Hi, got a few questions for those willing to answer I’m new, so go easy… I read a lot on this site but rarely were things explained in depth. A base level of knowledge was assumed; in particular, even in the newbie threads I read, people didnt define their terms. So withot further ado…
What does xx mean?
What does ARC mean?
What does IIRC mean?
What is buffering? How do you do it?
What is linking? How do you do it?
What is “negative edge” How do you do it?
What sort of controller is good for playing 3S on the PS2? Any personal recommendations would be nice, along with any comments on what the pros use as well. (I have no clue.)
What is tick throwing? How do you do it?
Do the bonuses taunts grant last from round to round or are they one round only?
All the videos I have watched - are they usually on the PS2? Or another system?
Can Ken throw a crouched opponent? Any of them? (I seem to miss when I try a throw vs a crouched character.)
What is option select?
What is hit-confirming?
What does FFA mean?
How do you stand up fast/quick rise?
What is a tech roll?
What is a reset?
What does OTG mean?
I’ve seen people use the term ‘Piano’… does it mean something?
Finally, I am wondering is someone could point me in the direction of a few FAQs (beginner and advanced) for Ken, Yun, Chun, Dudly, Ryu. I got a few for Ken/Remy off of gamefaqs but few of them there are very well done. I figure this community has much better basic guides hidden in limbo somewhere
I would appreciate multiple answers for questions that may be controversial. If you think it is possible to be more informative than someone else that might have responded. please do so. It’ll help me out greatly just to see different perspectives.
What does xx mean? It means “cancelled into”, like crouching fierce xx fireball means crouching fierce cancelled into fireball. And cancelling is where you cut off part of the animation of some move by inputting another one.
What does IIRC mean? If I Recall Correctly
What is buffering? How do you do it? It’s also called 2-in-1-ing. This is where you do a move while inputting part of the command for the next move you want to do. For example, when doing Chun’s crouching forward kick, you can buffer the motion of her super (down, down/forward, forward, down, down/forward, forward) in case the kick connects, and then you just press kick again to activate the super. It’s pretty handy.
What is linking? How do you do it? This is like cancelling, except instead of cutting off the animation of a move, you wait for that move to completely finish and then continue the combo with another move. An example is Ken’s crouching strong into SAIII, where you do crouching strong, wait for it to finish, and then super.
What is “negative edge” How do you do it? When you push a button, the game recognizes not only the push inward but also the retraction as inputs, so effectively you get two button recognitions per push. The second recognition is called negative edge. You can hold down a button and wait to let it go, and when you let it go you’ll get another input. This only works with specials and supers, not with normal moves. It’s not as useful in 3S as it is in, for example, Super Turbo, where T Hawk, also for example, can use it so that he can do a 360 and then negative edge a punch, meaning that if the opponent is grabbable, he’ll get grabbed, but if not, nothing will happen because Hawk’s 360 has no whiff animation.
**What sort of controller is good for playing 3S on the PS2? Any personal recommendations would be nice, along with any comments on what the pros use as well. (I have no clue.) ** Everyone who’s serious uses an arcade-style joystick/buttons setup. You can go to the hardware forum for more answers about that. Personally, I use a modified MAS systems stick and a modified SF Anniversary Edition stick.
What is tick throwing? How do you do it? It’s where you stick out some attack that causes either hitstun (if it connects) or blockstun (if it’s blocked), whereby the opponent is temporarily stunned, and then as soon as that stun ends, you throw them. You can’t throw someone while they’re in hit/block stun, but you can make it so that they have very little time to retaliate before you throw. The best example of this is in SF2, where ticks were so tight that the only way to get out of them was to perform a certain reversal special move (a reversal is a special/super attack done on the first frame possible after getting stunned or knocked down or knocked out of the air etc). In 3S, ticks are still pretty important to some characters.
Do the bonuses taunts grant last from round to round or are they one round only? One round only.
All the videos I have watched - are they usually on the PS2? Or another system? They’re usually arcade setups. If not, then with 3S, they’re usually on supergun or PS2.
Can Ken throw a crouched opponent? Any of them? (I seem to miss when I try a throw vs a crouched character.) Yes, ducking doesn’t dodge any normal throws from any character.
What is option select? It’s where you do something that gives you multiple available options. Here’s an example. You’re getting up from a knockdown and are expecting the opponent to attack, so you press forward and then throw. Why? If the opponent attacks, you parry it and throw him. If not, you throw him anyway.
What is hit-confirming? It’s where you use an attack that can cancel or link into another move, wait to see whether or not that move connects, and if it does, you then do the next move. This is extremely important in 3S because supers are so important. The best, and stupidest, example is Chun’s crouching forward into SAII. You do her crouching forward, wait to confirm if it hits or not, and if it does, you super.
What does FFA mean? In this context, I’m gonna guess you’re thinking of Family Fun Arcade, an arcade in the San Fernando Valley in Los Angeles that’s really well known for having some of the best 3S competition in the country.
How do you stand up fast/quick rise? Tap down as you hit the ground.
What is a tech roll? In 3S it’s the same thing as quick rising.
What is a reset? There are two types of attacks when the opponent is in the air, attacks that knock them down and attacks that knock them out of the air and set them back on their feet. A reset is the second variety. With some resets and supers, you can reset the opponent out of the air and super them before they touch the ground, but that super can be parried.
What does OTG mean? Off The Ground
I’ve seen people use the term ‘Piano’… does it mean something? Yeah, it’s a way of activating supers. You input the motion for it, and then instead of pressing one punch button, for example, you quickly tap all three in a row. It’s called piano because it’s like you’re floating your fingers across piano keys. Because of negative edge, this way you get 6 button inputs, 2 for each press.
Finally, I am wondering is someone could point me in the direction of a few FAQs (beginner and advanced) for Ken, Yun, Chun, Dudly, Ryu. Go check the character specific forums (or “fora” if you’re fancy), there’s bound to be plenty of info around those parts.
Not meant to diss Q at all, hes hilarious and does insane damage, insane kara throw, insane defense bla bla bla, but he is an awkward(wow I have no idea how to spell that) character to use, thats for sure. Hes bottom tier, but IMO tiers are bullshit. Play whoever you thinks the coolest :tup:
zoning - keeping a certain distance from your opponent so that you maximize your attack options while limiting theirs, getting the opponent into the corner allows you to zone better, since while you have both forward and backward movement available, they have only forward movement.
Zoning usually incorporates walking, dashing, whiffing and hitting with normal/special moves to maintain distance and/or ‘push back’ the opponent to allow you breathing room to react to attacks in time, prevent dash-in attacks from the opponent, counter hit poorly ranged pokes from the opponent as well as set up proper ranges for your character for jumps, dash in ticks, combos, specials, supers, overheads or throws, whiffing moves for meter, or even baiting attacks from the opponent to parry and counter.
It’s not quite simple as that though, as players will try to zone each other, usually only gaining real control of the match upon getting the opponent backed up against the corner. More skilled players can usually zone less skilled players easily, as they have more experience with what hits at what ranges, what pushback each move has, what moves are likely to be used at certain ranges and in certain situations, and how much recovery each move has etc etc…