No prob :tup:
It’s really important for it to be second nature, so you can do into a match without worrying about botching free punishes
I respect anyone giving this game a try. Its an amazing game and its alot of fun. I suggest anyone trying to level up to just go to training mode and just try get comfortable with the game. I use to beat the game over and over just to get a feel for the game. Practice parrying things. Very important to practice hit confirms. If anyone does not know how to do that you set the dummy to random guard and infinite meter. Then less say with Ken cr.st you throw that poke out see if they block or get hit. If it hits rip super and just practice that over and over again intil you are hit confirming super everytime. Most satisfying feeling ever imo. Anyway im down to play and help out anyone so hit me up with a pm if your down.
Yeah I usually try to do what you mentioned in the first paragraph. Just unsuccessful lol.
I know what you mean about practice, usually early on my execution is great but later on I start trying to hard and slipping. But my problem is moreso in real matches. I’m wondering if maybe I perform too fast in a real fight or something.
It sucks because. as mentioned above, I have no problem in MvC doing Dantes moves which require the same inputs… so there is definitely a difference in inputs between the two games /sigh
Also part of the problem is the lobby structure in player matches. It’s hard to get in some good practice when you have to wait for a room full of people to go before you get another turn. I’ve tried making my own lobbys and waiting for people to join, but that never happens, so I’m stuck in either arcade mode or a room full of people who can all beat me first try /sigh.
I wish I could hit confirm a super… at this point I cant even combo the super if I try the majority of the time lol.
I’ll watch that vid someone linked above and see if it helps though.
Same here… fwiw, I think you can stop the second ‘QCF’ on DF and still have the move come out? But I can’t be 100% sure without input display
It would be useful to know what input shortcuts 3S accepts, can anybody help? Apparently DF, D, DF will dragon punch.
As far as I know there are no real “shortcuts” SF4 style for the inputs.
Does the TE stick have a square gate? If it does that might be what’s giving you trouble with pulling off super arts. I changed the gate on my stick (custom built) to an octagonal one and had a much easier time.
Now my question, why are there so many Ryu players online? Not just that but the majority use super art 1 it’s weird. I have played around 20 ranked matches or so and 60% have been against Ryu. My advice if you like shotos is use super art 3 for Ryu and learn his Denjin set-ups, or switch to Ken. Also, stop trying to zone with fireballs.
there are shortcuts for everything but qcf and charges. everything else has variable inputs itll accept and even some weirdness I don’t quite understanding having to do with holding an input vs just tapping and possibly even move dependent.
The shortcuts are probably almost the same as sf4, I don’t know exactly but the main difference is the timing between inputs accepted and the window for inputs.
Fuck those shortcuts, just learn the motion as it is.
Damn, is doing f,d,df that hard? d,df,f,d,df,f inhuman?
It’s dumb that OE doesn’t have input display, but as you’re asking for shortcuts, you’re probably coming from SF4, so launch that game one last time, training, input display on, and practice until you see the real motion on screen.
Game would be fun for me if the execution wasn’t so freekin hard. (ssf4ae is a cakewalk compared to this insanity)
Been practicing an hour and can’t do a single kara throw. gg
doing it correctly? … http://www.eventhubs.com/guides/2007/dec/04/kara-throwing-street-fighter-3-third-strike/
If you’re coming from SF4, kara throw is like a plink input. You should hear the two distinct taps from the mp and then lp+lk. Try it with Akuma – f+mp ~ throw. If the throw comes out but you don’t hear Akuma grunt and move forward, then you are hitting throw too soon. If only f+mp comes out, then you hit throw too late.
If you’re playing on a pad, it’s trickier to do than on a stick – it might be helpful to reassign the controls in a way to make it easier.
Question about shortcut DPs.
So in 3S, you can shortcut a DP like this…
:d:+:mk:, :df::d::df:+:p:
But the shortcut for a super is this…
:qcf::d::df:
How can I shortcut DP into a super?
If I can’t, that’s fine, and I can typically do it manually… But I’m just curious to know, so I have that option if necessary.
Is this something like what you’re looking for? Because this is about as abbreviated as I’ve ever tried to make it (and it’s so easy that I haven’t cared to try harder).
D DF D DFx(P/K) F (neutral) D DFx(P/KP
Can someone help me? I’ve got some questions about the DLC content… sort of… that I can’t seem to find on this site, or Google.
- How do I unlock the extra dipswitches without buying them?
- Are the DLC costumes the same as the 2nd Strike ones you unlock with Arcade mode?
Thank you.
- That already got answered in the other thread so check it again.
- No, most of them are new as far as I know.
How do you mash more hits for a throw that allows it (Ken and Dudley neutral throws)and break out of them quickly?
Just spinning the joystick?
some people run their palm/side of hand back and forth across the buttons while spinning the stick. I drum across them and spin the stick.
He must not know. Does anybody know? I notice that half-circles seem to work differently for just about every move I try: Q’s throw lets you start on DF, Ryu’s kick lets you stop on DF, Oro’s throw makes you go the whole distance, evidently. I presume 360 really means 270 in all cases?
Another thing: what can Q do about Akuma’s tatsus? (I guess I could take this to the Q forum but it seems too basic D: ) Can’t punish(?), almost impossible to interrupt them on startup. It’s like an auto-win button, against me anyway…
EDIT: just checked UltraDavid’s guide… “If you don’t have super and can’t parry, Akuma can literally spam roundhouse hurricane kick against you until you die of chip damage.” D’oh…
Besides a reversal SA2 after a blocked Tatsu, there’s not really anything Q can do against Akuma Tatsu on block. I guess the best you can do is just anticipate with a parry, or just red parry the last hit.
in 3S, the second qcf for supers can end at d/f. besides the ones you mentioned, i don’t know of anything else.
some characters can jump after blocking a hurricane and take advantage of the next hurricane’s whiff. i do it with urien using j.hk when i get annoyed by hurricanes. usually i’d have to jump backward in order to have time to see whether or not he did it. q might be a little larger in the air so you might have to option parry on the way up before you press anything. jumping and using air parry/j.hp or whatever also gives you a statistically better chance than a ground parry in that situation (no high/low mixup). record akuma in training mode and test things out. you could probably also kara throw.