I see many people claim they can c.mk sa3 a high percent of the time. I see ken greats post and claim they do it and their method. Yet I rarely see someone, even the best kens, hit confirm c.mk sa3.
Sure, I see many auto hit confirms using the meter trick. I see a lot of punishing c.mk xx sa3s such as someone wiffing a move and a auto mk xx sa3 after. I do not see anyone actually really confirming it. Every now and then, yes, but with as amazing as that confirm would be, I would think that one would see it a LOT more.
So my question is, what is hit confirm? When I think of hit confirm I think of landing a super every time that mk hits. I am starting to think a lot of people see it diffrently. I think a lot of people may think of hit confirm as not letting the super out on block. I dont wiff and get c.mk supers blocked. I always try to confirm them but I certinly can not do it like some people claim they can. If I am not fast enough to hit after I land, I dont super or try. Is this what most people see hit confirming as?
If not, any examples of hit confirms with c.mk besides one every 5 rounds?
Hit Confirming cr.mk is doing cr.mk, seeing it hit, then doing shippu… And as you say there are many players who do this and many different “techniques” used. What I use is different from what the next ken player in my town use, and the third one does it a different way still, execution wise that is.
But EVEN SO, there’s not enough delay on the cr.mk -> shippu for someone to be able to do it 100% of the time. There are other things on a ken player’s mind than just the cr.mk confirm… But frankly, if you want only 100% success rate to count as “true” hit confirm, you’re not serious .
Still… There is no point in denying that cr.mk --> shippu is a hit confirm, just WHY would it not be? Rah!
Chun wiffs a b+hp, ken instantly does mkxxsa3. Ken knows it will hit. – Would you consider this a hit confirm?
Ken has 90% of his meter full on stock 0. A hit will take that meter to 1 stock, a wiff or a block will not. Ken c.mkxx supers knowing it will only come out if the hit lands. – Hit confirm or not?
Do these count as hit confirms or only when you actually have to wait to see if the move hits before canceling to super. Another question I have, is the arcade version slower than xbox/ps2? I have heard this a few times but cant really tell a diffrence.
i’d say a good example of hit confirm would be something like two people standing up playing ground game. throwing attacks back and forth means some of them will hit just because both people are acting. if you can see the hit and cancel to super then thats a hit confirm. your chunli example is a whiff punish because you knew for sure she cant block that c.:mk:, so you throw c.:mk: > super because you know that kicks gonna hit so therefore the super must hit too, well unless you fuckup your whiff punish. but what if you were playing ground game and you hit chun outta the startup of her b+:hp:? you werent exactly sure that :mk: would hit. it could have missed or could have been blocked, but now it hasnt been blocked and you gotta act.
also at evowest i was watching arlieth play casuals, he missed makotos hayate > super link and he yells out “fucking ps2!”. i asked him was there a difference between ps2 and arcade and he said ps2 is faster.
I’d say a hit confirm is anything that you can have enough time to tell whether the move hits or not, then cancel into super. It may not happen 100% of the time, but as long as the possibility’s there, it counts. Hit confirms migh differ for different people, to. Like c.mk xx shippu might not be a hit confirm for people with slow reflexes. I also don’t think you don’t have to hit confirm with 100% accuracy, just that you don’t accidentally super frequently (I guess frequently means you lose because you super too much without comboing). That’s my two cents.
After playijng in the arcade today I feel the the confirm is actually much easier than on the xbox. I can see how a high level player can confirm kens c.mk a large portion of the time on arcade.
I ran into the same thing. I played on an aracde at home and I felt like I had the hit confirm down. But now that I’m at college and I play on my console, I swear it’s way harder to hit confirm SAIII off of c. forward.
no. Guranteed wiff punish. You can do c.mk shippu because it will hit.
again not a hit confirm. More like a trick. the hit builds meter shippu comes out. miss it and it doesnt do enough for a meter.
hit confirm is well, a hit confirm. Look for the hit then shippu. Thats all hit confims means. The ones you mentioned CAN be hit confirmed but they dont need to be.
uhh I think ps2 is the best version thats been ported out. not arcade perfect though.
The arcade version is the slowest of all versions. Which means you have more time to hit confirm. If you miss chun li’s sa2 on cabinet your just not trying.
no… camelot 3s machine is hella unplayable.
the back cab is playable, but only if you and i were conjoined twins.
the only other difference i know about ps2/arcade is when the game first came out people were going all crazy cuz urien cud get one extra hit in some aegis combo on ps2 OMGodTIER!
every console console version of 3s is faster than the arcade. Gameplay is slower on arcade, yangs unblockable is arcade only I believe, yun had a few corner tricks that they got rid of, urien has a ps2 only unblockable I think. Cant really remember what they changed for consoles. All you really hear people talk about is how much faster console is.
ps2 is supposed to be the best console version of 3s.
It seems you didn’t get me, you have 9-11 frames to CONFIRM with a c.MP(about the same with s.MP)
The cancel window of 15 frames should allow you a confirm of 15 frames long, which is longer then c.MP
Now the riddle is, why is c.MP easier to hitconfirm then c.MK?
I didn’t understand the first part of the post ?because I just woke up? but I can answer the second. Off of a c.mk, you have to cancel, so you have to input the command in the 9-11 frame cancel window or whatever it is. You can cancel c.mp into SAIII, but you can also link into it. Thanks to the link, you get an extra few frames from the move’s recovery to determine whether or not you hit.
its because you can LINK or CONFIRM c.mp. thats why its easier.
c.mk cannot be linked I think. Only cancelled.
on the c.mp you have 2 possible windows to cancel\link into super and it will hit. c.mk only has 1 window and thats the cancel window.
your #'s are wrong I think. s.mp and c.mp arent the same #'s. You can tell visually that s.mp has a faster link window than c.mp. Could be wrong though but I do know how to do both well.