The first hit is unparryable. The rest of the hits can be though, you have to red parry it.
This is why you’ll see Akuma players go for Tatsu->LP->KKZ sometimes: guaranteed damage off of a reset.
The first hit is unparryable. The rest of the hits can be though, you have to red parry it.
This is why you’ll see Akuma players go for Tatsu->LP->KKZ sometimes: guaranteed damage off of a reset.
>_<
Im on xbox
PSN sucks worse than xbox… O_O
XBREAKS RED 360 BESS CONSOLE EVER DERP HERP DURR. lolz. how anyone could play on xbox is a mystery to me. but oh well.
is there an accurate description of how the parry system as a whole effects your frames somewhere? I cant find anything that quite gets what i mean and im not sure how to ask.
well for OE in particular 360 has the higher level of play and a generally better connections
it’s all relative of course and for some people here it’s probably like “they both suck, who cares which is slightly better” but having played a good amount of OE on PS3 and 360 I can vouch that the 360 situation is better all around.
i dont like the ps3, but im not going to pretend to know that my xbox is better. because i dont have to. I really do know. cept you have a better media handler.
cool story, bro.
;_;
Why do you take your name from Pet Dander?
usad? i was too when i got my first red ring. you get two red rings both one month outside of the warranty and you never trust microsoft again.
The following link breaks it down very nicely. Basically, and this makes perfect sense when you think about it and the limits of human perception/coordination, multi-hit attacks are parried using one of just a few rhythms, which the author of the FAQ calls very fast, fast, medium, and slow. The vast majority of attacks are parried using either fast (like how you parry a fierce shoryuken) or medium (like how you parry.most hurricane kicks) tempos. And then supers are just clusters of those speeds (like Chun SA2 is eight fast parries, then a pause, then another eight fast parries, then a pause and then the final one). IIRC, there are a few specific examples where I disagree on how he labels them but for the most part it’s extremely accurate and in general the concept is quite helpful.
http://www.gamefaqs.com/arcade/575310-street-fighter-iii-3rd-strike-fight-for-the-future/faqs/13779
I have my original 360 from launch… never RRoD ever.
Xbox’s online is better, and i’m a playstation user. ( still not getting a Xbox anytime soon )
well lucky you. you got 1 of the 70% of xboxes that dont.
but a 30% failure rate is still ridiculous. especially when its happened twice.
[media=youtube]98UZJO2RmyU[/media]
I remember this one time I was playing Dudley against a Ken. I thought ‘Yo this is gonna be sick. I’m going to parry this low short and super.’ I was playing Corkscrew Blow. There was no short. It was a medium-fierce target combo and I died. It was pretty sick. This happened a few more times. It still happens from time to time.
[media=youtube]ESVX2rRiiI0[/media]
LOL that sounds so incredibly almost-sick.
Here’s another one. At this rate, I’m gonna parry Chun SA2 like fifty thousand times before the end of my 3S career. I’ve gotta be honest, I think this is pretty fucking boss. And yes I was trolling to parry the super - duh.
[media=youtube]lWAYrIxfJfs[/media]
my first s++
[media=youtube]gzxlC9kP6t8[/media]
jesus christ at those guess parries, and please learn how to punish properly.^^^^^^^^