The only character who have 2 backgrounds in 2ndImpact is Elena. In “New Generation”, every characters (except Alex, Oro, and Gill) has at least 2 different backgrounds. Ibuki has the most with 3 (day, sunset, night).
Sean can not link a Hyper Tornado after f+HP. His f+HP actually puts him at frame disadvantage when it hits, meaning the opponent can actually super him back after taking the hits! So it’s suicidal when the opponent has meter.
Is the Punch and Cross the hcb, f + P? Because he does have this in both NG and 2I.
about NG backgrounds: sometimes in 2nd Round Elena’s stage there’s Adon fighting another guy on the second bridge (I love when they stop and turn to watch your fight), sometimes it’s empty. What does trigger that?
Oh, when Oro sumons Tengu Stone there’s much more variety in summoned objects. Quite hilarious stuff here and there.
If it’s only like -3 or whatever he would get enough frame advantage to do a SA3 on low hit.
Another thing for NG Ken. His j.MK isn’t the cross-up type kick he has in 2I and 3S. It’s the same as Ryu’s. At least,that’s what it is on DC,and I don’t know if it was different in the arcade.
are you sure that it’s adon?
Hugo’s Hammer Mountain super art is MUCH better in this game. It freezes the opponent in place for the first 1 1/2 steps of Hugo’s run, making things like jump back HP into Super happen, where as in Third Strike, it doesn’t freeze the opponent in place
2nd impact yang chain low short to low forward. Its also easier to link stuff off of uohs
Donkus - don’t forget to list Sean’s Target Combo changes to cMP -> HK in 2I, and the fact that his retarded links to Hyper Tornado are in NG as well(pretty much the same except for no target combo one, as that HP at the end is uncancellable, pushes them too far away, and recovers way too slow).
And to clarify, in both NG and 2I Sean can hold back or fwd and mash any button but lights and get 3x the meter for whiffing, and a pretty good amount more for hitting. I can’t check right now to see if the crouching attacks get bonuses for db/df.
it’s not. He never gets frame advantage on this move. Ever. Hit a Ken that’s blocking low with f+HP, he can Shippu-Jinrai-Kyaku you back before you can block.
All i want to know is WHY oh WHY was Sean nerfed so much between NG/Second Impact and Third Strike.
I’ve seen some matches on youtube with people using him in NG and sucks how much of a difference he is between those two games.
Nice work everyone. We need some Elena experts.
Yeah. I hate doing inputs on a keyboard.
Saotome: Sean has that target combo in SI and TS so it wasn’t listed as a change.
I can confirm this because we played the same version sir. 1st of all Necro in NG was stupid good. I played with the M. storm because it was air defence, but the snake was his best super. It was like he wasn’t there when you did the super. Unlike in the next 2 versions of sf3 when you can trade with the snake by hitting short kick.:lame: Also necro had his bread and butter chain combo that you could 2 in 1 off of in sf3ng and 2nd impact. I stop playing necro because of that BS.
standing short>standing strong punch>2 in 1 into the snake fang, spin for super stun action. Yea you could combo the snake fang in SF3NG and 2nd Impact. Also there’s one change that always pissed me off about 3rd strike. They switched voices with Alex and Necro. The air drill had 3 hit’s in sf3NG and it was super quick. It was better than dhasim’s air drills IMO. It had to be in a game that had parries.
3S is by far the slowest gameplay wise of the trilogy. IMO sf3ng and 2nd impact played and felt more like a traditional streetfighter game than 3rd strike.:xeye: In SF3NG sean, ken, and ryu played like they were 5-10"-5-9". Their footies were kinda weak compared to the rest of the new cast. The main thing was the round house sweep. They didn’t have the range of a 6-7" person like they gave them in sf2. These characters have always had great long sweeps, but they changed that in sf3ng.
It was corrected in sf3 2nd Impact and 3rd strike by added a forward motion/slight slid to the shoto’s sweeps to give them that added range everyone was use too. Now they couldn’t 2 in 1 after a blocked sweep like in sf2, but that was a small price to make for giving them the range back.:china:
For example:
As ryu is getting up from being floored in sf3ng oro could have his standing forward kick>2 in 1 into his special grab blocked and ryu couldn’t round house sweep him after the blocked special grab in sf3ng.
The blocked special grab would push oro and ryu away from each other. The Tengu stone was the best super in the game. Unlike in 3rd strike when you summon little bricks and toy robots you summon big shit like stop signs, rakes, pick axe, and boulders that added mad range to oro great normal attacks. It seem like that super lasted for 20 seconds if I remember correctly. Oro and alex dealt the most stun damage per attack in sf3ng.
It seem like they wanted the people to start shying away from playing shoto’s when they made sf3 because the whole parry system seem like it was made to prevent old school shoto fireball dragon punch strat’s from working anymore. Adding a dash started the rush down tactic in streetfighter. SNK had this strat for years in kof.
I will say that command normal throws should never be in sf games. The jp+lk normal command throws are wack IMO. In 3rd strike I have been normal coomand thrown out of a spd, out of a super fireball, a round house sweep, and alot of other stupid shit that I should never been normal thrown out of has happen in sf3 3rd strike. A3 got it right IMO. When your thrown in A3 you was suppose to get thrown. Just my humble opinion
Everyone put mad stun on you and dealt mad damage to your foes in sf3ng and 2nd impact. It felt more like a sf game IMO. Kinda like ST with a dash, UOH, and parries. 2nd impact was a great game, but very cheap. That’s the only reason 3rd strike was made imo, because 2nd impact was too cheap to be the last true streetfighter game released. It was the super turbo of the series IMO. Everyone was good in that game.
It’s funny how in 3S some supers have invincible frames and some don’t. Back in sf3ng when you did a super everyone had invincible frames. Actualy it seem like the super freeze time or sucks you into the chi world so your move is invincible. In sf3ng Oro’s (yagau dama) green booger super froze time untill he finish pulling the booger out of his nose. It moved faster also making unblockable set up’s harder to do in matches. In 3S you can see him do the super dash up and hit him before the super comes out.:lame: They took the super freeze/pause away in 3S for most of the characters that use to have it.
There’s more shit I could blab about, but I need a drink. Good topic.
Just my 0.02:cool::china:
Alex had Necro’s voice and vice-versa? Ewww.
Some random combos and stuff, taken from Akablo’s page.
http://www.megaupload.com/?d=ELQISG9S
Does anyone have information about the supposed NG Ryu Hurricane Kick infinite?
nice thread. :tup:
question:
I’m using the Nebula emulator, and I was wonderign…
what is SF3:3S (Alt)? Is that the DC version with no unblockables?
same with Jojo (although it’s off topic), but there’s a Jojo’s (Alt)
what are these games?
The Alt version is a romset dated 990608, which is later than the 990512 revision that is the “main” romset. There are no unblockables, and the Ken vs. Makoto neutral throw bug doesn’t reset the game (or in the case of ElSemi’s emulator, crash it entirely). Yang still has “Magnetic Storm” on the 2P side though. I’m not sure what else is different.
Don’t know anything about the alternate Jojo romset (and that’s something for another topic anyway)
what’s the ken makoto bug and the magnetic storm?
Oh, well, the Magnetic Storm thing is just a grpahical glitch. Instead of having whatever his SA2 is on his selection screen, it lists Magnetic Storm instead. When I first saw that over at the local arcade on the 3S machine, I freaked out.
Didn’t Oro’s jumping FP get toned down with each version? In NG it was pretty strong.