Uh, not even I would go as far as to say something like that about you, broseph. Take a walk and tell us all about it later. Unless you lost to Europe…in which case you better get your ass over there and show them what’s what.
I’ve played Alex for about 2 hours, any tip? i think i found my main, but sometime he just give me a headache, especially when i play against rushdown characters. like makoto, i just can’t handle her bs lol.
Try using cr. Fierce more. That move is an excellent tool for Alex. I’ll let everyone else tell you why.
3S character choice algorithm:
- Pick Chun.
- Press Hakkei.
- <3
- Main Chun.
Alex is a jack of all trades and master of none. To quote Renic. He hits really fucking hard but it’s hard to get in. He has an unblockable command grab but all things considered it’s probably the 2nd worst one in the game (not counting Necro’s SA2 and Alex’s SA1) but the trick is to make the opponent think you’re going to grab them and then you whale on them.
Be thankful that it’s harder for Mak to do the TOD on Alex. Otherwise you just have to keep playing and feel out the matchup(s).
thanks guys, i’m a new player so all i can do is playing 3s with sf4 footsie lol, i try to use a lot of parries but most of the time i do it too soon or too late cuz i still suck at predicting opponents . thank god Alex’s stun damage is amazing lol.
Focus on his normals and focus on walking, not dashing and you will learn a lot about Alex.
Also, I don’t know what part of the sf4 you call footises but if it involves you moving back and forth so that it’s like you’re jiggling your stick you’re doing it wrong. Jiggling the stick so you away back and forth is like walking around a circle with your opponent. You only use it to find an opening. Once you have your opening you play around with the circle so he doesn’t know which opening you’ve decided on. I personally don’t like to do this, as it isn’t footsies just pacing, because it forces a reaction out of my opponent if he isn’t relaxed and with all the hype commentators throw around being bullshit I might fool myself into thinking a bad idea is a good idea or vice versa without knowing for sure if it’s truly effective. There’s also the chance that he found an opening before you did.
Footsies is the idea that you can mitigate risks down to the bare normals and use the intrinsic ranges provided to them in a manner of control. This is what a fighter that “respects” his opponent does, he makes him make mistakes in order to have a chance. I use footsies to force my opponent to consider a different course of action and eventually narrow them down through a real mind game. If all your doing is wiggling, you’re hoping he simply makes a mistake. You won’t learn much from that but how to take advantage of a rare opportunity. But at least you’ll win a lot and people will know you are a winner and not a loser. YOLO SWAG
Hey forgot which thread it was on but I am wrong about divekicks only trading with medium normals. saw a divekick trade with hakkei so I was wrong. my bad
well that’s weird.
another wrinkle of complexity.
I literally cannot kara. I’ve been trying to learn Ken’s kara dp and I’m attempting to kara Makoto’s MP Fukiage with RH but it’s not happening and I have no idea what I’m doing wrong.
My friend was able to learn how to kara DP within 10 minutes. He wasn’t hitting it every time but he was getting it more than I was (1/100). Out of practicing for like 30 minutes, I hit the kara DP once. One time. 1. Uno.
AC Slayer’s video was a little bit of help but my friend didn’t follow the directions of the video and he can still hit it.
What am I not understanding about this?
I also can’t seem to link st.HP into HK Abare to a cornered opponent. Is this a midscreen only link or something?
:f::d: (hold :df:) mk ~ lp
I don’t know about you but I used to use roundhouse before when I didn’t hold the directional but have since switched to forward kick.
You are probably being too rough about it. Be seamless. And what I mean by that is that it should sound like you just closed a brand new door. You hear the lock scrape against the edge of the thresh as one sound and then the click when it slides back in to the wall is the second sound. Notice how when you close the door it’s just two quick sounds. Your kara uppercut should sound something like that.
Use that sound to practice your kara grabs to make sure it’s the right sound and doesn’t “just sound like it”. Then make sure you can do your uppercut, non kara, while holding df. After that, combine the two and you should have a higher rate of success.
I forget who, I think it was Raishin_X, that told me about the holding of df. Very good tip. To this day I still hit maybe 90 of my kara uppercuts.
I’m going to hold off on karas for a bit and focus on something more important like buffering a parry while jumping. I often find myself in the situation where I need to jump in (usually against Elena) but my timing for buffering a parry is off. When exactly during my jump do I need to start buffering? I usually do it mid-jump arc but it hardly works. When it does, I’m surprised it hit so I don’t get a follow up.
I suppose I need tips for Elena in general, she is such a dumb bitch. Personally, I don’t think the Elena matchup is in Ibuki or Makoto’s favor. However, I’m just now learning Makoto so I could be wrong. I don’t think I am, though. That matchup seems to be terrible for Makoto unless you are very good at parrying. I read a couple of the Makoto matchup threads and haven’t gotten a chance to put any of that into use but I will try to later today.
Right now I’m just fighting against Elena on the hardest difficulty in training mode to see what pokes beat what/looking for general strategy against her. I don’t think this will help much since the CPU literally throws anything out and never does RH.
For kens Kara shoryu I recommend low mk since it has less recovery if it accidentally comes out instead of low rh. I use the MOV method which is thumb on mk and index on lp. remember to keep your lever at a down position when performing the kara.
For makotos Kara rh in her W fukiage combo, I use lp fukiage and have more success with that. remember to return your stick to neutral for this kara.
the distances with tosa are character specific. The taller the character the further out from the corner you can still combo it. If you’re in the corner and they’re right next to you, lk (or mk depending on character) tosa is used. rh tosa is definitely not for close to the corner.
I don’t know much specifics about Makoto vs Elena but here is a 100 game set with mimora vs orona.
You’re better off testing what normals beat what in training mode by recording the dummy repeating a normal (and set dummy to all guard)
100 game set, holy…
Thanks!
I played a couple of games of 3S on fightcade today, game felt pretty solid and I want more so I have some questions:
If I’m not hardcore into having a perfect arcade experience and just want some solid online 3rd Strike, is the PSN version of the game as good as fightcade?
the best online experience is by far xbox, I do not own a ps so I don’t know about but from what I heard a lot of people say is garbage pin wise and fightcade/ggpo is like playing 3s on steroids.(horrible port).
I wish we could confirmation on which platform is better from people that don’t have a leaderboard ranking to lose.
PSN is ok. If you like the game and keep playing you may find yourself wanting better online down the road but it’s certainly an ok place to start.
There’s a lot of newer players on psn as well so it’s a good environment to start in and not feel overwhelmed.
My perception of how things are:
Netcode
xbl > ggpo/fightcade > psn
Strength of players
ggpo/fightcade = xbl > psn (though xbl may be less now)
Size of playerbase
PSN > ggpo/fightcade > xbl
Offline experience
Xbox > ps3 > FBA (emulator for ggpo)
The things that differentiate these versions may not matter to you for a couple years so I don’t think you should dismiss any platform when starting off. Obviously offline arcade or OE with crt is ideal but if that isn’t available they’re all ok.