About a new patch to SF3

The big ones I encounter all the time:

No footsies/ground game or zoning. I hear this so many times from dudes who main shoto that because of parries and fireballs that aren’t retarded that the game has no ground game. Show them a Kuroda match and ask them to count the number of times Kuroda parries and they still won’t shut the fuck up.

It’s Chun/Yun/Ken. This always, always is an argument from the Vampire Savior weaboos. I’m not making this up, almost every single time a dude brings this up they always play Vampire Savior. Always. Try to explain to them how the tiers work or how Japan plays the game and they will not listen.

really, they main shotos and cant see that ground game exists in the game? thats a sign that they have poor ground game lol. i mean, if they mained makoto, dud, q, etc i could see how it might not dawn on them that there is a ground game since the character doesnt emphasize it but…smh

fireballs arent as good for zoning for sure though. shotos vs necro you can definitely use hadou more for zoning. remy obviously and goukis air hadou. ryu’s ex hado is pretty fucking fast too. other uses i can think of off the top of my head for hadou is inside combos, to hit confirm or to make certain moves safe.

http://www.game-versus.net/danisen/grade.html

at the end of the day, its not an argument you can often win, ESPECIALLY arguing online.

not to get too off topic and not that im a vampire savior player but that game seems to have flaws of its own too. (its a cool looking game and i really enjoy watching it) there’s apparently 6 unblockables that are inescapable? ive also heard nuki say that bulleta is a VERY hard match up for bishamon. Also i was under the impression that Zabel and Sasquatch are like the equivalent to Chun and Yun in the game? im not going to pretend i know what im talking about. actually i guess in this thread its fine to get off topic since its a pretty bad thread to begin with. just sounds funny to me that you say vampire savior players are complaining about 3rd when both games are similar in the sense that part of the balance comes from the game engine’s mechanics. i dont see a point in people attacking games when both games are from the older generation.

Most people I meet are either interested in the game or like it from afar. I’ve only really run into the need to defend it on SRK and a couple Internet forums. Usually to people with no interest in playing it anyway, so it ends up being a wasted time investment.

@igloobob you’re lucky. I had to defend it at local meet ups back in Dallas for awhile (08-2010?) because the big player there was buktooth at the time. cool guy but he didn’t like 3rd so that influenced other peoples opinions on the game too. As far as I remember I haven’t tried defending the game online. And yea you’re right, those people almost always have no interest in playing it anyway.

They always bring up some Japanese vid of a Lilith (basically the VS equivalent to Dan) winning a high level tournament. Now, show them the vid with Genki, Pierrot and that other dude getting to Top 8 at SBO and they don’t want to listen.

Most people on SRK dick-ride whatever the popular kids say anyway.

I wonder if it’s a difference in scenes and how big those scenes are. at least in Alaska, everyone kind of either plays everything or at least appreciates it. there’s friendly jabs at SF4 from time to time but I don’t see much of that “your game sucks” attitude. I think everyone kind of understands that if you want someone to play with you’ll have to not be a dick to other people.

It looks that some guys just replayed without reading the first post -_-
1- Patching the game doesn’t mean removing or deleting the old ver it’s like in SSF4 2012 where you can play the new and the previous ver as you like… No one can force you to play the new one …
lets see KOF 2002 UM’s though that the game is popular in some country’s but there is people he still plays the old 2002…
Here an example :

http://www.youtube.com/watch?v=Xt6W7UK8xWE

And :

http://www.youtube.com/watch?v=fUAHtP2hxj8

Even while the Japanese play the UM more than vanilla that didn’t make the mexican’s stop playing it…(when you buy the UM ver you can play

2- I noticed that players who want the game as same as it get annoyed from others who (or scrubs in some of their opinion) whining about how the game isn’t balanced or needs some tweaks…don’t you see that the new ver will get rid of their rants of you ??right ??

@ryushen

ok, english not your language. you try read again. we read, you did not.

@d3v please close thread

just for fun, here are things people said in the 3rd baton about what they would change.

wantaran: 1、elena stage sun、yang stage rain。eyes get tired so it would be nice to change
2、yangs HK color is lame…wish it was more like yuns HK color.
3、add more animations to yangs cat when he gets win streaks. for example rubbing up against yangs legs or walking over and licking his face when he falls down.

YSB: since everyones mentioning chuns cr mk’s cancel window, heres some hugo things.

have EX for command throw moves!

  1. with lp a hard knockdown, and with hp more damage (moonsault). fast as ex monster lariat and with a hard knockdown (meat squasher)
  2. i dont understand what he wrote
  3. range as much as moonsault and the start up of megaton. hard knockdown (shoot down)

Rikimaru: Have a system where if a person who you dont like sits down to play an electric current will run throughout the cabinet and kill them.

Raoh: Change Makotos stage to night time. Have it as a midnight duel. SF2’s ryu stage is really cool.

Yomoda: Give dudley a cross up

YOU: make cr mk canceable

Mester: Give yun his main color from 2nd impact. Seriously though, if I decided to give input for them to revise the game when I was approached in the past, this game probably wouldnt have lasted as long as it has, and it would be a different game.

Boss: this is a really hard question. If i had to choose one thing, change the super cancel for chuns cr mk.

Makeinu: Remove Makoto. Maybe remove combos for Q, its strange he can do combos even though hes suppose to be a slow character who fights defensively.

MOV: Rather than balancing it, it would probably be ok just to ban houyokusen? or maybe make it just 1 gauge stock?

Ushi?!: make houyokusen’s damage 3/4 or remove the CHJ for the last hit of houyokusen?

Aiku: To keep it simple, remove chun li.

Genki: Remove makoto.

Kokujin: give dudley a clinch. it uses gauge, and grabs them from around throw range. afterwards returning both characters apart like in the beginning of the round.

Sugiyama: If there was a rebalance it might mess things up and its good the way it is now. If anything add a card system!

Shie: remove the ken neutral throw bug vs makoto.

SHO: alter makotos w fukiage. either reduce the damage or reduce the stun!

TM: remove Q’s low dash punch *guessing he wrote this cause it comes out on accident sometimes?

Tominaga: w fukiage for both chun li and ibuki! Reduce oro, dudley, alex and q’s stun gauge to normal. get rid of karakusa’s wiff animation. give makoto 3 stock gauge of tosanami.

theres too many more, but you guys get the idea. its not that everyones 100% against changes, but thats not even the issue here. the issue is written in the posts above by other people.

tomini so lame :rofl:

i like the aesthetic change suggestions

The funny thing is that the UM games did split the community. Mexico and I want to say the rest of South America rejects 02UM and I’m not sure about 98UM. I guess they reject 02UM because Angel isn’t broken top tier anymore. Asia for he most parts prefers the UM titles more. Keep in mind the UM games were also released in the arcades. If anything this proves you can’t please everyone, though you can debate how the 3S community would react to an official revision.

Hypothetical question: let’s say you could play 3S online and it was gdlk. America could play against Japan and it was like offline play. Might not be entirely accurate to Arcade but closer to 3SOE. Would this resurrect the game and lead to the general FGC leveling up? Or would no one give a fuck at this point?

I think I remember aku translating Hayao asking for those changes, so there might be #2 translated in another thread to compare to.

Thanks for patching the game telesniper! :tup:

Telesniper > Capcom Trashcans version 2011 2012 2013*.

2012 and 2013 is the same version of course. “Waiting for one more patch” like SF2 HD Remix PS3 version.

Tominaga wants a completely busted Makoto lmao. Aiku just wants Chun GONE hahahahaha.

If it means I could play with folks from this forum then I’d be all for it.

haha even MOV suggests nerfing Chun, It’s really hype when someone beats one of the Chun trinity but also depressing when they come back to win the game with 1 super and a super jump reset > mixup > super coughMOVSBOcough

The way i’d rebalance Chun is to give her 3 bars of sa2, but give the super a massive damage nerf (maybe equal to Dudleys sa3) and no super jump cancel, i think this would make her less OP but more fun to use as i enjoy fishing for hit confirms and only having 2 bars of a super with a long bar means most of the time you can’t do anything apart from Normals and throws :confused:

Just nerf Chun’s SA2, cr.MK and b.HP. Give Alex’s SA2 Vortex and make SA1 1 frame (and fuck it, do the same with Necro’s SA2). make Remy’s SA2 hit fully if it AA’s and make his Sweep faster and hit only once. And fuck it, 2I Sean but with slight nerfs. Fuck Twelve.

Remove Twelve and add his brother Fourteen :nunchuck:

Midnight ryu stage would have been so epic!

That and a different theme like the one from Alpha2 would be perfect

(hopefully, but unlikely) Quick note about Ibuki’s in case I haven’t mentioned it before (not what I said in the Chun thread btw). I found out how to land Ibuki’s from any position quite a while back, it’s not as reliable as Chun’s as the required timing for inputs change MUCH more often depending upon where you grabbed her… It’s also more difficult, but mostly because of what I just mentioned.

It also changes based on which version you play!! ( >= ( ) Ibuki wfuki on OE is harder IMO than on FBA, because Mak’s SA2 pushes Ibuki slightly differently depending on which version/system you use, so OE and PS2 probably have effectively the same not CPS3 SA2 = / ). I recorded and noted more versions than I care to admit… Last time I got around testing, I had just finished ONE SIDE… I honestly don’t know if I’ll finish testing the other as it’s getting remarkably tedious because I’ve been frame stepping through to check positioning every “pixel/step”, execution requirements(1 3 framer, 2 2framers +double kara plus additional stupidness I won’t mention yet… and that’s just for the basic one btw). Then I double check it by hand in real time to make sure it’s possible to do (I’m probably making the testing more complicated than it needs to be though)… I asked Shie if he could ask Mak players in Japan if they know of this way and he said they didn’t. I felt compelled to finish it but have since lost that drive as it’s a bit random and semi-convoluted.

Any attempt of mine to make a detailed tutorial of it would most likely result in unwatchable, overly (seemingly) repeated clips. Or if I wrote it, it would be very long… So I’ll just give a “short” “explanation” of how it works, then anyone (seriously, anyone?) who cares can experiment with it themselves.

Corners
To get these out of the way… Walk forward before the n.Fierce, yes forward, so just hold towards during Karakusa then n.Fierce, timing may seem awkward at first and it makes the execution window either 2-3 frames. This pushes Ibuki away slightly, which results in a different pushback on the SA2 (if you are barely outside of corner, you just need to instant Fierce), making the WFuki possible, as show in this:
https://www.youtube.com/watch?v=CDkJO5xjXBo
Jab->Jab fuki has the same strictness as Strong->Jab. (If you want a little challenge try Strong->Strong fuki, it’s 3 1 framers and still a double Kara of course) (Another small The More You Know note, Strong->Jab fuki does LESS damage than Jab->Strong… lol weird)

Midscreen
It vastly changes depending on console/system/version, whatever. But the simplest one is on CPS3, at “closest to the edge of the screen but still considered midscreen due to SA2’s flyback animation…” (there’s probably an easier way to describe that lol) Full neutral delayed Fierce, you need to see the screen “shift” due to Mak’s reel back ->Fwd.SA2. Works up to a point, after which you need to add some extra movement… This easy one isn’t viable on OE at least, instead, OE requires you to step backwards OR forwards slightly (sometimes VERY precisely) in order for the pushback on SA2 to be correct = ( (this is most likely what you have to do to get a “far right, but still midscreen” WFuki to work on PS2, just hold back during the Karakusa and very slightly delay the Fierce)

If a particular Midscreen one seems impossible from a certain range, then you probably need to walk forward or backwards before the Fierce. Seriously, there are a few pixels on screen where you need to walk forward EXACTLY 3 frames, or even backwards 2 frames to get it to work, anything else and it isn’t going to be possible = ( Most midscreen starters have a few possible timings with walking though, so it isn’t that horrible. On OE, I mostly just hold backwards before Fierce and hope for the best midscreen…

This “random” pushback on Ibuki also occurs on RH SA2’s as well so there isn’t a consistent method, which is a shame. Some WFuki’s need RH, others Fwd’s, some walk towards, other backwards. The amount of individual setups I did was ridiculous, and I only did half @_@

At least corner Wfuki’s are now “consistent” on Ibuki, they are still harder to start, than against any other character, but it’s something I hope…

k, my brain finished melting

PS. (Technically it’s not a changed pushback, it’s more like changed “lift off” frame, as in Ibuki will be in the air either one frame sooner or later depending upon where she’s hit. If she doesn’t “lift off” correctly, WFuki isn’t possible…)

PPS. (I think it’s a bit of a miracle that Chun’s works the exact same on OE and CPS3 with the “different” SA2 on a particular version, then again… maybe it’s actually a slightly tweaked hitbox for Ibuki that causes this difference and that’s why it doesn’t affect Chun’s the same way…)

So… OT, I would like a new patch to have either a CPS3 Ibuki hitbox, or the CPS3 SA2 for Mak… Which ever makes WFuki match CPS3’s. Should have split this post into 3… then deleted all of them…

/Gomitelesniper