3rd Strike Wiki: Techniques
???(???) - Red Parries:
Tap forward while in a blocking position and you will be able to parry, being able to break block strings.
Differing from regular parries where you flash blue, a parry that flashes red is known as a “red parry”.
Red parries are more difficult than regular parries because the timing between three-frame regular moves and two-frame specials/SAs are much tighter.
???(???,NC,???) - Links:
Links are essentially combos off of a series of correctly timed button presses that are not cancelled off one another.
After hitting the opponent with a move that has frame advantage, you immediately follow with another move quick enough to connect.
Links are less lenient than cancels(many links require one to two frames), it is simple to hit-confirm off of them.
There are techniques used to make links easier to connect, such as “shifting presses” and “piano presses(drumming)”.
???(???) - Kara-cancels(literally “Empty Cancel”):
3rd Strike shows leniency towards simultaneous button inputs, so throws, UOHs, taunts, EX moves and Supers can be executed even in two frames.
This is called as such, because the animation of the move you first inputted will be cancelled and another move will come out.
Since you must do kara-cancels within two frames, they feel closer to simultaneous button inputs instead of a cancel.
???(???) - Karathrows(sliding throw, Teleporting throw, vacuum throw):
Karathrows are throws that are kara-cancelled off of a move that makes the character advance forward.
As a result, the throw range will near instantly become farther.
Moves that can be karathrown off of are based on the character, and some characters have no moves to karathrow off of.
Throws are only done with LP+LK, so in the case of karathrowing off a button(let’s use MK), you can input it three ways:
MP->LP+LK
MP+LP->LK
MP+LK->LP
It is possible to do karathrows consistently if you can get used to three-button inputs.
??? - Tick Throws:
Tick throws are when you use an LP or LK to make the opponent block, and then proceed to throw.
This is a useful strategy as throwing is one of the most important aspects of 3rd Strike.
Characters can use karathrows after keeping the opponent in blockstun. Means of escape are jumping and crouch throw techs.
SGGK:
SGGK is when you karathrow while doing an option-select parry.(This is also done with moves not used for karacancelling as well)
When you successfully parry, the move you used to karathrow off of will come out instead of a karathrow.
A famous example is Chun-Li and her option-select parry/cl.HK karathrow.
When the opponent is blocking, she will do her karathrow.
When the opponent attacks and you do either a high or low parry, the cl.LK will come out instead, in which you can superjump cancel into her SA2.
The input is [neutral->tap toward or down->neutral->HK karathrow].
Additionally, SGGK generally stood for “Shagami Grab Gyaku-nijaku Kick”[Crouch Throw Reversal Option Select Kick], but somewhere along the line it’s also been known as “Sugoi Guard mo Grab Kueru”[Throws can even eat great blocking]).
You can use SGGK without using a kick as well, so the creator(rumored to be Keeper) probably just found the term suitable.
???(???GD) - crouch throw tech:
A basic technique to remember. In a sense, more important than parrying.
The input is LP+LK while crouching. When not teching a throw a regular cr.LP will come out instead of a throw.
Different from regular throw techs, this move can only be done to tech the opponent’s throw so the timing is more difficult.
You have six frames of throw invincibility on wakeup, as well as five frames to attempt to tech the opponent’s throw.
Thus, if you crouch tech on the 11th frame, you will manage to tech the throw by the tenth frame.
While this is a generally important technique, you are also at risk at eating a cr.LKx2 xx Super or some other combo.
Crouch throw techs can be beaten by a well-read parry.
??? - Hitconfirms and Situational confirms:
Hitconfirms-
As the term itself suggests, it is when you confirm that your hit connected the opponent, via looking at the opponent getting hit or by sound.
Situational confirms-
Rather than hitting the opponent itself, you are confirming that your attack WILL hit the opponent.
Situational confirms are when you see the actions done by the opponent, and what you will be able to hit that is guaranteed to hit.
Examples being throw whiffs, the start-up motions of moves, and punishing whiffs.
There is also confirming high and low hits, as well as being able to confirm when the opponent crouches.
However, this is not considered confirming, as you’re most likely just getting lucky blocking.
Situational confirms is close to “guaranteed hits”, but situational confirms are used when you use a somewhat risky move for even just a little bit more damage.
???(2?K?2?K) - cr.LKx2:
cr.LKx2 is used to create easier hitconfirms, in which you can cancel into a special move or Super.
Even when blocked, you can maintain the offense by keeping the opponent trapped or throw them.
While it is a “low-risk, high-reward” move, practice is required to effectively use this.
Substitutes include cr.LK->cr.LP and cr.LK->cr.LP->cr.LK.
??SA - Instant-Air Super:
When doing Ibuki’s SA1 or Twelve’s SA2, input [QCF,QCF,UF] or [QCF,UF,QCF] to have the Super come out extremely low to the ground.
???1 - Easier Command Inputs 1:
You don’t have to do a complete motion for HCB and so on to have the move come out.
You can also do Supers by not doing a complete QCFx2 motion.
In other words…HCB motions can be replaced by [f,d,b], and QCFx2 can be replaced by QCF,d,df.
Strangely enough, this can not be applied to Ryu’s Joudan Sokutou Geri(HCF+K).
???2 - Easier Command Inputs 2:
The correct input for Hadouken->Shinkuu Hadouken is QCF+P->QCFx2+P,
but in 3rd Strike, you can also just do QCF+P->QCF+P and this cancel will come out.
In other words, the first QCF will count as part of the motion for the Shinkuu.
Additionally, the motion for Dudley’s Ducking->SA1 is generally HCF+K->QCFx2+P,
but you can do HCF+K->QCF+P and this cancel will come out.
???3 - Easier Command Inputs 3:
Even if you don’t do a complete 360 motion for Alex’s Hyper Bomb or Hugo’s Moonsault Press,
if you input up,down,left and right(not necessarily in that order), the move will come out.
It is possible to do 360 moves by inputting [b,f,d,u] while standing.
???4 - Easier Command Inputs 4:
Makoto’s Karakusa can be done by inputting [df,d,db,b+K] instead of the standard HCB+K.
When dashing forward, the [f] will not count as part of the motion input for the Karakusa,
but you can bypass this by doing [f,neutral,HCB+K].
The input for Ryu’s Joudan Sokutou Geri is HCF+K, but you can just do [b,db,d,df+K].
???5 - Easier Command Inputs 5:
You can execute a Shoryuken by just inputting [d,df,d,df+P].
cr.MK->Shoryuken can be done by inputting [cr.MK->df,d,df+P].
???6 - Easier Command Inputs 6:
For supers cancelled off charge moves such as Urien’s Chariot Tackle->Aegis Reflector or Q’s Dash Punch->SA1,
you can do [charge b,db,d,df,f+P/K] and then just input [d,df+P] and the Super will come out.
However, moves that take time to get cancelled will lose its original command input, making the Super not come out.
??? - Reverse Input:
This is when you input a command so that when your opponent either crosses you up or jumps over you, the move you attempt will come out the other way.
For example, when you’re facing right and the opponent jumps over you, you input [f,df,d,db+P] to do a Shoryuken facing the left.
If you don’t do this input during this situation, then the move will not come out.
After the opponent goes over your head, you input [f,df,d,db+P].
This is used primarily for combos such as Ryu’s EX Joudan Sokutou Geri->Shoryuken in the corner.
???(CHJ) - Superjump Cancel 1:
When you cancel into a superjump off of certain moves.
For example, Yun/Yang’s cl.MK or Chun’s SA2.
???(HJC) - Superjump Cancel 2:
When you cancel a superjump into a special move.
One advantage of this technique is that the first few frames of your special move will be unthrowable since it receives the property of a superjump.
Example: Alex’s SJC MP/HP Flash Chop
You will be able to repeatedly punish throw attempts using this technique.
??? - Superjump Cancel 3:
A combination of the last two techniques.
Example: Yun’s cl.MK->SJC Geneijin
This technique is only applicable to Supers and not for special moves.
??? - Unblockables:
Formerly an arcade-only technique.
Unblockables are when the opponent is attacked from the front and behind, making the blocking direction switch quickly and making it virtually impossible for an average person to block correctly.
Characters well-known for having unblockables are Urien, Oro and Yang.
There is the first half of that wiki article. I will try to finish the second half real soon.