3rd Strike Frame Data

They already are there (specials or not) but without images, just data. Boring and long process, maybe later…
Click on the H/B/C little boxes on the left of ‘Cancel’.

edit: if someone wants to gather all images, i’ll be glad to show him how to do ^^

ESN is there any way to definitively show there is a ‘priority’ system at work with regards to normals?
supers i know have priority.

but do we have absolute proof that if two hitboxes intersect opposing hurtboxes on the same frame that the stronger normal will actually beat the weaker, not trade?

I can record some of those situations, no problem. Still, i think some specific cases (positionning, limbs, etc) probably override those priority rules or at least make them more complex to identify than the usual L < M < H.
I did this (for another purpose), which ends with HK trade, but also involves limbs being hit for both.

If you have any precise situation in mind, you’re welcome!

just something basic i guess like jab vs far strong. ryu v ryu.

if they have active hitboxes on the same frame intersecting each other’s hurtboxes, does strong win or do they trade. so you’d be doing strong and then jab after strong i guess. not sure the exact timing.

yeah i imagine the rules aren’t so concrete. which is why i’m curious i guess. i always hear about this priority engine but i’ve never seen any actual irrefutable proof.

I think you can use the health bar at ko levels to determine that. Like, generally the attack entering wins.

I remember having a conversation about priority and whether or not it’s quantified in the game. I took what we talked about then and just looked for any kind of correlation anywhere and found that the health bars when near their end and after a trade give mixed results. I have to assume it takes just as long for the game to register hit or trade as it would to determine who gets hit or if there is a trade. Keeping that in mind I came to the conclusion that it works like a sword fight. The swinging weapon has more momentum and therefore can cause more recoil and allow you to continue your pursuit. I’m not going to pretend to be some kind of fencing master but it doesn’t take a genius to figure out what I just explained above.

Maybe that didn’t answer your question but that’s ok because you’re my friend and you aren’t going to hate me for it.

edit:
Ohy eah bro I 'm using a different phone for now. I think I forgot to text you the new number. I’ll send it over in a bit.

Hey ESN, could you discuss the difference between doing TKD with f+mp vs cr.mk/hk? Same initial cancel window?
The kick version reaches just a little farther too right? Guess I’m trying to figure out if the only barrier to execution is weird hand positions.

Also I like to use cl.hk on Urien sometimes. Seems like it catches headbutt and jump on wake up. How about that into demon? Train them to stay on the ground then let the hell fires burn.

You have half the time to cancel the cr.RH into Demon before it hits. It seems like the cr.RH~Demon moves a bit farther on the first few frames, but ESN’s site list it as 13px, compared to t.Strong, which is 20.

I’ve done TKD with t.Strong many, many times in practice, but only once with cr.RH, it is a very tight window.

You try to do TKD with cr.mk/hk? I want to see that ^^ (without macro of course)

Initial cancel window for demon is actually the startup (or maybe startup -1, can’t test now) of the normal you use, as demon can cancel anything on ground on any frame (afaik). So f+mp is the most used (the only possible way?) for TKD simply cause it’s the normal with the longer startup and thus the easiest to pull out as a TKD.
So hand positions is a big problem (for me at least) but this startup thing is an even more important one IMO.
I can do TKD with f+mp with a really good success rate but i only managed to do TKD with far HK (second slowest startup) once a few years ago, and i’m starting to think after all this time not being able to do it again that i dreamt it lol.
The good news is that all this is on console/emu, so it may be more doable on arcade.

Concerning range, the rule is “how many pixels does Gouki move forward between first frame of normal and demon activation”, unlike the usual kara property (1st frame).
I quickly looked on my site and find those values:

  • f+mp : 20
  • far hk: 20
  • far hp: 22 (never thought of this one before today)
  • cr.mk: 26
  • cl.hk : 33 (that nice range here is not really useful as you’re already pretty close to your opp)
  • cr.hk : 35

So, cr.hk is better in term of range by is also waaay harder to pull out as a TKD…
And as regular KD btw, at least for me :frowning:
That said, IMO, range is less important for a TKD setup than for a regular KD, so i see no point trying to use something else than f+mp for TKD…

Unless you can do (and confirm) cl.hk TKD, this probably only works with crouching chun/oro (all chars with very low crouching hitboxes), cause first hit doesn’t hit them so you have enough time to confirm into demon.

edit: telesniper has been fastest ^^

I did it about a week ago, in training mode, I swept Ryu about 5 trillion times before it though…
I should say that I used my pinky for RH, thumb for Short and my second pinky knuckle for Fierce (lol) It looks like I roll my fist in a ball when I attempt it, hurts the hell out of my pinky after a while though.

@5:30, it looks like Kuroda cancelled cr.RH in time. @18:25 he does a tachi Gigas in 3 tries… I haven’t been able to do one yet (would love to know which “kara” he’s talking about there).

I should have said ‘consistently’ ^^

Framerate of the video is pretty bad but i’d say if he had been closest to Ken, cr.hk would have hit him before demon activation. Can’t really be sure though…

Whoever could do that consistently deserves some kind of medal. Earlier in the video he was using cr.Forward, which IIRC can’t be TKD’d as it’s one frame faster than cr.RH, but just from the sound, it seemed like it cancelled fast enough. Seriously, 3S videos need to be as high quality as the Stunfest XI tournament. Japan needs to get some HD capture devices, it would be amazing to see some GJ combos that alternate between blue Yun and regular Yun… lol.

Wow those are a lot of details. I had no idea there was so much variation between the different versions of TKD.
Silly me for writing a post late and forgetting that the first hit of cl.hk hits most of the cast crouching. Saw Harmonaz do it on a Chun’s wake up once in a tourney vid. Looked pretty damn cool.

Guess I assumed that cr.mk and cr.hk were almost the same since they can both me used for kara srk with Ken. I should know better though. This game is brimming with nuance.

@telesniper I remember you actually doing a demon, can’t remember if it was KD or TKD, using cr.hk on me during one of our sets. I sat there gawking for a moment. Didn’t even know you messed with Gouki at the time. It’s actually that instance that popped into my mind last night and prompted me to ask.

Was hoping I could use cr.hk to AA demon and move me just the right amount of forward as they land. Something like that. Not gunna happen though.

Oh yeah, I remember that, back in the days of pad use… It was a buffered KD after st.Strong. st.Strong~:f: delayed Jabx2->walk a bit~:df:+RH ~Short~Fierce. IMO, a buffered cr.RH KD is easier on pad, RT~A~RB is a bit easier for me currently.

I suppose you could do that if you recognized their jump would land within the cr.RH KD range, you’d need to cancel it in the later frames most likely. Possible, but it could be hard to judge the distance so quickly, especially against Dudley.

In other news, just did my 2nd TKD with cr.RH, only took half a trillion sweeps this time! Set CPU to quick stand and no guard for the best practice set up.

Yeah, it’s exactly that demon©Harmonaz which made me remember about this! Was during Toukeki qualif iirc, pretty epic!

AA demon is a really nice tool, i should use it way more often, but no need to kara, true kara or even buffer, just crouch and lp, lp, :df:, lk, hp the matest possible. Adding cr.mk/hk whatever would be harder for no real bonus except maybe a lowered hitbox but you don’t need that.

Concerning TKD, IMO, learning something else than f+mp one is a waste of time.

I agree, but it’s still fun for a little execution rep, like do 5 non t.Strong TKDs in addition to several standard TKDs. After my most recent cr.RH TKD, I noticed that my t.Strong TKD was much more consistent, it felt like taking off wrist and ankle weights.

Also just did my first tachi Gigas, within my first 10 counterclockwise spins even, after SO many clockwise attempts, was very random. I was kinda mad that it didn’t connect on the dummy though.

What are some other execution heavy combos or moves, even ones that aren’t even remotely match viable? I haven’t been able to pull off b.Strong Kara SA2 with Q, that seems almost inhuman…

There always TTTH with Urien. And the HP dash punch cross under HP dash punch thing with Q on twins, but that’s not so much hard as it is learning the timing.

Did both of those on pad, haven’t pulled off TTTH on stick yet. TTTH was on Ryu, though I know $ did it on Ken.

I know TTH on the twins is hard, I’ve only done it a few times. There’s also a ton of partitioned midscreen combos with Urien, but what about Remy? I haven’t used him much outside of machine gun LoVs. I’m basically looking for some execution stress exercises to add to my training mode routine, Keeper Jin isn’t that hard or useful compared to the Fierce loop, which I do 13 reps of on standing Ryu and Ken starting with GJ->Fierce. Kara Palm is fun, BTW, why don’t more people end Kara Palms (or GJ in general) with Fierce Shoulder to Strong Shoulder-> ender? It does more damage and works on alot of the cast as far as I can tell.

Was thinking of asking this in either IglooBobs training mode adventure thread, or What’s the most badass thing to do in sf3, but I figured I’d ask while I’m here.

Maybe the standard GJ ender gets the most meter.

Also if you are looking to max out your execution stat in some imaginary 3rd Strike player profile database then why don’t you perfect the Jiro Demon SGGK. Almost as hard as TKD but with the added stress of landing a parry and doing a Kara throw cancel all at once.

Looks to be the same meter gain at the end, which is weird because RH upkicks (GJ) to Jab Shoulder->ender seems to get the same meter as Fierce Shoulder to Strong Shoulder->ender… I would have guessed that the latter would get a bit more meter due to the strength of the moves.

I like the challenge of it is all, hell, I can’t even reliably dash left on stick yet but I have fun with these types of things. I think I’ve said it plenty of times, but my execution sucks, I can’t do basic stuff (which I am practicing) but I’m stubborn, so I like to do the harder things until they feel kinda easy. Also my consistency is awful, dash 5 times in a row? Nope, I’d rather jump on the last dash… ugh

Is that a towards parry then SGGK the rest, or a down parry first?

I believe it’s either. If you parry forward you can move the stick in a reverse fireball motion and finish off the lk, hp. If you do down parry you can do a regular fireball motion and finish off the lk, hp. All of this is assuming you buffered jabs somewhere and are following up with a parry.

These motions work because the diagonal direction from the fireball motion has forward in it.