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Just wondering, between Yun and Yang which would be simpler to pick up? I’m trying to main Remy but to mix it up I’m thinking it would be nice to play… a more straightforward character that isn’t a shoto (bored of them), chun-li (the char everyone plays) or dudley (the char my friend plays).

Yang is easier to pick up than Yun, and initially you might have better results while playing Yang.

He’s a pretty straightforward character that relies on simple combos into Slashes or EX Slashes, which are pretty safe on block. He has the same Zenpo Tenshin as Yun, including kara-Zenpo, but it’s arguably more of a threat because it blends in so well with his offensive mixups. Yang is arguably more of an offense-based character than Yun because he doesn’t need to worry about conserving meter much; just enough for EX Slashes.

Yun has the better payoff with Geneijin, but Yang with momentum is very scary as well; very deserving of the Top 5 spot with Dudley. You’re gonna hate the Ken matchup though…

P.S.- One of these days you’re going to pick up Ken. It’s what almost everyone does, because he’s really fun in 3S. haha

Haha yeah I do play Ken, but that’s because I understand most of his moves right off the bat, particularly the specials. Also because I see him in every other tournament vid (xD). Also started playing around with Yang, feels a little more natural to me than Remy, who felt kind of like a counter-intuitive character (not to mention Remy turtling vs beginners is a very different game than him vs experts who can parry everything).

Yeah, Remy is a hard character to learn. He has a lot of neat tricks and options, not to mention he can work decently on offense, but you really have to be patient with him. He doesn’t have very damaging combos outside of Super, and it can get tough maintaining the consistency of the range between you and your opponent. You’ll luckily have a pretty easy time keeping this range against characters like Hugo, Q, and surprisingly Dudley as well. Just be patient.

The positives of learning him are…well…you’ll feel good from using him. Like I said he has some fun tricks and mixups, not to mention his juggles are very fun to do. Charge partitioning also makes him 10x more fun than Guile in my opinion, but that’s not something you should worry yourself over just yet.

Heading back to Yang, any particular reason they show short listed as a useful kara-throw as well as roundhouse? Is it just easier to hit?

Also for Yang is it incredibly important to be working on the kara right off the bat? That’s the impression I was getting from Remy (longest one in the game after all) but Yang also has the command-throw and more useful options than Remy.

BTW… I definitely enjoy winning with Remy but I feel like I won’t have any friends by the time I master him–makes it hard to convince my friends to play 3s when they know I’m going to just turtle (because frequently it works).

I got a couple questions.

  1. What are good options on wakeup? (in sf4 you can block, backdash, focus backdash, reversal > FADC, etc.)
  2. What do you do against wakeup meaties? Can you parry them or reversal them?
  3. How important are option selects and safe jumps in this game?
  1. low, high, throw, block, do nothing
  2. Blocking beats all meaties
  3. Options selects and safe jumps do not really apply in the same way as SF4. Learn spacing and how to block.

LK was probably listed because it’s easier to do (less buttons to press) and the move you get if you botch it isn’t that risky. I still get s.HK a lot if I mess up a kara throw and that’s a bad move to get at close range. I don’t think kara throwing is a requirement for new Yangs at all. He has good walk speed and, like you said, a command grab.

  1. Blocking low and standing up on reaction for overheads is #1. There’s no single wakeup option in 3S that covers as many bases as backdash in SF4. The importance of wakeup reversals or parrying vary depending on character, meter, positioning, etc. A low-health character that can’t capitalize on a parry without meter like Yun probably shouldn’t attempt to parry a close-range metered Ken mixup (it would be a raw guess). Generally, you’ll see blocking, parrying, reversals, throwing (if you think you can grab someone before they hit you), and the occasional backdash by some characters like Ken, Necro, etc. for evasive purposes.
  2. Blocking is best. Meaties can be parried. Certain reversals will beat meaties, but not all.
  3. Safe jumping to beat a wakeup reversal isn’t really done in 3S. If you do a deep jump-in, it’ll be to hit someone who attempted to parry too early or to minimize what the opponent can do if your jump-in does get parried (since you’ll be closer to the ground). Most option selects involve parrying in some way. I wouldn’t be too concerned with OSes right now.

Do not ever backdash to escape something. Ok maybe not ever because certain things and depending on matchup etc. it can be done but in general you do not want to think of backdash as an escape option. Blocking is your best option, always.

You can parry meaties. You can reversal them but the timing is specific depending on what move is being used. You can also just block and then reversal depending on the meaty and super/special.

I’m not sure I can answer the last one. I don’t know how important they are in 4 or how they function there compared to 3S. In 3S there are a lot of basic OS that people use but I’m not sure that’s what you mean.

I’m talking about just general option selects like crouch teching, or option select teching with other attacks. I guess since reversals and backdashes aren’t as strong in this game that safe jumps and option selects on wakeup aren’t useful (or not in the same way).

Is there stuff like tapping f/d to parry before you poke, or is that just dumb?

Yeah doing a parry right before something is pretty normal. A really basic one is like forward parry to throw.

Another interesting one is for crossup situations you can tap backwards and then hold backwards. So if the crossup is true you’ll parry and have time to react or block the other way or whatever, if it’s not you’ll simply be holding back and blocking. It takes getting used to but it’s helpful for weird things like say Necro’s drill kick in the corner, he can make it hit 1 hit behind and then the second hit in front because of the angle and it’s very hard to tell which side it will hit so that semi-OS is useful.

Obviously you’ve seen things like hugo parry into 360 or 720. That’s because he’s starting the 360/720 with a parry input.

option selecting with different attacks I haven’t really seen or heard much of aside from SGGK which is between parry throw and a cancellable attack.

Trying to guess parry isn’t a good habit. This will get you killed

if you’re doing it randomly yes absolutely. But baiting and parrying is a pretty standard part of the game. again no one is being really specific enough and this kind of stuff depends on characters.

so maybe i shouldn’t say ‘normal’ but it isn’t bizarre or random, it’s just looking to catch someone doing something obvious.

Sure, but baiting and “tapping down/forward before you poke” is way different.

How diffrent in difficulty is 3rd Strike to SF4 series? I dont mind a challenge :stuck_out_tongue: but just want to know how diffrent it is compared to SF4!

You’re right however tapping down first as part of something you’re about to do, or tapping down at a certain moment in a fight isn’t at all abnormal. It’s hard to explain I guess but I think you know what I mean.

The thing is the game doesn’t really move at a fast enough pace that you wouldn’t see something coming if you’re poking. Unless it’s like a jab or short you’ll likely see most pokes and know you’re going to parry it in time if you already predicted and parried. This sounds horribly garbled but we’re saying the same thing ultimately.

it’s a different beast but it’s not more difficult necessarily. Difficulty depends on your opponent so just give it a shot and have fun with it.

Ok. Why the hell is jumping in 3rd Strike so good an option or approach? Jumping in SF goes against every fibre in my body. Yet all the cool kids in 3rd Strike seem to do it. This, I believe, keeps me from progressing in 3rd Strike. Perhaps with a better understanding of why jumping is good, I’ll start doing it more.

Parrying helps players defend against anti-airs, which gives them more freedom for jumping.

Right. So the more confidence a player has in his parrying skills, the more he’ll jump. Seems I was doing just fine then. :confused:

Hopefully 3rd Strike Online will attract enough scrubs that I won’t get completey demolished every game and might actually get to learn something!

Well, parrying itself can also be used as an anti-air, so that’ll keep people from doing brainless jump-in attacks.

mind gaemz ~(=v=)~