General 3S/3S OE Thread. NO DISCUSSING REBALANCE, unless you like INFRACTIONS!

back once again is the renegade master.<br>

<div><span style=“font-family: ‘lucida grande’, ‘Lucida Sans Unicode’, tahoma, sans-serif; line-height: 1.7em;”>I have a really hard time confirming anything on Urien.  for example, Chun’s low forward - I can run that on random block in training mode or any offline match on every other character in the game, and have no trouble confirming it.  maybe an occasional misfire, but basically in that 98-100% range.  most other confirmable moves I’m pretty solid with too.  I’ve been working hit confirms hard for the last six months and it feels like the hard work has definitely seen results (anywhere except online anyway haha).</span><br></div><div><br></div><div>but Urien is a different story.  in match it’s spotty.  I’ll confirm correctly more often than not but I still unleash on block way too often.  go to random block in training mode and my results are not amazing either.</div><div><br></div><div>so my question is:  does anyone else have (or ever had) a similar experience?  Is Urien actually harder to confirm on than other characters?  maybe the block sound being metallic is throwing me off.  it seems like his “just got hit” animation is shorter than other peoples.  I have that feeling with Q too, his hit animation seems to resolve quickly.  I can still confirm on him though.  just Urien is the problem.  is that a real thing, hitstun animation weirdness?  or am I imagining things?</div>

yeah depending on character and move some of the reactions are easier to catch until you’re REALLY familiar with them.<br><div>not imagining things.</div>

I’ve always felt Urien is one of the easiest characters to confirm off by ear.<br>

that would make sense.  his block sound is nothing like his hit sound.  seems like it should be straightforward.  for whatever reason it is not for me.  shotos, Dudley, twins, Makoto, all those are really easy.  Chun Alex and Q give me a slight bit more trouble but still quite doable, Urien is just bad news.<div><br></div><div>in any case all there is to do is work on it.  I’ll make sure to throw Urien specific confirming in the training mode rotation.</div>

I’ve been thinking how not to telegraph what I’m about to do. I’m not really sure what gives away my intention, but some times knocked by the perfect counter even when I never pulled out that particular option. Since I’m not sure what gives away my intention, I just try to do my intended move. But at the very last moment, I change my mind. This works to some degree, but I still can’t put my finger on exactly how not to telegraph. Any thoughts would be much appreciated. Thanks!

post a video!

Best mindgame: Get a knockdown with a lot of time to stand there > Whiff low short over their body a lot > They think you’re trying to psych them out and trying to make them block so you can throw them, so they go for a stand tech > Keep mashing low short > Super their dumb ass

totally the best mindgame, yeah.

I will try. We play the anniversary version (xbox) on the 360.

That actually brings up a question I have. When I look at high level matches, why do players whiff moves while their opponent is getting up? (I mean, not the meter building whiffs, but doing 1 whiff move and that’s it.)

Usually to set up a mixup situation, like forcing the opponent to either block or make them guess parry. You’ll see a lot of Uriens do a whiff cr.LP into an immediate throw, or Hugo do a clap whiff->360/720.

Other times it’s to help the timing of setting up certain mixups, like with Ken’s j.MK crossups after SA3 or something.

Makoto whiffing right above your head into karakusa is another good one. my personal favorite.

Ok, I know it’s not the smartest idea to parry Dudley’s jump ins. But when they jump in, do their elbow at the obvious time, and I go to parry it, why have I never parried it ever? I am so mad right now.

And yes I know they can change their timing, but online players aren’t smart enough to do that.

A great and almost non discussed aspect of jump ins is the super deep “unparryable” jump in. It exists way more offline than online.

The balls deep jump ins are pretty much unparryable. Of course it is possible but good luck getting it. You’re better off blocking than eating something from Dudley.

True but 'Merica don’t block jump-ins.

To add to what Ryan said parrying a super deep jump-in leaves you at only a slight frame advantage and depending on spacing you might not get any guaranteed damage.

Some cases, you’ll get no damage because they’ll immediately be on the ground anyway.

fuck Dudley

im really sick at parrying deep jump in B-)

Pick Gouki and cross that shit up till he don’t get up.

slap them out the air.