- To know if you can link after an attack.
- To know how vulnerable you are after your attack is blocked.
- To know how fast your attack comes out.
- To know how meaty your attack is.
- any other reasons…
Also, in order to know which attacks you can punish after blocking them.
If a moves has +5 bloked advantage is there like any known method of counting to know exactly when you can link a SA to increase your chance of getting it? If that makes sense.
i know i am hella late on this one but, can anyone expalin karathrowing to me and the command for each characters karathrow esp. oro’s?
can you imput a move in freeze time of a super art??
what is difference between normal weak up and quick roll (vunerable frames etc )??
excuse mi bad english
I know you can’t input commands during freeze time. That’s a good question about the difference between normal wake up or quick roll.
If you tap downback in an attempt to parry low, will it be a parry or a block?
It’ll be a block.
Looks like a dead link. Is there a mirror any place?
this is why wakeup LP’s beat “meaty” throws, i suppose
Keen
What is sloppy parry, and what is clean parry?
List of character wake-up speed?
I’m really late to the table on third strike, but how many different versions of the game are there?
i have a dreamcast and a ps2, and playing third strike is a wildly different experience on both of them. my friends and i also watch a lot of japanese videos and FFIA/denjin videos, and it seems as if there are alot of things that don’t really work the same as they would in our ps2 version that we normally play. we’ve heard rockefeller flat out say “new-type” in videos, and i’m curious to know what mechanics have changed in different versions and when these changes were implemented.
the two most confusing things lost in translation are:
RX(japanese urien player) will get someone in a corner and do cr.Fierce, shoulder, shoulder, jab fireball, EX shoulder, shoulder, st.Fierce. with the explanation of juggle count, this should be nigh impossible. after jinrai’s explanation of hitting someone on the way up, i’ll go back and check it, but i doubt he’s busting them with shoulders on the way up every time.
the second being KO activating genei-jin and doing walk-up zenpou, close st.MK(launch, as on makoto or chun), then dashing under them and doing a palm. i’m comfortable with doing kara palms, so i know it’s not a matter of distance. it just seems to go straight through them.
also, is the percentage of damage scaled in specials/supers linked into chains a universal mechanic, or is it just a character/link specific thing you have to test? for example yun’s genei-jin does much more damage if you just do his jab,short,strong to genei-jin than if you did a jab shoulder at the end of the chain before activating.
any help would be appreciated.
As far as I know, there are 3 versions of 3rd Strike (2 really):
1.) The Dreamcast Version (Not arcade perfect, supposedly input lag)
2.) Type 1, Ps2 version
3.) Type 2 (I think this is what Rockefeller meant, I think in Type 2 machines unblockables can’t be done or something like that.)
But I don’t know for sure.
Hey Jinrai, you sure are answering everything in this topic XD how long have you been playing 3S? I’ve seen vids of you playing, and you’re a great Oro. Have you ever met any japanese oro players or anything like that?
Oh yeah, and people who are asking questions about kara-throwing and negative edges should prolly look at Thongboys Tutorial first…
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PS2 is type 2.
Unblockables only work in the PS2 version because they guard break after the first hit by attacking out of sync, but they are technically blockable. In the arcade version (type1) it’s different, they guard break on the first hit or later by hitting simultaneously, and they are not blockable at all.
This is why Ibuki doesn’t have an unblockable in the PS2 version but she does in the arcade version, for example.
But just FYI, there’s actually three types of arcade cabinets. Beta, type 1, and type 2.
What are the advantages and disadvantages of quickstanding ? Can you be hit out of its animation (like in A3) ?
Quickstanding is 100% safe, no vulnerable point. Honestly you should quickstand almost everytime since you give them less time to pressure you AND you get more space; it’s easy to recognize for the opponent if you are quistanding or not so it’s not even that good for mixing up rising time and make their meaties whiff. There are some instances where it’s better to no quickstand, like if you get knoked down and Yun activates Genei-jin (at least he wastes a bit of gj time)
dont quickstand if a character is jumping into you very deeply either because certain characters can cross quick-standing characters up by dashing. urien can do it vs a lot of characters so he might be doing a crossup.