Southwest 3rd Strike thread: part 2

well, he’s random altogether…but i do know that low strong xx super is a link.

All 3 versions of his strongs are links, close, far, and crouching :stuck_out_tongue:

Jimmy (turtler), can you burn me a copy of your portion of the co-op cup? I forgot all about that.

Harvey, why did you give me that CD again?

Good games on Stargate the other day. 3rd Strike is getting more attention now and it was so gradual, that I didn’t even notice how many people were playing. Things are looking good.

Ok, I need some outside opinions on this match-up:

Alex vs. Urien

I cannot see any advantages that Alex could have over Urien. Either I’m not playing aggressive enough or something, I just can’t see what I can do.

Any opinions/thoughts/comments? Alex is so low-tier. Good game to turtler and Harvey for kicking my ass. Losers :lol:

Ken is far from random. He doesnt need to be. Sure ken can do random dp, but his game doesnt revolve around that.

Low forward, super is damn good. Purposely whiffing low forward from range and buffering super is a great defensive strat. Either low forward whiffs altogether and u stay at good distance away from punishment, or opponent tries to dash in or stick out a move, eats low forward then super.

Here’s some Alex strat for u khang: stick with Chun. :smiley:

Khang: Knock that tall bastard down, even if you have to be so patient and finally got that one chance where you ex-rushed him and knocked him down. Urien is horrible in trying to out guess Alex on wake-up, the only thing that you have to watch out for is his jab or ex version of the headbutt, even then you have a move that will trade with that move at the right distance (s. fierce, the overhead punch). Once you get a knockdown, it’s time to do some damage to him before he gets those bars, jab powerbomb is great, mix those up with low attacks, low forward tick into powerbomb, and at the right distance after you get a knock down, your c.strong becomes a great attack. Since Urien is such a great turtler you have to be the aggressive one and use your throws to your advantage, kara throw works great too.

Makoto doesn’t like Ken’s low forward. He’s not playing very nice.

good games yesterday guys…lets keep it up…third strike is too fun…

no work on friday…so ill be at SG thursday night if anyone wants to hang out with Yun…:stuck_out_tongue:

Well, for those of you I don’t know or just don’t know about what I am about to say, you’ll have another addition to the East Texas 3rd Strike players by the end of May. I’m getting stationed at Lackland AFB in San Antonio, so I’ll be hitting up Austin probably at least once a week and occasionally Stargate at Houston once I get myself situated. I’m really aching for some good competition. I may be in Japan, but I am on a small ass island and all the Japanese people here play KoF or GGXX almost exclusively. I only know of like 2 or 3 Third Strike machines total on the island and the competition I’ve met on them is weak. So the only competition I’ve had is my friends here, who are good, but not great. I’d really like to see how well I can do against some of Texas’ finest.

To answer Dreaded Fists question, the reason you are getting a command throw is because you are holding forward when you do the strong, then when you get to down+back and press short, the game’s leeway assumes you are trying to do his command throw. Do a neutral strong, then immediately do down, down+back, short, back, punch. It’s almost instantaneous.

NOTE: I was part of the El Paso SF crew, so some of you may know Sun City King or Ryu311Funk etc etc.

Edit: You don’t have to Kara-palm to hit Q with consecutive palm strikes. He is not a good practice dummy for the technique. Chun Li gives you a little room for error, so she’s a good starting dummy.

actually i recorded myself and when i kara palm q i only moved forward a tiny bit, so yeah Q=bad practice dummy.

That’s good, we’re always looking for more players too. Looking at your avatar, I would assume you use Alex, Yun, and Urien. That’s good too because there are three of us in Houston who use those characters extensively. We will steal your l33t tactics.:smiley:

I also use Makoto so Tuan can steal those too :lol:

I doubt that I have that much, if anything, that you guys haven’t seen before. (Especially Urien… he’s pretty generic)

I’ve pretty much used everyone in the cast at some point, with the exception of Necro and Sean. Right now I mainly use Makoto, Yun, and Alex, and sometimes Dudley, Urien, and Ken when I feel a little frisky ;).

Why is Elena so good?

she isnt…but tuan’s makoto is!!!

Here are my thoughts on parries.

I truly believe that some characters actually need parries more then others do. The way I see it, a character such as Urien or Makoto who don’t have the OH SHIT move (i.e. the dragon punch) would need parrying more then someone like Ken. Granted, Ken does not every really need to do the dragon punch when he starts getting rushed down, just let the opponent know it’s there and adds another dimension to the thinking game. Makoto and Urien though have lots of trouble once a rusher gets in on them. A parry would be able to stop the aggressive barage and turn it back on the opponent again.

However, I do feel that a wake up parry is generally a bad idea. You’re expecting something meaty when you wake up, but then you’re left with the dilemna of parrying forward or down. The opponent is going to be most aware of poking at this point with a move that can only be parried either down or forward and mixing it up. Chun Li, Ken, and Yun are excellent examples. You’re throwing the dice in a less then 50-50 chance of guessing correctly where the punishment is a good 40-50% of your life gone. That just doesn’t seem like a good move.

Parries SHOULD be used sparringly. I definately need to learn this lesson, but in the end, it’s still something fun to do. If I really want to win though, I parry less if not at all.

Tuan: I think the whole idea of parry bait is using something that looks slow, but recovers faster then what people think (yeah, kind of a no brainer). S. Strong and C. Forward recover rediculously fast (+6 and +3 respectively when blocked) but people recognize that these moves do recover fast. On the other hand, C. Roundhouse is a silly looking move that looks like it would recover slow when it’s blocked. In actuality it has a +2 frame advantage (Makoto will recover 2 frames BEFORE the opponent comes out of block stun). So long as the move isn’t parried or completely whiffs (it may whiff crouching small opponents) you are completely safe and can try to bait a parry off of it. Unfortunately I think this move may push the opponent back a bit so they may not go for anything. Close S. Forward and close S. Roundhouse are other quick recovering moves but they too may push the opponent back a bit where they may not try to poke in afterwards. Far S. Strong though may actually work though.

Baiting a parry is kinda limited though I think. True I do it quite a bit with Ken, but more often then not, people aren’t going to fall for it anymore. At least with close S. Fierce (-2) with Ken, the only thing that can punish it is probably a Shin Sho or a 720 (Random fact: Shin Sho is 2 frames and 720 is one frame, but did you know that Ibuki’s SA2 in grab form is also only 1 frame?) You’ll see quite a few Ken’s try to bait with a S. Forward and either parry or uppercut. This is actually not a good thing to do really since Ken is at a disadvantage of -6. Six frames to play with is a very bad thing provided the opponent knows it’s there. In the end, parry bait with whatever. It’s an ok tactic to use, but it’s only good for maybe the first 2 or so times the opponent sees it.

Turtler: I definately don’t know for sure, but I’ve always thought that kara Dp with Ken was done like this: Dp motion then brush forward and jab. The actual Dp motion is towards, down, down-towards and then input. Down-towards is considered a crouching position so brushing the forward at this point should do the low forward and then cancels directly to dp.

I was practicing charge partitioning a bit today with Urien and am a little more comfortable with doing it, though I really need make it solid. After Remy, I think Urien would benefit the most from charge partitioning. So yay me, Khang. I’m still using Urien, but I still believe that Ken’s a much better choice versus Makoto since a rush down Urien is about as awkward to do as a rush down OG Sagat (actually even more awkward).

Yay, Harvey’s not taking the easy way out by playing better characters! I think Ken’s a much better choice too, but who here wants to use Ken? Ken’s gay.

Hey Harvey, can you give me the frame data on Alex’s head stomp and EX elbow? Thanks.

Oh by the way Harvey, you need to be more random with your chariot tackle. I noticed that after a block string, you do tackle into Aegis Reflector. I also noticed that you’re usually out of range too. You need to be more random, like me and my EX elbows! :lol:

I think a chariot tackle after a back dash is really good. Got to learn that charge partitioning!

Just a quick question for mopreme.

Did you really drop Ryu, as in, you don’t play him anymore? If yes, was there a particular reason why? I heard you dropped Ryu because he couldn’t beat Chun Li (which is very true).

If you don’t want to post it, you can PM me. I’m just curious. :smiley:

Mopreme gave up Ryu because he is a scrub.

i agree!

Turtler gave up on Hugo because he’s weak! True story. <nods head>

Turtler, have you seen YSB’s matches? His Hugo is awesome! You need to xcopy that stuff instead of playing gay ass Ken.

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.

Everyone say, “Thanks, Mr. Mopreme!” Dominator.