Southwest 3rd Strike thread: part 2

We need more Alex players.

Charge partitioning explained, yet again.

Some people are still not understanding what charge partitioning is. Charge partitioning is charging on separate occasions to get the 2 seconds you need to do a charge move. The basic idea is you can charge 1 second now, charge the other second later, and still do the move. This is how you do walk up flashkicks, dashing elbows, and just getting more out of charge characters.

Do the simplest example first to get the feel of it. Pick a character that has a flash kick type move. Now:

  1. Tap and hold down for a split second.
  2. Go into neutral and do your UOH.
  3. In your UOH animation, immediately charge down again.
  4. Land, then press up + button.

You get most of your charge while you’re in the UOH. But you don’t have enough time to charge for 2 seconds. Crouching for a split second before you do the UOH will give you just enough time to get the 2 seconds.

Note that you cannot overcharge when doing charge partitioning. The timing is VERY tight. Let’s say you charge down for a second and a half, then do the above technique. You will “overcharge” and the flashkick will NOT come out.

The most important thing is to get the hang of your normals and see how much you can charge in between moves. The timing varies with the characters. Example, Urien’s dashing headbutt is different then Alex’s dashing air stomp.

This is because Urien’s dash is much faster then Alex’s and thus, you cannot charge as much during his dash. You need to charge more beforehand before you charge during the dash. Remember, timing is very crucial.

STUN GUN HEADBUTT!

For those of you who knew me “back in the day,” I played Stun Gun Alex. I still think it’s a very cool super and a neat idea, but it is definately NOT the super you want to use. But in any case, if you feel like messing around with it, I will post the set ups I use.

Lame setups

  1. Slash Elbow xx strong SGH.
  2. Strong/fierce Flash Chop xx strong SGH
  3. UOH xx jab SGH

These setups work only when your opponent doesn’t know how to get out. To get out of these, fierce dragon punch, super, standing jab, or any other move that hits semi-high. SGH has NO invincibility frames on the way down. I repeat, NONE!

This super will get beaten by stuff like Yun standing jab, Chun Li standing jab, shoto fierce DP’s, Hugo’s Megaton Press! Yikes!

Not-so-lame setups

  1. Knock someone out of the air with jumping roundhouse. Fierce SGH when you land.
  2. Towards fierce someone out of the air. Fierce SGH when you recover.
  3. Standing strong anti air. If they parry, buffer into jab SGH. If they get hit, strong SGH when you recover.
  4. Hit someone with a slash elbow when they are RISING from a jump. Buffer into strong SGH for a combo!

These setups can be escaped by fierce dragon punches, supers, and stuff that comes out really fast. You CANNOT dash under these, so your safest bet is to just super.

Ok, no one needs to lose to SGH. Do NOT play SGH Alex seriously. You will get OWNED by shotos.

I think you’re wrong on the charge partitioning. Here’s my arguement… This is based on the idea that a full charge takes 2 seconds, which it doesn’t, but we’ll say it does for simplicity. This is just my theory but I don’t think overcharging in the sense you describe will cause you to lose the charge. The only time I believe that you would lose the charage is if you charge past the 2 seconds and then try to add in another partition after that. So if you were to initially charge 1.9 seconds, dash forward, and charge another .4 seconds the charge should still be maintained. I’ve done it where I do most of my charge before the break, and only a small bit during the dash and it works fine. It feels like to me that the whole charge time would have definately exceeded the charge time. The important thing is to not go into another break after completing the full charge.

Anybody from tx coming to midwest championships

As of now, I don’t think a lot of Texas people are going. School, money, work, family, what have you.

3rd Strike players? I don’t know who’s going anymore. All I know is me and Tuan are for sure NOT going. Don’t know about David or Brian. Crow, Joe, Turtler, and Cmutt are going.

Turtler’s turtling skills are too great. Just when you think he’s sat there long enough, he STILL doesn’t move. What a competitor! :lol:

[quote]
*Originally posted by ghengiskhang *
**
As of now, I don’t think a lot of Texas people are going. School, money, work, family, what have you.

3rd Strike players? I don’t know who’s going anymore. All I know is me and Tuan are for sure NOT going. Don’t know about David or Brian. Crow, Joe, Turtler, and Cmutt are going.

Turtler’s turtling skills are too great. Just when you think he’s sat there long enough, he STILL doesn’t move. What a competitor! :lol: **[/QUOTE

Great turtler o well :evil:

Turtler’s not THAT bad. Ok, maybe he is. :stuck_out_tongue:

Ken is good. I think Ken is the best character in the game. He’s got no really bad matchups. A good player utilizing Ken’s footsies = ggpo.

Harvey’s right about the overcharging thing. Or maybe I’m waiting too long. Anyway, I’m sure it’s okay to “overcharge” when you’re trying to charge partition.

Remy Sonic Boom glitch

Still not 100% sure on how to do it. But here’s how it usually works for me.

  1. Throw jab SB so it whiffs. (NOTE: you can start the glitch without having the first SB whiff, I just don’t know the specifics).
  2. Throw roundhouse SB so that there are 2 SBs on the screen at once.
  3. Alternate between high and low booms. (NOTE: I can’t get more then 4 SBs on the screen. They were EX)

That’s it! Looks really cool when you do it in training mode and you have infinite meter cuz you’re throwing SBs all over the place.

NOTE: You have to throw SBs the “Japanese” way i.e. charge back, forward, back + button.
NOTE: The first SB doesn’t have to whiff. Mess around and see if you can figure out more specifics.

I’m sure some Remy players would pop up here and there once I figure out the glitch for them. Lazy asses. :rolleyes:

I need to get better with ryu can you give me some ryu set ups

By what you mean, I can only assume you are talking about Denjin Hadoken. First of all, I don’t play any shoto seriously in any game.

Anyway, there is nothing fancy about Denjin. Only thing you can really do is knock someone down in the corner and then try to screw up their parry. Seriously, that’s all Denjin is.

I don’t know what you mean, but one thing you can do that will improve your Ryu (if you haven’t done so already) is to learn his kara-throw. Ryu’s offense is very “bleh.” .

I mean more setup with his shinkuu and shin if you can also do you know any urien setups with ageis

how do I play twelve and necro???

Here’s some stuff Mopreme told me about Necro in one of the earlier pages.

For all the Necro players, here’s a little something from Mopreme that should help y’all out.

NOTE: Necro’s Electric Snake SA III should be your super of choice. No buts, Electric Snake is good.

NECRO

Two things a Necro player can learn and improve with right away is stand strong and back strong into super (#3). You can just do this robotically over and over to prevent dashing or to hit people. Stand strong will go over shoto pokes and hit them while crouching. Back strong is just fast and good. You can’t buffer the super motion into the move because the move is too fast. But you can cancel it as you see it happen. It is not easy, but it is not terribly hard with a little practice.

Also, his back short --> neutral strong chain is good. His back short is fast (4 frames I think), so you can use it to cover yourself after recovering from a tornado hook. Buffer SA III if the strong hits.

Jab tornado hook and his drills are very safe.

After a blocked strong tornado hook, you can:

  1. go for a throw after walking up a bit
  2. do the back short strong chain

I want to learn Necro myself. I’ll post whatever I find out.

By the way, Necro is hella easy to dash through. Practically everyone and their momma can dash through Necro if he does a quick rise. Just something to keep in mind.

Just read Tuan’s post in the Houston forums. We definately cannot lose just because we’re up against a character we’ve never played before.

It seems as if only me and Harvey try new characters besides Ken. We need to see some more Dudleys, Oros, Yangs, Akumas, Elenas, etc. Mark has some top secret(?) stuff, but I don’t want to ruin things for him by telling it all here. :stuck_out_tongue:

Ha Ha turtler was a cool dude I forgot to ask him how old is he. Yea but he is what you call him but his good he beat me and urien, but see I messed up cuz I’m still new to Urien, but o well it won’t happen next time. Midwest was fun ya’ll fools should of came.

Turtler needs to work on his links and footsies. :rolleyes:

what about the magnetic storm reset??? lol

Like what, jab tornado hook them in the corner, juggle standing jab, then Magnetic Storm? :lol:

Magnetic Storm resets are pretty neat, but there is more damage and stun potential in Electric Snake. Besides, whiffing standing strong xx Electric Snake at max distance owns Ken. Shotos can’t go under it.

yeah magnetic storm reset looks so coo, but does ass damage

post some twelve info plz

*12 sux.

*Standing jab anti-air is good. You can do EX fireball + punch move to cover your ass in case they parry. Fierce/roundhouse afterwards to juggle.

*EX air thingy is pretty much safe if blocked.

*You’re going to be spending most of your time running away. 12 rushdown does not exist.

*If you’re going to try and be offensive, air dash like the instant air dash in GGXX. Tap up towards, then towards.

*His jump ins can be mixed up like crazy. Know which ones to use. I think I use strong too much. :stuck_out_tongue:

*12 can walk under high stuff like Q’s dash punch and Remy’s sonic boom.

*12 sux.

hey twelve doesn’t sux, he just takes alot of work. Have you seen the coop cup 1? where the white twelve just humiliated the chun player, it was crazy.

I’ve been using whiffed jumping rh, to land and throw too. or land, parry, throw.