Street Fighter 3rd strike: Online edition

The most technical SF game?? A3, without a doubt none of the other sf games come close. Most technical capcom fighting game, cvs2.

cool I never played much alpha so that’s interesting. All I know is 3S is NOT the most technical. The only technical parts are specific timing, but there’s no complex sequences of inputs or anything and the input system is very fluid and lenient with things like cancels and buffering.

Guess that means it won’t be that difficult to get hugo mania started

It kinda depends on the character you play also. Some characters like Oro and Necro require precise timing in their bnb linking/cancelling game and have really frame tight juggles or cancels. Stuff like the links people complain about in SFIV and what not. Plus in order to get an edge in fights in certain situations you’ll eventually have to learn how to red parry which is basically the same as blocking within 2 frames before an attack connects (and if you time it wrong you get hit). It can mean the difference between dealing with a free mix up from a 123 block string to Genei Jin or red parrying the string down and getting another chance to win instead.

Urien by himself is basically putting yourself through one of the most technical and abstract concepts of a character in fighting games period if you try to max him out the way RX does. Anybody coming straight from SFIV is not going to understand the type of attack strategy and execution required to get him to work the way he really should.

Even basic stuff like Ken’s b+MK to super requires a solid amount of hit confirming and drumming on the buttons to get it to link consistently and people still consider c.MK super from Ken one of the harder hit confirms in fighting games.

I get what you mean but I guess when I think of technical it’s more that it’s a long string of sometimes varied or complex button inputs that also has relatively strict timing. In my mind just waiting to do an input and then doing it at the right time isn’t really that bad. What I mean is the technical end of 3S is actually pretty low and you can get very far with ā€˜eh’ technical ability. The difficulty is in understanding the possibilities on offense/defense and making good decisions based on your understanding.

For instance to me Virtua Fighter 4 is without a doubt the most technical fighting game I’ve played. Tekken 5 is up there too. Your inputs have to be very precise; a slight difference can give you a very different move and totally fuck things up.

With 3S in general the technicality depends on which character you use but if you wanna make the most out of any character including the high tiers you’ll have to take advantage of execution techniques that are rather difficult even if you’re coming from SFIV.

You can get very far with ā€œehā€ technical ability in Super Turbo also because the game is largely revolved around fundamentals but the really nasty OS and hit confirm shit in that game requires pretty technical effort also.

Yeah no I 100% agree. Being good technically and the technicality the system demands are two different things. I don’t think the bar for 3S is anywhere near as high starting out as it is in something like Virtua Fighter. But just as in every game mastering the technical aspect only makes you better and capable of more things. That’s not something special with 3S.

Yeah 3S is lot like ST in that in order to understand how to attack and counter attack it basically revolves around learning spacing and basic blocking and throw games. That’s why a lot of the old school SF players didn’t have much problem transitioning to SFIV when it came out. You learn to block here, throw here, space your normal/fireball here and you get going beating people who can’t do that as well.

Yet to get past that in both of those games you have to understand pretty technical shit just like any other fighter. Maybe not quite to the level of VF or CVS2 or whatever but you’re not going to beat the top dogs in 3S not knowing the more complicated OS techniques and execution barriers that the top players will have had down pat. Plus the abstract parrying/red parrying and anti parry techniques that you can’t just write down on paper and have down in a quick time.

If you’re just talking about the entry barrier in technicalities and strategic memorization to get in and be a threat, it’s not much higher than ST or SFIV yeah.

so whos down for an SRK Members lobby on release day???
Im only on 360 though, so it wont be able to play on the real release day :rofl:

And if new players want my advice for how to get into 3s?
Here’s the best advice I can give
For every single thing you do you must have a reason.
In games like SF4 there are many situations on which you can get away with playing in Auto-Pilot, and it does happen too in low level 3s, but high level play requires at all time to be actively involved mentally with the match.

Now let me elaborate on what I mean when I say "do everything with a reason"
Think about a situation on which your opponents jumps at you for example.
Given that your opponent can parry your anti-air, then you must have a reason to Anti-Air, because the hit is nowhere guaranteed.
You must make a decision based on your observations, match up knowledge, and previous actions you did on similar situations before. In other words, if you do decide do use an uppercut as an anti-air for example, then hopefully it is because you understand that there’s a reason to why it will hit.

Your reasons could be anything. It could be that you have been always using parry as anti air, or that you been using command throws as AA, etc etc etc, get the habit of always having a reason.
If you understand what I’m trying to tell you then you’ll get to play 3s on a level that would show you how fun and deep the game is.

I Might make A SRK Lobby On Launch if there’s enough people who got it on ps3 and would be interested

So I’m not the only one who says this? I don’t feel so alone any more ;_;

Yeah I think as deviljin and I just discussed it really has to do with what people associate with ā€˜technical’ and then how the system rewards you for being ā€˜technical’. When I think of a technical game it’s a game that has a high barrier of entry due to control mastery. Say like Starcraft compared to Warcraft 3.

http://img18.imageshack.us/img18/8052/wute.th.png

I hate you so much right now. I’m on 360, too, bro. I feel left behind now. D:

I like how it’s SF3: Online Edition. Oopsie.

Ah I see what you mean. Good shit.

Yeah the alpha games are pretty technical, so is SFIV with stuff like safejumps and plinking, 3s is no walk in the park though =P

I’m quite looking forward to the release, but I will miss the GGPO chat, and being able to chat during a game so easily like in GGPO.

Also crimson cobra stop being so hardcore for a game you’ve hardly played, stop saying your going to main Hugo, and just play the game when it comes out and THEN decide if you like it and who you should main.

For real, at first I thought I was gonna end up maining Dudley/Q when I first started playing, fuck now I’m playing Urien/Chun.

well i know but since i usually play grapplers in most of my fighting games it seems like a no brainer to me

Shit nigga. I got four characters. Q is my main (because he’s hella fun). Alex is my new project character. Urien (minus the charge partitioning shit (I’m not Pierre or RX)), and Yang (for when I just need to win and don’t want to fight for it).