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

You guys described the requirements for having gone to neutral before attempting that parry. Neutral isn’t when the stick goes back to the middle, it’s when the stick isn’t pushing against any of the clicky things inside the stick. So, of course, down to forward to back to up is going to neutral.

edit: There was an extra down in there.

Hey Dander,
You’ve really helped me out the first time you encounter me on XBL. I was not really aware of all the Ibuki launcher mix up, which I have implemented into my style since then. I still need help with one of the mix ups. I uploaded a video of me in training mode. I was going for the standard launcher into B+MP, FP and then cancel into Medium dash. My problem is that the opponent seems to either juggle, which I’m aiming for, or they drop down as soon as Fierce punch lands. Am I doing something wrong?

it might be like remy’s close fierce. depending on when/where it hits it forces knockdown out of the air, or they recover mid air.

Thanks @telesniper !

Thanks for clarifying the parry details. I knew parry karakusa worked but like I said wasn’t sure if it was because I held the toward slightly longer. Good to know!

can you elaborate on the returning to neutral for a clean parry thing?

@mpikkon you really should use YouTube. I also only use my mobile phone for checking srk. The format you have set up is really inconvenient. Do you get a lot of downloads on your .zip files? I’m sure you’d get double or triple the views if it was on YouTube. with the effort you put in making those videos I’d imagine you’d want it to be accessible for everyone.

@dander maybe it’s your wording that I don’t understand, but BEFORE attempting a parry you must go through neutral (5). like we said above, doing a qcf isn’t going to get you a high parry.

@radiofox like Tebbo said, probably has to do with the height. just FYI, a lot of ibukis launch mix ups lose to a well timed throw. Not all though. if you watch higa and atsushi Ibuki, they rarely or never (I don’t remember) use this set up. You should record the scenario and see which ones lose to what :slight_smile:

Lets move this discussion about parries to the other thread if we still Continue to. Imagine being a new player and seeing us debate this and getting extra confused!

That is an american setup. Feint made it up in training mode. The problem might be youre doing it too early and thus hitting too high.msome characters just drop, though. You can even hit some characters out of the drop.

i would suggest taking a step forward and then doing the back strong, fierce. That way you dont worry about waiting too long and instead fill in the time in a way that works to your benefit.

I didn’t describe a qcf , I described d, f, u, b. In order to press forward after having pressed down, you must let go of the clicky thing inside the stick that corresponds to down and then move the stick and hit forward, whichever direction it may. When none of the clicky things inside the stick are pressed, the character is said to be at neutral. A quarter circle forward involves df between the d and the f which would involve pressing the stick on two of those clicky things, so it only makes sense that you haven’t gone to neutral between down and forward and so cannot parry using a qcf.

The thing is, you guys have been playing online so long that you forget how well this game can handle inputs. I am guilty of this too. I got to play both Japanese and American recently. It was a wonderful experience.

Hey how did you record that shit out of training mode? Is that a standard option? If so, I can make a little vid showing you what I do, which might make it easier.

i dont think it has anything to do with playing online.
it just has to do with how people describe things. we don’t all phrase things identically. which leads to confusion.
assumptions only make it worse.

Sorry dander, it’s hard to understand what you’re describing the vast majority of the time.

I even wrote “maybe it’s your wording I don’t understand”

I’m fully aware of how inputs work offline or online.

Hey guys, it’s online’s fault once again. Dont worry, dander knows what he’s talking about.

Btw, the difference in the dreamcast version of 3S is that all moves have their startup and active frames shifted by 1. Ordinarily a move with a startup with 4 will start with 5 on DC.

It’s not online’s fault. It’s ggpo’s handling of 3s’ fault.

Exodus so defensive of a program that has proven to many and all that it is worth playing 3rd strike on. :slight_smile: The government typically ignores the conspiracy theorist, you know?

Correction:

http://www4.picturepush.com/photo/a/13661282/img/13661282.png
D-pad layout by dosetsu213. Edit(blue rounded rectangle shape and arrows) by me.

Neutral(“N”) is
either the stick goes back to the middle (The “N” disables all directions, hence the Kara HP Loop Combo/Keeper-Jin Loop becomes doable)

or

the stick is already placed in the middle (prerequisite to activate specific moves/normals.
For Example, Yun’s St MK=N, press MK button (close).
Kicks and launches the opponent on air and it works on both crouched and standing characters.
If you hold a direction, like this, F/B+MK button, you will not activate the St MK normal).

What about my statement needed correcting?

Neutral isn’t only when the stick goes back to the middle, it’s when the stick isn’t pushing against any of the clicky things inside the stick?

That is a correct correction.
I concur with you.

I tested this out in training mode and got it to land on Ryu without having to take a step forward. Which is weird. I used to always have to tap forward prior to using the back strong, fierce. Maybe my memory is just shot.

Lemme know how it goes with that. The characters that can be jabbed out of the drop are Necro, Urien and I think I saw someone do it Dudley or Oro. I forget.

Was talking with vsDenjin via PM about Gouki’s j.MK cross up in the corner and I realized I don’t know the exact parameters for when this works and when it doesn’t. it seems like SJ is required, but does the opponent need to take a step forward? is it character specific? is it side specific? is it stage specific? does Ryu’s j.MK work the same way?

edit: sorry meant this in the system mechanics thread but since you cant delete posts ill leave it

Getting my ass beat and taunted on constantly. Struggle is real out 'chea.

On Akuma/Character Choice: Is he a character beyond the scope of a beginner? I want to main him, but I’d be willing to put it off for a little bit if it would be better to wait until I had a better grasp of the game or something.

On Parrying: How the hell do you even get better at this? The best I can do is parry obvious jump-ins and fireballs. But I see people making reads on me and parrying anything I attempt to throw out. When I try it, however, I end up teabagging the ground vehemently and looking like a stupid faggot in the process.

Akuma is fine for beginners. You can play him very effectively without using fancy cross ups and demon flip mixups and raging demons and tatsu combos. In fact I’d recommend trying to learn to play basic before bothering with a lot of that stuff. There are some Tokyo Akuma’s that play a very impressive solid basic style in a lot of the recent Game Versus Tozaisen vids. Check out TK and Morikawa, Jiro is a totally different school of thought lol

Fishing like that isn’t really necessary with Gouki. I only like low parry against meaties or specific wakeups or against people who crouch tech, but in footsies its not worth it. Stick to the easy stuff where the timing is easier. Baiting that stuff takes experience, but constantly being in a crouch state is so risky with Gouki!