SF III Series: Your Character Strategy

LWK

Earl of Sexyheim
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SF III 2I Ken

I'm a ken user and I like his wake up mind games. I also abuse that ddMP when its needed in 2I. I play a really strange game with Ken and I crank up win streaks on my friends because I ruin parry games with the way I play. If Ken was a grappler, he'd be my clark of 2I. There is so much shit he can do. People think hes just some combo whore or cMK to SA, thats not the idea though. Ken is a confusing motherfucker because of all his weird entry's. (The method I use would be destroyed against a accomplished III player.)

I like the basic stuff with ken and this is roughly how I toss my salad with him.

What I like to do is very basic, but at the same time its fun and frustrating. You need to get into a place where you make your opponent struggle, by struggle I mean make quick decisions. Nothing hurts more then ever changing wake ups.

A person who uses hugo is a parry player, you have to be a decent parry player with any of the grapplers in this series because grapplers are generally slower chars and need to be a shitload more alert then the average shoto whore. They also need to be instant in reaction to jumpers. Whats fun for grapplers? I like to empty jump in *if they attack, I parry*you can then jump up again if they try to cmd you close. Try this on a hugo player who isnt in the know.

With Ken I like to parry when I'm in the flow, when I get mean control I get alot more confidence and alot of the time you can use this to play better instead of be sloppy. In other words I mix these elements up to create a random mix of shit. You can even repeat these things at odd times, but don't make stupid choices. Just TRY not to be to predictable.

When I down my opponent I go over to them for a wake up. I have a ton of options here, so that makes it a real fucking pain in the butt for the person on the receiving end who doesnt know better.

I'll do shit like this in random order:

fwdMK, if this links and I can make it follow to my shippu jinrai kyaku *The preferred SA for me, gives me alot more EX's and if the person isnt hot with parrying, I can chip away, also great cause his hcb KK ex links directly into shippu jinrai kyaku!* FwdMK is my favorite overhead in the game, its slow and easy to parry, BUT. If I do a pressure like cx jMK sMP fwdMK *yes, fwdMK, doesnt make sense eh?*, I open it right up for my SA. This is a risky one, but you'd be surprised that some people like to crouch guard alot under pressure, and this makes them change there mind. Don't over use this shit though. Its best used when pressuring someone via cross up. Even if they guard the fMK, from what I recall is that you move into safety.

Other times I'll wait for a wake up, parry whatever it is and throw.
I can also jump up when they wake up, they can do anything at this point, if I parry it I'm safe to counter fall. If they punch air or trip nothing , I can connect a combo on my fall or even more fun is to throw.

I like to randomly throw players who guard to long, this is always fun. (I stoled this from wes a long time ago, hahah)
This causes people to struggle sometimes and then I take the upper hand at that point.
I like to empty jump chars with dp's, and look for a parry, if they they don't do it, I just throw them. They get up, you can risk a cHK, they get up again and crouch low, you got your fMK to SA. A nasty trick is to crouch while your opp wakes up, they will get ready to parry a cHK and intead you can overhead or jump. Really nasty.

A good ken combo is jMK(optional jMK) sMP sFP hcb KK *EX* shippu jinrai kyaku. Whats so great about this combo you ask? Hahah, well.. A good deal of the time your opp may dizzy from continued abuse. If this happens, just start that combo over again! Thats two for one and annoying as hell. Anyone who plays a ken player will tell you they HATE that SA. My friend Juan hates this SA with a passion and hes a pretty decent parry player. Why do people hate his SA? It stocks 3, allows for a grip of EX's and that SA is just to easy to land.

Keep in mind I'm a 2I player only, I don't play 3rd simply cause the game just doesn't interest me like 2I. I like standard throwing also and no chun li. Nobody will agree with me, but having played both games, 2I is just more fun to me.

If you reply here, PLEASE be as detailed as you possibly can. I'd like to steal some of these strats and up my game with them.
 

SouthtownKid

There are four lights
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Oro. I like to play keep away and spam projectiles until Fatguy drops.
 

galfordo

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Hugo: My main pokes are mp and crouching mk, with mp being the most used poke. It's even a decent choice as an anti-air in some cases, and has great priority and surprising range, and is excellent to punish hk sweeps from shotos. Hugo's jab is ok, but I mainly use it as a way to get out quicker player out of my face, or to finish off someone with very little life left. Neutral hp is a great overhead, and a pivotal part of Hugo's mixup game (along with crouching mk and his moonsault press when out of the other character's throwing range). hk and crouching hk have too much recovery time, and I use them very sparingly, if at all - although chk can be a decent mixup at times. Crouching hp .... m3h.

Moonsault press is Hugo's main weapon, but you really have to work to land it against most decent characters - and that work usually involves parrying or wakeup presses. In wakeup situations, I sometimes try to trick the other guy into thinking that I'm not going to try a moonsault press, such as by walking away and grabbing from the maximum range. Also, you can stand roughly 2 dashes away, and then dash in right as they wake up and do a press.

Meat squasher is pretty much a disaster, but it is very helpful to get the other guy into a corner. Not really worth the risk IMO, but if you're feeling brave at least have the sense not to try the medium or hard versions. They're basically a free combo for anyone who isn't totally out to lunch.

The other two throws aren't all that useful, IMO. If you can get the throw against the wall, you may as well go ahead and get a moonsault press in instead. The anti-air throw usually ends up with Hugo being knocked out of the air or thrown upon landing, unless you're extremely careful with it.

As for his supers, I think hammer frenzy is probably his best. Gigas is nice if you can land it, but it's really tough to do when things get hectic (and you need it the most). Some moves have a long enough block stun where Hugo can retaliate with the Gigas, but that's not really something I like to bank on. I'm getting better with the Gigas, but I still think that hammer frenzy is much more versatile. Aside from the fact that it can be verified, it can also be used as an anti-air, and in the beginning of the super it passes through projectiles (very helpful against shoto whores!). It's weak as an anti-air, but it does get people off your back, and is well worth it to get out of a corner trap.

Megaton press is cool to watch, but that's about it. You basically have to verify it with wall throw, or you risk being knocked out of it with basically any air move. Not nearly as scary as the Gigas, and not nearly as versatile as the hammer frenzy - stay away from it unless you're just trying to shame a n00b or something.

As for strategy, I usually just try to frustrate people with Hugo's pokes to the point where they get careless and attempt a jump in, while I build up meter for either the Gigas or hammer frenzy. Landing the Gigas is an art in and of itself - try burying the first 360 command in a jab, a dash, or whatever else you can think of, the key is to not let them know what's coming. If they jump in, try to get a feel for whether they'll be kicking or jumping in empty, and then parry to moonsault or step back and moonsault as needed. Whatever you do, try and land a knockdown - these are crucial to victory for Hugo, as his wakeup game is devastating. Don't be afraid to take a little punishment to land a moonsault press - Hugo can both take it and dish it out.

Watch out for Urien players - Hugo is basically fucked in this matchup.
 
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G-Product

Benimaru's Hairdresser
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^^^Didn't know u used Hugo.

For me most know it's Twelve with SA1

Basically hit-and-run, if the guy is a total n00b then I'll rush his ass down, if not and I'm low on energy then I might turtle my ass off and throw out a few pokes from far range, look for opening for throws to land a lil' damage and keep them away.

I'll post more about it later, only if ya interested though.
 

Capt. Takehiko

Crossed Swords Squire
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Cool thread.

3S: Elena
In my opinion she is probably the best character for pokes, she is a poke queen. Rh, c mk/mp has such damn good range and is the perfect attack to use for a mistimed uppercut. Mallet smash can force noobs or whatever to the corner. Her dp is an excellent anti-air. She can trick people who aren't very familliar with her moves (eg forgetting to block the end of lynx tail). Only weak point is anti-air, parry then trow.

I haven't really played 2I much at all. I hear Elena's better in it.
 

Kusanagi-sama'

Ninja Combat Warrior
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Capt. Takehiko said:
Cool thread.

3S: Elena
In my opinion she is probably the best character for pokes, she is a poke queen. Rh, c mk/mp has such damn good range and is the perfect attack to use for a mistimed uppercut. Mallet smash can force noobs or whatever to the corner. Her dp is an excellent anti-air. She can trick people who aren't very familliar with her moves (eg forgetting to block the end of lynx tail). Only weak point is anti-air, parry then trow.

I haven't really played 2I much at all. I hear Elena's better in it.

Hey, try and come to this weeks Ranbat, it is on Friday night starting at 8:30. ;)
 

neo>all

Super nO0b
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Akuma, footsweeps and raging demon.
10.gif
 

evil wasabi

The Jongmaster
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Urien

any time I power on the dreamcast I select him at one point.

I never bother to play as the yang brothers, elena, chun li, ryu.
 

LWK

Earl of Sexyheim
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YES! Urien is the man in this series. Hes just a really tough char in the right hands. Mainly cause of those Aegis juggles and just the damn pressure from the thing itself. That SA is easy to parry, but people will use it as a time waster to get in on you. It takes quite a bit of brains to use Urien because those set ups arent easy already.
 

SonGohan

Made of Wood
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G-Product said:
omg two Denjins in a row :eek:

Using two denjins in a row would be stupid. Once you have them dizzied, go for an EX kick juggle combo instead.
 

G-Product

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Wes said:
Using two denjins in a row would be stupid. Once you have them dizzied, go for an EX kick juggle combo instead.

trust me I know, I was just jokign around. Sides Denjin does even less damage than his other supers
 

The Legendary LoneWolf

The Garou Densetsu Guy,
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Denjin dizzy and then jump HP, stand HP, EX side kick and then weak srk and then 2 into 1 denjin and rotate that stick and do it again.

If they don;t parry, then hell it ain't my fault, that another dizzy :chimp:
 

galfordo

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The Legendary LoneWolf said:
Denjin dizzy and then jump HP, stand HP, EX side kick and then weak srk and then 2 into 1 denjin and rotate that stick and do it again.

If they don;t parry, then hell it ain't my fault, that another dizzy :chimp:

:drool_2: That sounds tasty - I gotta try that when I get home.
 

Hidden Character

Leader of The Hyperstone Heist,
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Hugo

Poke away, some grabs here and there, and utilize his crouching forward to trip opponents.

Akuma/Ken/ Ryu

Just juggles and super cancels mostly.
 

skotgun

Geese's Limo Driver
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akuma.
rushdown like a motherfucker.
stop long enough to give the other guy a chance to attack, and you're fucked cause akuma takes damage like a little girl.
i think he has some of the better mix-up options in the game, so i'll try to get you in the corner and work you over and pray you don't guess right.

i used to use ryu, and still do sometimes, but he doesn't have quite as many options, and is more about punishing mistakes, so he's kind of not as fun.
and then my whole strategy becomes land the shin-sho.
 
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I also use hugo, but since Galfordo is mostly on the mark, I'll just state where I disagree with him.

-Blockstun makes 360s and Gigas Breakers really easy to land if you can just guess that the opponent isn't going to jump immediately after hitting you. They've only got 1 frame delay from super freeze until the grab. I usually don't parry jump-ins and just try to use moonsault press/ gigas to punish bad jump-ins.

-I can't think of a single situation where crouching HK is the move of choice...

-a goofy use for megaton press is as a counter to UOH. If you see them go up and you're fast enough, short megaton press will slam them. Used to use that on a Dudley player that did UOH alot after botching a jump-in since you can't gigas breaker or moonsault press that...

-Wall throw is useful as a mixup after a moonsault press. Everyone knows that you can't press them again on wakeup, but you can wall throw them on wakeup. They might just stand up with a parry and get thrown...

- Similarly to the above, shootdown breaker is the counter for people who are scared of waking up next to hugo and trying to jump away as soon as they can. I also occasionally use it on Akuma red-fireball scrubs and gigas them as I land (really easy to counter if you're not asleep at the controls)

-I also try to work in empty jump cross-ups into 360 or gigas. Some people don't know that he can grab you with his back turned. (short shootdown breaker at close range can also set it up...just flashy, not reliable).

-standing HP overhead only seems to work on people that don't know it's an overhead...kinda slow.

-If you're going to use the normal throws with Hugo you want to try for the neutral throw as that gives you a free double-flex taunt afterwards (4 full taunts = Q-like stamina). I hear it can combo into shootdown breaker, but I usually don't use that super...

-Also get into the habit of doing standing -360s at the very least. Walking away only to moonsault press someone without breaking stride is a good surprise.
 

galfordo

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galvatron said:
-Blockstun makes 360s and Gigas Breakers really easy to land if you can just guess that the opponent isn't going to jump immediately after hitting you. They've only got 1 frame delay from super freeze until the grab. I usually don't parry jump-ins and just try to use moonsault press/ gigas to punish bad jump-ins.

Yeah, you can just bury the first 360 behind a jab, and then pause for a second to verify that they won't be jumping. Then complete the Gigas.


galvatron said:
-I can't think of a single situation where crouching HK is the move of choice...

It's pretty much a piece of shit. I only use it in hopeless situations when I think a mixup might change the momentum.


galvatron said:
-a goofy use for megaton press is as a counter to UOH. If you see them go up and you're fast enough, short megaton press will slam them. Used to use that on a Dudley player that did UOH alot after botching a jump-in since you can't gigas breaker or moonsault press that...

It's still shitty. :kekeke:


galvatron said:
-Wall throw is useful as a mixup after a moonsault press. Everyone knows that you can't press them again on wakeup

Sure you can. You can do them until the other guy catches on with a wakeup anti-air or a quick jab.


galvatron said:
- Similarly to the above, shootdown breaker is the counter for people who are scared of waking up next to hugo and trying to jump away as soon as they can. I also occasionally use it on Akuma red-fireball scrubs and gigas them as I land (really easy to counter if you're not asleep at the controls)

Yeah, it can be useful occasionally, but it's mostly good for getting smacked. Shitty air priority and mediocre recovery on the ground.
 

G-Product

Benimaru's Hairdresser
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Yeah Shootdown & Megaton still suck. My Twelve can air dash MP u outta it :chimp: lol. I find that super to be quite crappy. I dont understand why they allow u to combo it after a neutral throw in the corner, I mean the damage is well Servbot could do better lol
 
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galfordo said:
Sure you can. You can do them until the other guy catches on with a wakeup anti-air or a quick jab.
It's not the ONLY mixup, just one in the rotation. Poor Hugo...

Also, I really think I should clap more, but it just doesn't come naturally.
 
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