Mechanics, Strats, Combos......

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Ayanami
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Mechanics, Strats, Combos......

Post by Ayanami »

Aight, here goes nothing. This thread's soul purpose is for shooting the shit about fighting games. Combos, strats, mechanics, what beats what, what ever you can think of pretty much.

Street Fighter III 3rd Strike seems to be a hot topic around these parts, (as it should be :kekeke: ) so I have decided to start off with that game. I think I am going to start with what I think is the tiers. Now I am not a fan of tiers, I play low tier characters, however this is always a sure fire way to start conversation in threads like these. So......

Top Tier
1 Chun Li - No surprise here I would think, her pokes are just too solid.
2 Ken Masters - Once again, no surprise here I would imagine, he is just really freaking good with a really good super.
3 Yun - Genei Jin is the only reason why he is up here.

Middle Tier
4 Dudley - I think he is a solid choice for this position, he has great rush down, damaging combos, and one hell of a wake up game.
5 Makoto - Damage potential is off the charts with her, nuff said.
6 Alex - Good pokes, great command throw, and freakin amazing EX.
7 Urien - Unblockable Aegis is sweet, only thing holding him back is no really good poke. It is kinda of a waiting game for him.
8 Ryu - Perhaps I have him a little low, but he is just a middle of the road solid character.
9 Necro - Great pokes, great super, I just think his speed can be a hindrance.
10 Oro - Good pokes and supers, just hard as hell to use and land a lot of it.
11 Yang - Most people I have seen think Elena is better than Yang, even though I play Elena, I think Yang is better because of better bread and butter combos and great EX. He also has dive kicks and a nasty command throw.
12 Elena - My lady, she has phenomenal pokes, but she could of used some better combos. Her crouching MP to EX Spin Scythe unfortunately does not hit "Short" characters when they crouch. Big ouch.
13 Ibuki - She is pretty cool, she just does not dish out too much damage.
14 Akuma - Only reason why he is so low is because he takes damage like a 12 year old school girl.
15 Hugo - Hugo does not have much going for him except a throw super that does ridiculous damage, and even that has faults.

Low Tier (The poop characters)
16 Sean - Some say he is the worst, but I think he has a hell of lot more potential than Q or Twelve.
17 Q - Only reason why I think he is better than Twelve is he has combos that do BIG damage, landing them though..... that is another story.
18 Twelve - He sucks, he has some decent pokes, but no good combos to work with at all.

Well that be it, love to hear your comments and or questions about why I think this is how it be. This is only what I think, it is definitely not the complete truth. Unfortunately I don't know every thing about the game..... at least, not yet. :P
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Post by halfnhalf »

wow he makes it. man i know all about SF3, but i just suck at the whole style of gaming for some reason. these guys i play just know how to cancel and shit, i still havent been able to grasp the idea of cancels yet (yah i know its sad, but i just havent been able to firgure it out)

the thing im really glad about is that none of the super arts are charge movements, like <- -> <- -> +P or something like that.. i cant do any of those...
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Post by Ayanami »

halfnhalf wrote:the thing im really glad about is that none of the super arts are charge movements, like <- -> <- -> +P or something like that.. i cant do any of those...
Shit, I have not been able to master canceling those either man, maybe Femto has??

But any who, as for cancels, it be kinda hard to explain, so it is going to take a while.

In 3rd Strike there are cancels and links. Links is stuff you are familiar with in T5, it is when you do a move, and after you have recovered, you combo with another. Simple right? Now as for cancels, this is almost 2D only, a cancel is when you combo using a move that cancels the recovery frames from the previous move. So instead of seeing the recovery frames of animation off of like a down medium kick, you cancel that junk right into a hadoken or shoruyken. That be the difference.....

As for pulling cancels off, there is something called the buffer system in 3rd Strike that you are kinda gonna be familiar with from T5. Pretty much, when you input a movement, like down medium kick, and you go to do a quarter circle motion for a hadoken, you don't have to input the down again because it has been buffered from the medium kick.

So, instead of doing - Down medium kick, then down~down foward corner~foward Hard Punch for the hadoken.
You would do - Down medium kick, and then directly into down foward corner~forward Hard Punch for the hadoken to release soon as the medium kick connects. Hope that helps. :P

Keep the questions coming, I will help out with what I can. :wink:
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Post by halfnhalf »

OMG LOL i did not know you can buffer in SF3. I just never heard people talk about it. In T5 i buffer liek all my moves, just to beable to pull off the next attack quicker.

So for the whole cancel thing its basically, while you are doing a regualr move, instead of going to neutral (not touching the controller) you inout the comands for a speacail art? hrrmmmm this helps me understand it a lot more...

now i just need to learn how to perfect each move. I cant do the whole 2x quater circle forward thing perfect all the time yet.
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Post by Malvado »

I pick Sean because he has yellow and a pretty super special thing but it's too easy parried.
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Post by Tempest »

Malvado wrote:I pick Sean because he has yellow and a pretty super special thing but it's too easy parried.
Which super are you talking about? Hadou-Burst? That is relatively simple to parry, the name of the game with supers, especially projectile supers, is guartenteeing it. For example, when I play Akuma, I always choose his first super, Messatsu-Gohadou, because I can guarentee it in a three piece comb othat is the basis of my Auma play, d+MK, qcb+LK, 2*qcf+p (Or if you don't have enough super bar, any level of Shoryuken will work). *NOTE* - That combo only works with Akuma, no other Shotokan, his qcb+LK has different juggle properties than Ryu or Ken.

I just turned on the PS2 and tried out some basic cancels with Sean and his Hadou-Burst. It seems that like most shoto projectiles it is gaurenteed after a d+MK, and it is also guarenteed after any incarnation of his Shoryuken-esc move (f, d, d/f+P).

I wish we could get some vids up here somehow. it
is a lot easier to know what I'm talking about with a vid, or even a series of pictures. Plus It would be nice to see how good all of you are. I wonder if any vids of the Mayn event are out? I would love to see some of Ayanami's matches.
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Post by halfnhalf »

Awsome this is all good stuf, now i just have to firgure how to do all these moves lol. i think ill be playing a lot of SF3, so if you guys have it for Live (you guys are gonna love my record too lol i got like over 100 losses and only 9 wins), ill play you there. GT: eHans



Note: Ayanami your gamertag OneSoulIvy didnt work, i tried to put it on my list, but it kept on saying it doesnt exist... so wuts up with that??
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Post by Malvado »

I don't remember the name but it's the one with only one charge and he trys to attack you low. It ends with a spining air kick downward.
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Post by halfnhalf »

Malvado wrote:I don't remember the name but it's the one with only one charge and he trys to attack you low. It ends with a spining air kick downward.
What are you talking about here?
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Post by Malvado »

one of Sean's specials.
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Post by DarkenRahlX »

Ayanami you left out Remy >.> What tier would you consider him? He's one of my best in SFIII 3rd Strike.


1. Ryu
2. Makoto
3. Alex
4. Remy
5. Elena
6. The Brazilian Pimp Sean - Yes I know he sucks... but he was decent in SFIII and SFIII DI... back when he could dragon punch worth a damn.

I usually try to stay out of the air in SFIII unless I'm up against a gimp. Even in tourny's I see fools using jump for no reason... WHY is that? are they impatient too impatient to dash foward? It's one thing having to jump to counter a move such as a long distance projectile attack.

Another thing, I also have an asian friend who gets PISSED every time I throw him in SFIII. Tells me I'm cheap and whatnot. I figure its in the game, why not use it. My throwing game is top-notch. I have a way of playing mind games with people and tricking them into thinking it's not coming. I know throwing is not a huge part of the game, but it has saved me many of times.
Last edited by DarkenRahlX on Thu Jun 09, 2005 11:49 pm, edited 1 time in total.
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Post by halfnhalf »

Remy plays like Gulie... too bad i was never a gulie fan lol.

the throws in SF3 are hard to get use too. For me i can never judge the distance i need to be at the throw, so i always miss. But neither the less i see throwing as a huge stragety mixer.


was play some SF3 and i can see now how to cancel and what not. im able to do the simple down+mk into a super with most of the shotos.
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Post by DarkenRahlX »

I'd put Remy under Ryu. Remy attacks are some what slow and he gets knocked back pretty easily. He holds his own against the Shotos.
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Post by Tempest »

DarkenRahlX wrote:Ayanami you left out Remy >.> What tier would you consider him? He's one of my best in SFIII 3rd Strike.

1. Remy
2. Ryu
3. Makoto
4. Alex
5. Elena
6. The Brazilian Pimp Sean - Yes I know he sucks... but he was decent in SFIII and SFIII DI... back when he could dragon punch worth a damn.

I usually try to stay out of the air in SFIII unless I'm up against a gimp. Even in tourny's I see fools using jump for no reason... WHY is that? are they impatient too impatient to dash foward? It's one thing having to jump to counter a move such as a long distance projectile attack.

Another thing, I also have an asian friend who gets PISSED every time I throw him in SFIII. Tells me I'm cheap and whatnot. I figure its in the game, why not use it. My throwing game is top-notch. I have a way of playing mind games with people and tricking them into thinking it's not coming. I know throwing is not a huge part of the game, but it has saved me many of times.
Some people (Myslef included at times) like to jump in and force a parry, They jump in, opponent tries to hit them as they are coming in for a landing, that gets parried, and then you do something like a super or a combo or something.


Malvado, the super you are thinking of is called "Wild Tornado" I personally don't like it as much as The other two, Hadou-Burst and Shoryu-Cannon, because 1.) The other two are more combo friendly. and 2.) You get a long bar with one stock as opposed to shorter bars with 2 and 3 stocks.

And Darken, tell your friend, politely, that he's an idiot. Everybody uses throws, even high level tournament players. If he is sick of them, he should learn to cancel them, just try and throw you everytime you try and throw him. Boom. Throw canceled. Then you can learn Kara Throws and REALLY freak him out. :wink: Ayanami's brother plays a good Remy. He used to like the counter super, but since everybody wised up to it, he mostly uses the Light of Justice, occasionally switching out for Supreme Rising Flash of Rage.
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Post by halfnhalf »

put if you jump into the a person your likely to get hit by an anti-air ei. shoryuken.
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Post by DarkenRahlX »

With Ryu I usually do a Low Fierce Punch. If I parry an air attack I follow up with a weak Shoryuken.
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Post by halfnhalf »

god parry's.. i still dont have a hang of them... most of the time i just do it by mistake.
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Post by DarkenRahlX »

The most difficult character for me to perfect was Makoto. Perfecting her anti-air techniques were a pain in the ass and learning what techniques to follow up after parrying racked my brain. I've learned to use roundhouse for anti-air and follow up with an EX Fukiage if need be. I also have other anti-air techniques that i will not disclose at this moment. For super I decided to settle for Seichuusen Godanzuki. I know it's a n00bish technique, but it's so easy to throw it in a combo.

But overall my main decimators are Ryu and Makoto
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Re: Mechanics, Strats, Combos......

Post by Buzkashi »

Ayanami wrote: Low Tier (The poop characters)
16 Sean - Some say he is the worst,
what the hell. The charater i am in the mindwerks picture is the worst!!! I demand a change!! Femto, eldo you guys know what to do.
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Re: Mechanics, Strats, Combos......

Post by Femto »

My tier list:

Top Tier:
1. Yun - Genei Jin > all.
2. Chun Li - Fierce Punch and SA2.
3. Ken Masters - The most balanced of the 3 top tiers actually. He actually takes some work to use properly and has nothing that is extremely abusable, not like Genei Jin or Chun's FP.

Middle Tier:
4. Makoto - She could easily be top tier, but she has nothing that abusable.
5. Dudley - The character with most variety in combos IMO.

7. Ryu - Pretty balanced I'd say.
8. Urien - Lame normals, but Aegis gives you awesome set-ups.
9. Yang - Mantis slashes, 'nuff said.
10. Necro - I don't know why, but I've seen awesome Necro players and they've made me fear this guy.
12. Hugo - If you can parry with this guy, you are made. A few good pokes too.
11. Alex - Alright, I guess. I tried using him, but his specials are not the best.
12. Akuma - Complete air dominance. Pussy damage knocks him down a notch.
13. Remy - Takes a lot of work, but he can be a beast if used properly. I just wish he could take a little more damage.
13. Q - There's nothing really that bad with Q IMO. Get three taunts in and, unless you can't play for shit, you've got the match on your side.
14. Oro - Boring as hell to play as.
15. Elena - See Oro.
16 Ibuki - She seems like she could do a lot, but she takes shitloads of damage and does none.

Low Tier:
17. Twelve - If you can air dash well you might actually stand a chance.
18. Sean - He's not even the shadow of his SI self.

And jumping in > dashing because you can't do shit while dashing, no cancelling, no blocking, no parrying, no throwing, etc. You are basically bait if you dash, except for Makoto and her godly dash of course.
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Post by DarkenRahlX »

I don't know I do better staying on the ground than jumping in the air. Well I don't generally dash I hop... use low jump alot when necessary. I'm just all about having a good D and busting out my offense when I see an opening. I don't have any problems getting from point A to point B.
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Post by Femto »

Try to fight some matches without jumping at all, it'll improve your game dramatically. This is specially true with KOF and it's rushdown gameplay.

Still, jumping just about ownz dashing.
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Post by DarkenRahlX »

Well when I said dash I was thinking of Guilty Gear. Because on there you can dash and let loose at the same time. In SFIII I know I'll get punched in the face or something. Nothing is more embarrassing than dashing into a Shinku Hadoken.
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Post by Femto »

Air dashing > dashing in GGXX. :wink:

What you are saying is true though, dashes in 3rd Strike are pretty lame.
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Post by halfnhalf »

DarkenRahlX wrote: Nothing is more embarrassing than dashing into a Shinku Hadoken.
crap.. i do that a lot...
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