hi, new to this site, and still quite a beginner at SF: 3rd Strike.
I’m still new to SF: 3rd Strike, because the last console I got was a PS1, so no DC or PS2. So, I’m a bit of a late player obviously to the SF: 3rd Strike gaming world, as there’s SF4 out now I hear. I don’t play games too much anymore, so I’m not caught up in gaming, which is what makes SF3: 3rd Strike new for me.
I don’t have much means of practice, other then the arcade at the J.C. school I go to. Also, the competition isn’t that big there (as there’s not too many people whom play), though there’s some people whom are a challenge for me. There’s no really good players there though.
Anyways, I really love SF3: 3rd Strike’s combat mechanics, with the parrying system and such. It’s quite a technical/precision game requiring you to be very observant and having great reaction time.
Though, this of course makes it difficult to learn/play as well.
I haven’t really been able to practice parrying or other stuff like people whom have the training mode of DC/PS2.
I can only really parry a 1 hit fireball, laughs. I haven’t had much practice parrying anything else, so when I try to, I don’t have the timing to do so successfully.
At first I really sucked, but then I read some, and found Ken to be a good noobie (and pro) character. I was originally using Elena cause I had read about her confusing fight style that is hard to defend against. Unfortunately, I didn’t have the skill to use her.
Well, as I said, I’m using Ken and only Ken now. In doing so, I can somewhat do his comboes, and have learned to play him well enough that I can beat some/half of the people I have to play against. I still can’t kara throw or do kara SRKs, grr. I also have trouble with the ground game (my fingers/hands are a bit clumsy so I have a hard time with some of the controls), jumping way too much, which usually burns me, as I can’t (air) parry very well. Though, I have developed a nack for when to jump due to this.
Also, I actually like using the SA I, because I still have trouble with the timing/speed of being able to go from a connected normal move into a SA (such as the popular: normal attack hit confirms -> SA III), and I can use it pretty well for the competition I’m against anyways.
I’ve developed a pretty good fighting style that usually lets me win (though I’m still working on beating the harder players, whom can parry much better and whom are good at the ground-throwing game style).
I do have a ground game now (but it’s not at a pro’s level with the throws, kara throws, normal attack hit confirms -> SA, zoning-baiting for throw range, dashes, etc) which i use still with a lot of jumping as well. I’ve actually found the slow moving MK and HK sub-super moves pretty good once you know how/when/where to use them.
the moves I use for my ground game:
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->, HK = stepping axe kick
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->, hold HK = fake stepping axe kick
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->, MK = stepping forward kick
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<-, MK = standing axe kick
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MK, (you have a few frames of time for the 2nd) MK = MK then axe kick
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hold MK = MK attack then axe kick
5+6. (these two have a change in timing from each other even though they are the same move, which can throw off your opponent)
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HK
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MK
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HP
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MP
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N/->/<-, LP+LK = Neutral/forward/backward throw
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D, DT, T + P = fireball
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D, DT, T + PP = EX fireball
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D, DA, A + K = hurricane kick (I need to remember to work on trying to time these into a throw, hehe)
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D, DA, A + KK = EX hurricane kick
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T, D, DT + P = Dragon Punch
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T, D, DT + PP = EX Dragon Punch
18 ->, -> = Dash forward
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<-, <- = Dash backward
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HP+HK = taunt
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MP+MK = UO = Universal Overhead
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c. MK
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c. HP
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c. HK
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c. LK
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LP/LK/c. LP/air LP/air LK/ air MP/etc
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->, hold HK (fake), MK (or hold MK) = I think you can MK out of the Fake (HK) Axe Kick but not sure.
(I’m listing the full max hit combos which usually aren’t possible, which are usually shortened by me or not all the hits or even moves themselves connect. this way I don’t have to list the shorter combos, because they are shown in these longer combos)
- air HK/HP/MK, MP, HP, HP-DP (2 hits), SA I, SA I (might be possible in corner, but I can’t time it. Elena can get at least a 2nd SA I off again after her 1st SA I in the corner. Though due to the “diminishing returns” it’s probably not worth wasting a 2nd SA I if it is possible)
- air HK/HP/MK, c. HP/MK/MP, HP-DP (2 hits), SA I, SA I (might be possible in corner, but I can’t time it. Elena can get at least a 2nd SA I off again after her 1st SA I in the corner. Though due to the “diminishing returns” it’s probably not worth wasting a 2nd SA I if it is possible)
- air HK/HP/MK, c. HP/MK/MP, HP-DP (2 hits), FB/EX-FB, FB/EX-FB
- air HK/HP/MK, c. HP/MK/MP, HP-DP (2 hits), Hur. Kick/EX Hur. Kick
by mixing this stuff up, most of the competition have a very hard time if I can stay as the aggressive one. (I have trouble against faster characters and whom have a “Dragon Punch” like move, as I jump a lot, lol. I hate Akuma/Gouki, Ryu, Ken, Elena, Sean, Dudley, and Urien when played by one of the better players)
any comments or suggestions or disagreements (of what I do with Ken) for using ken?
(remember though, that I still can’t do any of the advance stuff, like parrying or kara throw or kara SRK/DP or nor am I a pro at he throw game with distancing-baiting and such. I’m no Daigo, lol)