The System Mechanics Thread

Awesome work as always mate. Is QCF, [slight pause] B+MP, D, DF+P unrealistic for match-use? The possibilities for hiding alternative input methods inside blockstun and whiffs are quite large however.

How large is the range on cr.mp kara SA2? It would be smaller but easier than b.mp. I think you and I discussed this some time ago but I’m not sure, lol.

I’ll try to test tomorrow (I don’t have a PS3/working PS2 anymore).

I didn’t check but i think this motion shouldn’t work, as the b+mp must be done exactly the frame before you launch the SA. It’s a kara SA, so basically: <normal> – next frame -> xP to launch SA.
So, whatever your motion is, you must end it with b+mp (or any other good range move) then finish the SA motion with df+P, this in exactly 2 frames.
This alone is already very strict, but also, keep in mind that when you push b+mp, you must have already inputted exactly the first qcf and a down of the SA motion, not more (or the b+mp would activate SA), not less (you’d end up doing only b+mp).
Both of those ‘rules’ make any trick to hide things useless IMO.
So, IMO, no it’s not humanly doable at all :d
Even the TM C&DB sggk (or whatever it is) he recently used (if he did it on purpose of course), is a piece of cake in comparison! (i did it once \o/ )

All the normals range are listed here, column ‘kara range’ ^^
http://ensabahnur.free.fr/BastonNew/index.php?id=18

Nice, cheers for the deeper explanation man (and of course reminding me about your website, I used to have it bookmarked with all my 3S resources but lost them all when I had to wipe my laptop).

So what about regular mp? If regular mp has less range than b.mp but more than cr.mp, how about:

QCF, D, MP~F+MP
or
QCF, D, DF, MP~F+MP

?

Perhaps still unrealistic?

First doesn’t work as you never finish the SA motion (a second df must be done) and second one will activate SA on the first MP.
With neutral MP, it should be QCF, D, mp, DF + xP (or you can negative edge the first MP though it’s even harder IMO).
The exact same as above :d

Had a really fun ST and 3S session with some friends yesterday, and completely forgot to check everything with Q’s SA2, lol. Derp.

I’m sure this has been answered somewhere in the dusty pages of srk but I’ll ask anyway. I know Q has a fancy superjump cancel throw evasion but can everyone (anyone else) just duck at the perfect moment a the throw will miss?

It’s not a superjump, you just tap down, and then get the throw invulnerability frames as you stand up.

I’ve heard Mike Z say a long time ago that Makoto can do this too(but he just spazzed down). Q’s is just easier to do, I guess.

You can high jump cancel any special in the game but the timing is hella tight. With Q tho it’s definitely better to use the duck throw technique.

This might be a silly question but is there optimal ways to work this into your game, like at certain times? This also kinda combines a down parry and a throw evasion?

EDIT: Also, why don’t people use this all the time? Really tight timing or something i guess.

TM uses it all the time.

If someone does a mid hit you die. If someone hesitates and does a low hit you also die. If you can predict a throw then you benefit greatly, but it’s not something a good player will eat over and over.

this is an old response but just to clarify the two forward inputs are submitted as a dash and cannot be used toward a dragon punch input.

f,f,f, d, d/f is necessary.

Like doing dash empty demon flip crossups or dash shoryu’s after crossup ex hurricane and what not.

May be a dumb question but…

You jump they jump, they do an air to air attack that beats your attack or whatever. You both land right next to each other at the exact same time. Shouldn’t your throw beat their cr.MK or whatever? Or can you just do a fast Special when you land and can’t get thrown out? It seems that way a lot of times.

I’ve recently done some browsing on the game mechanics, and one thing that leaves me befuddled is the varying info on character dashes. Which set of info is correct and why the discrepancies? For example, http://ensabahnur.free.fr/Baston/index.php?page=tables&gameNum=20&gameName=Street%20Fighter%20III%20Third%20Strike, http://ensabahnur.free.fr/BastonNew/index.php?id=11, and http://wiki.shoryuken.com/Street_Fighter_3:_3rd_Strike. Each time the data is different, any ideas?

First link was a raw copy of old karathrow.com data, i have no idea how they collected them neither how to really interpret them.
I don’t know how the wiki data were collected as well.
What i know is that data (and hitboxes) on the BastonNew are extracted from emulator and therefore are probably the more accurate (if i didn’t fail during collect ^^).
I didn’t process to get the distance of dashes but they can be found with the pos_x parameter (click on P1 on right top) range through all frames: http://ensabahnur.free.fr/BastonNew/hitboxesDisplay.php?sMode=f&iChar=11&iMove=dashBackward&sMoveType=dashBackward

Thanks for looking out man, I really appreciate all the info you put into the site. But 17 frames total for Ken’s dash still doesn’t seem quite accurate, that would put it on par with SF4 type dashes which definitely feel slower and easier to react to, for me at least. Maybe a portion of the dashes in Third Strike are cancellable with directional inputs or normals?

Those 17 are indeed the dash with recovery frames cancelled (by jump).
The full animation is here: http://ensabahnur.free.fr/BastonNew/hitboxesDisplay.php?sMode=f&iChar=11&iMove=dashBackwardFull&sMoveType=dashBackwardFull
All those links are available in the ‘Misc’ part of each char.

Thanks again ESN. Btw, are there any other specific methods of cancelling dash recovery? The sheer number of dash related tricks you can employ in this game is just plain staggering.

Someone should overhaul the 3S wiki and make it as complete as possible (unless there is a better 3S wiki I’m unaware of).

Looks like someone was trying to create a new 3S wiki when 3SOE came out
http://wiki.shoryuken.com/Street_Fighter_3:_3rd_Strike/New
That new art needs to replaced lol

The old 3S wiki page
http://wiki.shoryuken.com/Street_Fighter_3:_3rd_Strike

3S deserves a wiki like this
http://wiki.shoryuken.com/The_King_of_Fighters_XIII
http://wiki.shoryuken.com/Skullgirls

The 3sempire thingy didnt work out, so I doubt anyone would be willing to update all the stuff. Especially that they created a new wikia for 3soe - I guess the srk guys knew that 3soe wouldnt be arcade perfect and that it would be shitty as fuck

Hey everybody, old replay, some questions need explaining.

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Full Match

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