What to do when you're in the corner

Makoto is equally scary when she has you in corner as anywhere else EXCEPT when she is in corner. she can be very deadly there and you have to play it safe against her or one choke could end your game quickly.

come on. you intentionally misinterpreted that.

I like fight my way out.

When I get stuck in the corner I like to whine like a little bitch in my opponents ear, tell them not to do certain things, talk about their mom and ask them how their day was/how their wife/daughter/fuck-buddy was doing. I usually mention things like: Fuck this bullshit. Ken’s a fag. Tech’d that shit, bitch. And other classic phrases uttered bby 3rd Strike players when they’re in the corner. My favorite: Get that shit out my face.
My online corner escape is pretty ass but my offline play is so amazing.

5 Star is one insightful motherfucker! Vid should be required watching for new players

the 5 principles of 3s video is so good. I’ve watched it like once a month since it came out, keeps being helpful.

while we’re on the subject of awesome 3s video, all of the C-Royd stuff of course, and that one “Rudi’s 3S Makoto Tutorial.” those have all been helpful for me.

it’s much less about the jump than it is being able to recognize when you can jump with a high chance of success.
and with everything in the game. you also need to have the guts to just go for it. but all of this means nothing at all if you can’t defend yourself under pressure in the corner in order to take advantage of those openings that they will give you. the openings are there, it’s just you may not see them well unless you’re around equal ability as the other player.

If this guy runs into a competent Urien player, he may well become saltier than Lot’s wife :o

SUCH A FUNNY BIBLE REFERENCE OMG.

To be fair, Urien’s corner game is fairly simple. Thinking about it, when you’re in the reflector, yes, if you get opened up, you’re eating free damage. However, if it’s set up in a situation where you’re blocking, yes, you’re eating chip damage in the block, but you actually don’t have to worry about one option while the reflector is chipping at you, and that’s throw. It allows you to react better to whatever normal the Urien player is using to try and break your guard. The key is to gauge the Urien’s tendencies and react accordingly.

Is this for all characters?

If you don’t have any better options, sure. Shotos get a free sweep or cr.forward into bullshite; same with Chun. Alex gets free ex slash elbow, etc.

Pretty much, can’t say for sure for slow dashers like Necro and Q, but for most folk yeah. But as Duralath said, you can get better stuff depending on your character. Q gets free SA1, for example. Don’t need to even reversal it AFAIK.

Necro can reversal SA3. Fairly certain Elena can SA2 it on block as well because it’s stupid fast. Yang and Yun get free cr.forward into Mantis slashes/Dash Punch.

Just look at the frame data.

http://ensabahnur.free.fr/Baston/index.php?page=gameChars&gameNum=20&gameName=Street%20Fighter%20III%20Third%20Strike

I’m not sure if I’m reading the dash data correctly, but it actually looks like dash up throw isn’t guaranteed damage for most of the cast after blocking a shoto sweep. Ken and Ryu’s are only -13, which is tight timing for even the faster dashes, but still a long time for a long range normal.

There are basically only a few things a player does to someone on their wakeup in the corner. Overhead/jump in attacks (including crossup), low attacks, throw, or parry/block your reversal and punish.

Parry and block have to be predicted/timed perfectly and beat everything except a throw. So as a counter measure you might tech-throw, but then still be open for a hit if they didn’t try and throw.

Another point is that there is usually more weight on a low hit then an overhead (usually more chance for it to connect into a big damage combo/SA).

So In essence, throws and UOH type moves are guaranteed damage, but don’t lead into big damage. You will be better off if you block/parry low most of the time and just take the lesser damage mixup hits more often when you turtle it wrong. So maybe something like 80% of the time block/parry low and 20% of the time block/parry high. After considering doing that, another 20% of the time mix in a techthrow or reversal.

Thanks for all the advice guys