If you guys want to see who’s dick is bigger, message each other. Allot of good information is flowing in this thread, lets keep it going please.
What are things I should be looking for/doing against Akuma? I use Ryu with sa1 predominantly.
I will give one specific thing I know I need to work on, whenever an akuma does a tatsu in the mid range I freeze up and try to crouching MP it, sometimes it works, most times it hits me from the back of the tatsu after he passes over me, since I’m crouching.
I’m having a hard time understanding when to change my pace. I watch all these high level Ken Ken games and some are slow, some are fast. I don’t know if its the year, the players styles’, them adapting to the opponents speed, etc. What do you think?
Here is MOV against Ino in 08/09, very intense slower paced matches.
[media=youtube]D1cvEpJtrac[/media]
Jump two years and you’ll see a very different paced Ken Ken, two different players. (both undeniable greats)
[media=youtube]SaX6HvbonRg[/media]
I always wonder if MOV would play faster if he were fighting Nuki or someone like Chinta.
[media=youtube]kV9aLtPaWco[/media]
The only personal reference I have is fighting Joedubs, outside of not knowing what hes going to do, he plays extremely fast. If I try and play at a slower pace and just footsie him, I lose. The times I win-- is when I match his pace and use my strengths at his speed. Am I thinking all wrong? Is it… that I don’t know how to defend faster play, or should I adapt my speed? Should you change the way you play a match-up based on the way your opponent is playing the game? I apologize for not really having a concrete question, I have so many on this subject. =x
I don’t blame you for skipping the Miyamoto Mushashi post. tl;dr I assume.
It’s just funny how much of a sense of eastern philosophy you bring into your 3s advice. Not sure what you may have read or spoken to others about on the subject but some great wisdom I’ve encountered during my investigations shine through. But hey deep lessons in life tend to cross disciplines. Do you ever meditate?
My real question is this:
How have you integrated a strong practice in this game with the rest of your life?
What have you said to your folks/non 3s friends/girlfriends about the time and money you put into being a 3rd Strike monk?
Did you even try to give an explanation to people in other parts of your life when you went to Japan or was there a sorta cover story, haha?
Sorry man, I’ve been playing too much Candy Crush… and sadly I don’t know much about Miyamoto but it is interesting how you make the analogy. Maybe Miyamoto and I share the same thought process. I’ll get to your questions, and I’m flattered to hear I share the same eastern philosophy, that is cool to me. And I definitely agree that deep lessons in life tend to cross disciplines! Great statement!
Let’s talk about DEFENSE shall we? (A MUST READ)
Defense is the most overlooked aspect of 3rd Strike. Everybody always thinks offense, offense offense. I’m going to use a lot of basketball analogies so I hope you guys all know something about basketball. As with basketball, we like to watch highlights of dunks and lob city, but why doesn’t anyone watch great defensive play? I find it the same with 3rd Strike. When we discuss strategy, we discuss mixup options and how to attack and what’s a good move to use in this situation, etc, but why doesn’t anyone ever ask, how do you not get hit?
The first thing I want to do is change the word “turtle”. I’ll give you guys some background. If there was one player in the history of American 3rd Strike that left the biggest mark in our community, it’s Frankie3s. He innovated the game with Denjin and parrying, and he of course, is my first teacher. I say this with absolutely no disrespect to Frank, cause I think he’s one of the best players even today but because he left such a big impact on our scene. THE WAY FRANK DEFINED THE GAME SET AMERICA BACK A FEW YEARS. Before you have a cow, hear me out.
Frank is praised as this offensive genius who is so good at parrying and attacking. If you didn’t attack him because that’s the only way to beat him, he calls you a “turtle” something with a negative connotation. Of course, Frank was a hero to all of us and we were all influenced in the way to not let Frank down, so we all didn’t want to be “turtles”. Now after years of considering this and playing with Frank, you know who I realized the biggest “turtle” was? Yes, Frank himself. I’ve had personal conversations with him where I told him, you know what Frank, you’re the biggest turtle. And he would look at me and laugh and say, “hahaha Yi” as to agree with me. Now, let’s think about the way Frank plays. I would say most of his damage comes from getting knockdown, parrying on wake up and doing a punish into Denjin. That is someone who uses defense to turn into damage. Isn’t a wake up parry a defensive move? And someone who uses that a lot should be classified as a turtle. The biggest “turtle” move in this game, is wake up guess parry. It’s basically saying, “I don’t have a solid defense because I get knocked down, but I’m going to guess because I have no idea how to do damage without guessing and parrying.” Think about that, really. And because Frank was such an inspiration to us all, we all tried to imitate this style of play and for the longest time, and maybe even today, most of us still think of “turtle” as bad.
Every time a player wakes up with a guess parry, that is using parry for defense! You’re on the floor getting up in a defensive position! Why aren’t you called a “fucking turtle” for doing that?? Frank’s technique is what I call defensive parrying. Offensive parrying is when you are attacking an opponent and using parry as your attack. Everybody thinks offense with Ken is… strong fierce or short short or throw, but parry is offense! Start to consider parry as a button you press to do damage. Why not? Pressing forward and down is pressing something, and if you get the right guess, you get damage.
Flash forward to today. Let’s replace the word “turtle” with “sick defense”. Wow, so many points I want to get to, I hope I don’t lose my thoughts. Usually you call someone a “turtle”… why? Cause you lose to that player for defending all your garbage and predictable offense and you can’t get through his defense… is that right? Now when a player does a bunch of offensive moves to win a round, you call that “sick”. When a player plays a bunch of great defense, you call that “turtle”? WHY? Why can’t great defense be seen as sick? Let’s stop thinking “turtle” as a negative thing and start thinking “great defense!” Just as in basketball, Steve Nash is a great offensive player, but don’t we always make fun of him for having bad defense? Why can’t 3rd Strike players be good at both?
Next concept. Defending differently. You ever watch NBA and they go from zone defense to man defense to give the opponent a different look? 3rd Strike is the same way. The best way to go into detail is anti air defense. I’ve played so many games where the player I’m playing defends a jump in the SAME WAY. If you jump in on Pherai, he will try to anti air parry your jump in EVERYTIME. If you try to jump in on Mike Watson, he will anti air attack your jump in everytime! If you try to jump in on (I don’t know), they will dash under and do a move EVERYTIME! If you know how this player defends everytime, just don’t do the move he’s waiting for! And I get so frustrated when these players never change there defense. Every character has so many different anti air options, but yet every player chooses to use the same ones. It’s like they have a flowchart in there head. I’m going to go into this match and I’m going to defend an anti air with this move, without even considering how the other player attacks in the air. Let me see you hit Joe Dubbs with an anti air attack, he has legendary air parry.
I was once watching Matt Chin play a match. He saw me do standing jab anti air which the player parried and then go into short short super after, and I saw him go for it, I’m like haha cool. Then I saw him do it again on the next jump in! Let’s remember this about defense… just because it worked once, doesn’t mean it’ll work again!
Now start thinking about the ways we defend on our wake up, the way we defend while standing, the way we defend while jumping, etc. Imagine all the scenarios possible. This is 3rd Strike defense 101. It gets deeper after you consider all these options.
Next concept. I was watching a match between Metric Ken and Neiman Hugo. And I kept telling Metric, because at the time, he didn’t understand the concept of “sick defense”, to play gay as hell! He started doing that against Hugo and he won and I’m saying, good job! And he said to me, haha but that’s playing gay as hell to win. I told him, no, it’s not gay as hell, it’s sick as hell. The correct way to play the match with Ken vs Hugo, is not to rush him down lol or attack him constantly. That would be stupid for any Ken player to play that way. You have an advantage with defense, yet you choose to not use it and let Hugo have a chance? To make it simpler to understand, the gayer you play, the sicker it is. In Japan, Japanese players watch this type of play and think, “oh wow… STRONG!”. In America, the players think, “wow what a fucking turtle”. Has anyone seen MOV jab Houyousen Akahori Hugo’s standing short? Are you telling me that defensive move he used is not sick? MOV is sitting there in the right position, with patience, and poise, just waiting for that! I’ve seen Matsuken play so fucking gay in so many advantageous matchups and I was like… “wow that was so fucking sick, that player couldn’t hit him!” It’s not easy to stand back and wait for perfect counters and punishing every opportunity, it takes patience and discipline and a lot of practice which I have been preaching. Is it not sick that I can hit you but you can’t hit me?? Answer that!
We all really need to switch the way we think about the game. Our mindsets are so stuck on what we’ve defined as the right way of playing for such a long time, that we never bother to consider that hey… maybe how we think is wrong?
Once again, we always watch offense, offense, offense. When I watch MOV play, I don’t watch what he does on offense. I watch what he doesn’t do to lose the match. I once was watching a match between Bean Yun and Kaz Urien, 3rd round. Bean is making a comeback with Genei Jin but has no life. Has Urien in the corner. Backs out, prays to the 3rd Strike gods that Urien will attack, he throws out a prayer toward fierce. Urien jumps at the time he throws it out, and kicks him in the face and wins the round…
Have you ever seen a Japanese Yun player lose like that before?? That is poor defense, poor discipline, poor patience. Now, if he didn’t do that move to lose the game, do we call him a “turtle”… because I’m obviously calling him an idiot for doing toward fierce in that situation.
Defense doesn’t always mean running away. Defense could mean not pressing a button that whiffs. Defense could also mean not going on offense when there is absolutely nothing you can do, and getting to a position on the screen where you can do offense. Defense is patience. Just like in basketball, you always hear them say, this player got to his spot on the court to set up the play. Same thing in 3rd Strike, you can’t expect to be successful offensively at any place on the screen. You got to get to your spot and the best way to do so, is patiently through defense.
Okay… I’ve lost my train of thought, there was like 3 more points I wanted to talk about, but it’s gone. Remember think deeply about defense!
I had a bad feeling this forum and thread were going to be gone after the forum move
glad it’s still here!
I just wanted to say thanks a lot for this Yi, it’s been the best advice about 3S (and fighting games in general) i’ve read.
As far as a question goes: Without being able to practice certain matchups, how do you learn the nuances of those matchups just by observing? You gave an example of Kokujin using down parry on their wakeup to beat the option select throw tech, what if you didn’t know what the other player was going for or why they’re doing it? Is it just general game system experience combined with in-depth studying of those situations? I find I can watch videos intently trying to work out what the reasoning behind each minor action is and still end up confused as to why they chose that specific option. I suppose it’s just about analysing as in-depth and scientifically as possible at that point but i’d be interested to hear your thoughts.
/
Why is this redesign so shit-tier?
Wait, you’re answering questions about 3rd Strike, in that case, I’m not sure if you’re open to this, but I was hoping you could watch this match at a recent tourney and see where I went wrong, since you’ve been doing this for way longer than I have
It’s the one at 46:00
Hello everybody, I’m back. Been a little busy at work and playing Candy Crush and working out to be the Ninja Assassin for summer, but I’m here now to give you water you need to quench your 3rd Strike thirst.
Pace, is always a good question! Well let’s see… why don’t you talk about more matches instead of talking about Joedubbs. How is the pace of our Ken Ken matches? And once again, don’t use the term footsie, it is such an ugly term that doesn’t define 3rd Strike movement or strategy.
As for Joedubbs, he doesn’t play extremely fast, he actually plays extremely slow. Here is a better example of explaining what fast play is. Fast play is doing a number of attacks and all of them being successful. Joedubbs may be doing a billion things at one time, but how many of those attacks are actually successful? The match between Boss and Nuki, is an extremely fast match. Both these players are very aggressive, offensive minded players who are very accurate with their attacks. Accuracy in 3rd Strike is one of the most important things you should understand. Let’s go into detail.
Let’s talk about accuracy. When you get a SOLID knockdown, and that is key, a SOLID knockdown, one that you are clearly in an advantageous situation, how accurate is your attack. Everybody thinks, oh Ken player is so easy, you just walk up and do strong fierce, short short, overhead or throw. What top player is unable to stop all of those options?? Being a Ken player myself, accuracy is one of the things I find to be most important as a Ken player. Say I have a SOLID knockdown, and I go up and I do strong fierce. Enemy player blocks. What is my accuracy? 0-1. You did not use the correct attack. Repeat this situation with all different moves, if it isn’t a successful attack, your accuracy drops. Now let’s think about our matches. When I attack you on a solid knockdown, how accurate am I? If I do a strong fierce, which I rarely do, how often would you say that move works? Pretty high accuracy. Same with all moves, if I am going to attack, I am going to use the move with the most accuracy that can give me damage. This is called offensive guessing. Maybe a new concept to some of you, but it is far more important than defensive guessing. Let’s go into detail of this.
Offensive guessing is guessing while standing up. The only thing I noticed American players can do is guess on wake up, defensive guessing, talked about this earlier if you all paid attention. Defensive guess is the easiest guess to make in the game, you know why? Timing is the same, right when you get up. It kind of makes you wonder, aren’t I a complete fool to attack on wake up since the timing for that guess is always going to be the same? Anyway, back to offensive guessing. Offensive guessing is the most basic aspect of 3rd Strike that I would say 99% of all American players and even a high percentage of Japanese players according to MOV when I had conversations with him fail to understand. Everybody always thinks MIXUP. MIXUP is the most useless garbage in 3rd Strike because why? It’s predictable. It’s a pattern of things, mixed up. You go into a game thinking, this is my mixup, I’m going to use this move first, to open up for this move, then I’m going to close with this move. NO! In a SOLID knockdown advantage situation, you NEED to maximize your percentage of damage success. I guarantee you, if you play at a high level, you will get maybe 2 SOLID knockdowns at best against good players, and if you aren’t successful at offensive guessing, the rest of the round, you’re pretty much just spraying and praying like everyone on GGPO.
Here is an example of offensive guessing you may understand better. I remember you wrote a while back on SRK about a player down parrying your first knockdown and going shoryu shoryu, and then the next time you got a SOLID knockdown, he jumped out of the corner. Pretty sure I’m that player. Sounds like something I’d do. This is really just the tip of the iceberg in terms of offensive guessing. You did short short on your first SOLID knockdown… why?? What makes you think I’m going to get hit by a low attack?? Bad offensive guess, bad accuracy. On your second change on a SOLID knockdown, like you said, you are now cautious, so you gave space, and I just jumped out. Bad offensive guess, bad accuracy. 0-2, you probably lost that game. If you think I will jump out, do a move to prevent it, that’s an offensive guess. The only time I ever use a strong fierce is when I know the player is mashing on something or trying to quick jump out of the corner. If I think they will parry high on wake up, I just do standing strong and buffer an auto shoryu, if they parry, it will shoryu BECAUSE! parry frame from opponent player will give you more time to cancel a move. Very effective against idiot wake up guessers like… all Denjin players. You can think deeply on this some more and ask me further questions. This is a lot of information. To conclude offensive guessing and accuracy for today, just know they go together. Your accuracy depends on your ability to offensive guess.
SO! How does this all relate to game pace? Let’s go back to our situation of the 2 SOLID knockdowns you got on me. Let’s focus on my corner escape when you left space. I jumped out, so now you are in the corner. What is going through your mind right now? What do you think YOU should be doing next? Here is what I immediately think about when I’ve exited the corner. I’m looking for 2 things. First thing I’m doing is your escape from the corner position. I’m already walking forward a little bit ready to do a backwards shoryu if you decide to regular jump out. The second thing I’m getting ready for as I’m already walking forward, is waiting for a panicked whiff move to punish. NOW! Keep that in mind as soon as I jumped out, I already have 2 clear scenarios that I’m looking at, both of which are good things to commit and look for. I remember you saying, you didn’t know what to do now. Game pace just slowed at this point.
Game pace is your ability to think on the same level as your opponent. You needed maybe a second or two more to think of an answer of what to do, now that the corner position is switched. Not only that, maybe the second or two more won’t even leave you with the best or even a good answer on what to do. Boss vs Nuki, is a constant battle of 2 players knowing exactly what to do in every situation. They can go from offense to defense, defense to offense without much time to transition. Boss will always know exactly what to do, but Nuki already knows that too, so they are constantly battling, hence why the game speed looks so fast, constant high accuracy attacks, on both defense and offense. MOV vs Ino, they are just practicing. Trying out new things, hence the slower game speed. They aren’t trying to beat each other, they are trying to get better, so they are really only looking for certain things to work on.
Now, go ahead and think about our matches and apply these principals. You’ll need a few weeks. You’ll also need to go to the arcade and try this out. It will really change the way you approach the game and change the way you attack players.
Unrelated thought… so many questions that are being asked right now, I’ve already answered them in my past replies if you read carefully. Don’t just post a question without reading the other things I’ve already written. They all go together. There is something that everyone can learn from every bit of information.
you know the crazy thing about this post is that I see the exact same thing in boxing. this is why floyd is so sick. take a look at the ortiz/mayweather fight. now excluding the whole “sucker punch” debate, the first 4 rounds of that fight were insane. ortiz brought a competitive fight, however a lot of his offense was neutralized by floyd’s defense. take note of all the defensive posturing that goes on even if it doesn’t appear to be significant… It is. Not to mention the real life hit confirms, baits, punishing whiffed attacks, etc… As a matter of fact I think floyd most resembles a high level SA3 ken. take a look and rewatch it again with yi’s post in mind and with the commentary off. http://www.youtube.com/watch?v=FRbDExBbTs8
people often times direct 100 percent of their focus to offense and are praised for it while defense is often neglected and criticized.
as a matter of fact you could apply these concepts to almost anything.
Great observation and contribution!
I think the most crucial thing you are trying to point out about my explanation is that… JOCKEYING FOR DEFENSIVE POSITION is so important and hard to do because it takes a lot of discipline and patience to fight for something so little, but this is what a skilled player is always doing. Often times, that little jockeying for position goes unnoticed and unappreciated by the naked eye. We all need to spend more time to look more deeply at just punches being thrown but rather how they got to the position to throw such successful punches.
Not to get into too much detail… but most players can’t move into certain positions unless they dash or jump. Think about that. Most players pick Urien because they are so bad at spacing, they use moves like Chariot Tackle to close the space without much effort. Chariot Tackle almost acts like a homing missle, brings Urien right next to the enemy player. As you pointed out with Floyd, he is constantly moving to be in the perfect position to land the perfect offensive move. Floyd is a perfect example of a disciplined and patient fighter.
Whats your workout like 5Star?
If you could create a custom 3S soundtrack ala custom MVC2 discs what music would you pick for what stage?
*This quandry has been eating away at me for quite some time. I’ve tried to overcome this lately but I just cannot fully grasp how to ammend this problem. Specially when the opponent has sped up his movement and I can’t constrict the tempo of the match so that I feel more comfortable getting to a spot. A adjacent problem I have is that since I’m a turtle/defensive minded player I’m pretty deficient in taking offensive initiative, setting up a offensive posture and setting up offensive scenarios. In examining some of my recent matches I’ve noticed it feels like I’m winning skirmishes but losing the war.
The damage I’m dealing is modest and adds up across the spread of a round but it’s not doing the job in the end. I’m looking back at some situations or stalls in the match and thinking “man I could have took the initiative there… but I don’t really know how to”. Alot of these moments occurs around 1-2 character lengths between the two characters and a exchange has happened that leaves me and the opponent at this position. The other majority of these moments happen when both characters are around 50 percent health and for whatever reason the opponent and I are about 3 quarters to half screen away from each other. It feels like in these two instances in particular I could be either claiming initiative and offensive posture or positioning myself in a much better manner without dashing or jumping in.
Do you have any help or comments that could help me with this? I play Elena if that is of any relevance (though I think problem has nothing to do with character selection). *
Hey I wanted to ask a few questions. <div>What do you think is the proper way to parry? </div><div>When shouldn’t parry?</div><div>I believe CRoyd stated that you said something along the lines of you should be parrying moves and not directions,</div><div>he agreed. I was hoping you could maybe elaborate on that if you still believe that’s the case.</div><div>I love the idea of the 5 principles of 3rd strike, did you come up with that yourelf.</div><div><br></div>
I find playing the footsies game against Chun (Makoto vs Chun) incredibly difficult. It’s
hard to whiffs punish her attacks with normals, and punishing with
hayate is somewhat risky if it’s blocked. Baiting her to attack often do not work because of Chun’s fast attacks, and
Makoto’s slow walk speed. I find myself having trouble punishing a cr. RH, even though I know it’s coming. Why? LOL Because my friend likes to be gigantic fag and mash RH even when I hit him (let’s say with cr. strong into hayate). So, when
I’m close enough to Chun a close RH comes out, which beats my tick karakusa. Some times, lighting legs comes
out because he mashes so inconsistently, and some times far RH comes
out. Each move has different parry timing, especially far RH vs the
rest, which makes me rage pretty hard. I think this is the "randomness"
new players like me complain about–the inconsistencies of the
opponent’s execution (I know he meant to do move A, but due to his poor
execution, move B came out and beat my counter the anticipated move A). In these situations which it is difficult to play in a reactive manner (making judgments based on what the opponent has done previously), is it alright to let go of the offensive momentum and block?<br><br>With
all that said, I do win the majority of games (approx 6 game win streak,
before losing a game, then another win streak) vs my friend because of
his 1 dimensional play style. Although I complain about footsies, I try
to play as patiently as I can to wait for the 1 chance to go in. The
question is how can make the most of out this 1 chance I have against
Chun? As Mr. 5Star mentioned in this thread, the pace of my game depends
on how well I read my opponent in any given situation. How does
experienced players assess what will their opponent do next? Is
it completely dependent on the opponent’s previous choices and their
current meter? If so how far back in recent history should I consider (all the way back to every match up ever in the match up experience)?
Or do I hold back my decision until the very last moment? My mentors, let me know what you
guys think. I apologize if this is already answered in the post about pace, my feeble mind cannot comprehend the greatness that is 3s.<br>
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<div class=“QuoteAuthor”><a href="/profile/9985/Tebbo">Tebbo</a> said:</div>
<div class=“QuoteText”>please try harder to not shit up what is currently a good thread.<br>
<br>
are there characters that you feel you underestimate? characters you feel you lack a lot of knowledge about and assume a lot about?<br>
do you feel the gap between the generally accepted strong characters and weak characters is wide or not(?), and do you you think that has more to do with knowledge and investigation than any kind of objective character strength.</div>
</blockquote>
Cliff Paul is back to answer some questions. Got put in the backseat of a police car for the first time yesterday, so been a little busy.<div><br></div><div>This is a difficult question to gauge, because their aren’t many characters in America. You got Chun Li, Ken, Yun, Urien and some Makoto. Of course you can sit there and underestimate characters like Hugo and Q but those are all good characters especially in the hands of good players. I feel like in really high level play, the tiers in 3rd Strike don’t have much of a gap except when it comes to Chun Li. My tier list has Chun Li waaaaaay higher than Yun, although Genei Jin is really dangerous, and then somewhere under Chun Li >>>>>>> Yun >> Makoto > Ken.</div><div><br></div><div>To tell you the truth, I don’t know anything about 50% of the characters in this game. I try my best to investigate the matchups, but you really can’t do much against a character if you aren’t exposed to all of the character’s strengths. Take for example, my trip to Japan in 2010, I play a lot of decent Makotos here, or so I thought. Usually when in a team tournament, a Makoto player comes up, I will be asked to come up and play the Makoto player because I play well against Makato. When I played against Mimora for the first time, I realized I knew nothing about the matchup. Most players here think Makoto is just a guessing character who jumps all over the place looking to do a stun combo or going for command grabs, basically rock paper scissor gameplay. When I played Mimora, he beat me with just spacing. He would do Kara back cancel Hayate to get out of my low forward range and as soon as I whiffed any button, he would release the kara backwards Hayate and then hit me with a Seichusen. This concept was ALIEN to me. Never in my wildest imagination would I think a Makoto player can beat me a Ken player without even dashing or jumping in. Anyways, from that point on, I just definitely felt like I knew nothing about this game. I think the biggest problem most of us foreigners have when we go to Japan, and I mean competent players who consider the game on a higher level than just high low guess throw, is to make the adjustment of relearning the matchup. I felt like I would lose half my life in the first round trying to figure out how to play this character from scratch. How much of a disadvantage am I at to lose so much of my life just trying to figure things out? I’m not sure anyone reading this has felt the same way when coming to play with Pyro or me. I feel like as a Ken player, I definitely do a lot of things differently then most players and I’m wondering if anyone has ever played a lot of Kens in their area, and then came to play me for the first time here and realized the matchup was a lot different then you originally thought it to be. I definitely feel that is the case with almost all the cast when you get to Japan and underestimating a character is really easy to do if you aren’t exposed to that.</div><div><br></div><div>However, there is a lot you can learn from this experience. I use the example of Makoto because I think that matchup is the most transparent to understand. Most players will think Makoto wins by dashing and jumping and going for high risk high reward, but I’m showing you an example of how Makoto is winning without using all those things. Of course, we all have to understand that this is the case with every character you play against in Japan, just sometimes it’s harder to figure out what exactly they are doing differently with that character that no one does here in the States. I definitely took this as a challenge to come back to the States and reinvent (my 2nd time reinventing myself) myself as a player. I think I’ve touched on this before when I said I had no idea how to play against Gouki, I was playing against that character like it was Ken. I took it as a challenge to myself to play every character differently and to wipe all my knowledge I had of that character and really relearn how to beat that character.</div><div><br></div><div>So to answer your question, I do not currently underestimate any character lol.</div>
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<div class=“QuoteAuthor”><a href="/profile/50224/NoMoreFunland">NoMoreFunland</a> said:</div>
<div class=“QuoteText”>I don’t blame you for skipping the Miyamoto Mushashi post. tl;dr I assume.<br>
It’s just funny how much of a sense of eastern philosophy you bring into your 3s advice. Not sure what you may have read or spoken to others about on the subject but some great wisdom I’ve encountered during my investigations shine through. But hey deep lessons in life tend to cross disciplines. Do you ever meditate?<br>
<br>
My real question is this:<br>
How have you integrated a strong practice in this game with the rest of your life?<br>
<br>
What have you said to your folks/non 3s friends/girlfriends about the time and money you put into being a 3rd Strike monk?<br>
Did you even try to give an explanation to people in other parts of your life when you went to Japan or was there a sorta cover story, haha?</div>
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<br><div>I definitely have applied just about everything I learned from my experience in 3rd Strike to my real life. To tell you the truth, everything I’ve learned as a player in 3rd Strike, whether it be work ethic or maturity, I feel as though I learned more through the game then I did in college. One of the biggest things I’ve applied to my life from the game is my ability to teach the game. I have a really high understanding of this game, and I feel very fortunate to have this understanding. I always felt like I should’ve been teaching the American community this game a long time ago, but maybe I just didn’t have much time on my hands or had too much pride to buckle down and really do it, but believe me, it is one of the things I always wanted to leave behind to everyone. I have taught almost every player around me in the area. I think if they were to ask most of the players from FFA or Denjin who their teacher is, they would say I am, and I’m very proud of myself for that. I realized I’m very passionate about teaching the game, but more so being a leader in a community. The things I’ve enjoyed the most about the game, besides putting in hard work and winning, is definitely watching players I’ve been teaching improve not just in the game but also in the same ways I improved in my daily life. This has definitely made me consider quitting my job in finance to go do something where I can be a leader, where my voice can be heard. I work in finance and all I do is do work that a monkey can do and be a slave to people who definitely aren’t very intelligent. I would like to apply the same way I’ve lead players in 3rd Strike into my career.</div><div><br></div><div>As for the people around me, it’s always hard for them to understand the growth I gained through 3rd Strike. My folks of course think, little kid is still playing video games. And as for girls, this is why I’m still a single man LOL. No but really, I need to find a girl who can understand that video games has taught me more about life, a girl who is more impressed at my talents for this game then the BMW that I drive. kekekeke</div>