3rd Strike General Discussion Thread

Pyro will always agree that anything console is just bad. I spoke to him a bit on the topic of console and arcade ports and he mentioned, after having asked me about the console and pc versions of ggpo, that he’d never touched a console version in forever. I applauded the man.

Back to Italy for a couple days, gathering my thoughts again
my last 3s session in Japan was Newton Saturday afternoon freeplay. I wasn’t as focused as in other instances, so I was a bit inconsistent. Some games I played really bad, some others I did well - like when I stopped K’s Chun ~10 streak (yes K the Tougeki 2007 winner!). There was a player I had lots of trouble against, had a huge streak with HP color Urien - 30some - I tried to mirror him (the mirror is another match thay I have to understand better still) like 8 times and I always lost, he was making some bold/risky reads but overall he was always step ahead of me, had really nice execution and partition tricks. He also had a really mean black Yun - HP loop / keeperjin with ease, great spacing, whiff punishing many things with LP lunge. I didn’t get who he was, but I snapped a pic of the participants
http://s16.postimg.org/82pa51l5x/newtonlist.jpg
so it should be one of them, 4 more had their name on the list when I was leaving and forgot to snap again but I’m pretty sure he was there from the beginning

As a whole, Newton was my favourite 3s arcade.
Mikado is a GREAT place for fighting games in general, expecially old school ones, and deserves all the praise it gets.
GameSpot Versus was perhaps the hypest place, a bit cramped maybe.
But Newton just felt like 3rd Strike home, you can breathe the love for the game inside there, it has more “vital space”, feels warm and welcoming. I love Newton.

Playing in Japan was a blast. I had loads of fun, and I felt I really improved day by day, even if I’m ambitious and I want to get a lot more better still.

Worst thrauma was fighting the Ibukis, not only Matsushita. I really don’t have a gameplan nor a sense of spacing (which is sort of my strong point in many matchups). I’ll study that matchup a lot.
Yang also was pretty bad, expecially the seieienbu mixups/resets which I wasn’t used to fight at all.
Yun while hard too of course I had more clear what to do in my mind. Oh, the zenpou damage scaling difference from console is a big deal. After playing almost console only in the past years, many times when I got grabbed I’d think “now I’m dead” and then I wasn’t. So GJ Zenpu in the end felt a bit less scary than on console, where thus I’d say Yun is a bit stronger as a result. Oh, speed difference was enough to be able to block f+MK / UOH more consistently. A couple of time when very focused I parried GJ f+MK on reaction, felty amazing.

For some reason I was doing extremely well against Elena in my trip. Like out of ~20 games aganist various Elenas I lost only once. Maybe they weren’t top players, but they were getting wins at Newton and Versus so they weren’t bad either. I don’t have big experience in the matchup, but the key is that I found it like SUPER easy to keep them out.
In general I was somehow surprised that outside of the REALLY good players, most other ones could have had better execution and tricks than me but where very bad at spacing - people that could be still super dangerous with a good read or on okizeme, but their neutral game was pretty bad in my opinion.

Playing good Chun, Shotos, Makoto is loads of fun, even if frustrating at times.
I was expecially enjoying the Chun fight, very hard and mentally draining but also felt like a “solid” experience, I don’t know how to put that better in words. The most annyoing things was dealing with the stored/delayed legs like everywhere.

I played a bunch of games at Versus against a yellow Makoto, dunno who he was, nowhere as good as Tominaga but still able to land W Fukiage very consistently, it was cool to play him since him being not Tominaga level was good for learning where getting grabbed by Karakusa was REALLY my bad decision-making.

Never played vs Twelve or Sean (not that I really miss that)

I really like these kind of trip reports.
Someone should write a travel book, ‘My days in 3S Japan’, or a better title.

I’m all for 3SOE on Steam. At the very least, it means that there’s a legal home port of the game that doesn’t need old hardware to run, that runs at a better speed than FBA. This means that it’s easier to get access to and enjoy the game.

The other thing, with it one PC, there’s the hope that someone can eventually find a way to mod it and maybe even fix the stuff that IG missed.

It’s always great to hear from your experiences in Japan, Fugo, sounds like you had a fantastic time. The sentence I quoted really sticks out in my mind though since a guy from my scene (3J, one of the best new players in the UK) went to Japan in August '13, and I remember him talking about how much better he felt at the game as he kept playing against Japanese players. It sounds like Japan is to 3S what the Hyperbolic Time Chamber is to Dragon Ball Z.

I had a fantastic time indeed, and not only 3s related! Japan is cool!

Yes the DBZ reference really fits the feelings I had too, but then even more. Not only it makes you stronger, but also it makes you enjoy the game even more. At least for me it was like that

Vinny! KAzzy Paper!

I think that having 3SOE on Steam would be sick so I can play 3S with 2nd Impact backgrounds and HUD

Aside from checking genei jin scaling, and fugo’s japan trip experience posts pretty weak discussions going around. I’ll share a couple techniques I learned from kaeru and BBK.

Fuzzy air parry (?): when parrying a move in the air, a button input will not come out immediately after the parry if the player parries another move. Therefore, you can do things like parry ~ button > parry ~ button > parry ~ button against multiple hitting anti air moves. Your move won’t come out till there are no moves left to parry.

Pianoning a normal during guard stun:

The example they told me was when dudley doesn’t want to use cork to reversal Goukis tatsu, one option is to piano mp ( I think it was cr mp) repeatedly during guard stun. The move will only come out after leaving guard stun. Not sure what all of the scenarios are to use this but worth looking into possibly.

Definitely the air parry technique is useful and everyone should incorporate it.

If only there was someone who was inside the FGC/Capcom Illuminati and could give rise to the idea of 3SOE/HDR/and Vampire Savior getting ported to Steam.

Will definitely look into that fuzzy air parry.

This is very interesting. Do you know how strict the gap between hits has to be for this technique to work? Also said, at which point are the multiple hits too far apart for this to work? Almost worth extensive testing to spot every kind of situation where it can work (I cross my fingers hoping it works against air target combos)

How do you exactly “piano” a single button? There’s double tap but that still leaves a gap since normals aren’t activated on negative edge. Seems an interesting tech but maybe I’m missing something…

I don’t know how many frames but it works fine for any anti air I’ve tried. Obviously you still have to time the parry correctly, it just lets you not have to guess how many hits. For example chun’s hakkei -> LL or how many hits of dud’s TC

And yea that’s what I mean, can keep double tapping over and over. It’s not perfect but it’s better than not being able to tell if it’s a mk or Hk tatsu.

https://www.youtube.com/watch?v=l5ZkvXQR5ks
This is probably one of those fuzzy air parries.

I used parry press grab and then finish parrying fierce uppercuts

fuck you srk illuminati

That video you posted doesn’t showcase the technique, even if he were using it

[quote=“Hol_Horse, post:991, topic:169178”]

This is very interesting. Do you know how strict the gap between hits has to be for this technique to work?

[quote]

Fucking not very. Not sure about the target combos thing tho.

https://www.youtube.com/watch?v=f32fW01s1JA

https://www.youtube.com/watch?v=nzTYD9srOo8

This is probably it too at 3:43

Actually Kuroda mentions that when using Dudley’s MP-MK-HP TC as an anti-air, if MP-MK get parried then it’s a guaranteed punish with j.HP for Alex.

Can Ryu do the same with fierce HP after parrying both MP->MK in the air?

If it’s as fast as Alex’s j.HP then I can’t see why it shouldn’t. Try testing it out in training mode?