3rd Strike General Discussion Thread

NM

From a risk/reward standpoint I don’t know if I would agree about that specific situation.

Assuming ken does close strong and it is parried;

[list]
[]Do nothing and eat ground based combo
[
]cancel jab shoryu and it gets blocked/parried- You probably eat the same ground based combo
[*]Jab shoryu hits- You get possible kara shoryu and the following mixup
[/list]

Unlike in the mid-range game, parry delay punish is less effective up close. Most of the buttons you will encounter are faster with much less recovery. Add in the fact that jab shoryu does not cost you meter to use, typically will not get you punished any harder, and has a pretty good reward on hit makes it a pretty legit option.

From a pure risk/reward stand point if you never cancelled you would get punished 100% of the time. By mixing in shoryu cancel you can lower that punishment percentage with minimal additional risk.

*I should probably come back and edit this later for clarity…

GAL

yeah I agree that it makes sense to sometimes cancel into shoryu if you get parried. I wasn’t very clear, what I meant was “if I expect them to wakeup parry is meaty strong or fierce the best thing I should do.” I think I probably don’t want to put myself in that situation most of the time, and likely have better oki attack options.

There’s a funny thing Ryu can do to always get a punish in on Ken regardless if he cancels to DP or not. Testing needed to make sure

gah i give up on beating gill. This fight just feels so cheap and unfair. Tried for like three months, the dp strategy didn’t work. He eventually learned to block it and it was too hard to get the knockdown (unless there is a reliable way?) Dissappinted that I wasted three months of time on this one fight. The whole game before that is so easy.

EDIT: sorry for the rage, just really really frustrated. I’ll just learn to parry that high knee attack then punish him for it.

not what you’re talking about but.

if someone parries close fierce (ryu) just shinsho.
their only option is to block, everything else loses.
for graet justice.

so,remember matsuken’s sick punish on dud’s sa1 ?
here around the 4:45 mark
https://youtube.com/watch?v=tGPk6hiEmHg

tried replicating that a bunch of times back then but could never get it right
apparently,it’s character specific
and obviously,just like against chun or mak sa2,some characters can’t do it at all because of slow jumps

i decided to give it another try,this time using my character aaaand…i still can’t do it
i was told with yun you gotta parry 3 times on the ground and 2 times in the air (thanks y)
seems correct but i find it so hard for some reason

then jak appeared with a very insightful message
and i decided to make a video because the forum is dead
https://youtube.com/watch?v=xDdkwORSbDo
pretty sick huh

also,while i was fucking around in my ghetto training mode,i found a stylish combo
not as easy as it first seems
https://youtube.com/watch?v=JdtniwbvV44

iirc with shotos, the number of parries in the air depends on whether or not you do a standing or crouching parry for the second parry. ive always done high parry, low parry, jump, two air parries. it probably has to be three in the air if you do two standing parries, like in that video. i think it also depends on how long you wait before inputting the jump after your last ground parry, where jumping earlier means youre more likely to have to do three. i wouldnt even bother doing this with larger characters like urien because its just too likely that youll get tagged by a hit in the process of having to do extra parries, and the punish wont even be improved that much.

@Fran3S Lance reminded me of something you had mentioned before…maybe 1.5 years ago… It’s happening :slight_smile:

.

Who will be commentating?

I’m hoping they get Bernie to commentate but I’ll settle for Trump

let’s make 3rd Strike great again

Oops so it turns out CRT is a maybe rather than a sure thing

Sorry for jumping the gun

Some things I noticed recently. You guys may have saw these things already but I thought it was intetesting:

-Seagulls in Oro stage
-Oro’s eye glows
-Sean stage has a worker on the truck unloading things
-Sean stage also has worker near the ship working a conveyor belt

Oro’s eyes seem like a hard one to miss.
They’re super bright on cab and they sparkle/color-shift. He’s a beast.

Haha, yeah I agree. I felt kind of dumb noticing it for the first time only recently.

What qualities does player sandybags have that makes him a good Hugo player? It’s gotta be rough to use Hugo and get wins. Just curious if anyone would let me know

Auto-360 macro, auto-720 macro

Same one you use for your denjins right?

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