It’s not their recovery time that bothers me, rather the cancel window which is terribly short.
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you cant do three dps in any circumstance. just wont let you combo.
unless you do a lp dp into a mp dp for three hits but thats kinda pointless. -
never bother with jab or fierce dp into sa3, it doesnt make you look good, and shitty dmg. hp, strong dp, sa3 is most damaging combo though.
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the fireball version does a little bit less dmg. but not enough for it to even matter. there both way easy to hit confirm. just fireball is a little bit safer incase of the distance.
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i dont really have any frame data sorry. but the uoh has to be thrown out kinda early but not too early to miss the opponent then super quickly. ex hurricane is pretty pointless almost any time. but into sa3 first only works on some characters. and also makes it do horrible damage. worthless combo.
for back mk super they have to be crouching. and you just gotta super quickly also i guess. -
keep distance, stay out of the corner. watch for wake up throws sometimes or guess parries sometimes. practice zoning and just dont be dumb.
I guess you’re like 5 years late ^^
I’m new to 3rd strike and I have 3 questions:
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I watched a video of Daigo and he did the standing throw (where Ken holds and knees the guy for up to 6 hits). Is there any reason to use this throw besides the forward and backward throws?
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What’s frame data?
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Red Parrying is pressing forward right after you block an attack right? Is it useful?
I was watching this vid:
[media=youtube]GxH2PAeY-IE[/media]
and I don’t know how to do that first combo (the text is in japanese).
It’s like 2 punches into a shoryuken, can anyone translate or explain how to do the combo?
thanks
It’s just a close standing strong into close standing fierce into jab shoryuken.
Does c.lk, c.lk xx SAIII do a lot less damage then s.mp, s.hp xx SAIII? What if the opponent was croutching on hit?
EDIT: What does “cross up” mean? Is it true that Ken’s MK in the air is his best cross up? Can someone briefly tell me why?