Looking for Aegis Unblockable counters. Can anyone translate this?

Still no translation for this vid? I appreciate Aku’s take on it, but it covers more than just two setups.

Oh, I was just thinking about this the other day and wondering where the vid had went. Thanks for bumping.

And now, time to eat a million unblockable setups trying to get the timing on it.

Basically, the rest of the Urien section I haven’t covered explains that if the Aegis is out and the opponent hasn’t touched it, Urien can mix things up like delaying the timing of the f.MK or his cr.HP. There is no absolute guard in 3S, so all it takes is one wrong block switch attempt and the opponent will eat a cr.HP in the end.

HOWEVER, this Aegis block is made easier if Urien attempts a midscreen Unblockable(cr.HP -> Tackle xx Aegis). Since the opponent takes two or three Aegis hits out of six, Urien has little choice but to do either a f.MK or another move like cr.LK/MK to make those last 3-4 Aegis hits connect. It depends on the character, but the midscreen setup should be easier to block because of less Aegis hits, not to mention Urien’s attacks during this time are greatly limited.

I didn’t cover the “double enclosing Reflector” setup, because nobody here is KSK and I doubt anybody will be able to duplicate it without a macro controller or something.

its a really cool vid, but not practical. trying to parry is much easier imo.

Agreed. The corner escape is the only practical thing from the vid.

Still, it’s cool to see more vids that break down the 3S engine further.

What do you mean in the corner knee drop set up when you say parry towards the wall? If I’m in the right corner, I press left on the joystick to parry the knee drop right?

If your back is facing the right corner, then tap right on the joystick. The reason behind this is that the kneedrop works as a crossup.

How come the character doesn’t turn around to parry, they appear to be parrying something coming from the left. I guess thats just part of the game?

Regarding that…it’s a mystery. :wonder:

My guess would be for the same reason as any time you’re crossed up the character doesn’t spin around instantly. Think of any time you’ve ever been hit by a standard j.mk crossup. When the parry input happens the character sprite it still facing the opposite direction because that was their orientation when it happened.

So when the animation happens which I’m sure is tied to character facing, the character doesn’t flip according to the direction of parry but to the orientation of the sprite.