I imagine it would, you’d just get less input chances, 4 (if I’m counting correctly) vs. 6 with pianoing.
So many thanks for that one, I can do TC xx Hadouken xx SA3 flawlessly now.
Sorry again for littering up this thread with my stupid shit but I’d like to ask something:
Is the timing of TC xx Hadouken xx SA3 a lot different than TC xx SA3?
I feel like it’s the same timing and I just fucked my muscle memory up hard on this one, because for some fucking reason when I throw out a fireball before SA3 I get it out like 80% of the time and when I try to cancel TC straight into SA3 nothing comes out. It’s so damn weird.
I personally feel that there’s a tighter timing window to cancel straight into super versus doing a hadou from it. Maybe it just has to do with doing one QCF motion versus two.
I’d say it’s definitely more lenient and easier to confirm with. I mean it’s not too hard to confirm MP-HP-Super and it does more damage(even then it’s just something like 2 points more), but if you want an easier option in the heat of the moment then MP-HP-Hadou is fine.
Ya stuff is easy for you since you’ve got built in muscle memory from years of playing fighting games, for me that shit is hard as fuck.
Thanks a lot for helping me though and nevermind the super thing.
I can do TC into SA3 now after practicing the version with the added hado I had a couple of successful attempts and I’ve been practicing this thing every day a couple of hours for about 10 days now and today was the first day I got it to come out a couple of times in a row lol.
Just gotta grind everything out, which is kinda fun with some of the tracks in this game.
Was really happy and danced naked in front of my girlfriend for celebration
Now I only need to be able to pull it off consistently and out of nowhere.
By the way the save state in the 3S:OE practice room is a fucking charm.
EVERY fighting game should have that honestly. I remember me raging about endless ultra animations in SF4 when practicing fadc combos, just a couple of weeks ago and how I told my girlfriend how that shit wastes my time and life.
Okay, that probably sounded condescending on my part, so I apologize for that. I just wanted to say either option’s fine since the damage difference is very minimum and you ultimately get what you need from them: damage + knockdown.
The save state function was the only great new idea that 3SOE had. Makes 3SOE the de-factor best way to train.
most players use mp hp hadou jinrai. i think you get more meter too
I was curious so i checked. Don’t have my stick so only can check certain things anyway.
This is according to OE so very slight chance could vary from arcade.
TC > jinrai is 54 (14 whiffed cr mp for ex)
TC > hadou > jinrai 53 (14 whiffed cr mp for ex)
If the hadou is fierce and canceled late sometimes it does 51 damage. Even if I canceled LP or mp hadou late it was always 53. So maybe best to always use lp or mp hadou?
By the way, I don’t know if people know this already, but against Gouki TCxxHP HadoxxJinrai actually does 1 point more damage than cancelling straight from TC. I’ve never tested this with other Hadoken strengths though, and it may just be a OE training mode quirk.
That’s weird since OE attack data tells me that both TC xx Jinrai and TC xx Hado xx Jinrai both net me 58 damage in my training sessions assuming the dummy is at full health.
The SRK wiki page has weird damage values that do not concur with the ingame damage values, so I’m kind of confused here.
I don’t know if this is a Third Strike thing or just an console/OE thing, but basically characters don’t have different health values (as in SF4). Instead, they take greater or lesser damage.
As Akuma is supposed to be a low health character he takes greater damage from the same moves and combos than for example Ryu or Hugo.
I checked the wiki and I noticed the damage values you were talking about. I think that those are the damage values taken from the emulator, but I’m not sure. Don’t worry about it too much TBH.
haardwaare
Remember when I said that the whole “how do I do TC hado SA3”-conversation was a deja vu for me? I love how the discussion following the question also happened again. xD
Seems to be a common problem for people new to arcade sticks. I mean I’ve got this thing for almost 2 years now but I have never really grinded it out on it, since I hated training room in SFIV. All I did was play matches and try to learn the ground game, because all I liked about the game was the competition and the idea of being good at something difficult, not the game itself.
These things are like music instruments that take a whole lot of time and dedication to master, and I’ve finally found a “song” to play that I really like.
In SFIV I really liked the idea of being good at that game, but I didn’t like the game itself, in 3S I’m not just having fun when I win matches, I’m having fun when I’m grinding a single move for 2 hours, playing arcade mode to try and beat Q and doing trials and stuff. I’ve played about 15 online matches so far and I’ve got only 4 wins and I don’t give a shit since I’m enjoying the journey instead of the destination.
I’m pretty happy I didn’t waste money on the stick and can use it now to do something that I really enjoy.
Btw. how long did it take you to learn the game and do you consider yourself good after 2 years? Do you consider it helpful having such a mature and small community or more of a hindrance because it’s rather hard to find people who are on the same level of bad that you are on when you start out?
I thought one of the big failures of SF4 was not a diverse enough set of characters from an execution difficulty perspective. EVERY character had to learn tiresome link combos.
naturally every 3s character has at least a couple of tough moves to learn, but you can definitely do pretty well without learning kara shoryu, or complete seiei enbu combos, or chun li lightning leg partitioning.
i know im talking about japanese players here who have access to the best competition, but I was very surprised by the number of players I heard about during my recent trip to tokyo who show an amazing amount of skill, but have just a few years of experience. somehow many scenes across the world are recruiting new players to an old game, and getting them up to speed. you can definitely become pretty sick in two years.
i know you didn’t ask me these questions and I’m just rambling but I get very excited when even one new person shows a dedicated interest in 3s. that and seeing george costanza’s face regularly on the 3s forum is a true joy.
You know how you visualise a name on here as his picture…
That’s not even a huge problem for me. I don’t really like tight link combos but my biggest gripe with SFIV is the flow of the game. Autoguard coupled, with shortcuts and big reversal windows makes it so that you never have those Get-on-my-level!-moments you experience in 3S when you parry someone and wreck them with a super combo.
When someone goes ham on me in 3S I don’t know what’s going on, when I go up against a new player in SFIV I play super cautious on every wake-up just punishing stupidity.
Having to learn difficult execution techniques is something that every SF game has and I don’t even think 3S is per se easier in terms of that, than SFIV is. I just dislike the flow of battle and the pseudo defensive gameplay that comes with its game systems.
Thanks for encouraging me, I appreciate it.
I’m not really sure how to answer that, because I play rather sporadically and very rarely play online. My local group of players mainly play SF4 (and now GGXrd), but late-night casuals often end up running 3S, ST or KOF13 as well. It was probably easier to find people on my level in older games than it was in SF4, actually, because everyone who played SF4 had been playing that actively for years. Very few people had done the same in 3S, so the playing field was much more level. This is what happens when you live in a country that had no arcades left by the time SF4 was released: almost everyone got into fighters thanks to that, so nobody were good at the old games =p
As for my current level of play: yeah, I would consider myself a relatively solid player. I’m not sure if “good” is the right word, because even if I beat most of my local competition in most games, I rarely know the game too well and just carry myself on my fundamentals, so “solid” is probably more accurate. It also took me a really long time to figure out what actually happens beneath the surface in the ground game(possibly longer than most, as this happened at my first ST-tournament, ~6 months ago), but when I realized how to approach the footsie game, my overall strength improved greatly.
Sooo… yeah. I don’t really “know” the game, I haven’t really used the online community here much, but 3S is still one of my favorite fighters (along with ST), and judging by replays from when I started playing, I’ve gotten several orders of magnitude better as a player than I was back when I started out in 2012.
Oh, and I do remember getting a lot of good answers to my questions on the 3S forums here.
Totally agree. There’s maybe, maybe a handful of SF4 characters that don’t require 1-frame link expertise (mostly the Grapplers and Makoto). It makes using charge characters -coupled with the shitty charge system- a huge bitch. SF4 just has an extremely bizarre design. But basically you can win with any 3S character sans Makoto without learning high execution shit.