Also, sadly, some supers you just shouldn’t use due to having better options. Genei-jin, when used correctly, beats out his SA1 and SA2 by a WIDE margin. I’m talking the marianas trench here… a veritable virtual grand canyon gap in awesomeness. Yes, genei-jin is frustrating to learn and take a LOT of time, but if your looking to get better to get competitive, then why mess around with useless stuff just because it’s easy?
Anyways, for general strats, I was once told by 10x (not sure if he’s still around these forums) that 3rd strike is all about baiting throws. Example…
You score a knock down and your playing ken. Op wakes up, you stand outside of throw range, wait less than half a second in case he throws a wakeup move out, then throw.
This time he quick rises and you walk up and instantly throw.
Now he quick rises again, so you walk forward, but before getting into throw range, you backup real quick, watch him whiff a counter-throw, then c.mk xx mp shoryu xx SA3.
Next advice I’d give is learn how to train yourself to follow through with combo’s ONLY on hit confirm. A “hit confirm” essentially means just that… that you have visually realized your opponent is getting hit as opposed to blocking. Here’s another example using ken.
You do ken’s mp xx hp target combo. There’s enough time within that combo to verify if the opponent is being hit or is blocking. If he’s getting hit, you super. If he’s blocking then just stop. In my opinion, THE hit confirm to train with is c.lk, c.lk, super with any shoto. Learn this, and you’ll be set.
Oh and try not to random super.
That’s all I got.