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Will Chun’s crouching jab into SA2 drop hits on the SA2? I want to make sure this is actually comboing and it’s not some weird training mode dummy not blocking thing:

http://www.youtube.com/watch?v=nvk96oDEIvc

It shows 17 hits afterwards, which would mean maybe it combos but it drops one of the early SA2 hits? if I wait even a split second after the crouching jab the training mode dummy blocks. so I assume this is working.

this comes about from trying to figure out how to deal with late timed jump in attacks. can’t hit them with back fierce or make them land on crouching forward after the parry, always recover in time to block. close standing roundhouse as they’re falling is fine, but I’d like the SA2 to convince my opponents they have no reason to ever jump at me.

It’ll be 17 hits after a cr.Jab if Ken is crouching, which is normal after you parried the delayed jump in.

However… if Ken delays his jump Forward enough, cl. st.RH won’t be able to hit. Ken can parry punish you with Shoryu.

I assume you can OS parry RH and basically be safe, right? hit forward then roundhouse. if he attacks early in the jump, you parry, if not, you just beat his really delayed attack. or say he expects that exact thing, and empty jumps then parries late, can he do anything about the rh he just parried right before he lands?

Right before he lands? No. What I tried to say was, if you parried his delayed attack, your RH won’t come out quick enough to punish, Ken can block/parry SRK. So even if you SJC the RH he can punish.

it’s a valid os but if ken’s jump in attack hits during the startup of close hk, there’s nothing you can do to get out of being hit. also, close hk doesn’t necessarily cover all angles, and you may not even get the close version depending on how positioning works out. if he parries it in the air, 99% of people won’t be ready to do anything heavy, but you’ll probably get thrown unless you superjump cancel away.

oh yeah I understood. just thinking of ways around it. various ways of handling jump ins if they do this or that. I’m thinking Chun’s dash is just too crappy to do on reaction to jumps and get a lot out of it. so that’s probably not on the table. if they attack really early, well that’s easy to deal with. if they go later, seems it gets more complex. I could just block but man I hate letting people jump in on me. feels like I gave up something for free that I shouldn’t have given up.

oh right that’s true. yeah half the time I try that I end up with far roundhouse and that isn’t always ideal. checked the frame data and close roundhouse startup is 4f it looks like. so not airtight. so presumably if the other guy knows you’re going to go for that OS, he can sneak in a jump in RH or whatever in that window, and hit you with a fat jump in combo. something for me to think about.

Quick question.
I purchased this game on the release day, but deleted it after a few months because I had not enough memory space anymore for new PS+ games.
Now since the new PS store is up, there seems no more trial version anymore of SF3. When I go to SF3 I can still download the full version which is just 6MB, but you need the trial version first to be able to upgrade it to the full version of SF3 OE.
But there is no option anymore to get the trial version on the new PS store.
What am I supposed to do now to get this game again?
I can’t even buy it again because it says already purchased and there is only the full version and a bundle version which is 6MB as well you can select from and both need to trial version at first. -.-

Any advice would help.
Thanks.

Just tried after deleting it, no problem to download trial version again…

Sry when I am asking, but where exactly can I delete the trial version?
I don’t see it anywhere on the main PSN page where the other installed games are I can select from because I deleted it already like I have mentioned above.

Go to the PSN store and in the upper right hand corner is view downloads. Go to it and go down til you see it and download it again if you can’t find it anywhere else.

Sorry so late on this, you got left hanging.

You can down parry Chun and watch her SA2 you and your next move as you think you have the opening from the parry. It won’t really stop her from doing the cancel, and doing that throw to beat a Super we’re talking over in System Mechanics can get muddled for timing it just right with a tight window in ParryFreeze then SuperFreeze right away, managing to even get your throw out will be some sorta hail mary. Good luck, because you will need it. You can still low parry then parry out the rest of the Super of course.

Ken, more or less the same thing, but he might decide not to go into Super. If he does, same thing for your next move after parry if its not Shoryuken invincible or something, he could still have the advantage and time to decide to cancel that parried low forward, or just muscle memory don’t care that you parried he’ll probably win out if you don’t parry then just block. Especially right on top of you in the corner if you’ve ever done this and then Jinrai / 2 Shoryu, GG thanks for playing.

  • oh right, NicaKO training had some of the max distance low Forward Chun, parry then stuff his Yang stand LK x EX Slash or whatever, some other things tried there too, to catch Chun who still commited to Super after the low Forward got parried. You’re going to need something fast to put in there, and the right distance for time to be able to even (“Clean parry” &) put an attack out

Its just guess parry x online safety net, bad habits, very unsafe committing to that action which can and will get you blown up vs the better players. Delaying moves, throwing, 2 hit move on your 1 parry opening to start something, etc. Joked about for GGPO SF3 to put the forward or down in front of all your moves, bob up and down thing that 3s can turn into, down parry fishing jerk!

Down parry fish then right to crouch block makes sense if that’s what you’re going to do and try to cover yourself for that decision, but its like why commit to that guess when there are more things to consider. Command grabs, 1-2 hit overhead linking to Super, etc.

2004 PS2/Xbox AC guide with the MoPreme Ryu could scan or take pics of… in a Parry Setups and Tactics. Applies to a few more characters what you gain out of doing this, Ryu’s is the most fleshed out probably. GG MoPreme.

Thank you very much!

No problem. Hope that means ya found it

i’ve been wanting to ask this for a while, since i started playing. What are all of the different ways you’ve seen/done the buffering of a super in cr lk lk/lk lp lk confirmations? I’ve watched the c-royd videos for hit confirms plenty of times, but i still am not sure how i should go about doing it. I’m not fast enough to do a lk lp lk and then do the super. Many times with these confirmations i end up moving the stick out of crouch too soon and get a standing move. Finally, if anyone could point me to a video that shows the hands of the player doing the confirm would be nice as well. Thanks and sorry!!

The only way is straight practice. I couldn’t do short short super on the 1P side for the longest time when I started playing this game, but I sat in my make shift FBA training room and practiced it until I could do it. The biggest thing that helped was breaking it down. Hopefully you can do cr.mk into fireball. Then try doing cr.lk fireball. Then cr.lk fireball, and another fireball after. Then just slowly keep trying to move the QCFs closer and closer until you get it. If it takes an embarrassingly long time don’t worry, there’s no one to judge you in training mode.

I’d thank you, but im too busy LEVELING UP!!!

Thank you so much. While I can’t confirm 5/5 on each side yet, my average has shot up. THANK YOU!!

Practicing without any predefined method is kind of pointless.

This is what I uncovered by myself (I’m a scrub so take my advice with a grain of salt):

For cr. lk, cr. lk into super, try cr. lk, cr. lk, qcf, pump the second qcf w/ button press if it hits. If you’re using a shoto (e.g. Gouki), first try cr. lk into super (don’t practice with the stick in neutral position. You’ll want the super to come out after the second cr.lk, which means you’ll be holding down back at the start super motion). The basic idea of this is for you get use to executing the super motion fast enough.

For the execution of the super motion, try doing: down back, down, down forward, forward, back, down back, down, down forward (hold), and then button press. This is just for ease of motion (you can even do a 360 starting from down back, then down, down forward (hold)). Once you get the hang of it, you can cut the excess inputs & the holding. After you can get cr. lk to super consistently, the cr. lk, cr. lk can be done by doing a delayed double tap (slide middle, then index finger on to the lk button).

As for the hit confirm, I stare a little bit above (or around) at the area of contact. If I see the “white bubbles” that comes out from landing a successful hit, then I finish the super motion. I think some people stare at the health bar, but that’s too far away from the action, especially in a footsies battle.

Hit confirming in general:
1.) Find the longest delay possible between normal used to hit confirm & super (more time for you to react).
2.) Practice executing the combo without hit confirming (practice the combo preferably in parts).
3.) Practice on training mode dummy set on random blocking.
4.) Practice on moving opponents (CPU in training mode or arcade mode).
5.) Obligatory ???
6.) Profit

Or you can be a retard like me, and practice this at every traffic light. Wait for that shit to turn green and floor it (do be careful).

I hope this helps a little.

Wait, so adding more inputs helped you? i usually can’t do 2 qcfs fast enough!

by this you mean lk, lk while doing qcf then qcf confirm?

I think maybe a few months ago i tried that and decided, hey! I’ll just do both cr lks inside of the 2 qcf motions and drum if it hits! unfortunately too many donkey kicks/ducking uppers came out instead of the second one most of the time…

so you pretend to do it during at traffic light or what? qcf qcf if the light turns green drum the kicks

If you can confirm from cr. lk, qcf, cr. lk, qcf super, more power to you. This is my take on that method: The double qcf can be pumped slower for that method, but the tradeoff is that the delay between the second cr. lk and the button press for the super is almost nonexistent. You cannot confirm from only 1 cr.lk, thus there are 2 in the combo and you confirm off of the second one. Your muscle remembers that once the index finger hits the lk, the middle finger should fall on the lp immediately after for the super. This is pretty much saying the super and the second cr.lk comes out at the same time (almost)–which means you are to confirm from the first cr. lk (impossible) or restrain your instincts of press 2 buttons in quick succession. From experience, I can do neither of these, so I switched do the method I described previously. Having to do both qcf’s before deciding to press the button for the super gives me a little more time to observe and react. For the method I described previously, you start the super motion after the second cr.lk, which means you can dedicate all of your concentration for observation/hit confirming during the time it takes for the 2 cr.lk’s to come out (without changing your mindset into one that focuses on executing the super). If you find doing cr. lk, qcf, cr. lk, qcf super easier, by all means go for it–maybe I’m doing the combo wrong lol.

To be more clear about the method I mentioned previously, the input is: down back (holding db for practice), down back + lk, down back + lk, down, down forward, forward, back, down back, down, down forward (maintain this position i.e. hold), down forward + lp. It took me 1 night of practice to do this fast enough (maybe 2-3 hours), so it’s not too fast. the difficult part is getting use to the awkward motion of doing qcf starting from down back, which makes the motion appear clunky. Thus I recommend the 360 method first (one fluid motion), then cut the excess inputs once you get the hang of it.

As for the traffic light, I was joking.

I hope this helped!

What is the function of Ken’s far standing strong? Specifically, in what situation would you use it over his crouching strong if you have a bar of meter?