3s: urien : "charge partitioning"

kernow

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:spock: ?

I've heard about this charge partitioning shizzle, I can do an EX tackle into any normal tackle, but what about a double normal tackle?

also has anyone done much with the jump d,d+hp,d,u+exp,b,f+ex,k,b,f+k .. ?

also the b,f+ex k into d,u+exp then .. ? d,u+exp, d+u exp or a tackle.. ? meh
 

FeelGood

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I'm having trouble imagining what you're saying... but I do play Urien.

I play him like I'm in Samurai Shodown though.
 
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I don't play much Urien, but I'd love to hear more about "Charge Partitioning." Does it work outside of 3rd strike? Adding the definition to the glossary would be cool, too...
 

mog

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you don't need to charge partition to do double charge moves

i can't recall the exact specifics but the double tackle may be a stun combo only. i know there's something funky about it. check the urien thread on srk i'm pretty sure it says there.
 

Takumaji

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galvatron said:
I don't play much Urien, but I'd love to hear more about "Charge Partitioning." Does it work outside of 3rd strike? Adding the definition to the glossary would be cool, too...

I have a bunch of missing definitions I will add to the glossary anyway. Charge Partitioning seems to be another worthy candidate - does it mean charging for ex. a forward and an upward charge special in one go and then releasing both specials in a row with only one charge time?
 

beelzebubble

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Takumaji said:
I have a bunch of missing definitions I will add to the glossary anyway. Charge Partitioning seems to be another worthy candidate - does it mean charging for ex. a forward and an upward charge special in one go and then releasing both specials in a row with only one charge time?

is that where you get his wall thing super and a fb to come out at the same time? saw a guy doing that to his opponent who was in the corner the other day... nasty..
 

mog

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I don't know how well I can describe this but I'll try.

Charge partitioning is exactly what it sounds like. It's breaking up the charge time for a charge move into separate segments. However, these charge segments take place during the animations of regular attacks or dashes. I'll use 3s as an example since it's the only game I play.

Say for instance you're using Remy (crazy right?). By charge partitioning you could throw 3 standing fierces in a row followed by a Rising Rage Flash (flash kick type move) immediately upon the completion of the animation for the last standing fierce.

Accomplishing this is very difficult and requires incredible timing. In this situation you are partitioning the charge for the Rising Rage Flash into 3 segments. Each segment of the charge takes place during the animation for each standing fierce. You start charging down immediately after the animation begins, and return to neutral right before it ends. If you time it right your character will not actually duck but remain standing and all you will see is the standing fierce. You can link these individual partitions together if they are done within a certain number of frames of each other. So for instance if you put three of these motions together with an an up+kick at the end the you will see the 3 standing fierces in a row with no ducking followed immediately by the Rising Rage Flash.

You can also charge parition during dashes by utilizing the same methods. This allows you to do things like dash foward 3 times and immediately follow it with the Rising Rage Flash or the Light of Virtue (sonic boom type attack).

This is probably a terrible explanation so if anyone is still curious I can send you a video that demonstrates it. Just hit me up on aim. The thing with charge partitioning is that it's of very limited use. Remy or Guile can use it much more effectively than Q or Urien could just because of the nature of their normals and specials.
 

Takumaji

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Ah ok, now I see, it means that the the engine "remembers" the charge time segments during three normal hard attacks and sums it up so that you can combo into a charge special without extra d/b or db charging... interesting.

I guess the combo for your example would look like this:

sHP, charge db, neutral (x3) -> u+HK

Right?
 

mog

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Takumaji said:
Ah ok, now I see, it means that the the engine "remembers" the charge time segments during three normal hard attacks and sums it up so that you can combo into a charge special without extra d/b or db charging... interesting.

I guess the combo for your example would look like this:

sHP, charge db, neutral (x3) -> u+HK

Right?

Yep that sounds right.

It's really hard to do though and takes a lot of practice.

edit: I'm not sure if it is exactly the enging remembering the charge times as charge partitioning is possible, I believe, in even games as old as SFII which I'm fairly sure wasn't designed with the intent of having partitioning. I think that what it relies on is that there's such brief break between down charges that it doesn't recognize it for charging purposes as having been released. That's probably getting too semantic though and I'm not well versed enough in the IIIs engine to say for sure. Just seems like a possibility :)
 
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the_colonel

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I just read what mog said, yeah, what he said basically is right.

Charge partitioning is just using attacks whilst charging in stages in between the attacks animation, then after about 3 attacks you should of stored enough for charge segments to produce a flash kick style cammand even though you are using standing moves to charge partition in.

E.g urien, 3 or 4 stand MP into d-u+p or 2 stand HP into d-u+P...
is done like this, MP then chrage down intill the move finishes then stand & do another MP followed by charging down again then repeat 3 or 4 times then use your d-u+P or K, it should come out with out charging as you've stored up for it in 3 or 4 previous segments.

Its only usefull in strats but not combos.

Just charging fast allows your game in the combos department to pick up quite considerably.

Charge back or down back then press f then back then press the button.

You can just charge moves at a faster rate by just moving your hands faster, you can acheive all the best combos by just charging fast enough.

Urien.

can be done mid screen then into the corner. Also make sure that your ex b-f kk shoulder charge is activated whilst they are about to touch the ground (yes it works).

1/. cHP, ex b-f+KK, b-f+MK, b-f+MK
==============================================
Starters for this combo are either qcf+any P, d-u+PP or super art 3 them whilst they are in the air. You can use the elbow but its harder.

2/. after the starter perform... b-f+MK (SK if your far away), ex b-f+KK, b-f+MK, b-f+MK.

Dont forget to let them nearly touch the floor whilst using your ex shoulder charge, you get lots of time to prepare the charge. Also if you want to do these combos you have to charge super quick, dont slack off with slow charging hands, charge like your life depends on it.

3/. b-f+MK or SK, b-f+MK, b-f+MK, if youi hit with one of his launchers then you should be-able to do 3 shoulder charges. The higher the foe is launched then the easier it gets, but after a while the hight should no pose a threat as you can get the triple charge with no ex moves if you launch them just a little way into the air.

Doing it to alex is non existent though i think, you need to learn to use the qcf+p in combos indtead i think. Hope this helps. kern
 
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kernow

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d+hp,b,f+mk,b,f+exk , into ?

either d,u+exp or p or super or b,f+exk or k



oh yeah

Hugo: qcb+lp,qcb+mp,qcb+exp,qcf,qcf+hk = 6 hits, 73 damage.. rar

:)



thanks for the replies
 

mog

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at that point you could try to set them up for the unblockable and start it all over. unblockable mmmmmmmm :)
 

JHendrix

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kernow said:
d+hp,b,f+mk,b,f+exk , into ?

either d,u+exp or p or super or b,f+exk or k



oh yeah

Hugo: qcb+lp,qcb+mp,qcb+exp,qcf,qcf+hk = 6 hits, 73 damage.. rar

:)



thanks for the replies

My two favorite characters too...

I really am going to pick up Yun soon too, I just need to learn his combo's.

Urien is probably my most "fun" charcter now instead of Hugo (though not by much), but I'm still learning to hit the second shoulder charge after juggling off the crouching HP.

Normally I'll just do an EX into the MK version or if I'm lacking meter I'll do a FK charge and get the last juggle hit off a standing FP.
 

kernow

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jump hk,lp,mp,b.f+exk then..

d,u+exp .. havent tried
b,f+mk
super

meh

yun sa3, lp,lk,mp,lp,dp+lp/cancel qcf,qcf+p,f+hp,f+mk,dp+mk,stand mk, qcf+p

meh, you can mix it up loads with yun.
 

SPINMASTER X

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Usually only a few people hit me up on my offers but yet again I have a CRAPLOAD(understatement) of Urien vids where this tactic is used. The vids ranges from 10-30 seconds long and its just urien doing long drawn out combos using multiple charge moves in sequence and other crazy shit.

It'd convert even the strongest 3s haterz.

I'D LOVE TO GIVE THEM TO ANYBODY WHO ASKS.
 

kernow

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I'd get them off you if I had aim, but all I have is irc.. maybe an ftp upload space.. I dunno
 

the_colonel

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kernow said:
d+hp,b,f+mk,b,f+exk , into ?

either d,u+exp or p or super or b,f+exk or k



oh yeah

Hugo: qcb+lp,qcb+mp,qcb+exp,qcf,qcf+hk = 6 hits, 73 damage.. rar

:)



thanks for the replies

After the first combo you can do two more b-f+MK onthem in the corner.
The either combo's you've listed are weak in power & can be extendid further.

like d+HP b-f+MK, b-f+KK, b-f+MK into ages reflect (SA3), jump backward then do a b-f+SK to push there body into the corner & onto the reflecter. Then do the d-u+SK to cross them up for the unblockable or do the d-u+SK early to land behind them whilst the ages will hit from the other side of them meaning they maybe blocking the wrong way if it works.
 
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