Frequently Asked Questions Thread

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  • free_manfree_man Joined: Posts: 81
    What is the best way to have more chances in each strength of a special move? While I write this comment I double tapping for low and pianoing for medium and heavy moves. Is this right or should I double tapping for all and let pianoing only for super arts?
  • ryan.ryan. Joined: Posts: 1,918
    Don't understand the question.

    Please rephrase it.

  • TebboTebbo Play. Joined: Posts: 5,666
    I think he means trying to get the timing to cancel into a special move? Since button strength matters for specials (and some supers)

    I just can't think of any time where would be necessary...
    Play more.
  • free_manfree_man Joined: Posts: 81
    ryan. wrote: »
    Don't understand the question.

    Please rephrase it.

    I did this album to illustrate my question.
  • ryan.ryan. Joined: Posts: 1,918
    If you want lp flash you press lp. If you want mp flash you'd press mp. Hp for hp. There's no pianoing here because you are choosing the strength of what special you want to do.
  • FAI_CWFAI_CW Secretly a Twelve main Joined: Posts: 132
    Hey, I've been playing some 3rd Strike on FightCade again recently and noticed a couple issues that I experienced while playing.

    1. Performing fireball/uppercut motions feels quite difficult on my controller (xbox360 controller)
    It feels like the "Down-Towards" input is very hard to hit, the deadzone before the input is insanely big. I pretty much have to grind the edge of the joystick to hit this input.
    Is that because of my controller?
    This also makes blocking low difficult.

    I had the same issue when I tried out Guilty Gear for the first time. (this made me not try to learn GG all together actually).
    For the record, I did try GG on a TE2 fightstick, so I doubt it was the deadzone of the controller for "Down-Towards" in this case.

    Like, I just can't point my finger at why this is.
    I don't want to have to move my joystick all the way to the edge on down-towards to make an uppercut work. That shouldn't be the case imo.
    Is 3rd Strike (and GG for that matter) simply that precise with their inputs?


    2. How in the world are you supposed to block Urien's reflector setups?
    Are they simply unblockable? I find it really frustrating to play against Urien :(
  • darkhiryuudarkhiryuu Hello Hella Joined: Posts: 202
    Which setups with Urien are you talking about? The midscreen one you can block but it's tricky to do because you have to alternate directions depending on what is hitting you when. You most likely need to parry depending on which setup they're doing on you.
  • IglooBobIglooBob Bob the builder Joined: Posts: 4,036
    I assume from your post that you're using an analog stick since you are mentioning dead zones. you should likely use an arcade stick or if you're going to use pad, use the d-pad. I have no idea what mechanisms 3s (or any other games) use to decide what analog inputs translate to, but I suspect analog stick is always going to be the least accurate control method available.

    if Urien puts Aegis on you in the corner and mixes high vs low, you just need to block the attacks correctly. if its an unblockable setup, you have to parry or block out. there's a couple videos out there about how to do this. Ryan covered it roughly a week ago



    also it's easy to screw up parrying out, and if I'm not mistaken Uriens can mix it up so that you have to guess how to parry. so maybe sensible advice is "try really hard not to get hit by the things that lead to unblockables."
  • FAI_CWFAI_CW Secretly a Twelve main Joined: Posts: 132
    IglooBob wrote: »
    I assume from your post that you're using an analog stick since you are mentioning dead zones. you should likely use an arcade stick or if you're going to use pad, use the d-pad. I have no idea what mechanisms 3s (or any other games) use to decide what analog inputs translate to, but I suspect analog stick is always going to be the least accurate control method available.

    I figured so. I've been told a couple times to get a stick for 3s or use a D-Pad.
    Too bad the D-Pad on the Xbox 360 controller is probably just as bad as the analog stick.
    Maybe I'll try out my SNES controller for it. That thing is in godlike condition.

    With SF4 and SF5 they probably made the deadzone a lot more forgiving (like several other things) for pad users, since they are the majority of players worldwide.
    Guess I'm a bit spoiled.
    IglooBob wrote: »
    also it's easy to screw up parrying out, and if I'm not mistaken Uriens can mix it up so that you have to guess how to parry. so maybe sensible advice is "try really hard not to get hit by the things that lead to unblockables."

    I don't have the timing for quick rising down yet, so no surprise that I find myself in these situations a lot.
    3s in general feels more mix up based than the later games to me (at least SF5, havn't played SF4 in a while).
    I guess that makes sense, since you have parries and no glorious 8 frames of input delay lol.


    One quick question btw.
    Regarding tick throws, if for example Akuma does a standing short and uses that for a tick throw setup, can I not use low short/jab to blow this attempt up?
    I don't know if my timing is wrong, but I can't seem to do normals to block these setups like in SF4 and SF5. I'm left with teching or jumping.
  • JAK..JAK.. Joined: Posts: 544
    FAI_CW wrote: »


    One quick question btw.
    Regarding tick throws, if for example Akuma does a standing short and uses that for a tick throw setup, can I not use low short/jab to blow this attempt up?
    I don't know if my timing is wrong, but I can't seem to do normals to block these setups like in SF4 and SF5. I'm left with teching or jumping.

    A properly timed light button will beat a perfectly timed throw after a tick, but it comes with the risk that they will parry and punish with a fat combo.







  • TebboTebbo Play. Joined: Posts: 5,666
    edited July 2016
    i thought throws always had priority in that situation? like if a throw would hit and a strike would hit same frame, throw wins.

    but in actual play i don't think anyone gets it so perfect that they're doing shit like throw being active on the first frame the opponent comes out of blockstun (from the tick setup) even though it can happen.

    so even without the priority thing you can get grabbed during startup if they just did something that left them + and close enough to immediately follow up.
    but otherwise yeah the issue is that parry means if they catch you trying to stop the throw you think is coming, they are going to hurt you much much more, especially if you do a low normal. in 3S when crouched you take extra damage. i don't know all the specifics just that you do.
    Play more.
  • JAK..JAK.. Joined: Posts: 544
    after blocking or getting hit by a move you gain 5'ish frames of throw invulnerability. So as long as your move is active before the invulnerability ends, you will beat the throw. Double tapping your input makes it easier, but if you don't have a quick button it can be somewhat hard to time. Some characters can do this better than others and some get better rewards for doing this.


  • TebboTebbo Play. Joined: Posts: 5,666
    edited July 2016
    oh i didn't know about an extra kind of throw invulnerablity outside of wakeup.
    i just assumed hit/blockstun basically took care of that since you're throw invulnerable in both.

    so you mean that after hit/blockstun you have a few extra frames of throw invulnerablity tacked on?

    interesting.
    Play more.
  • ilitiritilitirit Joined: Posts: 6,374
    I think it's always been like that in every version of SF. You can beat the light attacks with tick setups that leave enough frame advantage for the opponent's light attack to only activate after the throw invulnerability window.
  • ryan.ryan. Joined: Posts: 1,918
    It's a simple numbers game.

    Frame data is your friend.
  • TebboTebbo Play. Joined: Posts: 5,666
    edited July 2016
    ryan. wrote: »
    It's a simple numbers game.

    Frame data is your friend.

    this is what i thought but what JAK said sounds like not that?
    ilitirit wrote: »
    I think it's always been like that in every version of SF. You can beat the light attacks with tick setups that leave enough frame advantage for the opponent's light attack to only activate after the throw invulnerability window.

    Making sure I get what you mean. You're agreeing with what JAK said, that you get extra frames which are unrelated to hit/blockstun during which you're throw invulnerable.


    Just trying to clarify. I've never heard of any special throw invulnerability outside of wakeup and obviously jumping/prejump.
    Not implying that means it doesn't exist, it's just why i'm curious now.
    Play more.
  • JAK..JAK.. Joined: Posts: 544
    It is a numbers game, but you need to know what numbers apply and when.

    You gain throw invulnerability on

    -wakeup
    -after blocking an attack
    -getting hit by an attack
    -landing after getting reset out of the air.



  • p1nkt1t5p1nkt1t5 Joined: Posts: 616
    Is this game playable on ps4? I see it on ps now. Not sure if its playable on the ps4 system.
    SFV: Cammy, Yun
    SF4: Yun

    1HC to Super Makes SFV Satisfactory

    http://makeagif.com/gif/1hc-to-super-TOpukQ

    When I Miss, Salt >:(

    http://makeagif.com/gif/1hc-to-super-miss-Y4J9bL
  • TebboTebbo Play. Joined: Posts: 5,666
    iirc someone tried the psnow version and it was awful.
    Play more.
  • p1nkt1t5p1nkt1t5 Joined: Posts: 616
    Dece. Thanks.
    SFV: Cammy, Yun
    SF4: Yun

    1HC to Super Makes SFV Satisfactory

    http://makeagif.com/gif/1hc-to-super-TOpukQ

    When I Miss, Salt >:(

    http://makeagif.com/gif/1hc-to-super-miss-Y4J9bL
  • akuaku スピリチュアルやからね! Joined: Posts: 3,865
    Tebbo wrote: »
    iirc someone tried the psnow version and it was awful.

    Can confirm, it's trash.
  • GreenwoodGreenwood Earth, the only true God Joined: Posts: 881
    Tebbo wrote: »
    iirc someone tried the psnow version and it was awful.

    Why was it trash? I didn't see any problems with it, but I only had the psnow version during a free week trial so I didn't get to play too much.
    SFV: CamCam Inj2: CawCaw
  • akuaku スピリチュアルやからね! Joined: Posts: 3,865
    Greenwood wrote: »
    Why was it trash? I didn't see any problems with it, but I only had the psnow version during a free week trial so I didn't get to play too much.

    To be fair, I only played it through PSNow on my computer. I don't have a PS4 and I have no idea how that'd go, but out of all the versions I've played, it was the laggiest experience I've ever had with 3S.
  • FAI_CWFAI_CW Secretly a Twelve main Joined: Posts: 132
    As a beginner, is it still worth getting 3rd Strike for Xbox 360 at this point in time?
    I'm having a lot of fun currrently, and since I need something to do while I'm away from home during school weeks, I thought of 3rd Strike.

    I remember someone saying that 3S Online Edition nowadays is "just all the good players playing each other all day".
    Does that mean that a beginner like me won't be able to find a good amount of competition of my skill level on this platform?

    I could bring my PC with me to school and use Fightcade, but setting up an Xbox and monitor, rather than an entire setup seems more comfortable.
  • IglooBobIglooBob Bob the builder Joined: Posts: 4,036
    There are a lot of bad or beginner players on xbl playing in ranked, but certain hours are more active than others. There's also a Facebook chat and discord group for the "regulars" of xbl but the skill level of that group is relatively high compared to the ranked players. I think if you're going to play on xbl it is useful to know those players and be able to easily set up a lobby even if they might be pretty difficult to beat at first.
  • FAI_CWFAI_CW Secretly a Twelve main Joined: Posts: 132
    IglooBob wrote: »
    There are a lot of bad or beginner players on xbl playing in ranked, but certain hours are more active than others. There's also a Facebook chat and discord group for the "regulars" of xbl but the skill level of that group is relatively high compared to the ranked players. I think if you're going to play on xbl it is useful to know those players and be able to easily set up a lobby even if they might be pretty difficult to beat at first.

    Alright thanks :)
    Could you tell me how to join said Discord channel or who I should talk to regarding getting an invite?
  • DuralathDuralath 3S Gatekeeper Joined: Posts: 1,498 ✭✭✭✭✭ OG
    Greenwood wrote: »
    Tebbo wrote: »
    iirc someone tried the psnow version and it was awful.

    Why was it trash? I didn't see any problems with it, but I only had the psnow version during a free week trial so I didn't get to play too much.

    Laggy. Like, worse than the initial PS3/360 release. Ugh.
    CFN: Duralath/ServantArcher FightCade: ServantArcher/Kyros Valchion
    3rd Strike: Alex/Makoto/Yun
    Street Fighter V:: Karin/Alex
    twitch.tv/Duralath
    Shoot to thrill.
  • FAI_CWFAI_CW Secretly a Twelve main Joined: Posts: 132
    So I've been playing Ryu a lot lately and when I play on FightCade, people keep telling me to use Denjin, but I'm not sure if I understand 3rd Strike enough already to add this variable into my gameplan yet.

    CA1 is nice damage, I don't really see the application for Denjin outside of the medium Uppercut into Denjin setup (tbh I've never been able to use that in a match).
    Should I sit down to figure out Denjin now, or is it better to really understand "how" 3S is played before going in that deep?
  • DevdanDevdan Joined: Posts: 532
    Sounds like you have the right idea. Both supers are good, but SA3 is definitely more gimmicky. Especially online where it's harder to parry consistently.
  • Ryu24Ryu24 Retired 3S Titan Joined: Posts: 1,422
    Work on Super 1 first. SA3 is a double sworded tool not yet capable to be grasped by beginners or intermediates.
  • FAI_CWFAI_CW Secretly a Twelve main Joined: Posts: 132
    I'm not sure if this question is a bit too vague, but what in the world am I supposed to do against Chun-Li (with Ryu)?

    She's so fast, I don't know where to look for openings. It's overwhelming to fight her.
    Obviously the people I played were far above my skill level, but damn, I usually can hold my ground to some degree. Not against Chun though.

    I pretty much have the same issue against Yun. So fast that I can't tell what I'm supposed to do or how to react and when.
  • Ryu24Ryu24 Retired 3S Titan Joined: Posts: 1,422
    i'll suggest just watching youtube videos on TheShend to get a general idea how to approach her.
  • TebboTebbo Play. Joined: Posts: 5,666
    edited October 2016
    it takes her a bit to get super. so use the opportunity to take risks and try to learn something.
    that's the overall strategy but the specifics which are what the game is really about just takes xp and def watching stronger people play and noticing how they handle situations.

    integrating that into your own play is another thing entirely though.
    you need to basically slap yourself and go for things that feel uncomfortable for you so that eventually they are comfortable.
    taking breaks also helps a lot because you'll come back kind of stupid and more aware of your own habitual responses.

    also ignore everyone and use sa2.
    Play more.
  • FAI_CWFAI_CW Secretly a Twelve main Joined: Posts: 132
    edited October 2016
    Tebbo wrote: »
    def watching stronger people play and noticing how they handle situations.

    I see, should I be on the lookout for specific videos/broadcasts to watch, or just go on a YouTube adventure?
    Tebbo wrote: »
    integrating that into your own play is another thing entirely though.
    you need to basically slap yourself and go for things that feel uncomfortable for you so that eventually they are comfortable.
    taking breaks also helps a lot because you'll come back kind of stupid and more aware of your own habitual responses.

    Yes, it really is. I learned the application for meaties by not playing for a while and just thinking about trying it out in my head. After putting it to the test the first couple times, it all started to make sense.
    (I'm more of a "thinker" if you know what I mean. I don't play that much, but I imagine events in my head and how I could potentially play these out.)
    Let's hope I'll have some of these "oh, I get it" moments in 3rd Strike soon.
  • IglooBobIglooBob Bob the builder Joined: Posts: 4,036
    edited October 2016
    Think of fighting characters as a series of game ending scenarios. You want to hit yours and avoid hers.

    As Ryu it depends on your super but say you're playing denjin - your goal is to get a bar of super, then land a back throw, tatsu, or parry into donkey kick to get her into the corner and activate. That generally wins you the round.

    Vs Chun you are trying to minimize her meter building because she's usually oppressive with meter and weak without it. You can limit her meter or force her to use super when she doesn't want to.

    From this basic idea comes the strategy and details of the match - choosing attacks that either force her to block or hit her builds your meter faster while minimizing her ability to get meter. The footsie game is built around this idea. Thinking of the match as a whole match rather than 3 separate rounds (how Chun spends meter is really important and if she enters round 3 with no super you should probably win). You can watch Japanese Ryu vs Chun ft10s on Youtube to get an idea of how good Ryus play the match. Think of what they're doing in the context of their goals in the match. Understanding the why helps you apply it to your own game.
  • FAI_CWFAI_CW Secretly a Twelve main Joined: Posts: 132
    This is something that I've been wondering for a bit now, but i sadly can't test it myself currently.

    Can you only parry low if you were standing beforehand?
    Like there are situations where I'm holding down-back, but know that I want to parry low next.

    I guess this is how you would red parry low aswell. Just want to know if it's actually possible :)
  • TebboTebbo Play. Joined: Posts: 5,666
    well to parry the stick has to go to neutral first.
    there is some leniency as far as parry execution where it can be not perfectly neutral -> F or D.
    but that reduces the window, or that's how it was thought to work, i'm not sure if that's ever been really scrutinized though?

    technically you're always standing up for a frame i think if you go from crouch to down parry. visually it might not look that way but the game can only handle one directional input per frame and you need to hit neutral first to parry.

    red parry means you're in blockstun. in 3S if you let go of blocking and go to neutral you're now technically not blocking even though you're in blockstun still (so you're vulnerable but your animation is locked in).
    so it's just a matter of timing correctly so that when you are at neutral you aren't hit.

    almost everything multi-hit is high parryable. at least that i can really think of.
    off the top of my head i can only think of something like remy throw's a sonic then dashes in and hit's low forward with super good timing and you for some reason decide to try and red parry it lol.
    Play more.
  • FAI_CWFAI_CW Secretly a Twelve main Joined: Posts: 132
    edited October 2016
    Tebbo wrote: »
    almost everything multi-hit is high parryable. at least that i can really think of.
    off the top of my head i can only think of something like remy throw's a sonic then dashes in and hit's low forward with super good timing and you for some reason decide to try and red parry it lol.

    Well, I was thinking of cLK cLK confirms for example.
    I dont know what punish you could get out of red parrying a low short though (if possible).
    I'm away from home for a week, so I was just thinking about what I can actually do with this still-new-to-me engine.
  • TebboTebbo Play. Joined: Posts: 5,666
    well with low short the problem is really the window to chain them is really big so people will vary their timing.
    many of the moves you would want to red parry have variable timing. the ones that don't people usually save for combos (tatsu, hooks, etc.)
    Play more.
  • DevdanDevdan Joined: Posts: 532
    You shouldn't be worrying about red parries at your level, and you certainly shouldn't be worrying about red parrying cr.lk cr.lk. Virtually nobody is going to do that consistently due to the aforementioned variable timing. Block unless the chip will kill you.
  • FAI_CWFAI_CW Secretly a Twelve main Joined: Posts: 132
    Devdan wrote: »
    You shouldn't be worrying about red parries at your level

    I like to overcomplicate things. Maybe that's why I struggle with improving.
    I think too much and when I don't, my fundamentals aren't good enough to carry me
  • DevdanDevdan Joined: Posts: 532
    I'm still a scrub compared to some people here, but I'm good enough to blow up randoms with my eyes closed so I have a decent perspective I think. Everybody wants to go for flashy stuff, but I can count the number of matches I won because of "sick red parries" on one hand.
  • FAI_CWFAI_CW Secretly a Twelve main Joined: Posts: 132
    What are useful applications for superjumping?
    I see Akuma players using it sometimes, but I don't understand why they are doing it or what I could use them for myself.
    (I guess to escape being cornered by an Aegis Reflector in sMP range for example. Can't think of much else)
  • TizTozBriBruTizTozBriBru Joined: Posts: 253
    edited October 2016
    FAI_CW wrote: »
    What are useful applications for superjumping?
    I see Akuma players using it sometimes, but I don't understand why they are doing it or what I could use them for myself.
    (I guess to escape being cornered by an Aegis Reflector in sMP range for example. Can't think of much else)

    i do it when i'm going for a surprise aerial attack and i realize my opponent realizes what i'm up to before i run out of time.

    My avatar was Q for years but I can pull off some really blinding fast combos with chun li into a kikosho. Made a couple friends refuse to ever play 3S with me again if I played chun li :(

    edit: Just saw red parry talk..... until you're firing off parries at projectiles coming your way in your sleep, don't try to get into that game, it'll distract you from winning.
  • FAI_CWFAI_CW Secretly a Twelve main Joined: Posts: 132
    So, where should I look for other people (preferably from Europe because of ping) to play online?
    I checked the other SRK forum regarding XboxLive, but didn't find specific information on 3rd Strike.

    Is there a group that I can approach/join for this?
  • IglooBobIglooBob Bob the builder Joined: Posts: 4,036
    A good starting point is the 3rd Strike Europe group on Facebook. You can also join 3rd Strike Junkies on Facebook but that is more North America centered.
  • MakaveliMakaveli Joined: Posts: 34
    edited October 2016
    @FAI_CW hey dude! Come join 3rd Strike Europe group on facebook.
    There's lot of players with decent to good to VERY good level (few top french players) that play regularly on XboxLive :)
    Just join the group or PM me :)

    See ya around hope to have some games with you!
    "NO BLOCKING, NO LIFE."
  • FAI_CWFAI_CW Secretly a Twelve main Joined: Posts: 132
    Makaveli wrote: »
    @FAI_CW hey dude! Come join 3rd Strike Europe group on facebook.

    Alright, I joined :) Gonna post when I'm able to
  • TebboTebbo Play. Joined: Posts: 5,666
    FAI_CW wrote: »
    What are useful applications for superjumping?
    I see Akuma players using it sometimes, but I don't understand why they are doing it or what I could use them for myself.
    (I guess to escape being cornered by an Aegis Reflector in sMP range for example. Can't think of much else)

    escape from corner and also ken can use it for an ambiguous crossup after super knockdown.
    those are the ones that stick out to me.
    Play more.
  • DanderDander BANNED Joined: Posts: 7,216
    free_man wrote: »
    What is the best way to have more chances in each strength of a special move? While I write this comment I double tapping for low and pianoing for medium and heavy moves. Is this right or should I double tapping for all and let pianoing only for super arts?

    Double tapping giving more chances. Single tapping good hiding from parry after intiate.

    Third Strike good game.
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