Work on Super 1 first. SA3 is a double sworded tool not yet capable to be grasped by beginners or intermediates.
I’m not sure if this question is a bit too vague, but what in the world am I supposed to do against Chun-Li (with Ryu)?
She’s so fast, I don’t know where to look for openings. It’s overwhelming to fight her.
Obviously the people I played were far above my skill level, but damn, I usually can hold my ground to some degree. Not against Chun though.
I pretty much have the same issue against Yun. So fast that I can’t tell what I’m supposed to do or how to react and when.
i’ll suggest just watching youtube videos on TheShend to get a general idea how to approach her.
it takes her a bit to get super. so use the opportunity to take risks and try to learn something.
that’s the overall strategy but the specifics which are what the game is really about just takes xp and def watching stronger people play and noticing how they handle situations.
integrating that into your own play is another thing entirely though.
you need to basically slap yourself and go for things that feel uncomfortable for you so that eventually they are comfortable.
taking breaks also helps a lot because you’ll come back kind of stupid and more aware of your own habitual responses.
also ignore everyone and use sa2.
I see, should I be on the lookout for specific videos/broadcasts to watch, or just go on a YouTube adventure?
Yes, it really is. I learned the application for meaties by not playing for a while and just thinking about trying it out in my head. After putting it to the test the first couple times, it all started to make sense.
(I’m more of a “thinker” if you know what I mean. I don’t play that much, but I imagine events in my head and how I could potentially play these out.)
Let’s hope I’ll have some of these “oh, I get it” moments in 3rd Strike soon.
Think of fighting characters as a series of game ending scenarios. You want to hit yours and avoid hers.
As Ryu it depends on your super but say you’re playing denjin - your goal is to get a bar of super, then land a back throw, tatsu, or parry into donkey kick to get her into the corner and activate. That generally wins you the round.
Vs Chun you are trying to minimize her meter building because she’s usually oppressive with meter and weak without it. You can limit her meter or force her to use super when she doesn’t want to.
From this basic idea comes the strategy and details of the match - choosing attacks that either force her to block or hit her builds your meter faster while minimizing her ability to get meter. The footsie game is built around this idea. Thinking of the match as a whole match rather than 3 separate rounds (how Chun spends meter is really important and if she enters round 3 with no super you should probably win). You can watch Japanese Ryu vs Chun ft10s on Youtube to get an idea of how good Ryus play the match. Think of what they’re doing in the context of their goals in the match. Understanding the why helps you apply it to your own game.
This is something that I’ve been wondering for a bit now, but i sadly can’t test it myself currently.
Can you only parry low if you were standing beforehand?
Like there are situations where I’m holding down-back, but know that I want to parry low next.
I guess this is how you would red parry low aswell. Just want to know if it’s actually possible
well to parry the stick has to go to neutral first.
there is some leniency as far as parry execution where it can be not perfectly neutral -> F or D.
but that reduces the window, or that’s how it was thought to work, i’m not sure if that’s ever been really scrutinized though?
technically you’re always standing up for a frame i think if you go from crouch to down parry. visually it might not look that way but the game can only handle one directional input per frame and you need to hit neutral first to parry.
red parry means you’re in blockstun. in 3S if you let go of blocking and go to neutral you’re now technically not blocking even though you’re in blockstun still (so you’re vulnerable but your animation is locked in).
so it’s just a matter of timing correctly so that when you are at neutral you aren’t hit.
almost everything multi-hit is high parryable. at least that i can really think of.
off the top of my head i can only think of something like remy throw’s a sonic then dashes in and hit’s low forward with super good timing and you for some reason decide to try and red parry it lol.
Well, I was thinking of cLK cLK confirms for example.
I dont know what punish you could get out of red parrying a low short though (if possible).
I’m away from home for a week, so I was just thinking about what I can actually do with this still-new-to-me engine.
well with low short the problem is really the window to chain them is really big so people will vary their timing.
many of the moves you would want to red parry have variable timing. the ones that don’t people usually save for combos (tatsu, hooks, etc.)
You shouldn’t be worrying about red parries at your level, and you certainly shouldn’t be worrying about red parrying cr.lk cr.lk. Virtually nobody is going to do that consistently due to the aforementioned variable timing. Block unless the chip will kill you.
I like to overcomplicate things. Maybe that’s why I struggle with improving.
I think too much and when I don’t, my fundamentals aren’t good enough to carry me
I’m still a scrub compared to some people here, but I’m good enough to blow up randoms with my eyes closed so I have a decent perspective I think. Everybody wants to go for flashy stuff, but I can count the number of matches I won because of “sick red parries” on one hand.
What are useful applications for superjumping?
I see Akuma players using it sometimes, but I don’t understand why they are doing it or what I could use them for myself.
(I guess to escape being cornered by an Aegis Reflector in sMP range for example. Can’t think of much else)
i do it when i’m going for a surprise aerial attack and i realize my opponent realizes what i’m up to before i run out of time.
My avatar was Q for years but I can pull off some really blinding fast combos with chun li into a kikosho. Made a couple friends refuse to ever play 3S with me again if I played chun li
edit: Just saw red parry talk… until you’re firing off parries at projectiles coming your way in your sleep, don’t try to get into that game, it’ll distract you from winning.
So, where should I look for other people (preferably from Europe because of ping) to play online?
I checked the other SRK forum regarding XboxLive, but didn’t find specific information on 3rd Strike.
Is there a group that I can approach/join for this?
A good starting point is the 3rd Strike Europe group on Facebook. You can also join 3rd Strike Junkies on Facebook but that is more North America centered.
@FAI_CW hey dude! Come join 3rd Strike Europe group on facebook.
There’s lot of players with decent to good to VERY good level (few top french players) that play regularly on XboxLive
Just join the group or PM me
See ya around hope to have some games with you!
Alright, I joined Gonna post when I’m able to
escape from corner and also ken can use it for an ambiguous crossup after super knockdown.
those are the ones that stick out to me.