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

After the super, you super jump and hit them with a RH. When they land, if they roll, you can dash over them rolling and end up on the other side.

SGGK, I’m not getting into it, there’s a whole thread dedicated to it, but it’s essentially doing one set of inputs and getting varying results. Usually, either hit confirm into cancellable attack of choice or kara-grab.

You really just need a glossary of some sort. I don’t know that we’ve made a thread like that on here.

rantThese boards typically cater to a certain kind of individual and one must conform to that individual or be assed out, but I tend to do as much as I can to help as I really just care about getting people to play this game./rant

that would be a good idea!!

…for someone else to do

Keep playing, reading and watching the game. There’s definitely tutorial videos online too like YouTube.

no one gets good over night. takes awhile to even learn all the normals, moves, etc for each character.

Up to this point I haven’t invested much time in getting out of Aegis Reflector setups. I figure I probably should start figuring it out.

I’ve had a couple different occasions where I’ve low parried out of the midscreen unblockable. Just one low parry of the Aegis and I get pushed to the opposite side. Does this mean the Urien player messed up, and will it always work or does it depend on the situation and character?

@igloobob

I’m not 100% sure but I think it’s when Urien messed up. I’ve experienced that usually in situations where the Urien throws (I don’t QS), throws aegis and headbutts to other side and tries to do to toward mk.

Maybe I’ll do a proper write up (plus bootleg youtube videos?) of how to fight unblockable set ups and aegis in general sometime soon.

I think so also.
Usually that means that the defending player was pretty much already in the aegis when they were pushed.
As opposed to being near it with the low forward pushing them into it.


8:56-9:06 Originally Nuki was using Hard punch like the other guy after his Super, but as you can see in this match and others he then opts to use “Medium kick?”. Why? What’s going on. Also during these matches Nuki usually opts for whiffing medium punches and c.Mks while the other guy goes for Back+HPs, Back+HP builds the most meter right? So why is Nuki using Medium punch/c.MK routine?

Also at 0:48, what happened there? He was using light kick until he was far enough away that the guy didn’t think light kick would hit anymore so Nuki used farther reaching medium kick as he planned?

S-t-r-a-t-e-g-y

Ill provide reasoning after the chun players. I usually go off of the pace ofvthe match, but there are players here that play more by the book that could provide more beneficial input.

I’m not a chun expert or a high level player but this is what I know or think. the first question is obvious if you played/tried it yourself. OE has a great training mode, worth the investment if you have a Xbox.

  1. he opted to use a set up with jump mk because he was mid screen. if he were to do fierce x2, it would put nuki away from the character where he can’t follow up with a mix up. somethings to take into consideration when playing and watching is the screen positioning, health meter, and super meter (of both the player and opponent). some decisions are based on these factors.

  2. my assumption is its because st mp and cr mk are faster moves. it’s a lot more obvious someone is just playing patient to build meter when they keep spamming just back hp. I also think alternating normals and ranges during meter building AND footsies makes it more difficult to gauge what the spacing is and what their intentions are.

  3. the light kicks serve as a tick throw/frame trap. if yang were to push a button like cr mk after, it would lose to chuns cr mk. However, frame trap wise, its not as strong as cr jab because cr jab -> cr mk/back hp etc cant even be jumped out of!

it also spaces chun where she can go for an attack or Kara throw. it’s one of the ways nuki likes to pressure. I see mov and rikimaru use those moves less I believe.

3SOE has a functional training mode. Let’s not get carried away.

OE’s training mode is awesome. there’s nothing else available for 3S that is as useful.

there’s one other thing I’d like to see in a perfect world. I’d like the ability to set up a specific situation, hit record, run a setup, end record, and play that recording over and over, and interact with it. with save state you can sort of approximate this but it could definitely be easier. there’s a lot of situations where that would be useful.

even without it though, it’s pretty great.

Being the best by default doesn’t make it awesome.

Shout outs to purple yang.

Denjizz doesnt use purple yang though. He uses Denjin Ryu

What’s the best ways to get my super out of c.MK, you have to super jump or something right

be fast

whoops sorry, meant standing MK. I was told you have to SJC and then super or something

Not if you are using Chun. To get it to get to combo, I think you have to hit them crouching.

If you are talking about Yun, you have to SJC to super. Which means adding an :uf: to the end of one of qcfs :d::df::f:.

So,

mk, :qcf::uf::qcf: + p

or

mk, :qcf::qcf::uf: + p by rolling from the :qcf: into the :uf:

I personally do mk then a full circle and confirm hit with a fireball + p to activate super.

Now if you meant Chun’s close RH it’s the same thing as Yun’s except you do it with kick and have a lot more time.

Oh so it was RH then. Is it the close RH with the knee to chest hit, or the spinning normal one? Also what’s the deal with the close RH? You have to be by the opponent and hold back when you use it to get the close one? I see Chuns use the close RH to super whenever they have the chance like if the opponent’s stunned, but is it more damaging than the omighty Back+HP to FireBall to Super? And I’ve been practicing close RH to Super and I can’t get it at all (I’m trying to input your second method of RH 236-23698 kick)

People earlier where talking about training modes in the OEdition for Xbox/Ps3, I have neither of those and for those of who also don’t I found the Dreamcast version (emulated on PC, I watched a youtube video, and then another one to get my Xbod pad to work on it) to work fine and have a decent training mode (Max Meter to practice linking supers)

wait no I got it now. Seems it has a ton of buffer for the SJC to execute after the move too.

Should I be going for the MK (or is it LK? I can’t tell) after my Super everytime? So far it’s either that, or the Double punch that I’m seeing. With the MK it doesn’t do much damage but then I see them go for a c.MK to another super (and if they block they go into lightning legs, and if they don’t have super but get the hit I don’t know what they do) or they go with the Overhead and if it hits they go into Back+HP Fireball Super (is the Back+HP guaranteed if the Overhead hits?) and if they block or don’t have super I don’t know what they do. So it seems they always go for the DP if they don’t have super? I also see them go for double toe tap or what have you and NEVER get anymore hits after it even though they do another aerial after them, is that just an aerial to build meter? Which aerial are they using to build the most meter?

Is there anything I should do if I use my super on block besides nothing and wait for the beating? Or should I be jammin light punch?
Also when is light kick (the little heel twist) useful?

Also how does the Jump to Double punches (HP) work? Sometimes I move sideways and do it but only get one punch. Does it require two presses of the HP or something?
If I was to jump at someone would I rather use Double punches or HK? Which is safer on block? Which has more guaranteed hitstun to be guaranteed into Back+HP on hit?

This info isn’t in the chun thread?! I don’t mean to be rude but these questions are fairly basic and are very likely answered already.
St close rh = knee. St far rh or toward rh = hop kick thing.

Knee SJC’s into sa2. the method you wrote should work, but you don’t need to go to 8. you can leave the stick at 9, or go to 7. As long as you do the super jump and the first 2 quarter circles. I think when I do it I spin the stick once ending at one of the up positions, starting from down instead of precise 2362369.

The rh hop kick thing LINKS to sa2 against crouching characters only.

if you have the dreamcast version, you can test what does more damage than what yourself. I believe the DC version has a problem where certain things don’t combo or there’s like an extra frame of input lag or something? not 100% sure but it’s definetly not the best tool to practice with.