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I guess this is my thread lol

Remy is my worst matchup with Q. Please don’t laugh. LoV-dive kick is like an inescapable lockdown. What can Q do about the dive kick?

Nah, it’s a hard matchup for Q so don’t feel too bad. There isn’t really much he can do besides inch his way in and anticipate LoVs. If you see LoV->CBK(the dive kick) coming in as a pattern, then just parry both and punish accordingly. CBK can also be thrown out of if they do it too close, if I remember right(somebody check this please, it’s been a while since I fought a Remy). Otherwise, just inch your way in, parrying LoVs while trying to close the gap and anticipating any anti-air followups they might have after throwing one. Get your taunts in too, because Remy does shit damage and you’ll have more opportunities to get them in. If you get hit during the taunt, be sure to at least have the ground shake because that means you got the Defense boost.

Also remember that Q’s SA1 breezes through fireballs, which is like his biggest weapon against LoVs/or fireballs in general.

What I like to occasionally do from a certain distance is parry->instant Dash Punch(hold back, neutral, tap forward to parry->P). This helps against mid-screen fireball spammers, and while Remy may recover too quickly for you to punish, at the very least you closed the gap. Just don’t get too predictable with it because he can parry your Dash Punch.

Who do you guys feel are the top 5 offensive and defensive characters? Not whether they’re high on the tiers, but rather who do you feel fits the theme of full out offense and full on defense?

Tough to say, since most of the cast require a balance of good offense and defense. If I had to choose, though…

Offense(no particular order):

  • Akuma
  • Makoto
  • Yang
  • Alex
  • Ibuki

I also want to add Necro and Hugo to this list. Hugo may seem like he doesn’t fit, but he’s a character that has to approach the opponent to be a threat. Necro’s also a character that is best effective in close range.

Defense:

  • Q
  • Remy
  • Twelve
  • Urien(no bar)
  • Chun

Most of the characters are in this weird gray area, to be honest. It really depends on the matchup for most of them, because while someone like Chun is known for being a very pokey and turtley character, she needs to go on the offense against certain characters like Yun. Likewise, Necro may work best close-range, but he needs to play defensively and from a distance against Hugo.

From what I’ve heard Ryu sit’s inbetween defensive and offensive and can be played in both styles.

I’m having a lot of trouble picking my character in this game. I love the game, but I don’t really like the characters.
At the moment I’m playing Makoto and Sean.

For someone who plays Sakura in other games, who do you think would be best to use in this game. Please don’t say Ken XD

Basically every character can be played a variety of ways.
Don’t play Sean. Really simple. Waste of your time if you’re serious about the game. Don’t use Chris G as an example, he plays other characters and he’s much better than you.

I don’t even know how Sakura plays. Just try out everyone. You’re going to bounce around a lot until you just suck it up and decide to properly learn someone. It takes time and you’ll be doing a lot of ‘boring’ shit but that’s how you start to improve.

If there’s a certain character you do or don’t want to play I’d say you’re better off making a decision based upon that.

But as far as sakura goes…I’d say…Yang?? His low forward and standing short can be cancelled into mantis slashes (for a bnb) SORTA like something I’ve seen sakura do in other games. His damage/stun can pile up miraculously and he’s quite good overall.

Either that or Ibuki/Makoto cuz they’re all japanese, female and attending high school.

I’m trying to do the trials, but I keep messing up the last parry trial. I can’t do the combo after the parry of chun li’s super. I hit the jumping RH, and then the trial fails before I can combo into low forward. I can’t do the full combo into super on its own 100 %, but I get it around 1/2 of the time in training mode. But in the parry trial it fails before I even go into low forward for some reason. Is the timing different of the RH after the air parry? When just doing the combo alone it seems you can throw out the jRH almost whenever and it combos… I tried this shit for like an hour, so frustrating.

I don’t know, the way I do the combo is to input the low forward while doing the DP motion, press strong, and then just input/mash the super. Maybe I’m just too slow with all the stuff going on in the trial?

that trial is a little weird. it pulls a fast one on you by failing if it predicts the c.mk won’t come out soon enough to combo even though it looks like it might. just hit the j.hk as late as possible.

I dug around for this a little bit, but I can’t find very much.

I looked up the startup on Ken’s UOH and it’s listed as “16~23.” I would guess this means it has variable startup, but that doesn’t make much sense to me given how startup/active/recovery frames usually work. What exactly does “16~23” mean here?

I think what he’s trying to illustrate is that it depends on the distance from the opponent? like if you do it close up itll hit early around 16 frames, at the edge of its range its around 23?

Not sure on that but that would be my guess.

But wouldn’t that just be part of start up? I don’t get how that would be different from just having multiple active frames. Like does the move actually physically change depending on the distance?

no idea bro. all i know is uoh are different depending on distance and looking at ESNs data there the blocked or hit advantage are ranges, not exact amounts and I know that’s because of the distance. ESN’ll clear it up probably when he invariably appears in here.

That would seem to make sense given that it has 7 active frames. But I would think it’s exactly like hitting any other move meaty, so I’m curious if the notation indicates that something different is happening there. Akuma’s entry just says 16f startup, 7f active, which is would I would generally expect.

Most UOHs are listed as 16~25 with 9 active frames. Ryu’s and Yun’s are 16~24, 8 active; and Sean’s is 16~23, 7 active.

Ibuki’s is weird: 16~25 with 10 active frames. Maybe that’s an error?

Seems like the way they list the move data on that website is a bit inconsistent. On the Japanese frame date website they just have Ken’s UOH listed as hitting on the 16th frame and having 8 active frames (i.e. 16-23).

That’s it, startup 15 (will hit on 16th), 8 active frames. Those values on old karathrow.com are weird (or it’s a mistake i just copied).
As you guys said, startup is invariable, and other paremeters entirely depend on how deep the uoh is.

http://ensabahnur.free.fr/BastonNew/hitboxesDisplay.php?iChar=11&sMoveType=fd_normals&sAction=w&iMove=35
http://ensabahnur.free.fr/BastonNew/index.php?id=11 (frames adv./disadv are wrong for UOH, i recently found an error in my recolt process script…)

Perfect, thanks for the clarification.

Hi, dont know much about 3S but just curious. Is it possible to punish a parry?

Lets say I wrote a simple bot for 3S. All it does is walk towards you, break all throws, and parry everything.

Apart from command throws, what would damage it?

First hit of KKZ can’t be parried, so it’d have to at least be chipped there. Also the Gill QCFx2 + K super can’t be parried either I believe.

Do you mean that, apart from select moves, it cant be done? Theres no general mechanic or tactic to damage something that can parry & throw break everything? (apart from command throw and those moves.)