I'm not a parry master. Go into training mode if you got it on DC and
if you haven't got a DC go get one.
__________________
Watch your
thoughts; they become words.
Watch your words; they become actions.

Watch your actions; they become habits.
Watch your habits; they become
character.
Watch your character; it becomes your destiny.

Posted by Shin Piccolo on June 7th, 2001 01:09 AM:

quote:

Originally posted by Arma^
I'm a Urien player myself and have
been using him for quite a while now - if you've got any question's i'll try
to help you what if you wanna play with a 7 foot nappy wearing Gill following
err fighter

Ok hit me with some stuff on Uriean like strats and his
best super. I also wanna learn some Makoto maddness so can anyone help
__________________
Watch your
thoughts; they become words.
Watch your words; they become actions.

Watch your actions; they become habits.
Watch your habits; they become
character.
Watch your character; it becomes your destiny.

Posted by Shin Piccolo on June 7th, 2001 01:11 AM:

quote:

Originally posted by shin srwilson
Pain is all i know on SF3 3rd
strike and i dish it out tremendusly!

Ok lets see some of your Gouki combos and strats if you
dare reveal them
__________________
Watch your
thoughts; they become words.
Watch your words; they become actions.

Watch your actions; they become habits.
Watch your habits; they become
character.
Watch your character; it becomes your destiny.

Posted by Arma^ on June 7th, 2001 01:14 AM:

quote:

Originally posted by waldo98
Finally, Third Strike is getting
some attention on the Forums. MvC2 owns the forums, but 3s is coming up. If I
can only get parrying down, then I would be straight....

Fire up the training on the DC version and start SLOWLY
with stuff like Hadoukens before moving onto harder stuff like Ryu's Shinkuu
Hadouken Super Art or Uriens Super Art 1 (his Fireball thingy!). This should get
you started - having a regular VS partner helps also so you get used to
variation in characters and types of attack.

Someone sugguested
something quite useful in another thread - following a 1st round victory try and
spend the 2nd round not using blocks at all but attempting to parry everything
thrown at you. Whilst getting some good parrying practice in you don't have to
worry about losing the game It more
than likely gets you thinking about the other players strats also.

Hope
this helps.
__________________
Ikuze!

Posted by Onny on June 7th, 2001 01:23 AM:

what do you mean "at last a 3S thread"? the "3S tier" thread has been going
for a while now.. i think it's even got 100+ posts..

note that this game has quite tremendous damage reduction.. i.e, the
longer the combo the less damage each hit does. so although ryu's cr.MK into
shoryuken into shinshoryuken might look nice, it suffers greatly in the damage
department compared with a simple, clean shinshoryuken on it's own.

also
note that super bars aren't just for super arts.. they are for EX moves. some
characters' EX moves give them great advantages, so bear that in mind when you
choose a sa.

finally it is IMPORTANT that you learn which regular moves
are good in which situations.. in fact i would say that whne you are first
starting the game it is MORE important to learn about basic move properties for
your chosen character than it is to learn long comboes. you will benefit in the
long run.

hope i've been of some help.. i am by no means a master at the
game, but i remember how daunting it was to be confronted with 3S at first.

__________________
Your headband and that all-season Karate uniform! I can't be
mistaken!

Posted by n817azn on June 7th, 2001 01:24 AM:

srwilson: yep,yep i got the e-mail thanks a million man, i sent back a thank
you reply but i don't know if you got it or not........

piccolo: not 2
mk's, i was just saying i got it off twice.....c.mk,shin hadoukan.

n8

Posted by VruS on June 7th, 2001 01:32 AM:

some priceless ts moments =]

My friend played as urien and I as alex.
He did an aegis reflector in the middle of the screen adn started parrying
fireballs. I pulled out something I never done before. Ex hondstomp. K.o in an
instant. DAmn ex headstomp is fast =]

Mirror urien match. Both casted
reflectors. Both down to little life. Friend forgot with reflector is his ,
threw a fireball and reflected off my reflector, the closest one to him =]. K.O

Lol that one was funny.

Posted by Arma^ on June 7th, 2001 01:45 AM:

quote:

Originally posted by Shin Piccolo
Ok hit me with some stuff on
Uriean like strats and his best super.

Ok - I personally always opt to use Aegis Reflector due to
a number of reason but mainly due to options it provides. More about this later.
His SA II is handy also - SA I is not so bad but to be honest you might as well
stick with II or III as these can be mainly used in juggle combos.

Take
advantage of Urien's dash - it's nice and fast and covers long ranges. I
wouldn't use his universal overhead too much it comes out relatively slow and
doesn't cover much range at all - but again is always useful in a mixup game.

One use for his universal overhead is if you get an opponent trapped in
corner (whether if be from a throw or a knockdown), throw out a Jab Aegis
Reflector (AR) and as they get up into the AR use the overhead and the hits
start rolling in - launch the opponent with his c.fierce and you've got a free
air combo.

Combos

Generally I don't try and start combo's
from a jump attack but, from prefence, I look to combo from the air of a
j.fierce. Make use of his j.roundhouse also - large range and a decent (ish)
priority.

Also don't spend time trying to just constantly hit them with
c.fierce you'll get 0wned. Look for parry opportunities as his elbow is slow to
come and you can be thrown easily in the start up frames.

j.fierce, \/,
c.fierce, EX headbutt, fierce headbutt
j.fierce, \/, c.fierce, EX headbutt,
EX headbutt
j.fierce, \/, c.fierce, EX headbutt, (about a step forward),
c.fierce
j.fierce, \/, c.fierce, EX headbutt, jab/strong fireball (jab on
chars that fall faster like Dudley and Elena)

Super Art II

j.fierce, \/, c.fierce, EX headbutt, qcfx2+P
j.fierce, \/, c.fierce,
EX headbutt, jab fireball XX QCFx2+P
j.fierce, \/, c.fierce, fierce chariot
rush, jab fireball XX QCFx2+P
j.fierce, \/, c.fierce, EX headbutt, (about a
step forward), c.fierce (1 hit) XX QCFx2+P

There are a lot more combos
than this involving lots of chariot rushs etc. the gamingmatrixonline.com urien
movies are a pretty good start also.

I'm quite tired now so i'll get
back with my Aegis Reflector strats and his standard strats (use or normals etc)
later.

Did someone say FAS?

quote:

I also wanna learn some Makoto maddness so can anyone help

That would be my housemate then
__________________
Ikuze!

Posted by NIN_DJ_Vicious on June 7th, 2001 02:14 AM:

quick question..(kinda stupid but i just dunno)
Can you parry, during a
dash?
__________________
"There is nothing there to believe...
Nor
is there a need to believe... "
-Vicious

Posted by Onny on June 7th, 2001 02:22 AM:

quote:

Originally posted by NIN_DJ_Vicious
quick question..(kinda
stupid but i just dunno)
Can you parry, during a dash?

nope. you can't do anything.
__________________
Your headband and that all-season Karate uniform! I can't be
mistaken!

Posted by mixup on June 7th, 2001 03:01 AM:

Now if only all of the 3rd strike players lived in the same city....
This
is really a great game(my favorite of all time just on technique alone) I think
the coolest part of the game is when you really start to understand a certain
match-up and everything that could possibly happen during the fight and then the
parrying begins... that really makes for some great fights.
__________________
each moment
gives us an opportunity to become better than we already are.^ryu

Posted by will on June 7th, 2001 03:47 AM:

Just FYI, there's some good match videos of Urien and some other characters
(i.e. Necro, Yun, Ryu, Dudley) at this URL:

http://www.2ndsightconsulting.com/3rdstrike/

If you're interested, take a look. Those vids will be down soon and I'll
put new ones up, probably by Sunday.

Peace.

Posted by n817azn on June 7th, 2001 04:15 AM:

I have another question regarding combos. How on earth do you cancel quick
enough from a normal shoryuken to the super uppercut,(ken,ryu,.....) every time
i try to do it the uppercut just gos off and i can never get it to cancel. Could
someone explain how to do this please!!

thanx,n8

Posted by Joe Darque on June 7th, 2001 06:51 AM:

im glad to see that there are some 3S players still around. now that i can
get some help can any of you tell me what you know about Remy. the guy has great
potential. does anyone have any good combos with him?
__________________
Pride and
Honor are nothing more excses weak fighters use to justify why they are so
spineless.
JDX-0079

Posted by NIN_DJ_Vicious on June 7th, 2001 07:18 AM:

a little question about MATOKO : ok im wandering if you can do a Karakusa
into Seichuusen Godan-zuki (SA1) ? iz that possible ?
__________________
"There is
nothing there to believe...
Nor is there a need to believe... "

-Vicious

Posted by NIN_DJ_Vicious on June 7th, 2001 08:28 AM:

quote:

Originally posted by NIN_DJ_Vicious
a little question about
MATOKO : ok im wandering if you can do a Karakusa into Seichuusen Godan-zuki
(SA1) ? iz that possible ?

I dont to seem impatient but
i really want to know if this is posible or not, if anyone can attempt this and
give me an awnser ASAP that would be great, thank for tha help
__________________
"There is
nothing there to believe...
Nor is there a need to believe... "

-Vicious

Posted by NIN_DJ_Vicious on June 7th, 2001 08:36 AM:

oh my bad, i shouldnt use japanese terminology, id
be all to,
its like this, "Karakusa" - HCB + kick :A grab move with great range and
priority, .. into this,..-> "Seichuu Sengodan Tsuki" - QCFx2 + punch :
standard upclose high power combo super

does that help? HCB + K, ->
QCF,QCF + P
sorry
bout that whole karakusaw saka sengodantski BLAH BLAH!!

__________________
"There
is nothing there to believe...
Nor is there a need to believe... "

-Vicious

Posted by LOLO on June 7th, 2001 09:33 AM:

Re: Third Strike fans unite

quote:

Originally posted by Shin Piccolo
Seeing as Third Strike seems
to be increasing in popularity, I thought that the time was right to start up
a momoth Third Strike thread.

increasing in popularity?? really??
i dunno... ppl play
more 3S before... these days u can hardly find ppl playing 3S in arcade... but
it's a good game still yea...
__________________
- the
untouchable

Posted by Arma^ on June 7th, 2001 11:44 AM:

quote:

Originally posted by n817azn
I have another question regarding
combos. How on earth do you cancel quick enough from a normal shoryuken to the
super uppercut,(ken,ryu,.....) every time i try to do it the uppercut just gos
off and i can never get it to cancel. Could someone explain how to do this
please!!

thanx,n8

Buffering! I'll explain

Let's take at a simple form -> from a normal super cancel like
Hadouken into Shinkuu Hadouken with Ryu.

ok, standing at the opponents
feet, if you pull off a fireball motion you effectively entered a QCF motion
with a punch and the fireball comes out, now here's the trick, basically to
Super Cancel into the super you just need to enter another QCF+P, as the
previous QCF is already buffered in memory.

Essentially QCF+P, QCF+P =
QCF+P, QCFX2+P.

And this can be applied to anything. I often use Ken for
example, and just buffer into a super from a c.forward..... It might seem hard
at first but you'll get the hang of it.

As far as your main question
goes, it works exactly the same. once you enter the Shoryuken you've pretty much
done 2/3 of the QCF motion, so following DP+P, you've only gotta really do
another QCF+P in order to super cancel from the Shoryuken into the Super Art.

With Ken's fierce Shoryuken you can hit twice before the super cancel
into the Super Art.

Hope this helps!
__________________
Ikuze!

Posted by Onny on June 7th, 2001 11:57 AM:

quote:

Originally posted by NIN_DJ_Vicious
a little question about
MATOKO : ok im wandering if you can do a Karakusa into Seichuusen Godan-zuki
(SA1) ? iz that possible ?

it is possible, yes. but the super art will suffer greatly (in
terms of damage) from being tagged on the end like this. just do stand fierce
into EX hayate (qcf+P) instead.

__________________
Your headband and that
all-season Karate uniform! I can't be mistaken!

Posted by Onny on June 7th, 2001 12:11 PM:

quote:

Originally posted by will
Those vids will be down soon and I'll
put new ones up, probably by Sunday.

that would be awesome. i downloaded those other vids a
little while ago, and it was very interesting to see a decent necro play.. there
aren't many of them around
__________________
Your headband and that all-season Karate uniform! I can't be
mistaken!

Posted by Shin_Gallon on June 7th, 2001 05:38 PM:

I play Necro! ^_^ He rocks, he's the best parts of Dhalsim and Blanka rolled
into one. He's probably my second best character behind Alex, actually. One
reason I love 3rd Strike, I'm playing character types I've never played before
(Hugo, Alex, Necro) when I used to play nothing but Ryu/Ken/Guile/Nash.
I
favor Necro's Laser Storm SA, his Slam Dance is pretty good but the Storm has
better anti-air uses. If anyone can tell me why I'd want to use the Electric
Snake over those two, tell me, I can't make it useful for anything.
Anyway,
I love 3rd Strike, it's right behind Zero 2 as my all-time favorite Street
Fighter game.

Shin Gallon

Posted by shin srwilson on June 7th, 2001 05:49 PM:

N187-You cancel into the super Art as soon as you do the shoryuken immediatly
after doing the Shoryuken do the super Art you will get it eventually trust me
when you've done it once you'll do it again and again.
__________________
Im the most
EVIL Gouki player this side of the atlantic.
Give in to the Dark power of
Gouki!

Posted by Shin Piccolo on June 7th, 2001 10:13 PM:

After the exams does anyone from England wannna meet up for a huge gaming
session? It will be kool and with a little bit of luck on a DC and not an arcade
cause I suck at the arcades
__________________
Watch your
thoughts; they become words.
Watch your words; they become actions.

Watch your actions; they become habits.
Watch your habits; they become
character.
Watch your character; it becomes your destiny.

Posted by shin srwilson on June 7th, 2001 10:15 PM:

Me possibly i will have to see what happens.

A CVS match is a must if
we do ever meet!
__________________
Im the most EVIL Gouki player this side of the
atlantic.
Give in to the Dark power of Gouki!

Posted by 6 hits on June 7th, 2001 10:29 PM:

Hooray, some 3rd Strike rather than the limp Marvel 2.

Onyway, I have
quick question.

Does anyone have any good fake outs for getting Ibuki
close into an opponent to pull out some of her bigger combos? crouching-HK to
neutral-HK seems to work at medium range if the person is coming in for
something, but there seem to be large periods where I have real trouble getting
in close...

Any ideas?

Cheers.

Posted by Shin Piccolo on June 7th, 2001 10:37 PM:

Re: Re: Third Strike fans unite

quote:

Originally posted by LOLO

increasing in popularity??
really??
i dunno... ppl play more 3S before... these days u can hardly
find ppl playing 3S in arcade... but it's a good game still yea...

I was reffering to the popularity in the forms and not real
life I
don't actually go to the arcades to play SF games cause I need my Ascaii pad
otherwise I suck, suck bad!!!!
__________________
Watch your thoughts; they become words.

Watch your words; they become actions.
Watch your actions; they become
habits.
Watch your habits; they become character.
Watch your character;
it becomes your destiny.

Posted by shin srwilson on June 7th, 2001 10:50 PM:

At home i MUST use my DC customised joystick or i will suck too!
__________________
Im the most
EVIL Gouki player this side of the atlantic.
Give in to the Dark power of
Gouki!

Posted by Shin Piccolo on June 7th, 2001 10:53 PM:

Damn why is everyone asking questions about characters that I either want to
get good with or don't use

__________________
Watch
your thoughts; they become words.
Watch your words; they become actions.

Watch your actions; they become habits.
Watch your habits; they become
character.
Watch your character; it becomes your destiny.

Posted by shin srwilson on June 7th, 2001 10:56 PM:

Shin piccolo-Hmmm youve got a point i know this is a bit off topic but doesnt
it annoy you when you watch some of these USA CVS and SF3 3rd strike videos and
the top players always seem to use the characters which I and porbably you would
never use even if you were paid?
__________________
Im the most EVIL Gouki player this side of the
atlantic.
Give in to the Dark power of Gouki!

Posted by n817azn on June 8th, 2001 01:11 AM:

Thank you very much Arma!!!!!!!!!!!!!!!!!!!

I would always try to do
the whole super motion afterwords, i never knew that the first motion counted
towards it. Hopefully i will be able to pull it off now, the help is mucho app.

also thanks again to srwilson.

n8

Posted by Arma^ on June 8th, 2001 02:45 AM:

quote:

Originally posted by n817azn
Thank you very much
Arma!!!!!!!!!!!!!!!!!!!

I would always try to do the whole super
motion afterwords, i never knew that the first motion counted towards it.
Hopefully i will be able to pull it off now, the help is mucho app.

also thanks again to srwilson.

n8

No probs ^_^
__________________
Ikuze!

Posted by taelim77 on June 8th, 2001 04:59 AM:

quote:

Originally posted by NIN_DJ_Vicious
oh my bad, i shouldnt use
japanese terminology, id
be all
to, its like this, "Karakusa" - HCB + kick :A grab move with great range and
priority, .. into this,..-> "Seichuu Sengodan Tsuki" - QCFx2 + punch :
standard upclose high power combo super

does that help? HCB + K, ->
QCF,QCF + P

sorry bout that whole karakusaw saka sengodantski BLAH BLAH!!

you can connect anything after her command throw (qcb+k).
most used is fp, qcf+fp. it does good damage and stun. if you are in the corner,
you can do fp, SAII (mk). here is the break down:

qcb+k, fp, SAII mk,
super jump qcb+lk, qcf+fp x 2.

all that should do over half life bar
damage. if you are fast enough, you can do SAIII after the command throw and
connect her dash punch (qcf+p). i think this is the only way you can combo her
SAIII. the split second stun time after she release from her command grab
(qcb+k), you do SAIII immediately and dash punch. since SA freezes the time when
activated, you can combo in her SAIII. here is the break down:

qcb+k,
SAIII, qcf+p.

it doesnt do much damage (better and safer to do fp,
qcf+fp) but it looks cool.
__________________
Art of cheese is the only way of defeating
shenlong...hahaha

Posted by NIN_DJ_Vicious on June 8th, 2001 11:53 AM:

quote:

Originally posted by 6 hits
Hooray, some 3rd Strike rather than
the limp Marvel 2.

Onyway, I have quick question.

Does anyone
have any good fake outs for getting Ibuki close into an opponent to pull out
some of her bigger combos? crouching-HK to neutral-HK seems to work at medium
range if the person is coming in for something, but there seem to be large
periods where I have real trouble getting in close...

Any ideas?

Cheers.

hmm. im not exacly sure on ways to get her in to do bigger combo's
but ill try to throw out some ideas:

-jump in mk, lp, mp, hp, cqb+k(tap)
-" " mk, lp, mp, hcb+P

-(surprise) DP+P , (on other side) SAII
-DP+KK, (SAI) ..LOL..

-(this one is good some ppl dont expect this one)
RDP(B,D,DB+(K),then
SAI , need good timeing!
i hope that helps, Ibuki iz good stuff! i plan
to master her
__________________
"There is
nothing there to believe...
Nor is there a need to believe... "

-Vicious

Posted by Onny on June 8th, 2001 11:58 AM:

quote:

Originally posted by taelim77
if you are in the corner, you can
do fp, SAII (mk).

just to clarify; if you are in your own corner you can
do fp, saII

__________________
Your headband and that all-season Karate uniform! I can't be
mistaken!

Posted by LOLO on June 8th, 2001 12:21 PM:

Re: Re: Re: Third Strike fans unite

quote:

Originally posted by Shin Piccolo
I was reffering to the
popularity in the forms and not real life I
don't actually go to the arcades to play SF games cause I need my Ascaii pad
otherwise I suck, suck bad!!!!

lol icic...
yea i can understand about the controller
thingy...
i can only play in arcades w/ japanese cabinet... coz i sucks
using america controllers... ><
__________________
- the untouchable

Posted by n817azn on June 8th, 2001 04:37 PM:

I have one more question. I got the uppercut to super uppercut down now but i
just can't seem to get the fireball to super uppercut to come out(with ryu). Is
the there something different with the timing cuz no matter what i do it won't
come out. Could someone please help!!

n8

Posted by shin srwilson on June 8th, 2001 05:49 PM:

The timing is practically the same as canceling a shoryuken toa
shinshoryuken.
__________________
Im the most EVIL Gouki player this side of the
atlantic.
Give in to the Dark power of Gouki!

Posted by Arma^ on June 8th, 2001 06:06 PM:

quote:

Originally posted by n817azn
I have one more question. I got the
uppercut to super uppercut down now but i just can't seem to get the fireball
to super uppercut to come out(with ryu). Is the there something different with
the timing cuz no matter what i do it won't come out. Could someone please
help!!

n8

Hehe! I'd say Shoryuken super cancelled into Shoryu reppa
etc was harder than fireball super cancels.....

I guess it's just your
timing on this one as it's just QCF+P, QCF+P that you have to enter. Try
speeding it up - I find this is usually the problem.
__________________
Ikuze!

Posted by NIN_CrimzinTerry on June 8th, 2001 06:13 PM:

Hi all its good to see another thread about 3rd Strike other than the Tier
one i started well
i remember someone asking about akuma combos and strats.

well his bread
and butter is
jump in HK, c. MK, qcb+LK, DP/w FP DP=dragon punch
after
the qcb+LK you can super off it i think im
pritty sure you can
some strats well since Akuma takes damage way esily you
MIGHT want to play with caution LOL ya right you need to play with caution one
way to do that is to air firball a lot before doing a jump in air firball unless
your going for a combo also use his DP+K often to mix up your game for example.

jump in HK c. LK's 2 or 3 then DP+LK repeat or throw from this move or land
c.LK then throw this adds a lot of mind games to akuma's game you can get people
to freeze like this

how often do people you MP+MK i use it often its a good mixup ask
NIN_DJ_Vicious about it
__________________
"I am the
voice inside your head, and I control you"-Trent Reznor

Posted by 6 hits on June 8th, 2001 06:32 PM:

quote:

Originally posted by NIN_DJ_Vicious
hmm. im not exacly sure on
ways to get her in to do bigger combo's but ill try to throw out some
ideas:

-jump in mk, lp, mp, hp, cqb+k(tap)
-" " mk, lp, mp, hcb+P

-(surprise) DP+P , (on other side) SAII
-DP+KK, (SAI) ..LOL..
-(this one is good some ppl dont expect this one)

RDP(B,D,DB+(K),then SAI , need good timeing!
i hope that helps, Ibuki
iz good stuff! i
plan to master her

Excellent, thanks, I'll go and give them a whirl.

You're right, Ibuki is pretty schweet. Quite difficult to use
effectively (always on the fine line between offense and defense), but I plan
(attempting) to master her as well. This might be a little difficult because as
far as I know human competition round here isn't great (apart from my flat-mate,
but he doesn't block )

Posted by n817azn on June 8th, 2001 07:26 PM:

ahhhhhhhhhhhhh, there it is..........I see now, i was sitting there watching
the fire ball hit first and then doing the second motion, but when i do it
really fast then it comes out. haha i got it. Thanks once again arma.

n8

Posted by Akuma72 on June 8th, 2001 08:25 PM:

Third Strike fans unite

I have been playing 3rd Strike off and on since it came out in the arcades
but didn't really get into it until the local arcade got it and I saw people
playing it. Once I really got into it I found I enjoyed it a lot! I liked it so
much I went out and bought it for my Dreamcast. I play mainly Akuma but also
enjoy using Ryu. I use Ryu with the super I rarely see anyone use, the Denjin
Hadouken. I know it isn't up there with his other supers but I get kicks out of
using it. Not quite as much as setting people up with the Shun Goku Satsu when
playing AKuma.
__________________
"I am the supreme Master of the
Fist!"

Posted by sidewinder on June 8th, 2001 08:59 PM:

can anybody wanna give me some strategies and combos with HUGO
__________________
that is
knowledge that is not power

Posted by MeelJ 2 on June 9th, 2001 12:49 AM:

Hey! Sorry I posted so late! But I'm a SF3 fan.
Usually when I post SF3
stuff only like 10 people reply.
I bump my combo post back up. Every post
your best combos theres!
SEE YA!
__________________
Flicker fast, work thy heat,
Never fade
eternally,
Internally His flame is set,
Chaos comes and you retreat

You fear Its fire,
You fear Its flame,
You fear HIM...You fear Meel
J

ô__ô

Posted by DeadlyRaveNeo on June 9th, 2001 05:13 AM:

quote:

Originally posted by Onny

that would be awesome. i
downloaded those other vids a little while ago, and it was very interesting to
see a decent necro play.. there aren't many of them around

how is the 3rd Strike scene there in the UK?

__________________
Street Fighter
Toronto << Local Arcade News, Arcade Reviews, FAQ's (under
construction)
IRC - #TOSF at EFNET

Posted by Ryo Yamazaki on June 9th, 2001 05:45 AM:

Wow I haven't been here for a while so this topic came as a surprise to me

Anyway it's 6:40 in the morning and I'm rather tired so I'm not gonna
give any tips now

But if anyone needs help with a particular character
then I'll be glad to help out however the characters I dont play are Hugo, Necro
and Twelve

Oh yeah dont forget to let me know about that gaming session
Shin Piccolo.

I finish college in a bout two weeks so I should have a
lot of free time

And if it's on the DC that would be fantastic
__________________
Geese Howard.
He defines the term of badass. Anyone who disagrees is automatically an idiot
without any chance of retribution. - Zero

Ryo Yamazaki
President of AMFAS - UK Sector
Asian Mammarial Fortitude Appreciation Society

Posted by Sho 2 on June 9th, 2001 06:59 AM:

Hi, I am just starting to get in to this game and I feel that I really suck
it. I need to work on parrying. I get my ass owned by the computer by the
computer at early stages since I'm new to this game. I like using Yang but have
two problems: I can't do that damn dive kick because I not sure about his peak
and I don't feel that he is a big combo person compared to his (bigger?) brother
for two reasons.
1) He doesn't really have anything that can sucessfully
super cancel.
His Mantis Slash (qcf+px3) is in parts, his Palm Stirke
(qcb+p) knocks people away, you can't do anything with his teleport, and his
special throw takes away 25% of the super's strength. I am not sure about his
qcf+k.
2) I have been able to combo either super. I mostly use SAI.

I hope you use Yang so you can help me with him. If you can't, can
give me a site to go to and tell how the to download a video and actually view
it. Thanks in Advance (TIA)

Posted by scuddman on June 9th, 2001 08:52 AM:

Most of us who could post just gave up a while back. I spent forever trying
to get 3rd strike as part of the B5 tournament, but they just wouldn't hear it.
That, and nowadays nobody plays. The game is two years old, and everybody always
plays what's new, whether or not it is a good game. Alpha 3 is an OLDER game and
they have that instead. Ugh.

The thing with Yang is you don't super
cancel, except off his stun palm and robot combo, and then only with Tenshin
Sekyutai (Super art #2) If you want to land his super easily, the best way is
off a cancellable Normal, such as crouch short. You can also juggle with Tenshin
Sekyutai off his close standing forward kick launcer (do it after you parry a
jump-in), and off of the Sekyutai (roll under fireballs)
I mostly do it off
robot combo. If you watch the B4 tape, Hsien only uses the super once with c.
jab -> c. jab -> tenshin sekyutai. Otherwise he mostly uses ex mantis
slash for damage.

For Ibuki, just play hit and run,
stand strong,
stand strong, command dash, throw, stay up in there face, then back dash,
command overhead (toward + forward), crouch short into something. That's like 1
second of play, annoying to deal with.
It's really hard to describe
everything because Ibuki is all about having a million options and mixing it all
up, and then when they catch up, do some other tactic, and keep changing what
you're doing.
It involves a LOT of risk taking, you must rush with wild
abandon like this is a vs. game, then parry when they try to shoryuken, yet move
around enough so a player can't predict how she'll come next. That's ultimately
demoralizing.

High level Hugo is all about walking 720's..Gigas
Breaker.
Hugo's a lower tier character until he has a super, then he ranks
up there. You could use his 2nd super, but that's just an extension of a move he
already has, it can be hit out, and it's just not as scary. His 3rd super is a
poke poke super, but I think he doesn't do it as well as, say, Chun Li. So if
You want to be scary, use the Gigas Breaker.

If he's near enough, and
then if he starts up his Gigas breaker and you're crouching you can't jump out.
But that means being able to do it like John Choi does a shoryuken. Other than
that, standard hugo is all about strong parry game plus careful poking, much
like Q. And when that mistake shows up, the super comes into play. Get those
taunts in if you get the chance. Not a whole lot of people know that after his
first taunt he starts getting tougher like Q. I think at high level play he has
some bad match ups that make him too hard to win with though. He really has no
tricks against a smart Akuma.

I really hate people picking Akuma, and
then playing like an air fireball scrub, so I'll detail how to beat those kinds
of players.

The thing that makes Akuma air fireballs nasty is you can't
easily punish the air fireballer with a simple parry or evasion, or shoryuken.
You have to actually watch what kind of fireball gets thrown where and look for
a way around it. Since he's not easily punished, it covers the space in front of
him incredibly well, and is totally abusable (and stupid in my opinion) If Akuma
does do an air fireball, he commits himself and CANNOT block or parry on his way
down. Note that some characters have an easier time against this kind of Akuma
than others.

1. Akuma jumps forward, throwing an air fireball, then
whether or not it is blocked or parried, follows up with an attack.
a. Some
supers go through the fireball, but on alot of those supers, timing is critical.
Oro's snotball super, Kikosho, shoryureppa (tough tough timing) , magnetic storm
(the easiest by far, it eats through fireballs)
b. Parry/block fireball,
parry 2nd attack. I notice John Choi can do this. I have a bit of trouble, but
apparantly with practice (and glancing at your opponent's hands) you can tell
what is being attempted after the fireball.
c. Evade fireball. Easiest would
be Makoto's incredibly fast dash, she eats this kind of Akuma for breakfast

d. air parry. Do not attempt. It will only get you killed.
e. Do an
upwards fireball with Urien/Oro. This always make me laugh. I recommend ex'ing.

2. Akuma Jumps straight up, throwing an air fireball.
This one
depends on your position. If you can dash under then dash under. If you can jump
over and punish, do that. You may or may not be able to super through it. That
depends. This is the kind of fireball a Chun Li with Hokyousen would look for; a
midranged fireball.

3. Akuma jumps away, throwing an air fireball,
playing keep away mvc2 style.
You can walk away from the fireball. Ryu can
ex hadoken. A chun would have a hard time punishing this kind of fireball, and
for that matter, most characters do. If you can dash past the fireball would be
the best option.

The main thing is not to get frustrated. With patience
and strong parry skills, this kind of play can't win because it's too
predictable, much like the many no brain 3 move chun's out there.

4.
Akuma does shakunetsu fireball, then walks up and follows up.
Once again,
I'll reiterate that a good player would just simply parry the follow up, but the
best way to deal with this is anticipation. If you let Akuma control space in
this fashion, chances are, you'll lose. The best thing here is fireball evasion.
Jumping over, going under, everybody has something they can do to avoid this.

What's most annoying about this, is that even if you're a much much
better player than the Akuma player this still takes forever to deal with. And
it's plain BORING. It just comes down to knowing if I can execute properly and
not choke. It doesn't take all that much skill for the Akuma player, although
without a doubt an experienced Akuma player pulling this kind of crap mixed up
with his rush down is quite scary indeed.

__________________
Eric
Chou

Posted by taelim77 on June 9th, 2001 08:59 AM:

dive kick is done once u get high enough in the air. peak of the jump doesnt
mean very top but just around the top of screen. it shouldnt be hard to do. make
sure you land on their legs.

his SAII combos with his chain combo. his
SAI does as well but it will only hit 2 or 3 times.

his teleport is
mainly used to get close or for confusion. i mainly use sk teleport to get close
fast and throw. or get close to maintain pressure after a throw. it doesnt combo
cuz it doesnt hit. his flip around grab should follow his slashes or super. the
damage reduction is not bad.

combo his ex slashes alot. it does good
damage and stun.

his SAIII doesnt combo and i only repete his first jab
slash to combo about 25 hits or so. if you give a little pause between his jab
slashes, you can repete his first slash only and combo until time run out.
activate super and either poke low and slash, universal overhead (mp+mk)~c.
sk~jab slash, or just slash early and catch ppl who try to retaliate. youll get
by with most normal attacks accept for shoryukens and supers.
__________________
Art of cheese
is the only way of defeating shenlong...hahaha

Posted by Arma^ on June 9th, 2001 10:52 AM:

quote:

Originally posted by DeadlyRaveNeo

how is the 3rd Strike
scene there in the UK?

As far as I can tell the main core of 3s takes place in
good ole London and with some close to me in Sheffield - apart from that it's
pretty sparse *sighs*
__________________
Ikuze!

Posted by Akuma72 on June 9th, 2001 03:37 PM:

quote:

Originally posted by scuddman
Most of us who could post just
gave up a while back. I spent forever trying to get 3rd strike as part of the
B5 tournament, but they just wouldn't hear it. That, and nowadays nobody
plays. The game is two years old, and everybody always plays what's new,
whether or not it is a good game. Alpha 3 is an OLDER game and they have that
instead. Ugh.

The thing with Yang is you don't super cancel, except
off his stun palm and robot combo, and then only with Tenshin Sekyutai (Super
art #2) If you want to land his super easily, the best way is off a
cancellable Normal, such as crouch short. You can also juggle with Tenshin
Sekyutai off his close standing forward kick launcer (do it after you parry a
jump-in), and off of the Sekyutai (roll under fireballs)
I mostly do it
off robot combo. If you watch the B4 tape, Hsien only uses the super once with
c. jab -> c. jab -> tenshin sekyutai. Otherwise he mostly uses ex mantis
slash for damage.

For Ibuki, just play hit and run,
stand strong,
stand strong, command dash, throw, stay up in there face, then back dash,
command overhead (toward + forward), crouch short into something. That's like
1 second of play, annoying to deal with.
It's really hard to describe
everything because Ibuki is all about having a million options and mixing it
all up, and then when they catch up, do some other tactic, and keep changing
what you're doing.
It involves a LOT of risk taking, you must rush with
wild abandon like this is a vs. game, then parry when they try to shoryuken,
yet move around enough so a player can't predict how she'll come next. That's
ultimately demoralizing.

High level Hugo is all about walking
720's..Gigas Breaker.
Hugo's a lower tier character until he has a super,
then he ranks up there. You could use his 2nd super, but that's just an
extension of a move he already has, it can be hit out, and it's just not as
scary. His 3rd super is a poke poke super, but I think he doesn't do it as
well as, say, Chun Li. So if You want to be scary, use the Gigas Breaker.

If he's near enough, and then if he starts up his Gigas breaker and
you're crouching you can't jump out. But that means being able to do it like
John Choi does a shoryuken. Other than that, standard hugo is all about strong
parry game plus careful poking, much like Q. And when that mistake shows up,
the super comes into play. Get those taunts in if you get the chance. Not a
whole lot of people know that after his first taunt he starts getting tougher
like Q. I think at high level play he has some bad match ups that make him too
hard to win with though. He really has no tricks against a smart Akuma.

I really hate people picking Akuma, and then playing like an air
fireball scrub, so I'll detail how to beat those kinds of players.

The
thing that makes Akuma air fireballs nasty is you can't easily punish the air
fireballer with a simple parry or evasion, or shoryuken. You have to actually
watch what kind of fireball gets thrown where and look for a way around it.
Since he's not easily punished, it covers the space in front of him incredibly
well, and is totally abusable (and stupid in my opinion) If Akuma does do an
air fireball, he commits himself and CANNOT block or parry on his way down.
Note that some characters have an easier time against this kind of Akuma than
others.

1. Akuma jumps forward, throwing an air fireball, then whether
or not it is blocked or parried, follows up with an attack.
a. Some supers
go through the fireball, but on alot of those supers, timing is critical.
Oro's snotball super, Kikosho, shoryureppa (tough tough timing) , magnetic
storm (the easiest by far, it eats through fireballs)
b. Parry/block
fireball, parry 2nd attack. I notice John Choi can do this. I have a bit of
trouble, but apparantly with practice (and glancing at your opponent's hands)
you can tell what is being attempted after the fireball.
c. Evade
fireball. Easiest would be Makoto's incredibly fast dash, she eats this kind
of Akuma for breakfast
d. air parry. Do not attempt. It will only get you
killed.
e. Do an upwards fireball with Urien/Oro. This always make me
laugh. I recommend ex'ing.

2. Akuma Jumps straight up, throwing an air
fireball.
This one depends on your position. If you can dash under then
dash under. If you can jump over and punish, do that. You may or may not be
able to super through it. That depends. This is the kind of fireball a Chun Li
with Hokyousen would look for; a midranged fireball.

3. Akuma jumps
away, throwing an air fireball, playing keep away mvc2 style.
You can walk
away from the fireball. Ryu can ex hadoken. A chun would have a hard time
punishing this kind of fireball, and for that matter, most characters do. If
you can dash past the fireball would be the best option.

The main
thing is not to get frustrated. With patience and strong parry skills, this
kind of play can't win because it's too predictable, much like the many no
brain 3 move chun's out there.

4. Akuma does shakunetsu fireball, then
walks up and follows up.
Once again, I'll reiterate that a good player
would just simply parry the follow up, but the best way to deal with this is
anticipation. If you let Akuma control space in this fashion, chances are,
you'll lose. The best thing here is fireball evasion. Jumping over, going
under, everybody has something they can do to avoid this.

What's
most annoying about this, is that even if you're a much much better player
than the Akuma player this still takes forever to deal with. And it's plain
BORING. It just comes down to knowing if I can execute properly and not choke.
It doesn't take all that much skill for the Akuma player, although without a
doubt an experienced Akuma player pulling this kind of crap mixed up with his
rush down is quite scary indeed.

I'm sorry to say I was one of "those" players that
ignored 3rd Strike for A3 for the longest time. Now that I got into 3rd Strike I
hardly touch A3. In A3 I got sick of fighting all the V-ism AKuma players that
had memorized his combo.
You give good advice vs Akuma Scuddman but I wish to
point out to anyone reading this thread, you will have to use different tactics
against a "good" AKuma player like myself. Listen to this thread however when
dealing with the players mentioned in it.
__________________
"I am the supreme Master of the Fist!"

Posted by Shin Piccolo on June 9th, 2001 04:23 PM:

quote:

Originally posted by Sho 2
Hi, I am just starting to get in to
this game and I feel that I really suck it. I need to work on parrying. I get
my ass owned by the computer by the computer at early stages since I'm new to
this game. I like using Yang but have two problems: I can't do that damn dive
kick because I not sure about his peak and I don't feel that he is a big combo
person compared to his (bigger?) brother for two reasons.
1) He doesn't
really have anything that can sucessfully super cancel.
His Mantis Slash
(qcf+px3) is in parts, his Palm Stirke (qcb+p) knocks people away, you can't
do anything with his teleport, and his special throw takes away 25% of the
super's strength. I am not sure about his qcf+k.
2) I have been able to
combo either super. I mostly use SAI.

I hope you use Yang so you
can help me with him. If you can't, can give me a site to go to and tell how
the to download a video and actually view it. Thanks in Advance (TIA)

I wanna start playing as Yang as well. The only advice I
can give you is to use his bread and butter combo a lot. I know this doesn't
actually respond to your questions its just some useful advice. His bread and
butter combo is Standing MP, Standing HP, Standing HP (whilst holding backwards)
I think you can supercancel into a super are after the last hit. Another good
combo with Yang is crouching forward into his EX muti hit punch move QCF P does
nice damage
__________________
Watch your thoughts; they become words.

Watch your words; they become actions.
Watch your actions; they become
habits.
Watch your habits; they become character.
Watch your character;
it becomes your destiny.

Posted by Gouki-Worshiper on June 9th, 2001 04:24 PM:

I wrote a little mini guide to akuma in the 3S tier thread. Akuma has some
seriously punishing combos that actually have a little flair to them. low MK
-> LK tatsumaki -> HP shoryken -> cancel into any SA of your choice
being my favorite. Just kinda tricky to get off in play.

3S IS the best
game out there at this time IMO. The required to play it trumps all other by
far. I'd like to see the Marvel2 b*tches try parrying Ibuki's air SA : P
__________________
if
(*(Akuma)->is_Master())
return true;

Posted by Shin Piccolo on June 9th, 2001 04:29 PM:

quote:

Originally posted by Ryo Yamazaki

But if anyone needs
help with a particular character then I'll be glad to help out however the
characters I dont play are Hugo, Necro and Twelve

Oh yeah dont forget
to let me know about that gaming session Shin Piccolo.

I finish
college in a bout two weeks so I should have a lot of free time

And if
it's on the DC that would be fantastic

No problem, when I get back from holiday I'll start
organising a gaming session everyone and anyone is envited. I might as well take
you up on your offer, I wouldn't mind learnign some Makoto maddnes and I need a
few more juggle combos with Dudley do you know of any? thanks man
__________________
Watch your
thoughts; they become words.
Watch your words; they become actions.

Watch your actions; they become habits.
Watch your habits; they become
character.
Watch your character; it becomes your destiny.

Posted by Mitsukai on June 9th, 2001 04:38 PM:

Yay, something else rather than MvC2.

Anyways, anyone have good Genei-jin combos or regular combos for
Yun-san? And some combos for Chun, Remy, Yang, Ibuki, or Hugo?
Thanks in
advance to anyone who can help this poor old withered out man...
__________________
Angel of the Dragon...

Posted by BillyKane on June 9th, 2001 07:41 PM:

Useful Chun combos:

Jump-in Down+HP, Back+HP (or Down+HP), EX
Spinning Bird Kick

Back+MP (or Back+HP, Low MK) XX SA2 -> super jump
HP, HP (or Down+MK, HK)

Back+HP (or Low HP), Kikouken

Posted by Arma^ on June 9th, 2001 07:44 PM:

quote:

Originally posted by Shin Piccolo

No problem, when I get
back from holiday I'll start organising a gaming session everyone and anyone
is envited. I might as well take you up on your offer, I wouldn't mind
learnign some Makoto maddnes and I need a few more juggle combos with Dudley
do you know of any? thanks man

Everyone pile into someone's house with a number of
Japanese DC's type job?

__________________
Ikuze!

Posted by Shin Piccolo on June 9th, 2001 09:15 PM:

quote:

Originally posted by Arma^

Everyone pile into someone's
house with a number of Japanese DC's type job?

Are you reading my mind or something
__________________
Watch your
thoughts; they become words.
Watch your words; they become actions.

Watch your actions; they become habits.
Watch your habits; they become
character.
Watch your character; it becomes your destiny.

Posted by Shin Piccolo on June 9th, 2001 09:27 PM:

quote:

Originally posted by Mitsukai
Yay, something else rather than
MvC2.

Anyways, anyone have good Genei-jin combos or regular combos for
Yun-san? And some combos for Chun, Remy, Yang, Ibuki, or Hugo?
Thanks in
advance to anyone who can help this poor old withered out man...

Remy - jumping roundhouse, crouching strong>Super Art I
or II

crouching fierce, Ex Flash Kick or Supreme Rising Rage Flash
(Super Art II)

Yang

LK -> MK -> HK (good stun crap damage)

MK Toe Press aka dive kick -> MP -> HP -> Back + HP

Crouching MK -> Mantis Slash x3 or Ex Mantis Slash

Hope thats
helped

__________________
Watch your thoughts; they become words.

Watch your words; they become actions.
Watch your actions; they become
habits.
Watch your habits; they become character.
Watch your character;
it becomes your destiny.

Posted by Shin Piccolo on June 9th, 2001 09:33 PM:

Can anyone help me with some Dudley juggles and some Makoto madness.
__________________
Watch your
thoughts; they become words.
Watch your words; they become actions.

Watch your actions; they become habits.
Watch your habits; they become
character.
Watch your character; it becomes your destiny.

Posted by NIN_DJ_Vicious on June 9th, 2001 10:22 PM:

quote:

Originally posted by Shin Piccolo
Can anyone help me with some
Dudley juggles and some Makoto madness.

heres some matoko madness 4 ya!!
-
- UF-> HK->
D+MP-> HP Hayate
- UF-> HP-> MP-> HP Hayate
- UF-> HK->
MP-> HP Hayate
- UF-> HP-> HP-> HP Hayate
- UF-> HK->
HP-> HP Hayate
(theres alot of variations of rhis combo,)

- UF->
MK Axe K-> LP-> LP-> LP-> HP Hayate

- J.Fierce -> Fierce
-> Hayate (Do the J.Fierce REALLY LATE.)

- Jab x2 -> Short ->
Hayate -> [Seichuusen Godanzuki

- Karakusa -> Fierce -> EX
Hayate
- Karakusa -> Fierce -> Hayate -> [Seichuusen
Godanzuki]

ok, there ya go!!

__________________
"There is
nothing there to believe...
Nor is there a need to believe... "

-Vicious

Posted by Mitsukai on June 9th, 2001 10:31 PM:

quote:

Originally posted by Shin Piccolo

Hope thats helped

Thanks.
__________________
Angel of the Dragon...

Posted by shadow_WX on June 9th, 2001 10:35 PM:

hail to kara throwing
__________________
~riderrrs

Posted by Shin Piccolo on June 10th, 2001 12:44 AM:

quote:

Originally posted by NIN_DJ_Vicious

heres some matoko
madness 4 ya!!

Thanks a
lot
__________________
Watch
your thoughts; they become words.
Watch your words; they become actions.

Watch your actions; they become habits.
Watch your habits; they become
character.
Watch your character; it becomes your destiny.

Posted by Shin Piccolo on June 10th, 2001 12:50 AM:

What characters do you lot tend to use? and whats your highest grades.

I use all shotos (don't even think about dogging me )

Dudley
Alex
Chunners
Sean
Ibuki (learning)
Makoto
(learning)
Yang (learning)
Yun(learning)
Remy(learning)

My
highest grade is S++ with Alex. The irony is that I've only been playing as Alex
for like two weeks but I've been a pretty good shoto player for years and my
highest grade with a shoto was A++ with Ken. Does anyone know how the grading
system works? I wanna know what EX Point (the bottom column) is
__________________
Watch your
thoughts; they become words.
Watch your words; they become actions.

Watch your actions; they become habits.
Watch your habits; they become
character.
Watch your character; it becomes your destiny.

Posted by Shin_Gallon on June 10th, 2001 02:46 AM:

I use mostly Alex, Necro, Hugo, Ken, Ryu, Dudley, Q, Makoto, Sean, and Yun.
The highest grade I've ever gotten was with Ken, I got an "S" grade. First game
ever where I'm better with Ken than with Ryu.

Does anyone know if it's
possible to use the online mode in America if you and a friend both have the
Japanese version of the game (a friend of mine also has the import, and I'd love
to play him online).

Shin Gallon, who only buys import versions of
Capcom fighters.
__________________
"I never saw a dub I didn't hate"

Posted by VenomFang on June 10th, 2001 04:48 AM:

Shin Piccolo:

I'll post some hardcore Makoto combos later; just got
back from a 3s tourney where I took third with her... Super Art 2 is a
life-saver.

-vf

Posted by LOLO on June 10th, 2001 07:44 AM:

quote:

Originally posted by VenomFang
Super Art 2 is a life-saver.

lol... u are so right...
*thumbs up*
__________________
- the untouchable

Posted by NIN_DJ_Vicious on June 10th, 2001 08:06 AM:

im still kinda new at the game, but im advancing pretty fast with, Ibuki(hard
to use,i have tough fights!![SAII
life-saver though]),
Matoko(very fun to use[tough ground games]i like her alot!![yes
SAII is a life-saver]),
Ken(still not that good yet), Elena(i turlte to much,not offensive enough),and im going to start learning Yun 1st, Yang later, i also need to
learn chun-li(for some reason i havent touched her yet )
and mabey Remy,

- for IBUKI hey! i was
wondering if this acually combo's(actually if this even works at all )
:

RDP+K(b,d,db+K)-> cancel into SA 1 (qcf,qcf + P)

(also does
anyone have stratigy with Ibuki for a good, effective ground game?, i dont like
to jump too much(i want to do combo's with out jumping in MK, and i get punished
by Shoto's and Remy)

overall i suck because i lack PARRY , DAMN its tough!! i need
A LOT of work on that!!

(damn i use those damn faces too
much)
__________________
"There is nothing there to believe...
Nor
is there a need to believe... "
-Vicious

Posted by shin srwilson on June 10th, 2001 10:42 AM:

Ive had a MSF grade with Gouki and XS++ grades with Ryu and Ken!
__________________
Im the most
EVIL Gouki player this side of the atlantic.
Give in to the Dark power of
Gouki!

Posted by Shin Piccolo on June 10th, 2001 02:58 PM:

quote:

Originally posted by VenomFang
Shin Piccolo:

I'll post
some hardcore Makoto combos later; just got back from a 3s tourney where I
took third with her... Super Art 2 is a life-saver.

-vf

You came Third Congrats, Super Art 2 seems kinda dodgey to
me. No invincibility, and like all blocked supers it has horrendous recovery
time. I prefer to use Super Art 1 its hella damaging and looks real nice

__________________
Watch
your thoughts; they become words.
Watch your words; they become actions.

Watch your actions; they become habits.
Watch your habits; they become
character.
Watch your character; it becomes your destiny.

Posted by Gouki-Worshiper on June 10th, 2001 03:44 PM:

I've never gotten higher than an A+. I really don't like the way it grades. I
get 4 perfects (I play out of 7 rounds with my friends), parry or dodge every
attack that comes at me, and destroy my opponent in less than 20 seconds...and I
get a B. WOOO.
__________________
if (*(Akuma)->is_Master())
return
true;

Posted by Shin Piccolo on June 10th, 2001 04:48 PM:

quote:

Originally posted by Gouki-Worshiper
I've never gotten higher
than an A+. I really don't like the way it grades. I get 4 perfects (I play
out of 7 rounds with my friends), parry or dodge every attack that comes at
me, and destroy my opponent in less than 20 seconds...and I get a B. WOOO.

I know the feeling exactly I
sometimes do some krazy shit and I be holding my fingers going "thats gotta be
worth at least an S" and then its a B++ or something WTF
__________________
Watch your
thoughts; they become words.
Watch your words; they become actions.

Watch your actions; they become habits.
Watch your habits; they become
character.
Watch your character; it becomes your destiny.

Posted by Shin Piccolo on June 10th, 2001 04:49 PM:

quote:

Originally posted by shin srwilson
Ive had a MSF grade with
Gouki and XS++ grades with Ryu and Ken!

HMMMM your better than I thought Who
did you fight against when you got those grades CPU or human and which character
and difficulty setting - if you can remember
__________________
Watch your
thoughts; they become words.
Watch your words; they become actions.

Watch your actions; they become habits.
Watch your habits; they become
character.
Watch your character; it becomes your destiny.

Posted by shin srwilson on June 10th, 2001 06:01 PM:

Gouki -Once on the Arcade and at home on Difficulty 8.MSF final grade

Ryu and Ken -Same on Difficulty 8.XS++ final grades

to shin
piccolo -whats your highest score on CVS?
__________________
Im the most EVIL Gouki player this side of the
atlantic.
Give in to the Dark power of Gouki!

Posted by Akuma2002 on June 10th, 2001 07:48 PM:

can anyone post some good yun and yang combos?

Posted by EDDIE WILLIAMS on June 10th, 2001 08:07 PM:

I got a S++ on a human opponent with Sean at the Houston tourney...
__________________
DON'T GET TO
CLOSE...

Posted by shin srwilson on June 10th, 2001 08:12 PM:

You can use Sean good? you deserve a medal!!!!!
__________________
Im the most
EVIL Gouki player this side of the atlantic.
Give in to the Dark power of
Gouki!

Posted by Gouki-Worshiper on June 10th, 2001 09:52 PM:

Sean can be "good" if you are playing against someone who isn't used to his
tricks, any decent player will get fucked though
__________________
if
(*(Akuma)->is_Master())
return true;

Posted by Gouki-Worshiper on June 10th, 2001 09:53 PM:

~any decent player and YOU as Sean will get screwed. Once someone can see the
the qcf+K move coming, no chance.
__________________
if (*(Akuma)->is_Master())
return
true;

Posted by Onny on June 10th, 2001 10:13 PM:

quote:

Originally posted by Shin Piccolo
Super Art 2 seems kinda dodgey
to me. No invincibility, and like all blocked supers it has horrendous
recovery time. I prefer to use Super Art 1 its hella damaging and looks real
nice

sa1 is very good (especially as your opponents will have to
psychically parry it ) but
sa2 is just awesome. can you say 1/2 bar damage? can you say 90% dizzy bar? it's
just so great. there are very few things as satisfying as suckering your
opponent into a fireball then doing sa2 for the win.. hahahahaha! it's also
great for catching opponents who are jumping in from a long way away.. in fact
it's great for so much!

another good reason to use it is EX moves.. a very good makoto player
recently advised me to use her second bar just as EX moves.. it allows you much
more flexibility during the match (and her EX hayate + oroshi are great moves).

seriously, learn to use her sa2.. you won't regret it. if you're worried
about landing it, then bear in mind that if your opponent is on your half of the
screen, then it will land either from a cancelled standing fierce or a
super-cancelled oroshi.

deadly stuff.

Venom Fang; i don't
suppose there are movies of this tourney out on the 'net somewhere? and well
played matey
__________________
Your headband and that all-season Karate uniform! I can't be
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Posted by Shin Piccolo on June 10th, 2001 10:25 PM:

quote:

Originally posted by Akuma2002
can anyone post some good yun and
yang combos?

I've already posted a few Yang combos and I think someone
else has already as well. I'll post a few more later cause its kinda late out
here.
__________________
Watch your thoughts; they become words.

Watch your words; they become actions.
Watch your actions; they become
habits.
Watch your habits; they become character.
Watch your character;
it becomes your destiny.

Posted by VenomFang on June 10th, 2001 11:22 PM:

No, no movies. :/

Well, with full meter, it goes like so - s. fierce
or Oroshi xx SA 2, (buffer a forwards dash motion right before the final punch),
SA 2 again, performed in the opposite direction, fierce Hayate, fierce Hayate.

This does approximately 60-70% on Chun. Big chains (3-4 hits) into
Makoto's supers are bad ideas because of the damage scaling involved, though it
hurts SA 1 players more. A straight Seichuusen Godanzuki does more damage than
Oroshi xx Seichuusen Godanzuki.

Other than that, the staple combo is
Karakusa, s. fierce, fierce Hayate - if they block after the combo, Karakusa
again.

Also, one last thing in Abare Tosonami's favor: block damage.

*reminisces about beating a Chun Li with the block damage of the last
punch from SA 2*

-vf
__________________
"just King Kobun that shit"

Posted by Onny on June 10th, 2001 11:51 PM:

quote:

Originally posted by VenomFang
Also, one last thing in Abare
Tosonami's favor: block damage.

*reminisces about beating a Chun Li
with the block damage of the last punch from SA 2*

it IS quite nasty.. but i think anyone who has had a bit of
experience playing against makoto will parry that last hit and punish you for
it. god knows it's happened to me enough times.

in all honesty i never use the abare unless i am certain it will hit.
the risks are too high otherwise.

__________________
Your headband and that
all-season Karate uniform! I can't be mistaken!

Posted by EDDIE WILLIAMS on June 11th, 2001 03:17 PM:

quote:

Originally posted by Onny

it IS quite nasty.. but i think
anyone who has had a bit of experience playing against makoto will parry that
last hit and punish you for it. god knows it's happened to me enough times.

in all honesty i never use the abare unless i am certain it
will hit. the risks are too high otherwise.

onny's right(what's up onny). Only if your 100% sure it
will connect. Other than that a no no, plus think about it, how often do you
think you'll land the abare on expert opponents. The bar is real short and if
you don't do exmoves and lose. You'll realize you had a maxed out bar the whole
round or two.
__________________
DON'T GET TO
CLOSE...

Posted by sidewinder on June 11th, 2001 04:19 PM:

can any body wanna post some good srats and combos with HUGO and can anyone
of you guys can do the gigas breaker(720)without jump and how you do it
__________________
that is
knowledge that is not power

Posted by Ghaleon24 on June 11th, 2001 05:23 PM:

sidewinder-- easiest way to do the gigas breaker is to parry a standing move,
then unleash it. as soon as you parry do the motion, if you did it right, hugo
won't jump.

are you playing in the arcade or on DC??? cause regardless,
i can't do 720's on a controller, yet have no problem doing a standing 720 on an
arcade stick...
__________________
"But Marge, I'm tired of being a wannabe league
bowler, I wannabe a league bowler." Homer Simpson

Posted by SnowAgent on June 11th, 2001 05:37 PM:

I've been trying to parry in the air but couldn't do it, anyone can show me
some tricks on how to do that??
__________________
"I rather be tried by 12 than carried by
six...." -Eastflat Bush Project

Posted by Gouki-Worshiper on June 11th, 2001 05:55 PM:

its just like a normal parry, it's a forward parry. I actually find air
parrying the easiest
__________________
if (*(Akuma)->is_Master())
return
true;

Posted by Ryu-ism on June 11th, 2001 07:07 PM:

quote:

Originally posted by sidewinder
can any body wanna post some
good srats and combos with HUGO and can anyone of you guys can do the gigas
breaker(720)without jump and how you do it

You might wanna go to game faqs. and look under 3rd strike.
there is a faq by JChristopher (sp, is that right?) He has a good Hugo faq on
your problem.

Posted by EDDIE WILLIAMS on June 11th, 2001 08:14 PM:

quote:

Originally posted by Gouki-Worshiper
~any decent player and YOU
as Sean will get screwed. Once someone can see the the qcf+K move coming, no
chance.

beginners will not no it is an overhead, decent players
will block it, experts will parry and attack.

Thats why I don't use this
move. I rarely use it.
__________________
DON'T GET TO
CLOSE...

Posted by shin srwilson on June 11th, 2001 08:29 PM:

I think Seans a bit pants to be honest!
__________________
Im the most EVIL Gouki player this side of the
atlantic.
Give in to the Dark power of Gouki!

Posted by SilverGear on June 11th, 2001 08:54 PM:

quote:

Originally posted by VenomFang

Yun: Pick his custom
combo super. You know what to do. If not, watch the Texas tapes.

Yeah seriously Hsien goes all out with Yun DAMN!

And I LOVE 3rd Strike!

I use basically everyone in that game but
my main character is and always will be Q

Q + Good Parrying Skills + 3xTaunt + Kara Throwing + Full Meter = DEATH
TO OPPONENT
__________________
SilverGear

Proud leader of "The misfits".
"My destiny is not to win, yet
I cannot lose out of generosity."
"I live in a mental state that
would scare the hell out of most people."-Taken from personal notes.

Posted by shin srwilson on June 11th, 2001 09:04 PM:

You wouldnt beat me!!!
__________________
Im the most
EVIL Gouki player this side of the atlantic.
Give in to the Dark power of
Gouki!

Posted by Shin_Gallon on June 11th, 2001 09:14 PM:

Q is frighteningly easy to obliterate an opponent with, especially his SAII
(OUCH!)
I like him quite a bit, but Alex and Necro will always be my best in
3rd Strike (best fighting game ever, in my not-so-humble opinion, it's finally
surpassed Zero 2 in my mind).
So, what settings does everyone here use on
the DC version for their game? I always have the timer off (I hate winning by
time over, and losing to time over even more) and best out of 7 rounds. Damage
setting of 3, nothing changed in the system direction (the gameplay's flawless
as is) or the Extra Options (except turning off the timer display).

Shin
Gallon
__________________
"I
never saw a dub I didn't hate"

Posted by EDDIE WILLIAMS on June 11th, 2001 09:19 PM:

quote:

Originally posted by shin srwilson
You wouldnt beat me!!!

who are you repling too?

__________________
DON'T
GET TO CLOSE...

Posted by shin srwilson on June 11th, 2001 09:21 PM:

Silver gear and his fancy Q!!!
__________________
Im the most EVIL Gouki player this side of the
atlantic.
Give in to the Dark power of Gouki!

Posted by Onny on June 11th, 2001 09:30 PM:

but Q is eeevil. seriously.. i fear playing Q players. nasty, nasty little
poker, he is.. almost invulnerable after the taunts too

i think Q really does demand a lot of respect.
__________________
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Posted by EDDIE WILLIAMS on June 11th, 2001 09:40 PM:

I use hugo on Q. Hugo has the same taunts but more risky of doing them. It
will be a pokefest from hell. Hugo can still take decent damage from Q even
after the taunts with his grabs. But the fear of getting grabbed by both players
will keep them distant from each other. Like I said "a pokefest".
__________________
DON'T GET TO
CLOSE...

Posted by Onny on June 11th, 2001 09:52 PM:

quote:

Originally posted by EDDIE WILLIAMS
It will be a pokefest from
hell

hahaha. capcom should use this as one of the a3-style intros..
instead of "go for broke" or "triumph or die" it should be "this will be a
pokefest from hell".

heheheheh.

anyone got any ideas for using a new character? i'm
limiting myself to makoto for the moment, and i realised that my game might be
suffering because of it (over-familiarity breeds laziness). i've thought about Q
before.. or maybe alex.. or even hugo (although i've never been able to
consistently pull of a 360, so i'll be disadvantaged using him ).

so, suggestions please. i would prefer them to be slower-paced
characters, since the change would be good for my personal "sf3 development", i
think.

thanks in advance.
__________________
Your headband and that
all-season Karate uniform! I can't be mistaken!

Posted by Onny on June 11th, 2001 10:01 PM:

quote:

Originally posted by Shin_Gallon
..nothing changed in the system
direction (the gameplay's flawless as is) or the Extra Options (except turning
off the timer display).

Something that REALLY annoys me is when i download combo videos
that apparently have 3S combos only to find out that they've messed about with
the system direction and allowed themselves all sorts of extra "bonuses" (like
all three SAs). not only do i find this annoying (as i've spent ages downloading
the movie on my humble modem), but it's utterly pointless (seeing as it makes
the game completely different from the arcade).

so bravo to you (and no doubt most people here) for playing sf3 "pure",
as it's meant to be
__________________
Your headband and that all-season Karate uniform! I can't be
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Posted by Shin_Gallon on June 11th, 2001 10:10 PM:

Onny: Ditto, I want videos of what you can do in the REAL game engine, not
some mishmash of System Direction changes. Vids of system changed stuff does me
no good because I want to see things I can actually try to do to improve my own
game.

Shin Gallon
__________________
"I never saw a dub I didn't hate"

Posted by Ghaleon24 on June 11th, 2001 10:42 PM:

Onny-- i was in your position awhile ago..wondering who to play as and
such...then i picked Remy..and my whole game changed I
suggest to anyone to play with Remy at least for a day...he definately slows the
game down (to your advantage), and sets the pace to where they have to play your
games...high/low sonic booms, intentionally over/under shoot the cold blue
kick(qcb+k, j.k= short distance, h.k=far), utilize the neutral throw (3hit), and
always remember to vary your follow ups, so as not to be to predictable. His
saIII ( blue nocturne) is nearly useless (i've only had success against newbies,
dudly players who try to waylay you to death, and yun/yang "v"ism style
supers...okay, there is actually a use for that super)
anywho...i prefer his first two supers b/c you can combo into them and you can
combo out of his super sonic boom. use his c.fierce for anti-air at first,
however it will begin to get parryed regularly so change up between short flash
kicks c. fierce and parrying for anti air. no one beats Remy in a zone
game....his jump in feirce punch can be comboed off of with virtually everything
in his arsenal. now i'm tired of typing, but i've got other Remy tricks if
anyone wants them....Later

__________________
"But Marge, I'm tired of being a wannabe league
bowler, I wannabe a league bowler." Homer Simpson

Posted by Onny on June 11th, 2001 11:22 PM:

Remy, eh?

hmm... *rubs chin thoughtfully*

yeah i think he
could be a good character to use. i can't say i've used charge characters much
before, but adding that sort of stuff to my repertoire can only be a good thing.

yeah, i think i'll definitely go for him. cheers for the suggestion
__________________
Your headband and that
all-season Karate uniform! I can't be mistaken!

Posted by Ghaleon24 on June 12th, 2001 01:08 AM:

no problem...i was never good with charge chars before either...but in third
strike, it just feels better than say on super turbo or something....just my
opinions...
__________________
"But Marge, I'm tired of being a wannabe league
bowler, I wannabe a league bowler." Homer Simpson

Posted by SilverGear on June 12th, 2001 01:11 AM:

Eddie?! OMG!

quote:

Originally posted by EDDIE WILLIAMS
I use hugo on Q. Hugo has
the same taunts but more risky of doing them. It will be a pokefest from hell.
Hugo can still take decent damage from Q even after the taunts with his grabs.
But the fear of getting grabbed by both players will keep them distant from
each other. Like I said "a pokefest".

OMG it's Eddie!

I've seen video's of you playing and I must say
you are amazing. Much respect goes out to you and fellow Texas 3rd Strike
players.

As for a Hugo Vs. Q match-up. Well like you said , it would be
a pokefest from hell. I've gotten in a fair share of Hugo Vs. Q matches and a
good 85% percent of the time they end due to time running out.

Things
get really bad when you add Kara Throwing though

Hugo Vs. Q matches are personally my fav. though since it always makes a
pretty good match if you ask me.
__________________
SilverGear

Proud leader of "The misfits".
"My destiny is not to win, yet
I cannot lose out of generosity."
"I live in a mental state that
would scare the hell out of most people."-Taken from personal notes.

Posted by VenomFang on June 12th, 2001 01:16 AM:

About Makoto SA 2 bloack damage/recovery time: I was fighting someone I knew
wasn't going to parry it, which is the only reason I used it. Too true, doing so
against good players who have the opportunity to parry = death.

Remy...
umm, trying to play the 3s equivalent of keep-away while NOT playing Chun Li =
death, especially with Remy. Flash kicks get parried, then you die. Remy does
play a decent attacking game, but he will get destroyed if he turtles/attempts
to counter-attack.

I'd recommend Chun Li or Ken if you want to learn
characters. They both have some great combo ability and Ken has a mean cross up.
I've decided to learn Yun next myself, just because I'm all about some Genei Jin
action.

-vf

__________________
"just King Kobun that shit"

Posted by Gouki-Worshiper on June 12th, 2001 01:16 AM:

Q is quite cruel, the trick against him is seeing his dash move coming and
knowing if you have to parry up or down...else it's a great big poke
fest...
__________________
if (*(Akuma)->is_Master())
return
true;

Posted by LOLO on June 12th, 2001 01:27 AM:

quote:

Originally posted by VenomFang
About Makoto SA 2 bloack
damage/recovery time: I was fighting someone I knew wasn't going to parry it,
which is the only reason I used it. Too true, doing so against good players
who have the opportunity to parry = death.

even if they don't parry the SAII, plain blocking will still do
the job... same for qcf+punch, the recovery time is just sooo long...
><
__________________
- the untouchable

Posted by SilverGear on June 12th, 2001 01:34 AM:

Some friendly reminders concerning Remy.

quote:

Originally posted by Onny
Remy, eh?

hmm... *rubs chin
thoughtfully*

yeah i think he could be a good character to use. i
can't say i've used charge characters much before, but adding that sort of
stuff to my repertoire can only be a good thing.

yeah, i think i'll
definitely go for him. cheers for the suggestion

Ah Remy,

If it's okay with you may I offer some
tid-bits to help you out when you go and play with him?

If so then read
on , if not then just ignore this

Anyways things to consider:

Never do Remy's Rising Rage Flash (Flash Kick like Special) unless you
know WITH-OUT A DOUBT that it will connect. So in other terms never do it on
grounded opponents. If you do it on a grounded opponent they can easily block
it and punish you with a Super. While there is the chance an air-born opponent
might air parry it it wouldn't worry about something like that happening too
much unless your playing top quality players.

Throw out the Kick Light of Virtue (low Sonic Boom style Special) every
now and then at varying speeds and follow up with a Cold blue Kick just in
case your opponents decides to Jump it. When doing the Cold Blue Kick
after-wards I suggest you use the Roundhouse Kick Version.

Remy is a Turtler/Poker. Poke with Standing Forward Kick, Crouch
Roundhouse (warning : This move is a tad bit slow), The Cold Blue Kick, His
Standing Roundhouse (on Occassion), and his Standing Strong Punch (I think let
me check.).

Your goal is to get your opponent in the corner. Once there start throwing
out a variety of Jab and Short Light of Virtues followed up by Short Cold Blue
Kicks mixed with pokes of Strong Punch > Short Cold Blue Kicks and
Jab/Strong Punch Light of Virtues. Plus use other pokes as well (like the ones
I mentioned in the Poking section above ) to
help keep you opponent in control. Plus if your opponent is crouching in the
corner try nailing him with a Forward + Forward Kick for an over-head

For selecting Super Arts I suggest you learn using his 3rd Super Art
titled Blue Nocturne. This move will capture your opponent limb and start an
auto-combo. It works like a counter. It can even catch certain SUPERS! This
will come in use very often, even more so if you get your opponent in the
corner and you catch him trying to poke his way out of the corner.

Also keep this short but sweet combos in mind when playing:

-
Crouch Fierce Punch > Rising Rage Flash.

- Jump-in Roundhouse >
Forward Kick > Roundhouse Kick

- Neutral Throw xx Rising Rage Flash

- Jump-in Roundhouse > Crouch Strong Punch > EX Rising Rage
Flash.

(Note: I apologize if I wrote on of those combo's wrong my
memories of Remy are a bit Rusty.)

Well that's all I
can think of I hope that helps in any way possiable. Just be careful with Remy
though. His Stamina isn't all that great and his Stun Meter can fill up pretty
fast if you're not careful.

Outside of that I wish you the best of luck
with him, Enjoy!

__________________
SilverGear
Proud leader of "The
misfits".
"My destiny is not to win, yet I cannot lose out of
generosity."
"I live in a mental state that would scare the hell out
of most people."-Taken from personal notes.

Posted by SilverGear on June 12th, 2001 01:41 AM:

So True

quote:

Originally posted by VenomFang

Remy... umm, trying to
play the 3s equivalent of keep-away while NOT playing Chun Li = death,
especially with Remy. Flash kicks get parried, then you die. Remy does play a
decent attacking game, but he will get destroyed if he turtles/attempts to
counter-attack.

-vf

Sadly this is true.

Remy has one hell of a hard
time against offensive characters like Chun-Li, Gouki/Akuma, and Yun.

And if characters like Hugo or Alex get in close well >_< you get
the idea. ^^;

But don't let that discourage you from using Remy Onny.
He's still a fun character to use in casual play.
__________________
SilverGear

Proud leader of "The misfits".
"My destiny is not to win, yet
I cannot lose out of generosity."
"I live in a mental state that
would scare the hell out of most people."-Taken from personal notes.

Posted by SilverGear on June 12th, 2001 01:45 AM:

Oh really? >8D

quote:

Originally posted by shin srwilson
Silver gear and his fancy
Q!!!

LoL

Well if we ever meet up I'll be sure to test my skills against you.

It will be an interesting match to say the least.

I always welcome a challenge.
__________________
SilverGear

Proud leader of "The misfits".
"My destiny is not to win, yet
I cannot lose out of generosity."
"I live in a mental state that
would scare the hell out of most people."-Taken from personal notes.

Posted by Ryo Yamazaki on June 12th, 2001 04:35 AM:

*bump*

__________________
Geese Howard. He defines the term of badass.
Anyone who disagrees is automatically an idiot without any chance of
retribution. - Zero

Ryo Yamazaki
President
of AMFAS - UK Sector
Asian Mammarial
Fortitude Appreciation Society

Posted by Average_Gamer on June 12th, 2001 09:08 AM:

Elena

Okay, why does nobody discuss Elena? Is she a really lame character once you
get parries down (which I havent yet)? I really think I am making headway with
her...
I play a very attacking game. I suppose she's very risky because you
have to throw out a lot of DP's (with kick) but the recovery time doesnt seem so
bad and all you need is one knockdown and the fun begins... Her jumping RH hits
twice, she's surely hard to parry easily and her high-low game is superb, what
with that overhead.
I use the first super art by the way (Spinning Beat or
something). Is that the best one? What about Healing? I can't seem to find it
practicle to use.

Posted by Onny on June 12th, 2001 10:35 AM:

Re: Some friendly reminders concerning Remy.

quote:

Originally posted by SilverGear

Ah Remy,

If it's
okay with you may I offer some tid-bits to help you out when you go and play
with him?

It is TOTALLY ok with me

Cheers for the excellent tips!
__________________
Your headband and that all-season Karate uniform! I can't be
mistaken!

Posted by VenomFang on June 12th, 2001 05:55 PM:

I don't play Elena personally, but a few of my friends do. She has a great
array of like 50 overheads to hit you with, so yes, she plays an awesome
high-low game. Healing isn't worth it, the gain is minimal because of the fact
that you'll get knocked out of it, unless you knock your opponent across the
screen.

I'm far from being an expert on Elena, though...

-vf

__________________
"just
King Kobun that shit"

Posted by shin srwilson on June 12th, 2001 05:57 PM:

Elena players can leave themselves very vunerable though so you have to use
her cautiously!!!!!!!!!
__________________
Im the most
EVIL Gouki player this side of the atlantic.
Give in to the Dark power of
Gouki!

Posted by Gouki-Worshiper on June 12th, 2001 06:09 PM:

Elena players can be cruel though. We have a new generation (SF3:1 for those
who don't know) machine at our local mall and no one there could beat this Elena
player. It was absurd. He wasn't even that good, but he did a real good job of
whipping out some mean overheads after trapping you.
__________________
if
(*(Akuma)->is_Master())
return true;

Posted by scuddman on June 12th, 2001 09:37 PM:

I think the main thing with ELena is that like Sean, her specials just aren't
all that good. There are limited applications to what you can do with them. Very
few of her specials combo, except for scratch wheel.

She is faster than
say, a shoto, but doesn't have the Ibuki like mixups. Or the annoying low
forward of a shoto or Chun Li. Or the low links of a shoto. (short short, yeah
yeah) That doesn't mean she sucks, just that she's harder to use than normal.
And her chains suck. Slow, and no damage. Of course, her super options are
awesome. All 3 supers are very good, although healing takes some skill to use.

Powerful supers, sucky options. All of her specials have some use, but
they're not all that straight forward, and they're high risk.
(For instance,
you can use ex mallet smash to punish anticipated bad low pokes, such as whiffed
shoto sweeps at the correct distance)

Using Alex against a good Remy, I
have a hard time getting close. I can't dash past light of virtues, if I try to
headstomp them he recovers fast enough to parry me (into short short short yeah
yeah yeah) Jumping becomes a guessing game, not usually in my favor. Is it flash
kick? Jump fierce (which combos into flash kick for a juggle)? throw? C. Fierce?
Tons of standing jabs? Cold blue kick? If I parry C. Fierce, will he try to
throw or buffer a flash kick? Of course, stun gun headbutt demolishes remy, I'm
thinking hyper bomb though.

I can parry some of it, I can't parry all of
it in the air. Now Remy may seem weak against rushdown, but I think people
forget that he can rush as well as anyone else, just all the Remy players don't
do it.
__________________
Eric Chou

Posted by Onny on June 13th, 2001 12:23 AM:

quote:

Originally posted by scuddman
Now Remy may seem weak against
rushdown, but I think people forget that he can rush as well as anyone else,
just all the Remy players don't do it.

i've tried attacking with remy, but it just doesn't seem to
work (for me, at least). most of his moves seem too easy to parry for him to go
on the attack successfully.. cold blue kick can be seen from a mile off, his
"sonic boom" is probably the easiest thing to parry in the game, and his flash
kick has no range. maybe i'm just not imaginitive enough

any ideas?
__________________
Your headband and that
all-season Karate uniform! I can't be mistaken!

Posted by EDDIE WILLIAMS on June 13th, 2001 12:45 AM:

Re: Eddie?! OMG!

quote:

Originally posted by SilverGear

OMG it's Eddie!

I've seen video's of you playing and I must
say you are amazing. Much respect goes out to you and fellow Texas 3rd Strike
players.

As for a Hugo Vs. Q match-up. Well like you said , it would
be a pokefest from hell. I've gotten in a fair share of Hugo Vs. Q matches and
a good 85% percent of the time they end due to time running out.

Things get really bad when you add Kara Throwing though

Hugo Vs. Q matches are personally my fav. though since it always makes
a pretty good match if you ask me.

........ ?

were did you see those. I haven't even seen my self play.
__________________
DON'T GET TO
CLOSE...

Posted by NIN_DJ_Vicious on June 13th, 2001 12:48 AM:

i think Elena has some good potential, as someone said erlier, u should use
her cautiously, like her Scratch Wheel has pretty good priority (PULS) u should
be able to connect her damaging supers after a HK Skrtch wheel,it also takes out
anyone in the air. Elena
can EX all her specials (almost i think) which are pretty fast pretty kool
advantage, i think Brave dance and Healing are the better of the 3 supers: Brave
Dance should punish blocked sweeps(remember tha HK Skrtch wheel follow-up, and
Healing is pretty good, u could last the whole fight, just
execute Healing after a scratch wheel connects.
here
a combo or 2:

- j.HP, c.MP, DP+ HK
(i havent tried this one, but i was
it somewhere, look tough): - j.HP, c.MP(still in air), lp, lk, DP + HK

like i said Elena has some good potential, caution, mix-it-up
c.mp,overhead(mp+mk),throws ,..umm, stay offensive also,
F+MP and F+MK good overheads(surprise,surprize ), keep
up some pressure, u can pretty much counter everything that u parry with the
Sctrch wheel, xcept projectiles.

ok im outta here im hungry

__________________
"There
is nothing there to believe...
Nor is there a need to believe... "

-Vicious

Posted by SilverGear on June 13th, 2001 01:50 AM:

Re: Re: Eddie?! OMG!!

quote:

Originally posted by EDDIE WILLIAMS

........ ?

were did you see those. I haven't even seen my self play.

A friend of mine has some videos taken from Texas.

And on 2 (or maybe it was 1 not really sure it's been a while.) of the
videos you were featured. Very nice Hugo may I add.
__________________
SilverGear

Proud leader of "The misfits".
"My destiny is not to win, yet
I cannot lose out of generosity."
"I live in a mental state that
would scare the hell out of most people."-Taken from personal notes.

Posted by BillyKane on June 13th, 2001 01:23 PM:

Amazing Elena combo:

Low MP, EX Spinning Scythe (qcb+KK), EX Rhino
horn (qcf+KK), Spinning Beat (SA1)-or EX/Normal Scratch Wheel DP+KK

Posted by EDDIE WILLIAMS on June 13th, 2001 01:44 PM:

quote:

Originally posted by SilverGear

A friend of mine has
some videos taken from Texas.

And on 2 (or maybe it was 1 not really
sure it's been a while.) of the videos you were featured. Very nice Hugo may I
add.

and since then my power level has gone way up!
Hahahahahahaha! I'm numba one!
__________________
DON'T GET TO CLOSE...

Posted by Average_Gamer on June 13th, 2001 02:03 PM:

Thanks

Thanks for the massive combo Billy! I'm Lebowski from the Gamefaqs
messageboard... just recently discovered the excellence of 3rd Strike.

Posted by Jashugan on June 13th, 2001 03:49 PM:

I'm glad my first post is about SFIII.

Onny, when you are able to
parry/auto-parry supers with any degree of reliability, the Blue Nocture can
come in really handy. It can be slipped in after auto-parrying the first hit of
a lot of supers like Ken's Shippu Jinraikyaku, or Elena's Brave dance. It can
also be put after parrying the first "wave" or "waves" of some supers, like
after the first 3 hits of Ken's Shoryu Reppa or the first 8 hits of Chun-li's
Hoyokusen.

Posted by Bem on June 13th, 2001 04:24 PM:

Re: Thanks

Average_Gamer,

I met you at the last UK SFA3 ranking battle (I didn't
enter, but you played me at KOF97 in between games). Are you going to the next
one? We could play some SF3 sometime - I'm learning Elena.

Posted by shin srwilson on June 13th, 2001 05:20 PM:

Then you need to be quite cautious when using Elena but master her and she
Can be deadly esspecuially with her speed!
__________________
Im the most EVIL Gouki player this side of the
atlantic.
Give in to the Dark power of Gouki!

Posted by Average_Gamer on June 13th, 2001 06:28 PM:

Hey Benn!

Dude, hey! Yeah, most definately will be there!!! I seriously cannot wait
this time as I picked up a DC with Arcade Stick about a month and a half ago and
have managed to make the cross-over from pad to stick. So this time I will be
able to do all the stuff I WANT to do and hopefully win a round at least!

Yeah, I'll be up for plenty of 3rd Strike, KOF and Capcom vs SNK in addition
to the tournament. Its gonna rock!

Posted by DeadlyRaveNeo on June 13th, 2001 08:23 PM:

quote:

Originally posted by Jashugan
I'm glad my first post is about
SFIII.

Onny, when you are able to parry/auto-parry supers with any
degree of reliability, the Blue Nocture can come in really handy. It can be
slipped in after auto-parrying the first hit of a lot of supers like Ken's
Shippu Jinraikyaku, or Elena's Brave dance. It can also be put after parrying
the first "wave" or "waves" of some supers, like after the first 3 hits of
Ken's Shoryu Reppa or the first 8 hits of Chun-li's Hoyokusen.

I agree, there is a Remy player here in Toronto who uses
Blue Nocturne, he has a lot of setups for landing it too including baiting the
parry and he abuses the crouching strong charge into high or low boom, its hard
to see coming coz when he mixes up the boom while crouching strong right in
front you, you feel like snuffing him when you think he's going to throw the
next boom. Basically his main skill is charging really fast with Remy using
crouching strong, like throw boom (charge) crouch strong, throw boom, ppl don't
realize that Remy can charge pretty fast unlike Guile in old SF games.

__________________
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Posted by Arma^ on June 13th, 2001 08:54 PM:

Re: Hey Benn!

quote:

Originally posted by Average_Gamer
Dude, hey! Yeah, most
definately will be there!!! I seriously cannot wait this time as I picked up a
DC with Arcade Stick about a month and a half ago and have managed to make the
cross-over from pad to stick. So this time I will be able to do all the stuff
I WANT to do and hopefully win a round at least!
Yeah, I'll be up for
plenty of 3rd Strike, KOF and Capcom vs SNK in addition to the tournament. Its
gonna rock!

I think I may be going down to London to enter the next
Ranking Battle - I also play alot of 3rd Strike - might see you there ^_^
__________________
Ikuze!

Posted by Arma^ on June 13th, 2001 08:56 PM:

quote:

Originally posted by Jashugan
I'm glad my first post is about
SFIII.

Cool Name - I take it you got it from Battle Angel Alita!
Jashugan rocks! MACHINE FIST!
__________________
Ikuze!

Posted by Onny on June 13th, 2001 10:24 PM:

quote:

Originally posted by Jashugan
I'm glad my first post is about
SFIII.

heh heh

quote:

Onny, when you are able to parry/auto-parry supers with any degree of
reliability, the Blue Nocture can come in really handy. It can be slipped in
after auto-parrying the first hit of a lot of supers like Ken's Shippu
Jinraikyaku, or Elena's Brave dance. It can also be put after parrying the
first "wave" or "waves" of some supers, like after the first 3 hits of Ken's
Shoryu Reppa or the first 8 hits of Chun-li's Hoyokusen.

ahhh.. so that's it's use. i can see now why it can be so powerful.

i was messing about with him some more today and found out some nice stuff..
why did no-one mention the power of his jumping fierce? tbh i
mostly just used his normals to poke and in some cases juggle (although that
crouching fierce is so hard to connect that sometimes it seems hardly worth
trying). tommorow's praccy will be "super praccy".. otu of interest, is it
possible to link a rising rage (i think that's the name.. his flash kick) from a
jump HK, stand MP, sonic boom? it seems to be possible to link his sa2 from it..
but i couldn't get this combo to work. ah well.
i'm also currently trying to
get the timing down for his crouching fierce-> cold blue kick (LK version),
but it's pretty tight.. seems to be easier to do outside a corner too, for some
reason ah
well, practice makes perfect i guess
__________________
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mistaken!

Posted by Onny on June 13th, 2001 10:36 PM:

quote:

Originally posted by DeadlyRaveNeo
Basically his main skill is
charging really fast with Remy using crouching strong, like throw boom
(charge) crouch strong, throw boom, ppl don't realize that Remy can charge
pretty fast unlike Guile in old SF games.

And I was one of them. Hmmm. This opens up some interesting
possibilities.
It's quite nice being remy. My other character (Makoto) is
sheer "rushdown", but Remy is a lot more laid back and pokey. I think my
opponents will be suprised by the change of pace
__________________
Your headband and that all-season Karate uniform! I can't be
mistaken!

Posted by Ryuforever on June 14th, 2001 12:14 AM:

quote:

Originally posted by n817azn
I have another question regarding
combos. How on earth do you cancel quick enough from a normal shoryuken to the
super uppercut,(ken,ryu,.....) every time i try to do it the uppercut just gos
off and i can never get it to cancel. Could someone explain how to do this
please!!

thanx,n8

It´s simple. Note that after the normal shoryuken you don´t
have to do the whole motion of the super. When you do the shoryuken you
do:F,D,DF+punch. So in order to do the super´s motion you have to follow with
F,D,DF,F+punch. To sum up: .F,D,DF+punch,F,D,DF,F+punch The computer
thinks that you have performed D,DF,F,D,DF,F+punch, which is almost true.

Note that after the first punch, you have to be fast for a correct
super-cancel.

Posted by Bem on June 14th, 2001 11:36 AM:

Average_Gamer, Arma^: The tourney kicks off at about 6ish, but there were
people playing all afternoon last time. I'll be there from about 1:30ish if you
want some pre-tourney warm up. Lookin' forward to it... ^_^

While we are
talking about Elena, has anyone got any tips for using her against Hugo, Chun,
and Q? I tend to use her with healing and just poke/trade to whittle them down
and then heal back the damage to put me on top. Unfortunately, this doesn't work
well in these matches. Against Q and Hugo, the damage trades go against me, and
they wear me down. Against Chun, I get out-poked.

Any tips for these
matchups? Should I pick another super? What am I doing wrong?

Posted by Jashugan on June 14th, 2001 03:24 PM:

quote:

Originally posted by Arma^

Cool Name - I take it you got
it from Battle Angel Alita! Jashugan rocks! MACHINE FIST!

Thanks. I was wondering if anyone would recognize it.

Posted by Jashugan on June 14th, 2001 03:33 PM:

quote:

Originally posted by Onny
tommorow's praccy will be "super
praccy".. otu of interest, is it possible to link a rising rage (i think
that's the name.. his flash kick) from a jump HK, stand MP, sonic boom? it
seems to be possible to link his sa2 from it.. but i couldn't get this combo
to work. ah well.
i'm also currently trying to get the timing down for his
crouching fierce-> cold blue kick (LK version), but it's pretty tight..
seems to be easier to do outside a corner too, for some reason ah
well, practice makes perfect i guess [/B]

You're trying to link his normal flash kick after a sonic
boom? I don't know.
Here's a spiffy move, if you do a normal (no-direction)
throw to an opponent in the corner, you have enough time to charge a flash kick.
Since he hits the edge of the screen, you'll connect with it.

Posted by Shin Piccolo on June 14th, 2001 08:19 PM:

Its time to get back into my own thread. What do you guys think Of Dudley and
Alex I think there both great. Alex is like a hybred grappler with a mixture of
charge moves and command moves, he's got good range attacks and he doesn't have
no 720 bullshit. Good anti air and damn strong and takes a shit load of damage.
After I get back from my holiday I'm gonna organise a playing seesion (as I've
said a million times) anyone interested? oh yeah can someone give me a new
character to learn. As long as it isn't Q
__________________
Watch your
thoughts; they become words.
Watch your words; they become actions.

Watch your actions; they become habits.
Watch your habits; they become
character.
Watch your character; it becomes your destiny.

Posted by shin srwilson on June 14th, 2001 08:41 PM:

learn Yun or Yang or Remy!
__________________
Im the most EVIL Gouki player this side of the
atlantic.
Give in to the Dark power of Gouki!

Posted by Jashugan on June 14th, 2001 09:45 PM:

quote:

Originally posted by Shin Piccolo
What do you guys think Of
Dudley and Alex I think there both great.

oh yeah can someone give me
a new character to learn. As long as it isn't Q

Yeah, I think that both Alex nd Dudley are great
characters. Both in play and design. Alex really feels like a "street grappler",
and Dudley finally does boxing some justice.
Who do you play as now? I
suggest Oro or Necro. If you normally play as more "classic" characters, these
to will give a new way of thinking to add to your style.

Posted by Ryo Yamazaki on June 14th, 2001 10:17 PM:

quote:

Originally posted by Shin Piccolo
Its time to get back into my
own thread. What do you guys think Of Dudley and Alex I think there both
great. Alex is like a hybred grappler with a mixture of charge moves and
command moves, he's got good range attacks and he doesn't have no 720
bullshit. Good anti air and damn strong and takes a shit load of damage. After
I get back from my holiday I'm gonna organise a playing seesion (as I've said
a million times) anyone interested? oh yeah can someone give me a new
character to learn. As long as it isn't Q

Dudley and Alex are heavy characters

A new character to learn eh? Try Urien. You'll be learning him for a
long time. His learning curve is a tad steep

That's a point, is there
any Urien players here? I'm looking to improve my Urien game as it's a bit weak
at the mo
__________________
Geese Howard. He defines the term of badass.
Anyone who disagrees is automatically an idiot without any chance of
retribution. - Zero

Ryo Yamazaki
President
of AMFAS - UK Sector
Asian Mammarial
Fortitude Appreciation Society

Posted by Onny on June 14th, 2001 10:29 PM:

quote:

Originally posted by Jashugan
Thanks. I was wondering if anyone
would recognize it.

I am actually mildly upset that I didn't think of using it..
Jashugan was so awesome in that manga. MASCHINE KLATSCH!

quote:

Here's a spiffy move, if you do a normal (no-direction) throw to an
opponent in the corner, you have enough time to charge a flash kick.

Yeah i knew this, but thanks anyway.
Actually, i've noted that in a lot of matches i've seen (as well as a couple of
combo videos), people seem to do a crouching fierce into flash kick.. thing is,
i don't know why they do this; simple crouching fierce into far standing fierce
not only does more damage but also more stun too. is there any particular reason
why i should use the flash kick? i can't see any..

quote:

Originally posted by Ryo Yamazaki
That's a point, is there any
Urien players here? I'm looking to improve my Urien game as it's a bit weak at
the mo

Arma's your man.

__________________
Your headband and that
all-season Karate uniform! I can't be mistaken!

Posted by spanishryu on June 14th, 2001 11:43 PM:

third strike rules

hi to everybody, Im a spanish player of street fighter (sorry about my
english) and i have been playing street fighter since...well since a lot, I cant
remember now.
I have been waiting a lot of years the day to play SF 3, and
now, i own a DC and im wasting all day playing, and playing, and playing...but I
have find 2 problems in that game

1)Firts of all, the parrying, i
dont find the moment to do parries, I have proved all but i need help :_ please
help me to learn when is the best moment to do a parry
2) the other thing is
that bad ass of gill, I...I...I hate him, I seems like an Snk mega chipiest
boss, he is perfect and I spend a lot f continues to beat him, I need someone
help me to find a strategy to beat him quicky

Well thats all that I want
to know about third strike. Im very used to play Sf here in spain but i expect
to play someday with a American player ( or a Japanese player) to learn how weak
i am until that day i will continue playing and training

All sons of old gods dieeeee!!!! Strider rulesss

Posted by Onny on June 15th, 2001 12:24 AM:

Re: third strike rules

quote:

Originally posted by spanishryu
1)Firts of all, the parrying, i
dont find the moment to do parries, I have proved all but i need help :_
please help me to learn when is the best moment to do a parry

use the DC "blocking training" to help you with this. practice
on fireballs first. the moment you parry is just before the move hits you.

quote:

2) the other thing is that bad ass of gill, I...I...I hate him, I seems
like an Snk mega chipiest boss, he is perfect and I spend a lot f continues to
beat him, I need someone help me to find a strategy to beat him quicky

can't help you here.. just keep trying

p.s, your english is fine!
__________________
Your headband and that
all-season Karate uniform! I can't be mistaken!

Posted by Shin Piccolo on June 15th, 2001 12:44 AM:

Ok the time has come to unviel your fav combos. Heres a few of mine.

Ken

1) Jumping HP, MP, HP, Fierce shoryuken
2) Jumping HP,
MP, HP, Fierce shoryuken supercancel into any super
3) Crouching forward,
fierce shoryuken, supercancel into a super
4) Crossover MK, MP, HP, Fierce
Ex shoryuken

Dudley

EX MGB, LP MGB, Fierce Jet upper,
supercancel into Tornado upper

Ryu

1) HP, Ex jeri kick, air ex
hurricane
2) crouching MK, LP shoryuken, supercancel into shinkuu,
immediately after shinkuu hadouken has left Ryu's hands, do a normal hadouken
and quickly supercancel into another shinkuu. Very flash and ok damage. doesn't
work on everyone.

Anyone have any Chunners combos or more Dudley corner
juggles? I'll be back with more soon.

__________________
Watch your
thoughts; they become words.
Watch your words; they become actions.

Watch your actions; they become habits.
Watch your habits; they become
character.
Watch your character; it becomes your destiny.

Posted by SlimX on June 15th, 2001 01:18 AM:

Ryo Yamazaki: I think I could probably help you with Urien. =) Whatcha wanna
know?

Posted by Ryo Yamazaki on June 15th, 2001 01:20 AM:

Chunners combos coming right up mr Piccolo!

Jump in with any attack, b+MP, Super Art 2
Jump in with any attack, low
MK, Super Art 2
JUmp in with any attack, low HP, MK Spinning Bird Kick

Now, a Makoto combo (my fav)
Arbre Tosanami, FK Tsurugi, MP Hayate,
MP/HP Hayate (depending on the distance away from the corner)
**NOTE** The
above combo absolutely rapes energy bar, especially Akuma's

Ryu
Jump in with HK, low MK, FB cancelled into Shin Shoryuken, wait
a bit then do Joudan, FB or Dragon Punch (only in corner)

Urien bread
and butter
Jump in HP, crouching HP, EX Headbutt, Chariot Rush

Hit
them out of the air with a MP FB, then juggle with 3x EX Chariot Rush (second
hit of third EXCR will miss)

I have more but they're pretty basic

__________________
Geese Howard. He defines the term of badass.
Anyone who disagrees is automatically an idiot without any chance of
retribution. - Zero

Ryo Yamazaki
President
of AMFAS - UK Sector
Asian Mammarial
Fortitude Appreciation Society

Posted by Ryo Yamazaki on June 15th, 2001 01:29 AM:

quote:

Originally posted by SlimX
Ryo Yamazaki: I think I could
probably help you with Urien. =) Whatcha wanna know?

Oh my god I'm so stupid I forgot about you Slim X!

Actually I'm not sure what in particular I want to know

I mean,
I know what his best pokes are
I know his bread and butter combo which I use
generally all the time
I know one of his Aegis traps

I guess my
problem is I just can't get good enough grades with him

I can't remember
the last I got a grade higher than C+ with him

Which leads me to believe
that my Urien game is somewhat weak

[EDIT] Actually I've just thought of
something else
Could you tell me some of Urien's best combos?

Unfortunately I think I missed your Urien threads on GameFAQ's and I can't
remember which folder I saved your Urien FAQ to
__________________
Geese Howard.
He defines the term of badass. Anyone who disagrees is automatically an idiot
without any chance of retribution. - Zero

Ryo Yamazaki
President of AMFAS - UK Sector
Asian Mammarial Fortitude Appreciation Society

Posted by SlimX on June 15th, 2001 01:46 AM:

Heh. For starters, make sure you're familiar with Jon Rodgers' guide on
GameFAQs as well as my advanced guide which is at:

http://www.raverpants.com/slim/urienfaq.txt

I have some more stuff to add to it, though.

Combos for Urien
are mostly about juggles. You shouldn't really be trying for a jump-in, though,
most of the time. You know about low HP, EX head butt, HP head butt/HK tackle
already. Obviously, if you're using the Temporal Thunder, you can super cancel
the HK tackle in that combo.

The other important combo is the infamous
anti-air sphere corner juggle which I also assume you know, and it's listed in
both FAQs, if you don't.

Pretty much all of Urien's other combos are
just variations on those two combos. That leaves the Aegis traps. I have some of
them listed in the FAQs though I'm always developing more. =) I have a new one,
but I don't want to go blabbing it on here until I've had a chance to try it out
at MWC. =)

Are you just talking about playing the CPU? Since you mention
grades, I figured that might be the case. Against the CPU, I often use Thunder
as my super to get good grades. Lots of low HP, EX head butt, HK tackle cancel
to Thunder. Against people, of course, Thunder should be your least picked
super, as I detail in the FAQ.

If you need anything more specific, let
me know.

Posted by Average_Gamer on June 15th, 2001 01:53 AM:

Mr. Piccolo

Hey, I'll be up for your gaming sesh's. Will they be in London, right? Email
me with the details.
P.S Now that I've finally gotten good with an arcade
stick, I'm thinking about changing my rather humble UserName... has anyone taken
Lebowski?

Posted by Ryo Yamazaki on June 15th, 2001 02:02 AM:

quote:

Originally posted by SlimX
Heh. For starters, make sure you're
familiar with Jon Rodgers' guide on GameFAQs as well as my advanced guide
which is at:

http://www.raverpants.com/slim/urienfaq.txt

I have some more stuff to add to it, though.

Combos for Urien
are mostly about juggles. You shouldn't really be trying for a jump-in,
though, most of the time. You know about low HP, EX head butt, HP head butt/HK
tackle already. Obviously, if you're using the Temporal Thunder, you can super
cancel the HK tackle in that combo.

The other important combo is the
infamous anti-air sphere corner juggle which I also assume you know, and it's
listed in both FAQs, if you don't.

Pretty much all of Urien's other
combos are just variations on those two combos. That leaves the Aegis traps. I
have some of them listed in the FAQs though I'm always developing more. =) I
have a new one, but I don't want to go blabbing it on here until I've had a
chance to try it out at MWC. =)

Are you just talking about playing the
CPU? Since you mention grades, I figured that might be the case. Against the
CPU, I often use Thunder as my super to get good grades. Lots of low HP, EX
head butt, HK tackle cancel to Thunder. Against people, of course, Thunder
should be your least picked super, as I detail in the FAQ.

If you need
anything more specific, let me know.

Thanks man

I do have J.Rodgers FAQ, but my dumbass
lost it (I've so many FAQ lying about that I can't keep track of them all)

When I play the CPU I always use Tryant Slaughter so I guess that could
be the source of my C+ and D's

You're right about not using TT against
humans, IMO it's a super strictly for the CPU (I know this from experience,
having played my Urien against Billy Kane)

BUt yeah I guess I'll use
lots of TT combos

I'm sure there's something I've forgotten but it'll
come to me

Thanks again Slim
__________________
Geese Howard.
He defines the term of badass. Anyone who disagrees is automatically an idiot
without any chance of retribution. - Zero

Ryo Yamazaki
President of AMFAS - UK Sector
Asian Mammarial Fortitude Appreciation Society

Posted by SlimX on June 15th, 2001 02:05 AM:

No problem,man. =) I'm always happy to answer questions, be them here, on
GameFAQs, on www.streetfighter.org, in e-mail, on the phone, whatever. =) Just
let me know if you want to discuss anything else.

Posted by scuddman on June 15th, 2001 03:58 AM:

Doesn't remy far fierce pop them back on their feet? That's not always a good
thing, because it could potentially kill your initiative. At least if you knock
down you can light of virtue right away, and try to follow up, even if they tech
roll.

The other thing is using C. fierce -> flash kick as an anti-air
mixup. If you try to do standing fierce after the crouch one is parried, you're
going to get hurt.

If I remember, it's even possible in some cases to do
c. fierce -> cold blue kick. Check the damage and stun on that, wil you?

I got a question for you, Slim. How does one beat John Choi in 3rd
strike? Nothing I do works well for long, he always catches on...
__________________
Eric
Chou

Posted by SlimX on June 15th, 2001 06:25 AM:

Hahah. I don't know why you'd think I'm the person to ask that. =) I don't
recall getting a chance to play Choi at MWC last year. I guess I might, this
year. =) I was always under the impression that Choi disliked 3s and, thus,
didn't play it much.

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