Frequently Asked Questions Thread

yuukiyuuki Joined: Posts: 782
I see the same questions being asked over and over on srk and fb junkies over the years. I'll work on this throughout the week and once its done JP can sticky it.

Q: Is x move hit confirmable?
A: It is said in Japan that 12 frames is the fastest a human can confirm a normal into a move. Ken's cr mk > jinrai is 12 frames. While this is the fastest possible, mastering this 100% is very unlikely, and therefore players use situational confirms when confirming difficult moves.

Q: What is a situational confirm?
A: A situational confirm is a hit confirm taking the scenario into consideration. These include confirming the stand/crouch animation, start up animation of a move, and recovery of a move. If you visually recognize that an opponent is standing while getting hit, you can assume all low moves will have hit them. The same is true with overheads and the crouch animation. Confirming the start up animation of a move simply means you see that the opponent has begun a move, and cannot guard. Confirming the recovery animation of a move simply means you are whiff punishing their move as they have not recovered from their move to guard.

Q: I play on pad/keyboard, should I switch?
A: Yes! This is not a matter of opinion but fact. It seems like in other games like sf4 there are successful pad players but I cannot think of a single strong player who uses pad or keyboard. 3rd strike is an arcade game, and not playing on stick restricts your ability to play on a cabinet. Also there are many things in the game that will be more difficult to execute on pad/keyboard.
Post edited by yuuki on
かかってきな。
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Comments

  • yuukiyuuki Joined: Posts: 782
    Please comment and submit a frequently asked question if you can think of any. I'll be answering how to deal with gouki's tatsu later since everyone seems to ask that question as well.
    かかってきな。
  • RichterRichter ~~~00~~~ Joined: Posts: 1,873
    edited January 2015
    Anything about parries, copied from srk wiki. Also found info on a random blog
    Parrying
    (Also known as "Blocking" or "Teching" in Japan) A defense mechanic that gives a slight frame advantage to the defender and leaves the opponent open for a counterattack. The

    When an attack is parried, the parrier and the object being parried are frozen for 16 frames. Note that the object may actually be a projectile, in which case the projectile would be frozen and not the character who threw it. During this 16 frames, the parrier can cancel into block and parry, and can tech throws (note that since you cannot intitiate a throw, you can only tech after the throw connects). In addition to this intial 16 frames, the object is frozen for another few frames, depending on the attack: Jabs/Shorts--4 more frames; Strongs/Forwards--3 more frames; Fierces/Roundhouses--2 more frames; Specials/Supers--0 more frames. Once the object is unfrozen, the attack resumes its animation and can be cancelled into another attack as if it had connected.

    (Some projectile attacks do not seem to freeze when parried because they are actually several individual attacks that approach you at the same time, rather than one multi-hit attack as is the case with Akuma's Red Fireball for example. Oro's EX Yagyou Dama and Akuma's KKZ act in this way, even though they seem like one big projectile.)
    If a parry is successful, your character will automatically parry any other attack that hits you within the next 2 frames.

    The game ingnores your inputs during the freeze for air parries. However, you can still buffer inputs during the freeze for ground parries.

    If a jumping attack is parried, the attacker is reset to a neutral state upon recovery of the attack if it recovers before he lands. This means he is once again free to attack or parry, and even block low upon landing (trip guard). If it does not recover before he lands, he will be stuck in a small recovery upon landing.

    Parry resets the juggle count (and thus resets all scaling).

    You cannot parry 1 frame before the end of YOUR attack's recovery

    Red parry windows for all moves: 3 for normal moves, 2 for specials/supers.

    Blue ground parry windows for ground moves/fireballs: 10 blue, 6 sloppy.
    Blue ground parry windows for air moves: 5 blue, 5 sloppy. (Interesting.)
    Air parry windows for all moves: 7 blue, 6 sloppy.
    Red parry windows for all moves: 3 for normal moves, 2 for specials/supers.
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  • yuukiyuuki Joined: Posts: 782
    @Rictorxix‌ sorry what's the question?
    かかってきな。
  • RichterRichter ~~~00~~~ Joined: Posts: 1,873
    Oh whoops, I just see parries frequently asked so I thought I'd post it in case anybody in the future had a question. Is this an advice thread of sorts?
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  • yuukiyuuki Joined: Posts: 782
    edited January 2015
    Oh ok thanks. Nah just a place to leave answers to frequently asked questions. I don't trust srk wiki so I'll get my info from game restaurant.
    かかってきな。
  • akuaku スピリチュアルやからね! Joined: Posts: 3,865
    I think last week, I was playing on Fightcade as Urien and somehow I managed to do a low parry into a Tackle. I know that we've had this discussion on how to do something like a parry into a Headbutt or Alex's Stomp(I think hold down, tap up RIGHT before the parry+P/K), but I was wondering if this also works for doing a low parry into a forward advancing charge move.
  • yuukiyuuki Joined: Posts: 782
    edited January 2015
    @aku‌ I don't know the answer to that but I think 1) not frequently asked question. 2) telesniper might've already wrote about it awhile back so worth searching. 3) Ryan's thread would be a better place to discuss it.

    If you did it, it must work. Might just be super impractical like the low parry vertical charge more or 1 parry LL's
    Sorry buddy
    かかってきな。
  • NoMoreFunlandNoMoreFunland Perfection equals obliteration! Joined: Posts: 1,229
    Check the General Thread aku
  • RichterRichter ~~~00~~~ Joined: Posts: 1,873
    How do you confirm Dudley towards mk? Is it a link or a cancel and is it necessary to do it consistently?
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  • jblairjblair remember to cancel your preorder! Joined: Posts: 1,392
    Rictorxix wrote: »
    How do you confirm Dudley towards mk? Is it a link or a cancel and is it necessary to do it consistently?

    You can link it or cancel it. How necessary it is to do consistently is up to you and your play style. If you think about the range and counter poking capabilities, it can be best used during pressure to score a hit that is easily confirmable, or when someone is dashing in to stop their movement. I would say it is important to confirm dudley super as much as possible, and if f+mk can fill some holes then you should learn how to pull it out asap. I would assume you asking this means you don't use cr mp/mp xx ducking super? Those are probably even more useful than f+mk.
  • RichterRichter ~~~00~~~ Joined: Posts: 1,873
    I'm trying to learn Dudley on the side right now and use cr.lk x 2 mostly as my confirm so I figure f+mk would help with mixups better than cr.MPxxDucking at the moment. I need to experiment with Ducking Upper to see which version of the move is unsafe. I assume MK Ducking is fairly safe but HK Ducking is punishable.
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  • jblairjblair remember to cancel your preorder! Joined: Posts: 1,392
    Rictorxix wrote: »
    I'm trying to learn Dudley on the side right now and use cr.lk x 2 mostly as my confirm so I figure f+mk would help with mixups better than cr.MPxxDucking at the moment. I need to experiment with Ducking Upper to see which version of the move is unsafe. I assume MK Ducking is fairly safe but HK Ducking is punishable.
    Perhaps I'm thinking a bit too far ahead, but cr lkx2 can't really be your go-to, since it only works point blank.
  • RichterRichter ~~~00~~~ Joined: Posts: 1,873
    jblair wrote: »
    Rictorxix wrote: »
    I'm trying to learn Dudley on the side right now and use cr.lk x 2 mostly as my confirm so I figure f+mk would help with mixups better than cr.MPxxDucking at the moment. I need to experiment with Ducking Upper to see which version of the move is unsafe. I assume MK Ducking is fairly safe but HK Ducking is punishable.
    Perhaps I'm thinking a bit too far ahead, but cr lkx2 can't really be your go-to, since it only works point blank.
    So what do you think is best for Dudley as a hit confirm into super? Kanipan into f+mkxxRocket Upper, cr.mp/mpxxducking, st.hkxxducking, and dart blow into super are the other common options I can think of. Maybe I'm playing the character wrong but I feel like Dudley's best options are when he is in your face so maybe that influences my decision to use hit confirms up close and in the corner. I'm a noob so if you have any suggestions I'm all for it lol.
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  • jblairjblair remember to cancel your preorder! Joined: Posts: 1,392
    Well IMO dudley's normals have different spacing according to the matchup. Some characters are likely to stick out moves that you can counter poke with roundhouse, some have moves that are easier to hit with cr./st. strong. Personally I think that strong xx ducking super is dudley's strongest move because of its speed and confirmability. It gives him just a little taste of what it is like to be top tier.
  • darkhiryuudarkhiryuu Hello Hella Joined: Posts: 202
    edited March 2015
    Rictorxix wrote: »
    I'm trying to learn Dudley on the side right now and use cr.lk x 2 mostly as my confirm so I figure f+mk would help with mixups better than cr.MPxxDucking at the moment. I need to experiment with Ducking Upper to see which version of the move is unsafe. I assume MK Ducking is fairly safe but HK Ducking is punishable.

    All versions of Ducking Upper are unsafe. Also don't forget Dart Shot, super on crouching hit as a hit confirm.

    Post edited by darkhiryuu on
  • ryan.ryan. Joined: Posts: 1,918
    Don't forget toward mk is so good because of its huge frame adv on guard.

    Also, you can super when the opponent parries it sometimes just to keep them on their toes.
  • DevdanDevdan Joined: Posts: 537
    Since we're on the topic: I totally suck at Dudley's hit-confirms due to mostly playing online, but on account of I'm going back to Japan really soon (still dunno where exactly), I'd like to look into sucking less.

    You mentioned crouching mp into ducking. I always see good players doing that, but I never do it (when I practice against the CPU, forget hit confirming anything online) because I can't get it consistently. The only way I'm able to do it is to start the half circle motion, and do mp in the middle of it. Is that the only way, or is there some easier way I'm missing? Trying to do mp then the half circle seems too slow.

    It took me a solid year to realize I couldn't get kanipan > kidney blow > uppercut because I wasn't returning to neutral, so...I just want to make sure I'm not missing something equally obvious.
  • darkhiryuudarkhiryuu Hello Hella Joined: Posts: 202
    I'd be interested in knowing this answer too. Doing HCF while doing c.MP is possible, it's just kind of an awkward motion, especially if you're already holding DB.
  • jblairjblair remember to cancel your preorder! Joined: Posts: 1,392
    edited March 2015
    ryan. wrote: »
    Don't forget toward mk is so good because of its huge frame adv on guard.

    Also, you can super when the opponent parries it sometimes just to keep them on their toes.
    Parrying a jump in and then f+mk xx upper looks so sick too
    +frames+forward movement
    I would give f+mk 8/10 as a move. It has a proper name.. Kidney blow?
    Devdan wrote: »
    You mentioned crouching mp into ducking.

    I was really really bad at it for a long time. I can't offer too much advice, but I don't start the motion before the move or anything. It just took a lot of practice to learn an efficient way to execute it. There are a lot of things in 3rd strike that just require really quick motions, and you have to become fast with practice. In cvs2 when they do short short super and it's some dumb snk motion, there is no way to explain the buffer, you just have to get quicker and more precise. Lame answer
    Post edited by jblair on
  • akuaku スピリチュアルやからね! Joined: Posts: 3,865
    Whenever I manage to actually pull off cr.MP->Ducking I always just do it as is: cr.MP, have the stick on neutral and then HCF+K. It's an awkward motion, but so far that's the only method I can think of.

    I dunno, maybe if you tap back first, then downback+MP->QCF+K it might work? I can't test it out right now. lol
  • RichterRichter ~~~00~~~ Joined: Posts: 1,873
    The game reads ducking upper as Back+Any Down+Forward+Kick
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  • AlexisdabombAlexisdabomb Joined: Posts: 2,528
    I forget where to find it but how do you guard jump again? And does it benefit Alex and Dudley? I was under the impression that it was something that benefited the lighter characters and shoto's.
    "I wish someone would flex in front of the camera and say I'm awesome....

    ;_; "

    Dander.
  • yuukiyuuki Joined: Posts: 782
    Cr mp -> ducking shouldn't be hard. Just do it like aku said.

    @Rictorxix I'm pretty sure game reads half circle moves as 4123 or 6321 instead of 41236 or 63214 (the exception is zenpo which is 624)

    @Alexisdabomb you use the 6 frames of throw invincibility on wake up. Guard for 6 frames and then jump. I recommend following that up by guarding again since if you end up guarding a multiple hit attack, you'll get hit by the 2nd hit if you don't return the stick to guarding.

    Every character can use the technique, it's just the slower your jump is the easier it is for your opponent to time their delayed attack to hit you before your hitbox goes airborne (so you get hit on the ground).

    かかってきな。
  • RichterRichter ~~~00~~~ Joined: Posts: 1,873
    @yuuki Half-Circle and Full-Circle moves only require you to input the Cardinal directions to execute them. This shortcut also appears in the SF2 series as well. It appears all half-circle moves let you press any down but for full-circles you need to hit all the cardinal directions. I just tested them in training mode, you can see for yourself :smile:
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  • yuukiyuuki Joined: Posts: 782
    edited March 2015
    @Rictorxix im on pad right now but seems like you're right. Always fun learning 3s trivia. basically people shouldn't have trouble with cr mp/st mp into ducking even with sloppy execution >_<
    かかってきな。
  • RichterRichter ~~~00~~~ Joined: Posts: 1,873
    2323+P and 1212+P equals shoryu just fyi, I remember you not believing me last time I told you
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  • ESNESN 最初はぐう... Joined: Posts: 1,347
    edited March 2015
  • IglooBobIglooBob Bob the builder Joined: Posts: 4,039
    guard jump is good for getting out of some oki or reset mixups. like the basic example is you guard jump, if they throw then you jump out, if they meaty then you block. if you do it correctly and go back to down back, you should still be blocking even if they do something like low short x3. it loses to delayed attacks. and if you block for longer than you have throw invincibility then they can of course just throw you.

    it's a good defensive technique but like anything it can be punished if they expect it. an easy example might be the twins close mk. if you guard jump and Yun hits you with delayed close mk -> activate you are losing a shitload of your health. for that reason I don't use guard jump as much vs the twins.
  • jblairjblair remember to cancel your preorder! Joined: Posts: 1,392
    Makoto's command throw doesn't accept that short cut while I know Q and twins do.
  • isotopezisotopez Joined: Posts: 125
    Makoto can start her half circle with down forward. Not sure if she's unique in that regard or not.
  • iWinWeDateiWinWeDate Whiff punish everything. Joined: Posts: 298
    Is it possible to punish rolls?
  • sidewindersidewinder Stiff Arm... Joined: Posts: 666 ✭✭✭✭✭ OG
    iWinWeDate wrote: »
    Is it possible to punish rolls?

    rolls? do you mean sean rolls.
    im not that good , but there's always room for improvement... i think
  • iWinWeDateiWinWeDate Whiff punish everything. Joined: Posts: 298
    sidewinder wrote: »
    iWinWeDate wrote: »
    Is it possible to punish rolls?

    rolls? do you mean sean rolls.



    Justin does one at 1:18
  • darkhiryuudarkhiryuu Hello Hella Joined: Posts: 202
    You must mean quick stand. Depending on what character you use yes you can easily punish them, like how shotos can dash through and cross up certain characters if they quick stand in the corner.
  • iWinWeDateiWinWeDate Whiff punish everything. Joined: Posts: 298
    Thanks
  • 1der1der Boy in the Da Corner Joined: Posts: 461
    edited May 2015
    Rictorxix wrote: »
    So what do you think is best for Dudley as a hit confirm into super?
    f+RH > Super (it does so much damage), cr.shortx2 > super, f+mk > super, cr.mp xx ducking xx super, rh xx ducking xx super, back swing blow > super, mp xx ducking xx super, j. rh or j. fp > super. You should be able to consistently end dudley's combos with super either to get the kill or the hard knockdown.

    cr.mp xx ducking xx super My method for executing this is to put cr.mp into the motion and then hold the mp button while I hit the kick button, usually short or mk. I do the same thing with mp and rh. When I confirm the hit and super I just release the mp and tap fp while doing another quarter circle forward motion.
    iWinWeDate wrote: »
    Is it possible to punish rolls?
    Not really, the rolls themselves aren't able to be hit.
    darkhiryuu wrote: »
    ...like how shotos can dash through and cross up certain characters if they quick stand in the corner.
    you are punishing the decision that comes after the roll, mostly habits. creating ambiguous situations that are difficult to see or read.
    Post edited by 1der on
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  • DanderDander BANNED Joined: Posts: 7,227
    iWinWeDate wrote: »
    Thanks

    There is no punish in the tech roll situation. Sometimes you just get a nice mix up.
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  • iWinWeDateiWinWeDate Whiff punish everything. Joined: Posts: 298
    Is it possible to red parry the 2nd hit of chun li's s2? Thanks in advance.
  • pheraipherai LIVE FOREVER Joined: Posts: 11,884 mod
    iWinWeDate wrote: »
    Is it possible to red parry the 2nd hit of chun li's s2? Thanks in advance.

    you bet!
    pherai gouki dated gwen stefani in HighSchool. Thats why today she likes all things Japan. smokin.gif
  • Dan_The_ManDan_The_Man FGC Hipster Joined: Posts: 65
    Not sure if this is where to ask but what do y'all think is the probability of 3rd strike making it onto ps4?
    #KeepDreaming
  • akuaku スピリチュアルやからね! Joined: Posts: 3,865
    edited December 2015
    iWinWeDate wrote: »
    Is it possible to red parry the 2nd hit of chun li's s2? Thanks in advance.

    Useless but fun fact, certain hits of Chun's SA2 don't cause chip damage, so you can redparry certain parts and you'll still have 100% health. :V
    Not sure if this is where to ask but what do y'all think is the probability of 3rd strike making it onto ps4?

    Probably as much as Darkstalkers making it to PS4...never say never, but don't get your hopes up.
  • Dan_The_ManDan_The_Man FGC Hipster Joined: Posts: 65
    aku wrote: »
    iWinWeDate wrote: »
    Is it possible to red parry the 2nd hit of chun li's s2? Thanks in advance.

    Useless but fun fact, certain hits of Chun's SA2 don't cause chip damage, so you can redparry certain parts and you'll still have 100% health. :V
    Not sure if this is where to ask but what do y'all think is the probability of 3rd strike making it onto ps4?

    Probably as much as Darkstalkers making it to PS4...never say never, but don't get your hopes up.

    You had to bring up Darkstalkers... The pain in my heart is doubled now. Guess I'm sticking to fightcade or snagging a ps3 when it gets cheap. :(
    #KeepDreaming
  • ryan.ryan. Joined: Posts: 1,918
    Just play it on an older system. CRT or bust.
  • LowtideLowtide Joined: Posts: 65
    I've been trying to kara-throw with Q and I do get one out from time to time but I'd like to know if it's possible for the naked eye to see when the characters start moving forward so that I can know when to press lp+lk.
  • TebboTebbo Play. Joined: Posts: 5,688
    Lowtide wrote: »
    I've been trying to kara-throw with Q and I do get one out from time to time but I'd like to know if it's possible for the naked eye to see when the characters start moving forward so that I can know when to press lp+lk.

    no you cannot.
    Play more.
  • LowtideLowtide Joined: Posts: 65
    So it's basically pure instinct?
  • akuaku スピリチュアルやからね! Joined: Posts: 3,865
    Lowtide wrote: »
    So it's basically pure instinct?

    Part-instinct, part-judging the proper ranges for kara throws.
  • TebboTebbo Play. Joined: Posts: 5,688
    You just know how the input feels. It's not instinct, just practice the timing of it. It's almost like pressing all 3 buttons at the same time but not quite, just a hair slower on the throw.
    Play more.
  • free_manfree_man Joined: Posts: 81
    Chun-Li question: if I do cr. lp + lk to cancel in SA2 it can be considered a option select? If it hit then will confirm in SA2. If not, a crouch tech will happen if the opponent try to grab.
  • akuaku スピリチュアルやからね! Joined: Posts: 3,865
    Not a confirm, but yeah that qualifies as an option select. Probably not a good one though, since
    1) the opponent can just block it
    2) SGGK
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