3s New Player FAQ // Directions -- START HERE

No need to devalue the worth of Q so early.
What you said is very true. However, he is a new player, inspired by a specific character. He can switch character anytime later.

Thank you very much extreme louscipher and mpikkon for the information.

And yes I from the videos I’ve watched, Q is a hard character to play with but he is the reason why I’m buying this game. Every fighting game I have has been inspired by one single character, and when I try to play other characters I just can’t switch lol, it’s just something that sticks with me.

Thanks everyone!

Thank you very much extreme louiscipher and mpikkon for the information.

And yes I from the videos I’ve watched, Q is a hard character to play with but he is the reason why I’m buying this game. Every fighting game I have has been inspired by one single character, and when I try to play other characters I just can’t switch lol, it’s just something that sticks with me.

Thanks everyone!

Very hard to play Q, but much less at low-mid level, good luck with him, you will have a lot of fun with him if you win a lot of frustration with looses too.

wat

Anyway yeah Q is rad as hell. At least for a little while you can enjoy the guys in ranked letting you get your 3 taunts in.

Q’s combos and execution requirements are pretty easy, it’s not letting your opponent spend two rounds straight shitting down your throat that’s difficult.

I would seriously recommend you watch this video if you’re trying to learn Q: [media=youtube]7mSZc3e2vhQ[/media]

And also read the thread Ultradavid wrote about Q, awesome guide, pretty much all about Q.

Hello Everyone,

I noticed that some players don’t use their thumbs to press the lk/short button–they instead use their index finger. Why is that ? Does the player’s execution suffer in general when using the thumb? Is it harder to do certain kara moves?

Thanks for the help,
Cong

personal preference. i had a friend who pressed lp+lk with just his index finger. he was left-handed and didn’t like using his thumb. the weak link in your game isn’t going to boil down to which fingers you use.

It never felt right for me. Makes my wrist feel tense and awkward.

Hello Everyone,

My feeble mind cannot comprehend the great truth that is 3s. Thus I’ve come here to ask retarded questions: Consider the situation where I jump in as Ken, the opponent does forward grab (forward parry + grab) as I’m falling towards them. If I do an attack (assume single hit w/ Ken), I get parried (let’s assume my attack gets parried 100% of the time). When this happens, the opponent’s grab will whiff, but they’ll recover before I land so I can’t punish (I’m frozen in the air for some extra frames b/c of the parry). If do empty jump the grab will come out as I land, so I have to tech (OR SRK LOL). What would be some less risky punishes (e.g. not jump in SRK)? Would empty jump, back dash avoid this grab?

Thanks for the help! Sincerely,
Cong

backdashes don’t have innate throw immunity (or any invulnerabilty for that matter unlike some other games), but it does turn out that ken’s backdash can usually evade normal grabs because of its speed. but if the other player does anything other than throw, you’ll probably get hit. you could also try hitting your jump-in at different times. if you do it deep and the other person parries and whiffs throw like you described, you CAN land and punish due to your low height. if he mistimes the parry you get a heavy combo which is even better, but be prepared for either situation so you don’t waste an opportunity for guaranteed damage. hitting high up can also be beneficial if your opponent is parrying late, but your landing options will be more limited, and since you have to commit to the move earlier, that can go wrong if the opponent decided not to do what you expected.

in either case, i would say air parry into tech throw, variable jump-in timing, spacing your jump-in to land outside of throw range (bear in mind you can still get hit by certain normals if they parry your move), and empty jump backdash (if you are within throw range) are better options than srk.

Can Ibuki backdash on wakeup to avoid being thrown?

every character can back dash on wake up to avoid a throw. This is part of the 6th frame throw invincibility. Back dashes on their own do not have invincibility like in sf4. since some dashes put the character OTG, so I’d imagine its possible for them to hit confirm while you’re OTG and you can block after being reset. (Unsure though) either way, if they do a meaty attack you’ll lose.

Hi, I’m wondering if there are any decent resources to get to know play styles of each character without having to actually go through and learn a bit of each char. I’ve been told that asking which character to choose is not allowed here, but is there any decent beginner friendly thread? I’m not good enough to perform most things of each character, so I feel like the way a character feels now to an absolute beginner is very different from how they play at a decently competent player’s level.

Here is a short answer:

The thing with this game and the different chars is that outside of the shoto play the characters play nothing like each other outside of parry punish. When you’re walking around with Oro vs Ken you aren’t necessarily trying to always standing forward Ken’s low forward and even if you were it would typically be only when Ken is trying to low forward you. Meaning Oro isn’t playing that regular Ken footsie game and so in playing Oro you couldn’t learn Ken’s playstyle as a general idea. That is, unless you were willing to generalize and say that all Ken’s will play the low forward game. That might leave you at an offensive disadvantage though, because in this case Oro’s mid-game and air game are what keep him a step above the competition where the low forward game might be, arguably, considered a ranged game.

I think this game more than other games is best learned through practice or through at least watching it in practice. Giving you a thread with good info might help you refine your base gameplay but only after you’ve actually made sure you have a solid foundation to build on. If you are still unsure what the other characters are capable of you might benefit more from watching some tutorial vids or regular match videos with an emphasis on your own character choice. Once you get a feel for how your own character moves around you might develop a confidence that will let you see past the mistakes you can make and focus on the ones your opponent can make thus propelling you upwards to the next level.

A good tutorial vid, imo, is Thongboy’s Link Encyclopedia and anything else he might have, besides the Twelve tutorial vid. As interesting and helpful as that vid may be Twelve probably isn’t the best choice for someone that is just starting the game.

Let me know if that was of any help. If you want a good first character and don’t mind steering away from the familiar shotos (ryu, ken, akuma, sean) I would recommend choosing Yun, Yang or Alex. Yun is versatile in almost every aspect, Yang is very awesome at pokes and trapping your opponent (this might help boost your confidence) and Alex can take hits as well as he can dish em out.

Hope this helped.

^
Reminds me of the joke where a stoner character stops getting high for once and is suddenly the most lucid and informed person in the room. Then he gets high again later and fucks everything up.

Sounds really familiar, what show was that on?

Sent from my ADR6400L using Tapatalk 2

Thanks, I’ll look into the vids.

I finally got time to play some more 3S again and ended up trying Oro. He’s great fun and I’ll probably keep playing him, but I’m just wondering a bit about his general gameplan. So far, most of my games I’ve simply been me abusing his ridiculous mobility while either randomly poking people into stun, or getting a backthrow into the corner and follow up with SA3 corner pressure. Outside of that, I don’t really understand how I’m supposed to use the rest of his tools yet, cl.MP in particular. I also don’t really know what to do if I get people into the corner, unless I have SA3(which I’m careful about activating unless I get a knockdown).

I’m also somewhat curious about SA3s uses outside of corner pressure and EX juggles. Can it be used for midscreen setups for stuff like throws or other combos(j.MK crossover - rocks - something for example)?

Also, while I know it’ll be a good idea to learn at some point, I’ll put off learning SA2 for the moment. One super is enough at a time, especially since SA3 is so much fun to use. <3