i must really suck at using this search function, because i know there’s at least one thread on this (Sabre’s?) and i can’t find it. could someone link me?
if the threads were lost somehow, could someone give a rundown on what the differences were? i read somewhere that it was like “the dreamcast version with unblockables”.
i’ve heard about the extra hit on Urien’s Aegis. what about the other unblockables?
i’ve been told that Oro’s Yagyou stuff can be snuffed with parries (tho i’m not exactly sure if that’s PS2 exclusive). something like; parry the Yagou, block the guardbreak, red parry the Yagyou.
afaik Yang’s Seiei Enbu unblockables were slightly raped. were they?
and by the replies, i take it the original ps2 3s differences thread isn’t around anymore?
it’s not arcade perfect. but yea, setting Guard Judgement to “new” (options mode) turns the unblockables off. sorta.
go the the SF3:3S General Strategies forum and check the sticky (Thongboy Bebop’s “My Style is Unblockable”), or the forums for Oro (Yagyou Dama/SA2 threads) and Urien (Aegis threads).
jump? afaik the chicken combo was MP(1 hit) xx qcf+MK, repeat. Hugo can’t be chicken comboed; Ryu/Ken/Sean/Akuma have to be closer to the ground on the second launcher for the 2nd Chicken Scratch to hit, and Yun/Yang can only be chicken comboed off an air chicken scratch. you’ll find a lot mroe info in the Oro forums (than i can spill here).
Oro’s unblockables can be escaped by parrying everything, but that can be made pretty difficult by varying the timing of your attacks. Furthermore, the first hit or two of the Yagyou Dama upon waking up into it are blockable in both directions, requiring three hits on wakeup for an effective unblockable. In other words, the classic chicken combo xx Yagyou setup works best if the Yagyou only juggles the character once (as opposed to twice).
Glass: Makoto’s chicken combo timing is also tight like the shotos.
EDIT: The long list of guardbreak sequences I made on the Oro forum should be disregarded, as some of them can be blocked thanks to the Yagyou juggling twice. I’ve already come up with replacements for them that DO work.
I’ve not played the game yet but from what I’ve seen on the DVD from the Limited Edition it seems that not only does Urien have an extra juggle hit but Makoto does as well…maybe all the juggles limits have been raised ?
If so that would change LOTS of stuff in 3S
To the uninformed :
The Urien extra-hit rumour was started around Evo where Rockefeller didn’t want to play the PS2 version. Since then, he has posted his take on Urien’s unblockables on the PS2 :
I agree with what he says. It’s basically a very scientific and detailed method of saying that Urien’s unblockable takes longer to guard-break an opponent, meaning less flexibility overall.
Nowhere does PS2 Urien have an “extra-hit” on his aegis. “Extra-block” is more accurate.
so from here ive read that they seemed to raise the extra hit rate a bit with some characters…so overall is the PS2 version ARCADE PERFECT at all like you’ve all wanted? or is it not?
The PS2 is pretty close to arcade perfect but not exact. It still plays slightly faster then the arcade version. I find that hit confirms are still easier on the arcade
But it’s still light years ahead of the DC version
just wondering, what was changed with the Dreamcast version? I kno the Urien unblockables dont work, and I’ve heard the damge from subsequent palm strikes in genei jin combos is lower, but anything else?
thanks Blaze. i’m gonna have to read through all that later, but a direct link to the post was sweet.
ashurax: most unblockables. Yang’s, Oro’s, Urien’s. and yea… some problems with linking. iirc Chun can’t link c.MK into SA2 in DC. Dudley’s MGB juggles don’t all work. parry timing is a bit tighter on DC?
edit:
reply to ashurax intends to describe the DC version.