I really hope so, started playing it a month or so ago, but i cant really find many good connections so its a bit hard to improve. I think it will end up on xbla / psn at some point anyway.
You can just press c.lk two times quickly, and then just buffer the super. Don’t try to link the lk’s, just cancel them.
If you’re feeling lazy you could just buffer a QCF with each CR.LK. So the motion would be: CR.LK (roll QCF), CR.LK (roll QCF), press kick again at the end of the second QCF for super.
I did say it was lazy.
By the way, probably not worth trying with Akuma as you’ll probably cancel into Demon Flip instead. Have fun.
GUESS WHAT?!?! I have OTHER advice if you’re still having trouble! I take it you’re using a JP stick cos you mention square gates? 'But regardless, I have a technique that helps me cancel every single time (provided the stick’s working ok!). I hold down, and then ATTEMPT an srk, and instead of getting an srk, I get a super! If you don’t rest the stick in neutral at all, you shouldn’t get the srk by using this method. I mainly do this on the 2p side cos I can move my hand properly when cancelling almost any normal into super on the 1p side (exceptions are Necro and Dudley).
I’m told that ALL cr.lk cancels are the same in terms of method. I mean if you were to do short short w/ Dudley, Ken, Ryu, etc., for example. I find the short cancel into super harder for Alex and Dudley though, for some reason. It may be that NOT all shorts have the same # of cancellable frames, but this is where I remain clueless about the game There’s also the worry of command overlap, which you experienced cos you said you accidentally get an srk sometimes. Recently, however, the sticks at my arcade were fixed and at least I don’t struggle w/ short short super w/ Dudley anymore :PHEW!:
It sounds like the buffer technique that was mentioned is the “mid-motion” technique: you do a qcf+lk, then another qcf+lk. I prefer the “speed” method, but mid-motion and negative edge (hold down the button and release instead of pressing) are supposed to help. It’s still hard to hit-confirm every cancel w/ ANY known method though!
When you asked the question about when to try to punish a jump-in that you already parried, it sounded like you meant 2 different things. Question 1: ‘When is it safe to punish?’ This was already answered in general, if you were merely worried about whether your opponent could land in time and block your attempted punish, BUT, I interpreted it differently, and perhaps erroneously!
Just in case I interpreted correctly, though, I can tell you that, depending on the character you’re using, it may be worth it to try a combo while the opponent is still airborne. Necro’s a perfect example of this–if you’re playing Necro and have SAI stocked, you can punish w/ b+mp, cancel into SAI and get GOOD damage. Even if you DON’T get the cancel timing, the super will otherwise count as a reset, and I’ve NEVER had anyone parry the reset! As for other characters, it’s often worth it to let the opponent land, JUST so you have the chance to inflict MAJOR damage with a ground combo or command-grab if you can’t hurt them badly while they’re still in the air. Even if they land and recover/block, for someone like Hugo, you have the threat of a 360 at the least!, although Hugo CAN 360 an opponent after parrying the opponent’s jump-in, if the angle and positioning allows it.
Your opponent might be aware that you’ll attempt a ground combo at the time, though, in which case you can try to BAIT them to attack you after they landed, and then punish their attack on the GROUND, instead of trying to punish their jump-in attack in the first place! If they DON’T attack after landing, be prepared to throw or tech a throw!
I hope this sounds reasonable, but I’ll give you some examples of characters that like to punish parried jump-ins before the air attacker has landed. Dudley often punishes with st.hk/t+mk, x Uppercut; Hugo actually can often be in an ideal position to use his Backbreaker; Yun and Yang like to do close st.mk, sj-cancel into jump-forward hk; Alex likes to do st.mp, x EX Knee thingie (name?) or if you’re playing a character who has a good air-super, and you picked it, and it’s already stocked (available to use), etc.
Basically, if you let the opponent land, you have the potential to do a lot more damage w/ a ground combo, because combos that hit airborne opponents will often miss some of their hits or simply not land as deep, so either way, you get damage reduction, but waiting for the opponent to land to do a ground combo is risky, cos if they already landed and blocked in time, they could wind up punishing YOU instead, and you would have lost your advantage that you had after parrying them. I’m trying to remember, but parrying usually puts you in an advantage (a frame advantage, at least).
It honestly depends on trial and error, and as Bamlem said, it depends on the other player’s skill level. IF you decide to punish them before they land, just be sure to find attacks that have a good angle to punish the jump-in, which is part of the trial-and-error process.
I hope this helps, and SORRY in advance if I said something inaccurate! I will try to edit during the ensuing discussion.
I think only certain characters can do this (Ken, Gouki, Dudley and maybe others, I think), and they can do it regardless of whether your opponent tech-rolls (“quick-stands”) or not, after you knocked them down with an attack/throw.
I TOTALLY sympathize…and I’ve been playing this game for YEARRRRRRS now! It’s ok! Just try a change of pace. Try a new character and try their pokes and to try their different speeds, jump arcs, etc.
Try turtling a bit–especially if your opponent is “better” than you and is also turtling, or at least not attacking you non-stop. Try blocking everything as KM said, and changing the timing for teching throws if you keep getting thrown every time you block Find out which attacks are overheads, so when you see them coming, block HIGH. Find out which attacks can’t be parried or can’t be blocked. It’s NOT always obvious, btw! If you have specific attacks in mind that are giving you headaches, PLEASE feel free to list them and we’ll tell you how to approach them. Some attacks do NOT allow you to tech-roll, even! Try varying your timing for parries, combos, etc. Try whiffing moves to see how opponents react. Baiting is VERY important at times. I’m a Necro player, and I rely on baiting a LOT! Finally, learn which combos work on which characters, and find out which combos MISS/WHIFF on specific characters while they’re CROUCHING. I’ll add more later as I think about it lol…
Did you mean chains or CANCELS!!! Sometimes links are easier to do than cancels; sometimes harder. It varies a lot. Some moves can be cancelled OR linked. Links tend to do a slight bit more damage, but for the most part, that’s not going to be the big issue for you at this point–getting the timing down for cancels or links is what’s fundamentally the most important (esp. when you can only cancel some moves and only link others).
If you DID mean actual chains, only some characters have chains worth using. Ibuki and Yun are the best character for chains. Chains tend to be the SAFEST, because the opponent can try to red-parry them, which is usually VERY risky, or only block them. If someone starts to parry your chain, it’s usually worth it to try to finish the chain anyway, so they have a harder time punishing your attacks. Chains tend to do less damage than combos involving links or cancels, though. Ibuki, Yun, and Necro can all chain into USEFUL combos that do good damage. Other characters can also chain into specials or supers, but they usually have better options than doing those chain combos in those situations (Urien, for example). Yang has a 3-hit chain that’s useful, though, if you have NO meter at all and you hit someone w/ his st.lk. Small damage is often better than no damage at all, but sometimes a chain shouldn’t be completed cos you have the option to tick throw after the first hit.
damn gouki is hella low on the list -_- so is necro! LOW TIER FTW!
Hey guys!
So i got Street fighter Anniversary Edition on the xbox. and as you prob know it has third strike on it
I intend to train the characters up on the training room and learn all the links and stuff before there SSF4 iterations hit
Any advice to learn ibuki, makato and dudley as fast as possible? Read forums and learn all the combos?
The moves in the SSF4 trailer look exact same as they do in third strike
If you’re expecting to learn the SSF4 versions of Dudley, Makoto and Ibuki through 3rd Strike, then you’re gonna waste months of practice time for nothing.
i meant like bnbs and normals and even specials. i know full well they’ll be different prob slower.
Just wondering if its worth learning combos and tricks as they might end up in ssf4
Hi, I’m a new player to 3s and I need some tips for a Ryu player. I know all his basic moves and have his supers down, but I get destroyed most of the time any tips for me?
Any one here play on Supercade? ( formely 2df )
EDIT : I actually do have a question, how do you approach mirror matches?
well i guess those tend to be a lot of offense or a lot of defense
my friend never allows me to mirror match him because he thinks it’s “unfair”
where are the tier lists? you think they’d be stickied here =/
Thats why we have the wiki, tier list on forums lead to “Akuma is better then Chun if Kuroda is playing as him” newbie posts.
For those too lazy to click a link, here is the most recent tierlist from Arcadia:
S+ - Chun-Li
S - Yun
A+ - Ken, Dudley
A - Makoto, Yang
A- - Urien, Akuma, Ryu, Oro
B+ - Hugo
B - Elena, Ibuki, Alex
C - Necro, Twelve, Remy, Q
D - Sean
This is what I wanted to hear. Saves me ranting and crying about how everyone is shitting all over me. Getting beaten so much is fucking demoralizing but if its on the front page it must be right to an extent.
Anyone else find this to be the case?