Street Fighter 3rd strike: Online edition

Endless battle is a must. XBLA wise, I hope it comes during the Spring “Days of Arcade” series.

It would be cool if hitting elena’s toward strong with a low forward knocked her down. Since she’s supporting herself with that one arm and it gets hit, then she’d fall right? That’s a pretty cool thing. Add that Capcom!

Lol. As you say, no massive problem with the game, just all those little things add up to make it a game that I can’t get in to.

Anyway, with regard to everything you’ve said about 3S/3SO, I couldn’t agree more. 3SO should be 3S with a decent online mode. If it’s tweaked, it aint 3S.

Yes. For the people that pine for those changes, I would say ‘learn how to use those characters properly or just ask Capcom for SF3.4 instead’. As mentioned, why create gaps between the arcade version and YET ANOTHER console release? Just to appease lazy people? Fuck that. Way to split yet another small community. People have lived with the arcade version’s quirks for over a decade, if newcomers can’t manage it then like I said: level-up or ask Capcom for SF3.4.

Remy’s discs build meter on hit. You don’t need Remy’s discs to build meter for you on block or parry too, as dictated by the lord 3S.

You clearly haven’t followed the development of this thread at all, so forgive me if I tell you to fuck off.

Yun is a strong character for sure but genei-jin isn’t the end of everything. It’s a great super but it isn’t magical, it doesn’t just win you the game. You need to be good with Yun to win and plenty of people beat good Yun’s with characters considered much weaker. He’s tough for sure but for every time you see a ridiculous combo on someone by a Yun using genei-jin there are plenty of times the defender blocks correctly, gets a throw in, is able to escape pressure, etc.

There are only a few supers I can think of that aren’t intrinsically useful and rely on a lot else to make any sense. Like Healing, stungun, xcopy, Q’s self destruct super. There are surely several more but in general characters have at least 2 viable supers so your statement about less effective longer meter supers on characters with bad normals is really hollow. Comparing genei jin to ANY super aside from aegis reflector is lolable to begin with. No other super is so game changing. That’s Yun’s THING. He’s weak otherwise, genei-jin is what he relies on.

So what character’s are you talking about with crappy normals? Q? That’s about the only character I can think of with meh normals greatly outweighing his good normals.

When you say you need to be a master against Yun in genei-jin it’s like you forget you need to be a master as Yun to do any real damage with genei-jin. If you’re getting hit because you’re trying to throw out random kicks/jabs that’s your fault for not understanding the situation.

No one’s broken. It sounds like you have a problem with 3S/your own abilities, not Yun.

lovs do build meter on block

Genei-Jin is a pain in the ass. I will debate that it isn’t as hard as Yun users will tell you (que flaming) considering you can launch the opponent off of pretty much anything. I mean, go into training mode for a day or two and work on your own Genei-Jin combos and you can do pretty well for your self.

The Genei-Jin isn’t unstoppable though. At one point I thought it was, but the key is to know when to hit him out. For instance; if Yun does that overhead kick, you can hit him with an AA (SRK, Flash Kick) or even Alex’s Stomp. The one thing that is a pain in the ass is trying to predict when he’s going to do his command grab and counter that.

The Genei-Jin by itself isn’t broken, it’s just these two aspects that make it OP:

Yun builds that meter fast. Which gives him a good reason to play runaway, which you don’t to chase him down because Yun has a lot of things he can do to punish that.

Target Combo into Genei-Jin being incredibly safe. You may think after he does his Target Combo that you can hit him out, but no, Genei-Jin magically protects him. Red-parrying is a requirement to counter this.

Just putting this out there. Though I said I’m okay with 3S as is. Isn’t a gap created everytime a console port is made of any fighter? Just look at SF4, the console port added a lot of characters, I don’t remember anyone saying that created a gap. Or look at KOF 12, the console port added two more characters (and a handcuff bug, but that’s besides the point) and no one complained about gaps being made. The argument of a console port creating gaps doesn’t hold up very well.

99% of you guys who want balance changes to yun and chun have no experience outside ggpo and YouTube.

I can’t believe people want to try and rebalance this game.

I can’t wait for this to come out.

Rebalancing SF3 is like writing a new testament.
What does the good SF3-fan say? NO.
What does the good CAPCOM-fan say? I’m not your fan anymore.
What does the ordinary 08/15 super noob say? YESSSSSSSSSS, give Hugo a projectile and Ashura.

You’re forgetting two other things about 3sO
1.It’ll cost Capcom more money to rebalance 3s by making the dev team to work by testing and making every revision to the cast.
2.Players do not want a remix.

And I said that I could take the game either way (Had you spent 5 second reading what I wrote). I’m just throwing out an idea. Calm the fuck down.

And you get angry that a game (that doesn’t need a rebalance) isn’t getting a rebalance. cry for Street Fighter 3:Fourth Contact cause the character balance in Street Fighter 3:**Third Strike Online Edition **isn’t getting touched.

Who fucking pissed in your cheerios? I said it twice now, I could go either way. 3S is near-perfect as-is. Read into that however you want.

Most good Yun’s don’t do target combo into Genei-jin. They just apply pressure. If it doesn’t get off they build the meter quickly anyways.

If they land it sure, but most the time they just use it when it’s safe and apply pressure.

It’s a really good super, but it’s not as game breaking as people think.

Actually console SF4 did create confusion. There were issues with using console only characters and only now that everyone the world over is using the same version of the game are people ok with how things are.

Anytime there are multiple versions of something you’re going to create issues where before there were none. Sometimes they’re negligible as was the case with SF4 because the player pool is enormous. 3S has a tiny pool of players. There’s no GOOD reason to bother rebalancing it. The people who haven’t played much 3S will play it because the tiers mean absolutely nothing to them. The only people that tiers really have an impact on are the guys who truly push the characters to their maximum and even at that level the tiers aren’t consistent because someone can simply be incredible.

To be honest I think the desire for any kind of rebalancing comes from people who really have only spent a lot of time with SF4/SSF4. That community is now accustomed to rebalancing and things being tweaked at every opportunity. 3S has been around for like 10 years in it’s current state. Everyone who still plays it likes it for what it is. Everyone who has no idea what it is does not care. Somewhere in between are people who feign interest and think it’s too unbalanced to bother with.

Edit: Sounds like Seth recently said that basically 3S won’t be changed except for extras and visual filters. Extras seems like stages/music from the previous games maybe. I’m hoping that’s really all it is.

I’d lol if “extras” meant SI and NG versions of the characters and stages are available

What are the big differences between 2I NG and 3S Alex?

Are you sure? I was playing with Remy on PS2 a couple of days back and it seemed LOVs only built meter on hit. Like, 99% sure. Could it be a console/arcade difference? Maybe I was just mistaken though.

No you gain meter. It’s just slight. Maybe you just don’t notice it easily on a standard tv?