The System Mechanics Thread

^ There’s no trick, just parry the next attack after blocking something. If you were in blockstun (and performed the parry correctly), voila! Red Parry.

“Red parry windows for all moves: 3 for normal moves, 2 for specials/supers.”

The tiny window in itself is the “trick.”

I’m just going to repost this, mainly for personal ease of use.

Here are the damage numbers on Q’s jumping fierce, close standing forward, SAII, fierce dash punch.

Hugo: 86; with 1 taunt - 80; 2 taunts - 74; 3 taunts - 69; 4 taunts - 63
Q:---- 93; with 1 taunt - 76; 2 taunts - 65; 3 taunts - 54
Alex: 93
Urien: 93
Ken: 99
Ryu: 99
Dudley: 99
Makoto: 99
Sean: 101
Elena: 102
Oro: 102
Chun: 102
Necro: 106
Remy: 106
Twelve: 107
Yun: 111
Yang: 111
Ibuki: 113
Akuma: 120

I also ranked the characters from least damage taken to most damage taken.

Regular (no taunts):
Hugo: .843
Q/Alex/Urien: .912
Ken/Ryu/Dudley/Makoto: .961
Sean: .990
Elena/Oro/Chun: 1.000
Necro/Remy: 1.039
Twelve: 1.049
Yun/Yang: 1.088
Ibuki: 1.108
Akuma: 1.176

When Q and Hugo taunt:
Q: ----.745; 2 taunts - .637; 3 taunts - .529
Hugo: .784; 2 taunts - .725; 3 taunts - .676; 4 taunts - .618
Alex/Urien: .912
Ken/Ryu/Dudley/Makoto: .961
Sean: .990
Elena/Oro/Chun: 1.000
Necro/Remy: 1.039
Twelve: 1.049
Yun/Yang: 1.088
Ibuki:1.108
Akuma: 1.176

I got a question on tripguarding.
I think i read somewhere that when someone in 3s jumps at you with an
attack let say a j.rh he is vulnerable on landing for atleast 1 frame.
During this one(?) frame i can catch him with i.e. cr.forward.
Whats with an empty jump towards me and i let him land on a cr.forward?
Is that 100% safe for the other guy?

I can answer those questions. In all streetfighter games if your opponet does a jump rh. or any jump attack, and it misses you can land cr. forward because their low/trip guard is gone. that goes along w/ parrying a jump attack. if they jump w/ nothing they can block, parry, or even kara throw through your low attacks. just be careful during one of those situations.
To me? I rater perfer to parry their jump attacks then use cr. forward XX SA and if they jump with nothing i’ll input throw command just incase they try to throw me. you just have to be really vigilant.

What does negative edge mean?

Releasing a button counts as an input. Pick Ryu in any game. Hold a punch button, do the QCF motion, then let go of the button. He’ll do a Hadouken.

This is negative edge.

Does any character have normals with airborne frames? What I mean by this is moves like Hugo’s cr.fierce/cr.roundhouse…and when do they become airborne? What I’m trying to get at is if the first few frames would be considered airborne and you kara cancel out of them wouldn’t it be untechable similar to superjump cancelled command throws?

And how is this implemented to be useful?

Yes, some characters have standing normals with unthrowable air frames. Elena, Chun, Yun/Yang, Hugo, Ibuki, Oro, Q, and Sean all have moves like that. For most, if not all, of those, though, the air frames only start after the period for kara canceling ends, meaning they won’t make you invincible to throws.

Negative edge isn’t as useful in Third Strike as it is in games like Super Turbo, but it’s still useful. It makes each button press essentially two inputs, the in-press and the out-…go, which is cool for any special/super move (since negative edge only works in special/super moves, not for normal moves). It isn’t really useful by itself, meaning unlike in ST where Honda and Hawk explicitly use negative edge to option select their command throws, in Third Strike it’s just a thing that makes it easier to do specials and supers. When you hit a button, just make sure you tap it instead of holding it so that you get both inputs, and you’ll be making the best use of negative edge you can in this game.

about the frame data? what’s the site for character frame data? and how can I deciper it? from low forwards and jabs etc. thank you.

With shotos, I get thrown out of UOH > backdash more often than I like, though I’m lazy and don’t normally do the UOH as a meaty. So the question is, can you be thrown out of backdash or am I just being thrown while entering the backdash command?

Some characters can be thrown out of a dash, yeah. The only characters who can’t be thrown out of a back or forward dash are those whose dashes involve jumps with a little airtime , and since you can’t be ground-thrown while in the air, those dashes are invulnerable to throws during that time. Shotos stay on the ground the whole time during both their forward and back dashes, so yeah, they can be thrown. Characters like Ibuki, who sorta does a little minijump back for her back dash, can’t be thrown because they’re in the air.

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Speaking of airtime, certain characters stay on the ground when they tech a throw while others are considered airborne. The most common way this has an effect on a match is when you tech Urien’s throw, thrusting you into an Aegis. Makoto will be able to block instantly, while Oro will be hit out of the air and get knocked down. I haven’t tested whether he’s allowed to air parry.

good luck on that one!

Basic rule is : chun li wins :looney: :sweat:

If Hugo does the SA1 super, at the same time the opponent does a jump (up/up+?), will it always whiff? Does it whiff against an opponent’s jump-start-up? That seems to be the only escape, even though many of my low LK’s should’ve connected.

What about super jumps?

Same with normal throws, Alex’s SA1 and such as well.

I’m pretty sure that judgment ranks the two characters based on their letter grades. The player with the higher grade is the one that wins. That may also explain why Chun frequently wins through judgment; I notice that I get higher grades with her than I do with other characters.

This may be all wrong though. Either way, it does matter since Evo now uses judgment to determine the winner in a draw.

I’ve always thought combo ‘potential’ comes into it too - higher grades going to the likes of Sean and Chun-Li than the likes of Yun and Ibuki. But that’s just idle speculation… does anyone actually know?

With Ryu, close fierce, rh joudan doesn’t combo, but if done while the opponent is entering stun (stun bar maxed during combo), it does combo. Why is this?

I noticed in Training Mode that the damage varies sometimes. Ryu vs Ryu, standing HK for example sometimes did 19 or 20 damage points, for about 5-6 tries, then I did a bunch of other stuff, did standing HK again and it was doing 15-16 points of damage. Same with standing MP, HP, … goes for all moves, I guess.

I’d like an answer to my question three posts above… Will throws catch you on your jump start-up?