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what is the OS part of this?

they can wake up and:

A. get hit by lov and your throw whiffs, but you recover from whiff animation before they do because they’re in stun recoil so it’s safe.

B. they wake up parry and get thrown,

C. they wake up and parry and throw tech, in which case you’re safe but they’re in a bad position.

[LEFT]IF C., then with charge partitioning (as you’re dashing forward to chase the original LOV) you can ex LOV them as they’re landing from the throw tech animation.And after ex LOV, the spacing is perfect distance for another dash up with frame advantage(since they’re still blocking/getting hit by LOV) By this point,you’ve covered a LOT of screen space, almost 3/4 of the stage and they’re about in the corner. If you time the ex lov right then you can essentially reset the situation back to the original wake up position and try A,B,or C again lol. I’ve done this from one side of the stage, aaaall the way to the other side of the stage just because they keep throw teching. without partitioning, this wouldn’t be possible. so it’s throw tech, ex lov, dash up, throw tech, ex lov, dash up, etc…[/LEFT]

The reason I call it an OS is because inputting throw on wake up causes 3 different outcomes-all of them forced by starting with a throw from parry set up with the LOV. and in every situation, you’re either safe, or left with an advantageous position. If they weren’t forced AND safe, then I wouldn’t call it an OS…i hope that makes sense.

Ok I see what you mean. However you could get more out of the situation by just waiting a moment.

they wake up and get hit, ok just combo appropriately.

they wake up parry. ok…just combo appropriately (since they’re stuck in parry frames and you’re not)

they wake up parry and throw tech. ok just combo appropriately (since you didn’t throw them and were outside throw range).

I don’t see how throwing early gives you any advantage over just waiting to see what they do and taking advantage. even if they blocked backwards ok then you could again combo them. and you can’t throw in blockstun so you’d be in the same situation as if you simply waited.

Unless I’m missing something really obvious here.

That’s a good point and definitely viable. You asked why it was an OS though. If you wait then they’re not FORCED to choose an option. by waiting, they’re options go up dramatically(they can jump for example, or reversal super, or dash back, etc.) I often wait and hit confirm the LOV to hit though. You can also, do cr. short as the LOV hits. IMO, that setup(meaty full screen LOV with dash behind) is really hard to defend correctly. I usually mix up between, immediately throwing, waiting to hit confirm, going low with cr. short into super while they focus on the high LOV, or UOH in search for a link to super if I feel that they’ll smell the cr. short… It’s a crazy good mix up game for Remy. My point was that you can tech while parrying though lol.dunno how I got sidetracked XD

yeah that’s essentially remy’s fundamental setup.
that’s why parrying vs remy is not always a good idea. especially with the range on his cr.mp + kara’d sa1/sa2.

he’s a great character. his frame advantage + range make a lot of stuff even when parried safe for him. therapist said fighting pierrot was like having a box drawn around him. and if he tried to leave the box, he’d get hit by something. sounds terrifying to me.

I’m sure there are a certain amount of frames dedicated to a parry where you can’t do anything else, but it isn’t that long. For example parrying a hit or hits from Aegis then teching Urien’s throw attempt. But then the Aegis hits you out of the throw tech animation and you go flying, lol.

maybe its as long as before you can cancel.

Mother of God. After reading this, I’ll never look at Remy the same way again.

I’ve just started playing 3rd Strike, and I’ve been wondering whether or not Chun-Li is a good starting character for beginners?

Most people will tell you Ken or Ryu are the best place to start learning 3S from. Ken probably most of all cause he can take advantage of basically every element of the game and he moves and attacks in easy to understand ways.

But really you should just enjoy the game using anyone. find a character you think is cool and fun to use. you’re more likely to stick with the game and eventually learn more if you’re using someone that feels cool and exciting to you. you can always switch and the longer you’ve been playing the game overall, the easier it is to be comfortable with a variety of characters.

Yeah, the perfect beginner character is the one you feel like using. If you wanna use Chun, then go for it. She’s probably not as beginner friendly as Ken, but her payoff is a lot more rewarding.

Chun-Li would be a good starter character based on what her meta revolves around. Strong footsies and hit confirms, with a little kara thrown in for good measure. Definitely a great starter character. Ryu is always a solid pick as well or even Ken. Maybe Dudley, though he is a bit tricky to get down in some areas. The 3rd strike cast is very diverse so there isn’t anyone in particular that’s an end all be all character for the basics. Just try to compare Urien and Makoto and you’ll see what I mean :wink:

I would suggest experimenting with the cast and find someone you like the best and go from there…however I would also suggest playing ken on the side, He will help your game ALOT. Ryu is also good.

So, how do I start to learn Urien? Sorry if this is the wrong place to ask.

Learn his normals and basic combos. Watch videos and study. Its just like you’d learn any character in any game. :slight_smile:

normalsnormalsnormalsnormals.

Don’t worry about anything crazy at first. You’ll hear people talking about “charge partitioning” and whatnot. Just concentrate on his footsies and mixups. ALWAYS USE SUPER ART III. I cannot stress this enough. Maybe try the others for fun, but you really should just practice with his third. Try not to use his knee dive unless it’s on the opponent’s wakeup, especially if you have a shield up.

Kneedrop’s only really good for two things: escaping the corner and unblockable setups. It’s incredibly unsafe on block, so I don’t recommend using it much.

Also, don’t get tempted by corner tackle juggles and end up spamming anti-air fireballs when you have the opponent cornered. It’s a newb tactic that will very quickly get beat out.

Asking this here because I don’t know if you guys read the Akuma forum or not.

I watch JR’s OE series from time to time and noticed that he does cr.mk into demon flip a lot. Is this because he’s playing online against randoms who don’t know what to do against that? Or should I incorporate it into my gameplay?

I’m thinking I should use it to an extent but definitely not as much as he does. I *would *do that but I don’t want to end up doing something unsafe (I don’t know much about shit like that. I try to not play online much so I don’t pick up worse habits).

I like using SAI because I’m not sure what all to do with Aegis.
With SAI, I simply link it from a tackle. With Aegis, I just end up wasting meter.
Should I keep using SAI until I know how to use Aegis? (I mean, I barely know anything for Urien)

dont do too much demon flip, it does work a lot better because he only plays scrubs.

also sa1 with urien is good to learn with but only if you hit confirm with it. dont get into the habit of doing wakeup supers or random tackle canceled into sa1