Southwest 3rd Strike Thread: New Generation

It’s been said time and time again that Houston has the potential to be a major force in 3rd Strike. And it’s true, we seem to have a never-ending supply of new players picking the game up. But even though we seem to have as big as talent pool as ever, it still seems that we’re not at the level we could be.

So here we are again, with a new SW 3S thread where we can all post questions, concerns, tips, get-togethers, whatever.

I want to start off with a few concepts I think aren’t stressed enough.

First off, there’s double tapping your buttons. I’m a big fan of double tapping buttons. I sold my HRAP2 immediately after I found out the button layout interfered with the way I double tap my buttons.

Why is double tapping so important? It’s obvious isn’t it? It gives you a better chance to pull off a critical move, granted your left hand doesn’t mess up the joystick motion. :sweat:

We’ve all seen Makoto mess up the st. fierce after a command throw. We’ve all seen Ken mess up a wake up fierce DP. And we’ve all seen Chun Li do cr. forward xx nothing.

The common thing about these scenarious is that the timing is tight. Double tapping your buttons gives you more button inputs and thus, gives you a better chance to hit your moves in clutch situations. And the great thing is, it’s just a small change to your overall gameplay.

The way I do it is to graze the button with my middle finger, than quickly graze it again with my pointer finger. I don’t press down on the button in the traditional way because it feels awkward to double tap that way.

And of course, you don’t have to double tap EVERY time. That’d be insane. A simple way to practice this is to play Makoto and double tap the fierce after the command throw. Once you get the hang of it, you’ll never miss that critical st. fierce xx super again.

The same goes for drumming the punch/kick buttons to get your super to come out. You can double tap for supers too, but it’s better to drum since you’re pressing 3 buttons instead of 2.

Chun Li players, please please PLEASE learn how to kara throw. Chun Li’s kara throw range is tremendous, I can’t stress this enough. Learn it, and you will start to realize just how many opportunities Chun Li has to throw an opponent.

Makoto players, please learn how to use your dash more effectively. Makoto’s dash is ridiculously quick if you haven’t noticed. A quick dash can help you against players who tend to turtle and whiff cr. forward.

One of the things that I personally do when I’m Alex and I’m playing against Ken for example, is I watch for them to whiff cr. forward. Once they whiff it, I can dash in for a quick throw while Ken’s leg is being retracted. This works really well once you get a rythm to it.

I can imagine that the results would be better with Makoto since she can dash in from further away.

So there. I’m not playing as much as I used to, but I still know a thing or two. :rofl: Houston needs to realize its 3S potential!

Shut up, Khang!

Haha, just playin’. Keep them tips coming, old man.

I almost wanna go get it for X-Box again.

oh man, welcome back, khang.

mindless makoto-dash FTL.:wasted: – but seriously, if i sit around and wait for somebody to whiff something slow, to allow me to dash… it never happens. makoto’s walk-speed seems way too slow to wander in and out of the opponent’s poke-range, to convince them to whiff something. or maybe i’m just not patient enough. after nothing happens, it goes to plan B- random dash-in or jump-in.

makoto never misses s.hp after command throw. i have no idea of what you’re talking about.

appreciate the tips. i wouldn’t be where i am now without playing with/listening to you and the other OG’s all this time.

makoto is cheap.
she doesn’t require skill.
guess twice xx win. <–not a haiku i swear:sad:

if it isn’t common knowledge- 3S(and random gambling/DOA4/Dynasty Warriors) get togethers at lay’s every thursday.


More chun advice:

Learn how to kara throw IN BOTH DIRECTIONS. Most poeple that play her and kara throw usually just do neutral throw. But she can do stand mk>kara back throw as well. Fubarduck said this alone helped his game alot b/c he was able to corner his opp’s alot more instead of throwing them to midscreen like he used to.

speaking of chun-

NOBODY IN HOUSTON PLAYS CHUN. [*except crow, but he never plays 3s]

somebody please play chun.

i don’t want to get raped by chun at majors anymore.

do it for the children.


Well if I could actually verify on those sticks… I could use her. But damn, my verification sucks:(

But when its on fire… just ask Ian:)

First to ten: SugarLand 9 - DutchForce 10

Dudley is too strong :bluu:

Where is the southwest alpha 3 thread?

Dealing with parries is always going to be a concern in 3S. I’ve noticed that beginning players have a lot of trouble fighting someone who can parry their main jump-in and get frustrated with the game. It just seems like the guy who just sits there and parries all your jump-ins is unbeatable right? I mean, how are you supposed to get in close and do all your fancy combos and mix-ups?

Well thank goodness, there are a lot of ways to do with this and hopefully, you’ll start to realize that the guy who sits there and tries to parry all your stuff is the one at disadvantage, NOT YOU.

The most obvious and simple way (unfortunately not known or used by a lot of people), is just to change when you attack on the way in.

The prime example of this is with Dudley’s jumping roundhouse. Ever notice why not too many people parry it? It’s because the Dudley player can easily change the timing of his attack by pressing roundhouse early or late.

If your opponent was expecting a deep jump-in and you pressed roundhouse early, more than likely he’ll get smacked because he would be standing there waiting to tap forward.

If your opponent was expecting an early jump-in and you pressed roundhouse late, more than likely he’ll block because most people have a tendency to start blocking after missing a parry attempt.

The end result is that you didn’t get parried and smacked out of the air, and managed to get into close range.

Examples of other moves that are good with this are Remy’s jumping roundhouse and Q’s jumping roundhouse.

If your character doesn’t seem to have a good move to use the above (i.e. all their jump-ins seems to have the same timing), there is another thing you can do to throw off their timing.

Instead of changing the timing of your attack, change the timing of your jump. The simplest way to do this is to super jump rather than normal jump. The few extra seconds that you spend in the air is good enough to throw off your opponent’s timing if he’s got a rythm down for your other previous jump-ins.

Or if you’re Oro, you can double jump instead. :rofl:

All characters can take advantage of this.

Sometimes, you’ll play against a Ken or Chun Li player who’s very good at parrying your jump-in, then doing cr. forward xx super while you’re landing. This can be very annoying, but there’s a way to deal with this too.

Every character is able to do an extremely deep jump-in that’s unpunishable after a parry. There’s no trick to it at all. When you jump-in deep, you’re almost touching the ground anyway so you’re in a position to block immediately. If your opponent does cr. forward xx super, you know you did it right if you’re able to block it even after getting parried.

Again, all characters can take advantage of this.

These are general methods that you can use. There are more character specific ways that you can deal with parries, but I don’t know enough to post all the tricks and intricacies. One thing that I hope you guys realize is that all the methods involved above center around changing the timing of your attack. You can play around with this idea as much as you want and come up with your own crazy tricks.

The important thing here is to realize that small changes such as this can get you over plateaus in your gameplay.

Of course, none of this matters if you’re playing against someone who anti-airs you every time you jump. :sweat: And so, the chess match continues…

Just to follow-up on Khang’s post:

Changing the timing of your attack can greatly discourage parries. Many people like to parry on wake-up. Just delaying that short-short or overhead can really discourage a player from attempting to parry again. Either delay or stand right outside of throw range and use a good poke (e.g Kens low-mp, hitconfirm super). Characters with command-grabs can always just grab while the opponent is waking up. It is free damage and very frustrating. Sadly, I don’t see enough people do this (besides Alex and Lay).

Also, if you are going to throw on while your opponent is waking up, tap forward just before you throw. I do this all the time, because I’ll either parry a mid-attack (e.g wake-up uppercut) or if they didn’t do anything, I’ll throw them into the corner.

Just some random tips from a scrub. Nothing is guaranteed in 3s. As soon as people catch on (like Hitler after the first round), you’ll have to mix it up again.

I will start playing chun!

Sometimes its good to block. =X Don’t guess parry (usually on wakeup) unless you could do major damage or they can’t deliver much damage. That means pay attention to their super meter! Also you won’t always see me attempt to parry a jump in all the time. Block a few of their jump ins to see when a player likes to attack, then work from there.

Lastly…third strike yall.

double tapping? shoot its all about my super multi tapping. sure the technical term for it is “mashing” but stfu! thats what!

alright im sucking too much at tekken lately… i think its time i continue sucking at 3s as well. where the games at? lay’s place every thursday or something?

Wow, this is good. Don’t know how come I never thought of doing it before. Good stuff!

I think I need to start playing Chun Li again too. Next thing you know, Houston is gonna have a flood of new Chun Li players. :lovin:


I’m gonna start playing Chun too!

I hope everyone in Houston picks up chun-li…maybe not fubarduck’s chun though

Some advice from a somewhat n00b:

I’m very guilty of this but have been controlling it somewhat recently. Don’t let your opponent get into your head in fluster your train of thought during a match, If you get hit by something random…just take it and move on. Just remember to be more careful.

I think this is really important because it could be the deciding factor between whether or not you block that Crucial hit. If you get thrown off mid match/round, it’s easier to get hit / tricked by things you would have easily caught had you been concentrating…

blah…food for thought.

what? someone wants to teach this scrub how to play chun? sweeeet

I played Chun WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAY back in the day. It was the equivalent to Staple’s Easy Button, so I quit that ho.