Ask me anything! 3rd Strike Discussion

Because people make mistakes? The dart shot thing makes sense though, I did not know about it.

@BixHD‌ there isn’t a place where you can find a yang specific diagram. You might want to hold off on adding stuff on a wiki until you’re deep into playing him since any info doesn’t = good info. doing the TC after their divekick isn’t optimal and you’ll rarely see it used

@Rictorxix‌ for starters, if a divekick is done deep enough(hits ankles) it’s -2 on parry (even if not done this way many characters have a hard time punishing it correctly since you have to factor in when they land on the ground). for so many reasons divekick should be a part of gameplay when using Yun or yang… I’ll let Ryan answer first and add to it if there’s room.

@darkhiryuu‌ you have 6 frames of throw invincibility in 4 scenarios. wake up, block stun, hit stun and air reset where you land. guard jump is a technique that utilizes the 6 frames of throw invincibility. Why would you guard jump if you were outside throw range (and I’m guessing chillin midscreen by the way you describe it)? I don’t mean this in an offense way but give it some thought.

I didn’t know that technique is specifically used to utilize that window of throw invincibility, I thought it was a general thing that could let you block an attack or if they did nothing jump at them.

I have a general (vague) question about anti airs

what informs your decisions in the anti air game? here’s some stuff I’ve been thinking about so far:

walking backwards or jumping back can avoid damage/minimize risk but if you’re not careful you can end up walking yourself back into the corner

standard anti airs (especially multihit ones) are fine but you can’t be predictable with them. mix up timings and mix them up with other options. add parry to some of these to increase the options you’ll beat, and be ready to cancel moves if they’re parried (example is Makoto stand strong gets parried, you cancel into ex fukiage)

mash jab works well against the jump in parry guys but usually the risk vs reward is not favorable. if a character can get huge damage off a jump in or has really good hitboxes on jump in attacks you shouldn’t be anti airing with jab

dash or walk under seems to be the best bet in terms of minimizing risk and then putting yourself in a favorable situation. I notice it’s particularly effective vs characters that need to jump in as part of their gameplan like Dudley. dash under shoto low short x2 seems to hit many Dudley players I run into (very general/obvious example).

divekicks you often can’t react in time to dash under and I think you have to challenge them. anti air + parry OS seems to be good here such as Chun parry + roundhouse, tech throw + parry if they whiff divekick in front of you, SGGK I think should work if they whiff divekick or aim at your feet also. it seems that playing reactive and making the correction decision based on what you see is important here. also it seems that where you stand is important too - keeping a certain spacing vs divekick characters makes their lives much harder.

so all that said… what am I missing, what am I wrong about, what else should someone think about?

Give 'Em the ol switcharoo on the jab and mp uppercuts

Well since you’re a former Urien player I bet you’re pretty knowledgable about him so…

  • matchup vs Yun, neutral approach… start of round 1 situation where he has no meter and such, I try to try pushing him towards the corner and hit him while he’s building meter, not that easy to do it safely though. What I should be looking for, and/or using more exactly? Also, when I get a throw I can’t really pressure unless I have meter for a reflector -he just wakes up too fast so things like dash-partition shenanigans don’t work- but I don’t really want to give him space to build meter too. Should I go perhaps with neutral throw instead?

  • vs Chun: I have trouble when I’m cornered. This is granted of course and I know that I’m supposed to try not getting cornered, but that will still happen and I feel that I could do better in that regard :stuck_out_tongue: When I have meter to spare I try sometimes a psychic LP headbutt when expecting a throw then aegis > knee crossover to get out of the corner (or EX aegis juggle), but headbutting too much is stupid/risky. Right out HK knee out of the corner is a bit dangerous too since the startup isa bit slow and if she’s playing at max karathrow range sometimes she can jus walk back and block. So the next step would be attempting to escape the corner by jump parrying, but jump parry with Urien isn’t as good as with other characters due to slower startup on the jump and I can’t find a good spot to attempt it without risking too much. Also about the UOH > ex aegis combo in the corner… I find that sometimes the aegis doesn’t hit “properly” and can’t really extend the combo, my guess is it’s not supposed to be just raw UOH but I should setup it somehow to get the correct spacing/timing. How?

  • I still see players opting for SA1 against Gouki. I keep trying with aegis but sometimes I wonder about that. When I’m on point I can red parry the tatsu so I’m not helpless against that unless I’m on a really bad day, but still the ability to punish a max range sweep (which is legit against SA3 Urien), to punish teleports, UOH > SA1 and such sounds tasty, and while Aegis is still great of course I cannot be as liberal with it as in other matchups due to the teleport. What’s your view on this?

He can’t punish corkscrew with launcher at point blank range, i think he can punish with ex headbutt further away and stand mp xx tackle point blank? you’ll also find that weaker Uriens don’t know how tp punish it all chuckle

HK xx Upper xx SA3 on opponents wakeup is a tactic employed by Japanese Dudleys (and Gunfight) vs characters with no good punish (in particular Chun Li without super) If it hits you get a huge damage combo, if they block you lose 1 super out of a possible 3 and are punished with a normal at best (remember to use light punch corkscrew as its safer) If they parry HK the upper xx sa3 will blow them up

I tend to use it a lot vs wakeup parry happy players (extremely common at lower levels)

Edit: Exodus told me to tell you he also does HK xx Upper xx SA3 but i’ve yet to see him to do it.

well red parrying the last hit of corckscrew isn’t hard at all, I used to do that all the time to punish it with launcher… so it’s not really a point in my opinion

I use it only because it is a quintessential training mode combo. Normal - specia - super. Boom!

Working on the answers guys! Will have them tomorrow. I got some good insight.

Btw…@holhorse rx says yun is Uriens hardest matchup

well that makes me feel less stupid at least about having trouble!
Waiting for your answers then… gotta step my game up for the cooperaton cup. Thanks!

What is Makoto’s/Ken’s/Chun’s/Yun’s hardest matches?

IMO it’s Ken(or Oro)/Chun/Makoto/Ken. Am I right? I think Oro does well against Makoto. Maybe I just have a phobia of corner booger ball resets.

What is the best way to parry out of a corner booger ball reset if the guy is mashing RH after the c.FPxxsuper?

Is it consistent in Japan? Do a lot of players get hit by it often? Is it best to just let the ball hit you to scale the stun from the RH?

Oro can fight Makoto, but I would in no way call it a bad match for her.

Mak c.MK is super annoying. It beats any of Oro’s buttons at neutral.

Oro also needs to dash three times afaik to hit unblockables, which isn’t a huge deal, but it does limit where he can get started from.

Having a 2f mashable LK during Mak pressure is sorta nice though.

Just following from empty jump c.lk, as you can see here he uses c.lk xx sa3 at max range but c.lk xx upper pointblank, and of course he uses backswing and ex upper to condition them into blocking to land point blank c.lk

http://i.imgur.com/JKugfbx.png

c.lk xx corkscrew blow

http://i.imgur.com/EuUlWeC.png

clk xx upper

Thanks for the answers Deemo. I’ll have to try these out later.

I was under the impression that LP SA3 at the right spacing with Dud is a pretty safe poke as well.

You really dont want to “guess” all that often. There is a big difference between straight up guessing and doing something smart in a particular situation. Footsies arent necessarily guessing. Check out the footsie thread yuuki made from shie’s explanation.

As far as defense, that is a huge topic that cant be discussed in only words and you must play a lot to develop strong defense. Reactions and game knowledge help a lot. For example being able to tech throws and knowing what moves are positive and negative frames. jumping out of the corner is always a win, and its less risky than straight up guessing to get yourself out. that wont work often.

Strong offense and punishing mistakes leads people to be really defensive. Just remember guarding low is pretty much safe (except vs command grabs and overheads but overheads are mostly slow except for dart shot). Getting thrown 3-4 times is better than eating a huge combo because you guessed wrong. Sometimes its best to take throws. Its honest and low risk.

Oro can hang with the twins. Ive had this talk with a few oro players. Good divekick defense and well calculated parries can get you wins.

Im pretty sure tengu is used exclusively against twins because youre not gonna get many ub setups against them. Id say study some oro videos vs twins and see what good oros do.

Yuuki covered a lot but ill answer too.

1.Resets are good if you combo into genejin from shoulder or you need gauge. Also midscreen if you happen to start your combo with daipan loop, resets can be good. for the standard situation when you can get a beefy corner combo then dont bother.

2.This opinion is highly debatable. What do you mean change exactly? need a bit more details what youre asking.

  1. St mk when yun has full gauge. Zenpo is the scariest when yun has no gauge, but really not that scary.

  2. This is also subjective to different people. People like mester and issei dont do fancy stuff because its not practical. If you miss it 1 time out of 20 then its not worth it. Iseei told me hp loop isnt necessary to risk dropping a combo for a few points of damage. Hp loop isnt that difficult but shouldnt be tried until you can master it 95-99% really. Saru loves kara palms but doesnt win as much. Take that into consideration :smile:

  3. Guard jump is really strong as a defensive tool. More so vs makoto, Q, alex. Less against twins because st mk is so good. Its not easy to become consistent at guard jump. You might feel like youre doing it right all the time but actually could be off by a few frames. Guard jump can also be baited.
    Also yuuki, youll be surprised when you come to Japan. maybe only 10% of people use stuff like guard jump. basically only a select few big boys.

  4. Ken tc is good and also kens back mk. red parrying a guarded jinrai and getting a jump combo is good and not too hard. Learning to red parry supers just in case you need it in a crucial moment is good. For example red parrying 2nd hit of corkscrew or red parrying 2nd hit of hoyoukosen. Guessing to parry hoyoukosen is a lot less practical then just guarding the first kick and starting to parry the rest. Guard red parry 7 times then 8 times then win.

  5. Cr Mp is so good vs uriens wakeup. he really cant do anything on parry. Staying away and playing cheap. Dont get parried and zone out with cr mk dash punch.

  6. Matchups are always important. Its a hybrid of both matchups and player skill. At low level, matchups mean dog shit. At the TOP matchups mean more, but still strong players can overcome them sometimes.

Good questions bud.

Its preferance. I use it on makoto and if the opponents defensive is super strong. Or if i just want to be sick.

Thats true but if the gouki is smart he wont do hk tatsu after he eats one punish. Cork still hurts gouki quite a bit, especially after taunt. Thats why i stick with cork to get one more. Vs Urien, i use cork. When urien jumps around building meter, you can do dash cork for easy damage and get a hard knockdown after. Vs chun, cork as well. As a chun player id rather face 2 rockets than 3 cork. Also cork does some good damage especially after taunt. HK upper sa3 is not so good. Loses to guard (what a good chun will do 90% of the time). I can see what you mean about lower level, but its not a good habit. If you do it and i guard and I cant punish, sure youre safe. But Id be so happy to know that im free now and dont have to worry about okizeme. A sigh of relief.

Yea it just depends. of course PHERAI loves his tatsus. wwoooOOOoooOOO (whirlybird sound)

Its all about dart cork not connecting unless youre directly on top of Makoto. rocket connects from far. The only thing you miss out on is doing duck cork to hit something like tsurugi or something. and of course if you blow it then she can do a full sa2 combo. But that shouldnt happen too often, and you cant get stunned off double fukiage. Fun fact: I firmly believe seichusen is best vs dudley.

Not sure what you mean by matchup chart. If youre really interested in yang info vs characters then you might have to do some translating from japanese sites or ask nica. He should know a lot.

Lee twins divekick leads to a few combos and mixups, both of their Strong->Fierce->Back+Fierce link pretty easy after one, and depending on how deep you land you can set up a command throw
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Divekick is easily one of the best moves in the game. You need to use it safely. Divekicks should hit low so you can combo and not be punished easy. Learn to bait anti air with lk dive. Use divekick whiff into low short/throw/divekick again. Not using divekick…well you might as well play a different character.

Divekick leads to TONS of of combos and mixups!!! You must watch some strong yang and yun videos!!! please study more. :smiley:

theres tons of factors that help you decide what anti air to do. Character, round, opponents skill, gauge, tourney or just for fun etc. Getting in the corner is bad as you mentioned already. Multihit anti air is never safe due to parry. its an option but shouldnt be used all the time. Mash jab same thing. Loses to air attacks that go over the jab hitbox.

Dash or walk under is great when possible.

Divekicks, well that takes practice and being able to see where and if a dicekick is going to hit at all. Only recently ive come to feel i have decent divekick defense (after 10 years of playing lol) Forget all that sggk crap. If its going to hit low you have to guard. If its going to hit high and easily predicted you can parry and punish. If the divekick whiffs you need to be prepared for the mixup after.

One most important thing you didnt mention is just guarding!!! Sometimes you have to just guard someones jump in. Trying to parry or anti air everything will get you killed a lot!

Round 1 you have to just build meter. Parry if hes stupid and does random shoulder. Hes going to get meter no matter what before you can get shit. This is guaranteed. Try to push him to the corner but dont do anything stupid like dashing or spam easily punishable moves. Walking with urien is so important in this matchup. Dashing sets you up to get hit by random shoulder or low mk or whatever.

You have to try and minimize the damage you take from the first geneijin. Best to just take zenpo and try to get aegis so you can create some opportunity. Yun wakes up too fast like you said so if you knock him down just be safe. dash partition shit doesnt work. Meaty low mk/st hp/sweep, but be careful as the yun can just parry. You wont win this matchup on okizeme. you will win when you get that one chance in the corner with aegis. neutral throw can be mashed easy and still dont get much okizeme so just stick to regular throw.

Vs urien, yea headbutt isnt that good. can be easily baited. If you find yourself in the situation you have to take advantage of uriens health. if chun has only one meter and you have full life then yea you can guess, but if its life or death just take throws and wait for a chance to get out. Some little tricks to get out are fierce headbutt or cr jab rh kneedrop. As a chun player the most scary thing is getting thrown into the corner myself. But if you dont meter and i do then i dont give a fuck. Ill just bully you. So its really up to when and how you want to take the risk and get out of the corner and in what situation the match is in.

Uoh aegis combos i dont do at all. never bothered to learn. I can ask rkf, or you can maybe ask him on twitter.

sa1 vs gouki is such a waste imo. Aegis creates so many opportunities, but tyrant is just relying on gouki to do something stupid. Create offense and dont rely on just opponents careless choices to win.

See you for coop! Look forward to playing and getting some beers.

Mak/chun. Ken/Chun. Chun/yun. Yun/Chun

I think oro vs mak is def not that bad. Many makoto players think oro is “tsumaranai” it means boring/uninteresting. Mak has to play safe and keep a distance. Opposite of what she usually wants.

You dont ever want to parry the ball unless you are going to die or get stunned. period.

Yea oro doesnt do half bad vs makoto. my makoto always struggles vs good oros, and even when i win i feel its not fun because i had to play really lame.

Fantastic responses Ryan. I remembered a couple more questions about Chun-Li, and they sort of follow on from IglooBob’s anti-air question, and the discussion of Dudley.

  1. What can you do, as Chun-Li, against really low/deep jump-ins? Specifically, I mean Dudley’s low jump arc + j.HK/HP. I get nightmares about that shit, I can’t deal with it.

  2. As I try to focus on footsies and maintaining a good range with Chun (i.e. keeping myself in the mid-range), I find myself always on the back foot whenever the opponent approaches me. I keep pushing myself back into the corner, and this causes me a lot of trouble! In what situations are you willing to give ground? When do you stand firm and don’t move backwards? And how do you stop the opponent from approaching?

Thanks, some really good insight!
I expected that response about Tyrant - I don’t even play SA1 unless being silly or playing on laggy lcd - but I always like too look towards alternate ways to play. Sometimes I also wonder if it could be a nice alternative vs Oro too, I have some good reasons to believe that in my mind but still haven’t had the chance to put those to test really.

sure!! Don’t expect me to be strong though I’ll do as much as possible to improve and learn. But I won’t let you down on the beers :#

After seeing the Kuroda vs MOV matchup another question came to my mind. I’ve always been sort of fascinated on how MOV, Rikimaru and Nuki all have very distinctive play styles while being the 3 best Chun players. This speaks volume on the beauty of this game, you can really put your spirit into the character. How would you describe their different playstyle? Relatively to them being monsters on every aspect of the game, what do you think is each one’s best strenght? And where is each one relatively weaker compared to the other two?