Beyond mediocrity?

Round Two.

More great suggestions all. Thanks.

Now though, not to be redundant, I’d like to get your feedback on a couple of things.

  1. Everyone in the local arcade is way above my level. Currently, I haven’t won a match in more than twenty plays. However, I do manage to win at least one round per, sans mercy – the machine is set for a three round count for versus play. Sometimes matches are close, sometimes I am the not-so-tragic victim of a combo exhibition. I know that I have to put down the quarters to improve (as JBlaze mentioned), but it gets rather frustrating getting defeated basically everytime I attempt.

  2. Parrying. I can Air Parry, generally speaking, and I’ve got fireballs (and EX) down, but anything else happens on sheer luck. And while I struggle, my opponents seem, to me anyway, to be just short of psychic.

I’ve been told that I have to watch play and predict what the other player is going to do, but if my guess (or my timing) is off, I get takin’ for a ride. Words of wisdom?

  1. Getting up. When I get knocked down, especially in the corner, I get just plain abused. I try to wake up w/ a counter move (i.e. shoryuken) and I’m parried and slammed again. If I crouch block, I get thrown. I’ve attempted to start Tech Rolling when I hit the ground, but I’m unsure about the timing. (Is it as I’m hitting the ground? Just after? Just before?) Suggestions welcome here.

  2. I’ve switched to using Shinkuu Hadoken (SAI) for the additional EX - as most of my combos are short and utilize EX instead of a full-on super. My question here is this: c.forward - s.hadoken xx Shinkuu Hadoken. It isn’t hard, I know. (Hell, I can link Ken’s c.forward - Jinrai Kyaku.) But for some damned odd reason I always screw up my execution here - usually launching an EX hadoken instead of its bigger, more painful, brother. Is the timing slower than with Ken’s link? Or am I just too excitable and faulting under pressure?

Along similar lines to the above (but in regards to SAIII), after I stun with Denjin, I should procede as follows: j.fierce - s.fierce - r.hurricane kick. Unfortunately, I can’t link the j.fierce and the s.fierce. Am I hitting them too quickly?

I know this all seems trite and low-level to many of you, but I genuinely need and appreciate your input. After all, a guy has to start somewhere, right?

Thanks again.

  • Archer

Round Two.

why are you doing a fireball before the SA1? It’s more work, and I think it’s less damage too. Yeah, it can be argued that you have more time to detect if the low MK hits or not…but I don’t think that’s what you’re doing here.
try direct: low mk -> SAI

If the jump fierce hits, you have an eternity to land the standing fierce. Wait until Ryu lands on the ground; that’s the secret. I suspect you’re doing the standing fierce too soon.

I do jumping RK, standing FP, MK sidekick…I find it easier. Up to you.

Actually, all you do is parry, then super. It’s really that simple. Parry the fireball as early as possible and immediately rip a quick super motion. Don’t hesitate after the parry, just assume you got the parry and go with it. Also, hit “k” when you reach downforward for the second time. (D, Df, F, D, DF+k.) You don’t have to go to F the second time. Cuts a little of super motion, and every bit helps.

Jive Out!

EDIT: :lol: That AV you got is tight.

Round Two.

To beat frustration, sometimes you have to play by yourself to work on execution and try stuff out. Granted, pretty much every mindgame won’t work on the cpu, but it’s a great chance to work on everything else, including timing on parries and super cancels.

That psychic stuff comes from them having played the game forever, and knowing what the most likely thing is next to come. In fact, most of them don’t know exactly what you’re going to do, they just expect a low attack or a high attack. Parrying down will get dragon punches, remember.

As for getting taken for a ride, I know it’s very tempting to parry jump-ins, but depending on your life bar, it can be too big of a risk in case you screw things up. Characters such as twelve seem to have an anti-parry shield around their attacks, and even though blocking doesn’t give you many opportunities, it’s much safer. Sometimes, blocking and being patient is the best option.

When I tech roll, I just jam down on the joystick a few times to make sure. I start about when my character smacks the floor.

To guard against getting abused, somebody dubbed a move “option-select.” You tap down on the joystick and a fraction of a second afterward hit the jab and short buttons. The theory is that if they try to throw you, you’ll tech even though you’re crouching, and the down tap is for a low parry, and the jab or short has the added priority over most moves likely to come at you. I don’t use this incredibly often, but it’s good to know. You’ll develop better reactions as you play more and will be able to wait. An important part of the game is quickly adapting to your opponent’s styleof play during a match. It’ll take a million years to be like daigo and predict whether you like air attacks based on your hairstyle, but keep at it.

I consider the fireball after the low forward a sort of training wheel so you don’t have to do the super motion as quickly. When you get too excited you can screw it up, just remember that you have to do the extra quarter circle pretty quickly once he starts the fireball animation. The goal is to get the quarter circle and punch done when he just thrusts his palms forward. Like J Blaze said, it deals less damage, but cancelling a fireball can be a good safeguard against crappy sticks preventing you from simply cancelling off the low forward. Be sure to give the buttons discrete taps and not keep your finger on them for any length of time.

Also, a good combo you might or might not have seen already: After a successful high parry or jump-in, do a fierce cancelled into an ex sidekick, followed by a dragon punch or ex dragon punch. I think that if finished with an ex dragon punch, the combo does more damage than a super (shinku hadouken) in place of the combo after the fierce by a slight margin, and also does more stun. If you’re closer to your side of the screen and the dragon punch won’t hit, jump after them and hit roundhouse or something. It’ll do damage comparable to the super still, and takes only one ex move to do.

hey archer, i’m in the exact same position as you are, i’m a complete sf3s arc rookie. thanks for this thread, cuz i’m using all the same tips that you are getting! maybe one day me and you’ll be at the top of the 3s circuit. haha, or maybe we’ll be own3d forever, oh well.

Round Two.

Simplicity will get you everywhere.

Stop the parries, ex moves and all that and just focus on normal moves for a while. Play whole rounds w/ JUST normal moves. You wont belive what it will do for your game.

Before you put the quarter in the machine, say “This round isnt about me trying to win, its about me learning this character”

Get the thought WIN out of your head now and just focus on the simple shit. You start to get obsessed w/ winning, and you wont focus on learning.

Once you get your poke game down, you will realise certian pokes in certain areas will make people do certain things, hence thier “psychic” abilities. (although a lot of that could just be presence of mind)

“I do this that and the other, then this person is going to be inclined to jump as thier “escape” route” or whatever. These things will just develop and you will start to see them the more your mixup/poke game improves.

You learn and feel comfortable w/ normal moves, the character will come more “alive” then the special moves just kind of fall into place.

And yeah, quickrising is really important. I wish I had learned it earlier. The charatcer will make a “thud” sound when they hit the ground, and that is when you tap down… I usally just tap down a couple times just to make sure I roll though.

The reason I say all of this is becuase not too long ago I sucked too, and doing that is what really really made a drastic difference in being to at least put up a fight. and honestly, thats what matters imo, a good fight.

oh yeah, another thing is ranges. mobility is your freind. get good w/ dashing in and out and setting up your ranges w/ your pokes. control the board and you will have a better chance of doing some damage.

archer,

how to 3s I
http://media.bustkaratedojo.net/

hope it helps.

another new player here… How exactly do you cancel something like a hurricane kick, can you cancel into nothing or do you have to cancel into another attack? pardon my stupidity but i’ve been playing SC2 for the past year… And how the hell do you know if you kara thrown correctly? I can’t seem to tell the difference. Thnx in advance.

u cant canel a hurricane kick, however u can cancel INTO a hurricane kick, some moves are cancelable, some are not, its just the point to be fast with the buttons :slight_smile:

and karathrow is something u need for later use, ur life wont depend on it, i dont use it either, well… rarely at times, but for a beginner it certainly isnt necessary, no offence or pun intended :slight_smile:

ken and akuma can cancel their hurricanes.

omg they can :open_mouth: in what? how?

ya, WHAT??? i guess since they have a hit before they even leave the ground, so you get one hit in with their hurricane kick and then cancel RIGHT away? that would be a waste though, since those moves do so little damage when only one of the 4 or 5 hits connects…but it would be cool no less.

Ken’s EX Hurricane Kick into SA3 works just fine.

ha h ah, you suck, you dont know anything.