Its reaction with the experience to know when to look for the activation.
cool thanks. outside my ability for now for sure, not even gonna worry about it. cool to know though!
I was reading that over the course of the last few years high level Chun players discovered various things that transformed the Chun-Yun matchup into Chun’s favor. Is this one of those things? I would guess it’s so specific and requires pretty great reactions that maybe it isn’t a key component of the matchup. curious what did change if that had nothing to do with it.
I probably miss something but isn’t this reaction time pretty big considering you need to react to a SA activation, which means around 50 frames?
The hard part is to be fast enough to input SA2 precisely right after superfreeze during the 7 frames, right?
THough, as i can barely remember a couple video with this, it’s probably not that easy…
If you buffer the motion before super freeze then you just have to press the buttons when he activates. That’s the way I’ve always done it.
I tried it out tonight and it was awesome!
Thanks a lot for the tip against him, help in that matchup is much appreciated =]
I’ve been playing around in 3rd Strike off and on for a couple months now. And I’ve largely taken to characters with strong normals/zoning ability. I largely play Ken, just so I can more easily switch between defensive and offensive when I need to compared to Ryu. But, I’m not very good at being aggressive in a match. Nor do I ever really, consciously, put thought into mix-ups. I’ll admit, I’m too afraid to get really aggressive and start taking punches to the face because of it, and ultimately end up losing. Reason I bring it up is because I wanna break into Akuma. I like all of his normals, his damage potential, and just how downright SCARY a good Akuma could be. But I don’t think I have the right mentality, or I could be playing 3rd Strike ‘wrong’ (Just from all that I’ve heard about it being a rush-down focused game and I play zoning/defensive).
Should I start trying to learn Akuma? Or stick with my more defensive mindset?
its as rushdown focused as you want it to be.
the game really doesn’t define characters by playstyle too strongly.
i wouldn’t think about it and so early on in learning it really doesn’t matter.
I believe that everything begins with defense. If you can’t block, you’re going to die. If you can’t tell distance, you’re going to get outpoked. The only way you’re really playing 3S wrong is if you think there is only one set way to play this game, but that could be said for many fighting games.
I would personally say stick with Ken if you want to try and level up faster, but Akuma DOES have options that can let him lame it out so you could play cautious with him WHILE slowly developing the type of strategy you prefer. Just remember, his stamina and stun are the lowest in the game, so if you can manage to develop defense with him, you’re going to be a very tough Akuma to beat.
Just play a reaction defense, parry/punish oriented Q. By far the easiest style to play.
Oh my fucking god you give the worst advice don’t ever do this
Couple newbie questions about down parry
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What is the role of down parry versus Chun and shoto cr mk? Walk forward, hit down once you’re in their space. is that something that exists at all, or is it way unsafe and stupid? Can people do that on reaction to the startup of the cr mk frames for any of those characters?
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What situations could you usefully buffer down parry into? two present themselves to my mind, wanna make sure they are things that people actually do:
hit down right before hitting cr mk when you’re having poke battles. so if they throw out a mk before you, you can get the down parry then punish.
hit down while you’re near them on their wakeup, then throw or whatever you were going to do. presumably to lock down cr short, cr mk, and wakeup DP as options.
are those two valid? are there weaknesses/tradeoffs associated with doing those?
- can you OS crouching parry and block, like hit down and then immediately roll your stick back to down back? I’m thinking specifically on your wakeup. I assume even if this is possible you’d still just eat high attacks but it seems like some of the most used hit confirmable high attacks whiff over your head anyway.
I ask that third question because I see Urien players wakeup low parry a lot. At first I figured they were just guessing, worth it for the potential crouching fierce and tackles. usually my solution to this is to walk on top of them with Chun and back fierce looking for the confirm, seems to work pretty often. not as sure what to do with Ken other than “throw them until they stop.” but I see wakeup low parry so often that I wonder if there’s more to this that I don’t know.
Maining chun li and pretty happy with my progress but I’m also interested in getting good with Elena. Word on the street is Elena is fun li. From what little I know back rh and her crouching normals are good, she’s got a good kara throw and an equally easy crouching normal hit confirm into SAII. Also her stage is full of sick beats. Is there any absolutely essential things I need to know about her ground game I didn’t mention?
as a part time Elena player I’ll offer what I can to help! there are a lot of better players (and probably better Elena players) here though so definitely defer to their wisdom if they correct me on anything.
cr mp is easy to hit confirm but the opportunities to get it are less frequent than Chun’s cr mk. her cr mp is a decent poke but nowhere near as good as Chun’s cr mk. there’s a lot of good normals that will beat it out, and less opportunities to confirm with it. it’s not a “throw out and see if it hits” kind of move, much more a “set up a situation where you get parry or whiff throw from the other guy and punish him with it.”
Elena does not have a great high low game. everything she uses to get into super can be blocked high except low short, which is pretty much not confirmable. you can use one of the cr rhs on occasion but I’d say pretty sparingly; they are not safe against the usual suspect characters and can get punished huge. if you want to keep them honest on walking forward and having to block low, I think cr mk is a decent poke.
Elena is basically hit/throw mixup. one of the easiest ways to get her cr mp into SA2 is to establish kara throw, then get them to whiff throw while you’re just outside of range and then cr mp sa2. speaking of kara throw, it’s really important for Elena. good players from here told me to start kara throwing with her months ago when I asked for advice and I didn’t pay much attention to it. the better I got, the more I realized how essential it is. you have to be able to kara throw to open them up.
back roundhouse is amazing. it stuffs a lot of normals and allows you to stand in her kara throw range and force the other player to block, especially when they’re in the corner. also beats crouch tech and most low moves soundly. a lot of times you can terrorize people into blocking the back roundhouse and then get basically free kara throw because they’re afraid to do anything at that spacing. back roundhouse is also really good against twin dive kicks and simplifies Yang’s mixup options against you since it should beat out a lot of throws and lifts you above low moves temporarily.
you mentioned a lot of those things and I just wanted to explain a bit and confirm that yeah, back roundhouse/kara throw is a good chunk of what she does and both are really good. couple words of warning:
not sure if you play mostly online, but if you do, it’s really easy to fall into Elena traps that are probably not “solid play” and are going to be more effective online. a lot of Elena players will randomly throw out special moves, all of which can be easily reacted to and heavily punished offline but it’s not as easy online. online Elena players tend to jump in a lot as well, I don’t think this pays off in the long run. even with jump in roundhouse (which you’ll see a lot from some people) it’s not a difficult parry and you can be punished severely.
Elena also has a really silly high low close range game consisting of low short, UOH, forward + mk, and an occasional standing or back roundhouse. you can kill someone with this occasionally. it’s also not worthwhile in most cases IMO; really risky if any of those are parried and the damage tradeoff will mostly not be worth it unless you’re just trying to whittle down those last few pixels of health or something.
she’s one of those characters people complain about when they mention characters who get better online. also a character people complain about when they mention jungle characters, people who take high risks and make questionable decisions at times. I think it’s fair criticism, and comes with the character. she will simply not get comparable results as Chun will from solid play (Chun’s poke game is just better all around) so yeah sometimes she degenerates into some gimmicky stuff. I’d say keep the gimmicky stuff to a minimum, it’ll pay off in the long run.
EDIT: one more thing
I think you need to be flexible in play style to do well with Elena also. she can turtle reasonably well and put you in some bad situations when she has you in the corner, but in the neutral game I think she’s only okay and she has a hard time approaching on the ground. be willing to sit there and wait for the other guy to make a mistake. the allure of rushing that shit down, getting him into the corner and mixing him up to death is there, but good players with good reactions will punish you for going in too hard.
If you’re new you’re going to die anyway, nub. Start over.
Remy is zoning, spacing defense, but he can kick your head off. Back lean hard and SMH in your general direction with that Taunt Personal.Action.
“Stamina gauge is no substitute for pain!”
& maybe an example of dudes having dad problems we never see against the Girls with dad problems become strippers.
-Oro got “strong normals and zoning ability” too. Ken has everything, rich. Ryu’s 1 bag, doesn’t need nothin. Akuma’s mad, so so mad. Sean’s got a basketball if you like that hoop.
I feel really dumb asking this but I can’t seem to pick any colors that involve the start button. I wanted to use ibiki’s blue color, but when I ouch start and mp, I either get that purple color or random select. Am I just not hitting them at the same time or am I trying to select it wrong?
in oe you don’t pick alternate colour sets using start anymore. you go to the main menu and choose… something that i forget, but it might be the dlc content menu. then find your character and choose the 2nd impact (not the most accurate name) set for ibuki.
So they’re dlc colors. I just went to eventhubs to see the colors and want that blue one but couldn’t get it. I’ll check this out. Thanks
the “2nd impact” set isn’t dlc. you unlock them like the old days by beating arcade mode, but they end up in the same menu as the dlc colour packs. if you do download those, you go to the same place to set them.
Thanks. Guess I’ll see if I can figure it out from here now.