Kkz
bar stocks, damage, stun, and ways to use/land super
- makoto sa2 (forgot name)
- tengu stone
- denjin hadoken
- messatsu go hadou
- electric snake
- cork screw blow
- aegis reflector
- shippu jinrai kyaku
- hoyoukusin
- genei jin
^I like it how Yagyou Dama isn’t even in your list. Unblockables > 3
well what would be your top 10 most brutal super arts in third strike then? yagyou dama unblockables are scary but aegis unblockables are scarier… but i like the threat for chip tengu stone gives plus if oro gets a cl mp for combo he builds half a bar or gets the super somewhere during the combo. normal tengu to fight with gives him st lk, link into mk -> command grab. lots of ways to use it.
He fucking kills you. Whaddya want? Vivid sodomy?
raging demon is a waste of bar. if you are already running circles around the opponent to have 2 meters then using it at that point says nothing for the usefulness of the super… otherwise landing sa1 should be part of a gouki player’s game plan since it does good damage, has 6 hits to parry and can be used in the air or on the ground. not to mention it has really good start up and more ways to land it (anti air srk xx sa1, raw sa1 while opponent jumps, short short super, cl mk->super, resets)
if you wanna go with brutal and you overlook the amount of meter it takes for the super, the work to get the bar, and how often you have the bar available and the ways you use the super then you might as well just list the top 10 most damaging supers then end the thread cus there is no debating on damage if it’s just numbers.
but even if a super like shin shoryuken takes off more than half on anyone it’s not as manageable (or as dangerous immediately) as lets say shinku hadoken and denjin…
so what would be the criteria to base whats the most brutal supers in the game? how cool it looks? how much damage it does alone? the whole package? clarify please thread starter.
I think we are ranking supers on how brutal they look, not how effective they are strategically.
But either way, why no Q/Hugo love for Super Arts? I think they have some of the better super arts in the game.
Shoryuken Forums > Strategy Zone > Street Fighter III: 3rd Strike > General Strategy
my bad, i thought this was general strategy forum for 3s. shouldnt this topic be in fighting game discussion then?
Well, I’m glad he posted it here because I rarely even read the ‘fighting game discussion’ forum.
jeez another thread to unsubscribe from.
well thats because threads like this belong there, not in a strat forum. since it’s in here then the whole premise of brutal based on looks alone should tell you that much shouldnt it?
nevermind this is pointless… unsubscribes from thread i dont think max wants to talk from a strat forum point of view so i’ll butt out from your gamefaqs/myspace street fighter appreciation thread. =/
sorry i came here expecting to have someone put up a list based on real issues/facts then have people say whether they agree or not and explain why and make a change to the list or defend it.
not a debate on opinions based on “this is so cool because he hits him and the character gets hit, and they shake alot then BLAM they fly into air then they fall down and go BOOM”. which this thread basically is…
this thread belongs here
Well, your posts are good too.
I am not really that familiar with most of the characters, but I think some of the most effective super arts include:
10 Elena-SAII
9 Dudley-SAIII
8 Hugo-SA III
7 Q-SAI
6 Urien-Aegis
5 Oro-Tengu Stone
4 Ken SAIII
3 Makoto SAII
2 Chun Li-SAII
1 Yun-GJ
thread jacking complete
alright… something more thats supposed to be here!
explain why makoto sa2 is higher than shippu… i do admit that i probably put it too low on my list… but right after chun sa2?
whats with the q sa1? is it really that great? hugo sa3?
Keep in mind that I’m only a mid-level player the only character I really know how to use is Hugo and out of the other few characters that I screw around with, none of them are the top tier guys that make up the upper echelon of this list.
With that said, I give SAII a lot of credit because apparently at the uber-Japanese level, you can get a stun off of one grab into SAII with Makoto. Not only that, but since it can be comboed off of a grab, it can’t be blocked and that makes it extremely dangerous to turtle or just parry. This will make the opponent move back from Makoto’s dashes and throws, edging them into the corner and also giving them less opportunity to counter Makoto’s mistakes or terrible recovery. This is probably the reason that Makoto is a better character in the real world than she would be on paper, with her terrible recovery after many moves.
Ken’s SAIII is also good, and it certainly makes it a dangerous to move in on the man but it doesn’t prevent you from playing cautiously or put pressure on you to really change your style of play (other than playing the distance game). It might make you want to zone Ken out a bit, but that will just put pressure on Ken to move towards you. And even though Ken’s down mk +SAIII can be used for zoning, it doesn’t have the range of say Chun Li’s down mk + SAII; for that reason alone, I think it deserves to be like two knotches below Chun Li’s rather than one.
The main reason I rate Q and Hugo’s Super Arts so highly is that Q and Hugo’s Super Arts have some of the highest priority in the game. They’ll pretty much beat out 95% of the other Super Arts in the game if done at the same time. As a Hugo man, I know how quickly he gets meter with this super art, how it improves his cross ups, how it adds to his mind games with the “Super Art” and throw mix up. Hugo has terrible anti-air as well, but this super art can be used for this purpose. It can also be used to help with Hugo’s mobility issues (for example, if Akuma uses his teleport to get out of the way, or if someone jumps back from Hugo, he can use this Super Art to catch them.) This Super Art doesn’t have the combo possibilities of say Ken’s SAIII so it isn’t rated as highly, but I think it deserves some credit for its priority alone.
Both of these Super Arts also allow for a free taunt (defense bonus) afterwards, which can be useful sometimes.
it’s all good, just chill and conversate (sp?) =]
isnt makoto sa2 only good when she’s near the end of the screen or if she’s near corner? i think those factors would take away from the fact she “could” get 100% stun when she lands it.
if not 3rd best super it should def be somewhere behind ken’s since he has overheads into it, low’s into it, cr and st far strong into it, strong fierce super… plus it’s a choice pick for best whiff/reversal punisher in the game cus it comes out fast and far. as long as he keeps one bar he is always a major threat. plus he gets all that extra bar for ex’s, he does have 3 of them.
i understand your placement for hugo sa3 cus it does add tons to his game but you can get different results depending on your match up. some players switch between all three of his supers. you say it’s good anti air but wouldnt a well placed sa2 be helpful in that department? players dont even risk jumping as often when he has that one (why risk a mix up with a sa2 ready hugo). then with sa1 since you agree he does build meter decently it’s pretty nice as a replacement for your normal 360 game.
but for q i wouldnt say his sa1 fits in top ten even though it does have long invincibility and it keeps the opponent crouching… i mean you only have his rush punches to combo into it effectivily and cl st mk… other than that it’s pretty limited only to those two ways to land them… he does get 2 taunts after so hmmm… if not top 10 i would say sa1 for q gets maybe 12th or 13th best super.
i wouldnt count on priority too much when comparing super to super because that kind of situation doesnt really occur often enough to have it really matter… unless it’s against aegis and you are waking up with it on top of you… then it would probably matter. if it did matter really, remy sa3 would be kinda valuable.
I suppose you are technically correct, EVERDRED.
There is a post by superdavid called “Super Tiers” or something like that that wasn’t posted too long ago. You’ll probably find more of what you are looking for there.
“you say it’s good anti air but wouldnt a well placed sa2 be helpful in that department?”
The problem with SAII is that it isn’t reliable–opponents can sometimes can kick or punch you out of SAII.
“I wouldnt count on priority too much when comparing super to super because that kind of situation doesnt really occur often enough to have it really matter…”
That’s true but if it can beat out most supers, it can snuff out practically any other attack; it can even go through fireballs.
ryu’s supers are not really effective , except denjin .
Well…
You gotta actually READ the thread before you critisize it .
Yeah, this thread probably belongs somewhere else where no one will ever see or read it, but I don’t think it particularly bothers anyone that it is here. I was just trying to entertain and spark a little debate. Don’t be so uptight :arazz:.
I think starting a seperate thread of the top 10 super arts gameplay-wise would be great for this section, so I encourage others to do it.
Magnetic Storm - Getting fried alive with all that electricity channeling through every inch of your body…sizzling with smoke and the scent of cooked human flesh.
Tyrant Slaughter - Being charged by a spartan running at you full speed and ramming you 4 times with the power of a bulldozer, and then finally getting the main course - the forearm across your face at maximum impact, quite possible shattering your nose and the rest of your face, straight into the concrete pavement.
X.F.L.A.T. - Being rammed 18 times in the air by a pteradactyl jetplane, I’ll be surprised if you’re still in one piece and look remotely human when you finally hit the floor in a pile of bloody organic mess.
X.N.D.L. - I can assure you that getting skewered by multiple 7 foot spikes potruding from the ground straight through your body at every angle is definitely going to produce an unfathomable pain.
Hyper Bomb - Being slam-dunked not through a basketball hoop but straight into the concrete pavement from a height of 20 feet and breaking every bone in your body in the process is clearly something to think about, not to mention the prior 2 german suplexes to warm you up.
Q’s SA1 also has great start-up and range and as such, can reversal punish quite a few things.
:rock: