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It’s really not like that is I guess what I would say. There aren’t default spots or anything imo.
It depends entirely on your opponent and how well you can understand their rhythm and the kinds of things they prefer.

You get a bit of a read and then you start throwing them out in places where if you don’t actually parry, nothing negative happens.
Then you start parrying them a bit and then they start looking to punish your parries, etc. x infinity.

You could classify those in the way you kind of did but the why is much more important. If you start looking at your play and you don’t have a really good reason as to why you tried to parry in a certain spot, that really indicates you’re using parry in a way which can be turned against you.

Started playing 3rd strike a few days ago, I feel like I’m getting gimmicked out by a few things since i’m just too unfamiliar

Urien’s headbutts: Am I supposed to parry those on reaction or prediction?
Oro: Goofy ass jump arc altering moves, don’t really know how to approach anti airing him
Remy: That dive kick move he has, should I be parrying those on reaction?

Also is there any info I can find on punishing moves in general? I only have a slight idea on what’s punishable and what isn’t

Thanks in advance

If you’ve only been playing for a few days, I’d hate you if you were parrying ANYTHING on reaction. In what situation would you be parrying Urien’s headbutt on reaction? It’s fast. It’s also not a very viable reversal. Even the ex version tends to only trade with meaties. Oro being hard to anti-air is kind of his thing. Cold blue kick is weird, if it were easier to parry people wouldn’t use it so much. If you’ve only been playing for a few days, parrying should be used almost exclusively for hadoukens, and in chip death situations. Blocking is underrated.

I’m not great, but that’s what I have to say.

youre not supposed to parry headbutts unless youre already in the air and you have to. planning your strategy around urien’s unique tools like headbutt is part of the challenge of the urien matchup. headbutt has some main characteristics to note:

-beats throws (not on the first frame, but still)
-goes over lows
-can anti-air opponents who are on the way up or down
-is briefly vulnerable when he lands
-if it doesnt hit, will typically lead to urien throwing if he lands within throw range

so, keep a mental note that you have to use moves differently against urien based on those traits. the footsie game is modified because he can go over lows, oki throws or tick throws are riskier, poorly planned jumps can lead to knockdown or a full combo, etc. know all of this in advance and have answers to it. your oki game will be changed to compensate for headbutt and the value of a close range wakeup parry for urien. no version of headbutt will ever trade with meaties, otherwise it wasnt a meaty.

oro can only double jump once, so if he does this, he cant alter his trajectory again. imo reactive air to airs shut down mediocre oros. use early j.hk with shotos, j.mp/hp with dudley, etc. or dash underneath and anti air from the other side or get him to land on a low.

cbk is annoying because it counts as an air move, so the parry timing is stricter. same reason why tsurugi and certain other air moves are hard to parry. parrying it slightly later than you would expect works pretty well for me. unfortunately, unless all other aspects of your game are godly, this is one of those “you have to know how to parry this” moves.

who are you using?

A couple quick questions in regards to some Dudley combos:

  • about Ducking xx Super, about how early in the ducking animation do you have to cancel into the super? And which version of the Ducking is recommended for this?
  • are there any shortcuts to be used for the HCF in c.MP xx ducking xx super? Or do you have to actually input it as d+MP, b, HCF, K to get the c.MP cancelled into ducking? I thought I got it a few times without leaving d/b, but I couldn’t get it consistently.
  • When doing f.HK - SA3, is it common that one of the hits of the super whiffs? I think I’ve got the link down ~90% of the time, but even when the dummy doesn’t block, it often registers as 5 hits rather than 6, so I’m not quite sure. I do piano the super, in case there’s any difference between the versions.

Really having fun with Duds. It’s a long time since last I found a character that made me want to practice combos in any game.

different versions of sa3 move dudley forward different distances, so using jab sa3 might explain why you’re missing a hit, unless you’re practicing on a standing dummy :slight_smile:

LK and MK versions have different speeds and travel distances. MK gives you a reasonable amount of time to confirm, but downside is you can be punished if they block (occasionally can be helped if you space yourself max distance). Depending on the timing of the cancel and the strength you use, you must also use the proper SA3 strength. LP hardly moves you forward, HP moves you forward a great deal. Just practice and think about when and why you use duck. Generally, stMP/crMP -> LK duck and stHK -> MK duck are the most commonly used ones.

In general, you want your movements as clean and precise as possible. As such, you should be doing:

crMP (neutral) HCF (kick) HCF (punch)

Getting neutral in between directionals is highly advised, as you will be hitting neutral quite often in high level gameplay as a result of neutral game movement. It also discourages sloppy inputs, which is just bad in general as it lends to much more executional mistakes.

Unless I’m mistaken, it should never be 5 hits. Depending on who you do it against and at what ranges and which version of the SA you go with, there will be inconsistencies (Makoto is a big culprit) that lead you to not linking it. If you land the HK from afar, you have to account for the extra distance you created which must be covered by the SA3 (if you hit it far, you must use HP version…). Generally speaking, just never make it 5 hits!

That’s good! He’s a very rewarding character that has his own unique challenges and strengths. Stick with it, and when you get to a high level, start learning more characters!

Regarding Cr mp duck cork, you can just roll the stick from back to crouch (hit mp) and then towards drum super. It’s the same with necro cr lk hooks. There is no neutral needed.

Dart cork can be 5 hits in rare scenarios where you get the first 4 and miss the last one. 1+4. Basically as long as the first hit connects after dart you got it. Vs makoto it doesn’t connect unless you’re right on top of her. That’s why some dudleys use rocket against her.

It’s ironic exodus giving tips about dart cork. :wink:

You know what they say…those who can’t do…teach!

Did some more testing. The 5-hit thing was just the 3SOE-dummy being… well, a dummy. For some reason it doesn’t auto-block the first frame after hitstun, so the super won’t get blocked if I miss the link by 1 frame. This didn’t happen if I plugged in a second stick and jammed it in downback so that the dummy would crouchblock. Which is probably what I’ll do if I practice combos on OE in the future, because this shit annoyed me.
So, what I thought was 90% consistency was more like 60-70%, it turns out. Sads. I need to practice more then.

The reason why I asked about c.MP xx Ducking without leaving crouch was because that would make it a lot easier to do it if I’m using c.MP defensively, as it means I won’t let go of downback. This means there’s a lot more commitment to doing c.MP xx ducking xx super defensively. Oh well.

There’s also an option for auto block right? Can use that for execution, then once you’re comfortable with your execution change it to random block.

the dummy has always done that in 3s ports when they have no health. avoid that scenario by using the save state feature once the dummy gets low on health. obviously you can also do it every time you do the link to save time, but some people may feel that the constant change in game flow is more of a hindrance than a benefit.

btw, aim to cancel the duck as early as possible, because s.mp x mk duck into corkscrew sometimes doesn’t combo by one frame. it’s annoying as hell.

You shouldn’t be doing moves into duck looking for a confirm too often. Duck isn’t safe and you will die. It’s best used for whiff punishing or counterpokes. It takes time to be able to know when and how to use it. Sticking out cr mp defensively sounds really bad and unsafe anyways.

The easiest way to practice dart super is to record the dummy crouching for 5 seconds. Then walk up to crouch guarding dummy and press save state. Now do dart cork reload. Dart cork reload. Practice on both sides.

In addition to the no health-scenario, the 3SOE-dummy doesn’t block for the first frame after hitstun even if it’s set on auto-block. It WILL block if you miss the link by 2 frames though. It’s annoying as hell.
@ryan. that’s a good suggestion, I’ll try that the next time. Thanks!

i just picked up 3s for fightcade and im clueless how to use dudley or get the traning mode to work properly luckly i can put on player 2 and just practice combos that way wish i had a proper traning mode anyone play online edition on ps4 using ps now?

yeah thats what i got on but ilke the ai still wants to fight me with unlimted health

Sounds fine to me then. Don’t play any fighting game on PS Now.

Just wondering, is there any word on which major the next big 3S event’s going to be? I want to go to 1-2 majors this year and there being the presence of either ST or 3S will probably make me decide on which.

Feb 20, Brooklyn NY