Third Strike Veterans' Oath

Thanatos IS fuckin’ crazy, even though I always liked Dirty Music over him…

I preferred Dirty when I was first looking around at pro Oros, but then Thanatos stole my heart.

I just love that he is so dedicated to being creative that he will lose a match on a crazy mixup rather than finish a combo the “right” way. He may not always win, but he will entertain the shit out of you.

Thanatos is the essence of Oro. Any Oro main knows this.

Nubilous, was your question answered? How do you feel about parries now? Make sense that they aren’t random?

thanks for replying everyone my understanding of parries has become much clearer now , if anyone else still wants to chime in please feel free .

so the general vibe im getting is parries are present in the game to be thought of as a continous threat which remind both players to keep switching their game up and not be predictable … …is that right? .Oh and prevent people abusing overpowered stuff?

can someone elaborate on this please? .

in high level play wouldnt it be incredibly hard to know when to parry because both players are masking their offensive approaches and mixing things up?
so what percentage of the parries in high level play in general do you think are guess parries and how many are good reads?

ah thanks for that man , i will defnitely watch more videos of MOV . are there any other players you know of who are very successful through solid play and mininum risk as opposed yomi?

so your saying you can react to offensive mixups except for Makotos? . And will this ‘‘feeling’’ that someone is about to parry , or parrying a move yourself just come from many hours of experience or a better understanding ?

yh jwangg thanks , i feel i understand them a bit better in theory at least , and i completely see why they are no more random than a traditional mixup like pherai said. In practice i guess i will have to put in many hours of gameplay to familiarize myself with them .

thanks again guys , really appreciate your advice .

I wrote some shit but somehow it was lost so to summarize it.

Take something like Ken’s target combo. mp -> fp. I think it’s pretty safe on block against many things but probably not a number of specials/supers. Regardless let’s just assume it is infact safe in this instance.

If you keep following up a blocked mp with fp your opponent is going to get wise to how you’re pushing him around and keeping pressure on. As long as you’re repetitious with it you’re setting yourself to have the fp red parried. That’s why no offense is safe, even safe combos on block aren’t safe because they can be red parried. That forces both players to constantly try to read each other and break down the other’s defense or escape their offense. You have to constantly reassess things from moment to moment and keep track of what you’ve done and what you haven’t. If i’m defending jump ins and I always do like fp and they parry I need to remember that. if this pattern happens a few times it would be smart of me to cancel that fp into a shoryu assuming they’re going to parry the fp.

That’s like a very basic example of the kind of thought process parry generates. As you watch videos of some excellent players try to pay close attention to when parries happen. Also notice which kinds of moves are used repeatedly and which are used more sparingly and consider why. A lot of what goes on in high level play will be over your head but it’s good to simply see what is possible and how things can look when the game is being played by skilled and intelligent people.

Yeah you got the first part down. Good players are constantly judging each situation based on what happened last time, then applying mixup based on “what happened last time this came up? What about the time before that? In our last first to 10, how many times did I throw after ____________ as opposed to going high/low?..” and it goes on and on. The answers to these questions vary from player to player, country to country even. I’d say TOP Japanese play doesn’t really have any superficial completely random guess parries that don’t at least have an option select with throw or a command normal or kara or SOMETHING thrown in based on my experience. I am not Kuroda Jones though, so I can’t say for sure. Some people find certain characters guess more, like Makoto, but I think it’s more based on each person’s play style. Honestly, I think like .1% are probably straight-outta-scrubton guess parries in high level play.

Yeah just because the game isn’t completely A+B = C doesn’t mean that if your spacing is poor that you can just mash parries around the place and stop a high level player’s spacing and footsies. You’re still going to have to throw normals out there and if your spacing is bad and you whiff a lot you you’ll get whiff punished or counter hit just like any other SF game. Good players also know how to buffer special moves or supers during parries to negate attempts to punish if it is parried.

  • Oh, it’s possible to react to Makoto’s mixups. It’s just really hard though because of how rapidly they pop out, and even the best of players tend to have trouble against her if she manages to get in. She’s still not higher than Chun, Yun or Ken on the tier-list because of her limited mobility and lack of true consistency, but (imo) she is definitely Top Tier, and when a good Makoto is on fire then she can be the best character.

  • The time needed to be able to “feel” that the opponent will parry or just parry yourself will depend from person to person. Experience will ultimately help you understand it way more though, just like experience will help you understand anything. :stuck_out_tongue:

For instance, you’re on the offense with Ken, and you land an EX Fireball. You push the other opponent to the corner(let’s say he uses Ken too), and when you try to do a target chain/low string, the opponent parries and you eat a cr.MK Super. What you could have done in order to lower the risk of parrying, is sit there for like a split second and try to bait out a move. If nothing comes out, you can just throw them or intentionally throw off THEIR wakeup parry timing and do that chain anyway. Once you start getting better with Ken, you’ll be able to get away with like, two or three(or four!) throws and make the opponent start sweating. Once you feel like they’re nervous enough, you do something like cr.LKx2, cr.MP or backdash cr.MK because they’ll be too busy trying to counter throw or jump away.

Example 1: Deshiken(green Ken):

Example 2: Kuroda(white Ken):

Ill help anyone that wants to learn. especially with Dudley.

J this oath shit is stupid though. :stuck_out_tongue_winking_eye:

Here is an amazing Thanatos match that The Shend just posted:

It was cool to see Thanatos busting out something I just recently discovered for myself, which is that dashing away from (right next to) someone puts you at the perfect range for a kara command grab.

The roundhouse color Oro is brutal too, but I’m not sure who it is.

It’s a little matchup dependent, but here are some generic ways.

It’s common for people to use parry on wakeup, so to beat that, just don’t do meaty attacks. Time your attacks later, or throw them, or do meaties and cancel into super after they parry. Another common use is parrying jump ins. Early jump in attacks beat that, which many character can connect to super. Also empty jump throw beats it. If they are jumping in and parrying, just spam jab. All these tools lose to something else, but if you want to beat parry happy players this should get you started.

Also, simply standing at mid range makes guess parrying a lot less effective. You won’t really see many people successfully parry things like chuns far fierce.

Should someone make a new FAQ thread since the one that exists… doesn’t have an FAQ and Thongboy’s account isn’t around anymore…?

eBay for the Brady guide :wink: Epic book, covering SFII & III of course…

SF4 generation are lucky - there’s soooooooo much information on all fighters now online. They should search a little bit and watch some vids of good players if they’re stuck. A two hour session with a cool headset dude (lol) on Live could ease them through the basics I suppose? I’m not gonna give advice to anyone who just wants to play Ken SAIII endlessly though, those guys can figure that generic shit out themselves!! (No offence to legit Ken students who mix it up, and don’t get rocked by unusual match-ups…)

I like this thread. And if the Third Strike veterans want to act like a bunch of snobs that refuse to help out a new community, they’ll shoot themselves in the foot and cause SFIII to fail commercially a second time. By sharing our passion for the game we love, that’s how we help the overall community for that game out.

i just hope new players dont go into the gane acting like cocky assholes and trying to do things they would see on youtube.

and it would be nice if the old players helped the new

as if 3S could fail commercially because of that. the game itself and proper marketing are going to sell it. nothing anybody says here is going to convince anyone to buy or not buy the game.

jwanggg is going to be my Oro mentor and he will let me win from time to time in order to boost my confidence!

pffft oro mentor. what is there to mentor. just act like a retard/spazz for 20 seconds until they have no idea what’s going on then cl.mp into endless super for the round.

Maybe you can be my mentor? Could you teach me this endless super?