3rd Strike General Discussion

SNKJorge

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strikechars.jpg


Post away, strats, combos, vids (!), etc., here

Wes get in here.
 
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SonGohan

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AWESOME!!!!

I think I'm going to buy another server to host videos on, because 5gb space isn't enough. Maybe we can get some serious discussion going on in here now. Let's pick a character and work with him, and then move onto another character. First character of discussion:

Alex

(everybody add in their own writeups, I'll be writing mine up as well)
 

SonGohan

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Alex is fast, and powerful. I think he can stun faster than Ryu, too. His standing fierce is an overhead, and catches people on wakeups if you mix it up and tend not to be predictable. Parry = death for you.

Anti-air with EX knee smash, or standing strong xx EX knee smash. His crouching fierce is decent, and hits two times in most cases. If it only hits once you can juggle with another knee smash.

When jumping in close, always use fierce. Jumping in far, use roundhouse. Jumping away, use forward. Jumping in with short keeps Alex's knee out during the whole jump, so it's perfect to tick into power bomb on landing. You can also tick with jumping jab, but it doesn't stay out the whole duration.

You can tick into powerbomb with crouching short almost every time. It's hard to get out of this unless you parry the short. When a person wakes up, you can mix it up a variety of ways. You can either:

A) Jump jab/short into powerbomb
B) Crouch short into powerbomb
C) Standing fierce overhead
D) Jump in empty, prepare to parry if they attack, and when you land powerbomb (this helps because a lot of times they may expect a tick and try to parry themselves, and right as you land they're pressing forward and you already buffered the powerbomb motion so WHAM when you land)
E) Jump in fierce, stand forward, cancel into lp flashchop (note flashchop may whiff against certain crouching characters). If it hits them, say goodbye to stunbar. If they block it, say hello to meter.
F) Headstomp, from either side (crossup or not)
G) Standing forward cancel into headstomp (so it keeps them in blockstun for them to actively choose where to block/parry, since they can't jump out of it).
F) Short version spiral DDT if you think they will try to stand parry

So Alex has a lot of mixups that make him dangerous when you're waking up. Other good moves is his EX slash elbow. This move is insanely fast and will catch people if they aren't guarding when it comes out. Don't be afraid to throw this out, because it's completely safe when blocked. His EX headstomp is excellent on wakeup because it's fast, and homes in. It doesn't crossup, and that's it's only downfall. EX flashchop should be used in combos for the extra damage and to knock down so Alex can mix it up even more.

Alex should use SAII (Boomerang Raid) for his EX uses. Even when Boomerang Raid is guaranteed it's wise to just use EX moves instead and avoid the Super Art all together. Hyper Bomb is the next best one, but since it has 3 frames of animation a person can jump out of it every time they see the flash. The only verifiable way to land it is after a parry, and this is poses an intimidation factor against your oppoent because they have to be very careful how they attack you. However, the long bar limits the use of EX moves, so Alex's whole game revolves landing the super art. Basically this super art is more trouble than it's worth, but is nice to use when you feel like changing it up a bit. His SA III (Stungun Headbutt) is pure garbage really. The only real time to use it is when somebody throws a projectile, but then again when your meter is maxed out nobody will be throwing things out randomly anyway, and this isn't Super Turbo where characters game revolve around projectiles (except for maybe Remy), so that once again limits this SA. Even with it's short bar, it's still not worth it. You can super cancel it from a jump fierce, standing forward, cancel flashchop, super cancel Stungun. This keeps them in stun while Alex is jumping down, so it's kind of tricky, but a person can still jab Alex out of it when they come out of blockstun so once again...pretty much useless. It's a fun SA for casual play, just don't expect to land it much.

Whew, then there's charge partitioning.. but I think I've written enough already.
 

SonicBoom

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Koll.

I also have server space. 5gb worth as well.

HYPA BOMB!

I love that shit.
 

SNKJorge

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Good stuff. I'm not big on Alex, hardly ever use him, I'm an Akuma user,
and now I'm trying to get into Q.

I think the best Alex I have seen is KSK's of course. .



Wes said:
Alex is fast, and powerful. I think he can stun faster than Ryu, too. His standing fierce is an overhead, and catches people on wakeups if you mix it up and tend not to be predictable. Parry = death for you.

Anti-air with EX knee smash, or standing strong xx EX knee smash. His crouching fierce is decent, and hits two times in most cases. If it only hits once you can juggle with another knee smash.

When jumping in close, always use fierce. Jumping in far, use roundhouse. Jumping away, use forward. Jumping in with short keeps Alex's knee out during the whole jump, so it's perfect to tick into power bomb on landing. You can also tick with jumping jab, but it doesn't stay out the whole duration.

You can tick into powerbomb with crouching short almost every time. It's hard to get out of this unless you parry the short. When a person wakes up, you can mix it up a variety of ways. You can either:

A) Jump jab/short into powerbomb
B) Crouch short into powerbomb
C) Standing fierce overhead
D) Jump in empty, prepare to parry if they attack, and when you land powerbomb (this helps because a lot of times they may expect a tick and try to parry themselves, and right as you land they're pressing forward and you already buffered the powerbomb motion so WHAM when you land)
E) Jump in fierce, stand forward, cancel into lp flashchop (note flashchop may whiff against certain crouching characters). If it hits them, say goodbye to stunbar. If they block it, say hello to meter.
F) Headstomp, from either side (crossup or not)
G) Standing forward cancel into headstomp (so it keeps them in blockstun for them to actively choose where to block/parry, since they can't jump out of it).
F) Short version spiral DDT if you think they will try to stand parry

So Alex has a lot of mixups that make him dangerous when you're waking up. Other good moves is his EX slash elbow. This move is insanely fast and will catch people if they aren't guarding when it comes out. Don't be afraid to throw this out, because it's completely safe when blocked. His EX headstomp is excellent on wakeup because it's fast, and homes in. It doesn't crossup, and that's it's only downfall. EX flashchop should be used in combos for the extra damage and to knock down so Alex can mix it up even more.

Alex should use SAII (Boomerang Raid) for his EX uses. Even when Boomerang Raid is guaranteed it's wise to just use EX moves instead and avoid the Super Art all together. Hyper Bomb is the next best one, but since it has 3 frames of animation a person can jump out of it every time they see the flash. The only verifiable way to land it is after a parry, and this is poses an intimidation factor against your oppoent because they have to be very careful how they attack you. However, the long bar limits the use of EX moves, so Alex's whole game revolves landing the super art. Basically this super art is more trouble than it's worth, but is nice to use when you feel like changing it up a bit. His SA III (Stungun Headbutt) is pure garbage really. The only real time to use it is when somebody throws a projectile, but then again when your meter is maxed out nobody will be throwing things out randomly anyway, and this isn't Super Turbo where characters game revolve around projectiles (except for maybe Remy), so that once again limits this SA. Even with it's short bar, it's still not worth it. You can super cancel it from a jump fierce, standing forward, cancel flashchop, super cancel Stungun. This keeps them in stun while Alex is jumping down, so it's kind of tricky, but a person can still jab Alex out of it when they come out of blockstun so once again...pretty much useless. It's a fun SA for casual play, just don't expect to land it much.

Whew, then there's charge partitioning.. but I think I've written enough already.
 

SNKJorge

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Btw, anyone here has a complete US CPS3 3rd Strike kit?
I will be in the market for one soon, and would like to see what a
complete kit looks like......
 

SonGohan

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xtoo_short20x said:
Good stuff. I'm not big on Alex, hardly ever use him, I'm an Akuma user,
and now I'm trying to get into Q.

I think the best Alex I have seen is KSK's of course. .

You're an Akuma user? What tips do you have for him? I'm sure his best SA is his fireball one, but with no EX moves his game really focuses in on his specials/normals/juggles. What advice would you have to offer?
 

SNKJorge

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Wes said:
You're an Akuma user? What tips do you have for him? I'm sure his best SA is his fireball one, but with no EX moves his game really focuses in on his specials/normals/juggles. What advice would you have to offer?

Yeah, his best SA is his Messatsu-Gouhadou (Fireball one), but I think is because
you can also use it in the air giving you chances to create a lot of set-ups.

However, I'm kinda tired of using the same one, so I usually use
his SAII now, I like it better, I find to be easier for me to combine with
a lot of combos, and set-ups. I just like it better, and for some
reason find it easier to cancel into, it just feels better for me.

It sucks that Akuma doesn't have EX's, but I guess is because he's
a well balanced charater...All his SA's have 2 stocks, and he
also has access to both of his SAMax in each of his
SA's (Hence the two stock bars).

His death move is pretty good when you connect it, takes up lots
energy off your opponent, but it will waste both of your stocks. This move
is also the only move in the game that is super cancelable from any ground
move.

His Hyakki Shuu K is the most useful of the set IMO. I hardly use any of the
others, as I think they're useless. Shuu K has a good recovery time, so if you
land it you can chain combo right away, specially if you're close. It's also hard
to know if you have to parry low or high (Just hard to tell). A well timed
HP shoryuken can stop it though, and get you off the air inmediately.

I think Akuma has been kinda weakened on this game, but is still an ok
character.

I have lot more tricks and other stuff, but don't feel like typing much more, later
I will.
 

SonicBoom

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xtoo_short20x said:
Btw, anyone here has a complete US CPS3 3rd Strike kit?
I will be in the market for one soon, and would like to see what a
complete kit looks like......

I just have motherboard, cart, cd, flyer and moves list.

BTW, Q is awesome.

I use SA3 with Akuma for the most part. Mostly because it looks cool. You can juggle it off a air hurricane kick, and off course do the ol crouching MK into it. It's also a decent anti air, but only needs to be parried twice in that situation as far as I know.

On a downed opponent you can LK hurricane kick right into throw. Some people will block on reaction, thus the throw works. Then you can mix it up with a HK hurricane kick over a downed opponent a little earlier and it will cross them up.

You can also spam air fireballs (like most do) but it won't work against someone who can parry.

I also learned the kara raging demon which is LP, LP F+MP, LK, FP You gotta be real fast though.
 

SNKJorge

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SonicBoom said:
I also learned the kara raging demon which is LP, LP F+MP, LK, FP You gotta be real fast though.

Shungokusatsu or death move as I like to call it, is: LP, LP, -->, LK, HP
 

SonicBoom

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xtoo_short20x said:
Shungokusatsu or death move as I like to call it, is: LP, LP, -->, LK, HP

Yea I know.

This is the kara version of it. They'll block the first hit of the F+MP and you'll go right into the Raging Demon.
 

abasuto

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A not so popular fighter I tend to have alot of luck with...

Elena

Advantages of her I've noticed....

She has no punches, only very quick high/low kicks, so it's common for people to parry wrong not knowing if a high or low kick is coming.

Overall if someone isn't use to seeing her, just her basic moments can be a little hard to tell if she's attacking or simply moving around.

DP+K is a decent anti-air move. EX version is far better since it adds a little more range.

QcB+K is far better than just sweeping an oppenent.

You can also follow up the QcB+K with a HcB+K and she goes on a spinning feast. I've noticed alot of people will block the first spins (QcB), but then let of their guard down forgetting the next wave (HcB) is coming next.

QcB+P, her little diving leap is great against fireballs if you use SP. She'll hop right over the fireball for a hit. Just gotta be carefull to not use this move alot when not needed. Leaves her very open if blocked. It's also usefull as an anti-air, tag people while just leaping up.

Her Healing Special is simply great. Can't believe how few people ever pick it. A great time to use it is when you dizzy someone. You'll get the full effect of the healing then.

Overall way I use her.......

Keep her active, darting back and forth alot and play aggressive, mainly with her Q/HcB spinning attacks. No need to ever sweep people with her due to those. She's still good for defensive style against fireball whores and people who love to jump in alot as well.
 

Mushiki

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You can't imagine how much I would love to have some decent 3S competition down here... KOF gets all the attention, and as far as I know there is only one place with a 3S cab.

Gladly there are a lot of good KOF players.

I would play on LIVE, but being in Argentina doesn't help (I've tried with DOA Ultimate already, barely playable).
 

galfordo

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Abasuto said:
Her Healing Special is simply great. Can't believe how few people ever pick it. A great time to use it is when you dizzy someone. You'll get the full effect of the healing then.

Definitely - this one is VERY disheartening.

Her shoryuken-type kick is also a very tricky move to deal, especially for people who like to use pressure tick/throw tactics. Elena's shoryuken comes out incredibly quickly, and is a real bitch when you can mix it up on the inside with her throw, which is another one of her strong points IMO. Anyway, you mentioned most of her strengths - just thought I'd throw in my half a cent. :kekeke:
 

Kusanagi-sama'

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xtoo_short20x said:
Shungokusatsu or death move as I like to call it, is: LP, LP, -->, LK, HP


Some "Demon" setups for Akuma that makes him even more deadly:

Dash > into Demon

At first this move gave me heaps of trouble to do, just takes alot of practice. Basically you dash >> and in that very first instant of the dash is where you "hide" your LPx2, at the completion of your dash you tap >, LK, then HP. Sounds easy, but it isn't cause getting those 2 LP in during the dash requires deft timing.

So in summary: dash, LPx2 [dash complete] >, LK, HP.

Dash > Kara into Demon

I actually found this easier to do than the one above, because the Kara MP gives you an extra split second to input the LK, HP at the end. Basically you follow the first section of the dash demon which is: dash >>, then hide the LPx2 within that dash. When the dash is completed instead of going into the previous set-up you tap fwd > + MP. Which is Akuma's overhead chop move, the fwd > component of this replaces the fwd > that you would normaly use to complete the demon.

After tapping fwd > + MP, you just very quickly input the LK then HP. Remember, as with all Kara cancels this input must be done extremely fast. Another added benefit of the dash > Kara into Demon is that it gives you an extra 2-3 frames advantage making it almost impossible to get out of.

So in summary: dash, LPx2 [dash complete] > + MP [kara cancel 1st few frames of chop], LK, HP.

I'll post some more later although it has been ages since I used Akuma seriously, now I use only strictly Makoto. [The Akuma killer!]
 
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SNKJorge

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Interesting, never even knew about that one, good stuff.

How about some Q stuff, anyone? I think Kafuin_Gaira was using him
the other day, no?

Kusanagi-sama' said:
Dash > Kara into Demon

I actually found this easier to do than the one above, because the Kara MP gives you an extra split second to input the LK, HP at the end. Basically you follow the first section of the dash demon which is: dash >>, then hide the LPx2 within that dash. When the dash is completed instead of going into the previous set-up you tap fwd > + MP. Which is Akuma's overhead chop move, the fwd > component of this replaces the fwd > that you would normaly use to complete the demon.

After tapping fwd > + MP, you just very quickly input the LK then HP. Remember, as with all Kara cancels this input must be done extremely fast. Another added benefit of the dash > Kara into Demon is that it gives you an extra 2-3 frames advantage making it almost impossible to get out of.
. [The Akuma killer!]
 

neo>all

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Don't really play third strike that much since i can only reach it in the arcade and no one ever hangs out there any more. When i do play i tend to use urien or any of the shotos. Having alot of trouble parrying, maybe i just have sucky reflexes.
 

super-saiya-jin

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I'm gonna start my first post of with my favorite character Yang, another un-popular character because of his lack of power.
Though he may lack power, he makes it up in speed and his combos.

Yungs main advantage is his teleportation, it can be used for getting out of those tight corners, confusing the enemy and placing combos.
I tend to go something like this when my super arts bar is full: SA3, Teleportation, "insert wild combo here".
First of all, the reason why I always teleport is to make sure that the enemy isnt blocking, of course if your fighting against a retard then there is no need to teleport, just pummel away.
Another attack that i find useful is his Tourouzan (QCF + P) that looks very much like Alex's Flash Chop except faster that can be used 3 times, also if you press QCF+ PP five times it becomes a super fast five hit combo.

For anti-air attacks I always use QCG+ LP

Also a great tip against Fireball users is QCF + HK that allows you to roll under the fireball and damage the enemy aswell.

If i can think of any other important things i'll just edit them in.
 
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JHendrix

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I'm leaning towards Dudley as one of my new favorite characters, though Hugo will always be my favorite in 3S.

Since I only have a short amount of time, here are the basics on

Hugo

MP is your best friend in the world. It has such a great range and is generally a safe poke. Mix it up with your other best friend:

c.MK Like MP it's deceptive in its range, you can nail people with this for the trip from a good distance away, learn its range and use it well. Now one of my most favorite things to do after landing the c.MK is to buffer a 360+K after it. This requires learning the ranges for where your trip was, but basically the FK version will work 90% of the time. Essentially you will trip them with the c.MK, buffer the 360 and then time the K so you can have the move be over there and grabbing them as soon as they wake up. People seem to fall for this one pretty consistantly, I'll be able to pull it off 3-4 times in a match even if the other person has played me a good bit before and it'll still work out most of the time.

Also for c.MK remember that the hand slap (QCB+P) will combo into c.MK, and if the hand slap doesn't hit? Go for the c.MK anyway. Most of the time they'll still be blocking high and you'll get the trip and have the opportunity to nail the 360+K command grab mentioned above.

Learn to standing 360, it's a lot easier in 3S than in other games. Heck technically a standing 720 is possible, though I can't do it yet myself. :( The standing 360 works wonders and the reaction of people after seeing Hugo walk up and nail the 360+P with its somewhat generous range is awesome.

Tick into the Gigas:

Use the MP+MK universal overhead, buffer the 720 and then...wait a second, and then hit punch. You need to give it a slight bit of lag time between the 720 and P for the Gigas to connect. This varies on your range and whether they blocked or were hit by the overhead.

Learn to Gigas after being hit. Being hit by a long Hurrican kick chain? Buffer your 720 and Gigas as soon as the move is over. Great against Shotos and Sean.

Shoot Down Backbreaker (DP+K):

Use the LK version 90% of the time unless they're jumping away, then use the FK version. The LK version will catch most people out of the air. The shoto's have a kick that can beat it out, but you will catch the twins out of their dive kicks so it's great to break down jump happy Yun's. And lets face it, watching a Yun player used to abusing the dive kick to combo into his SA3 chain try and adapt when you take the dive kick away from him is so very satisfying. :D

Also don't forget the HCB+K into Shoot Down Backbreaker. This is critical if you want to use SA2 (Megaton Press). I don't use this too much since most cases that you'd want to use this you're going to go for the 360+P anyway, though if you're in a situation where you can't get the standing 360 off or you want something gauranteed, use this combo.

And with most characters after you do the shootdown backbreaker, taunt. Most characters can't retaliate in time to stop the taunt so it should be safe. In fact the only one I can think of off hand is Alex's EX Dash, maybe Urien's EX Dash as well may hit though few people seem to take advantage of this and let you get the taunt off. The Taunt increases Hugo's defense which is already great, you can do that taunt 3 times. If you U+Taunt it brings out poison and supposedly ups your throw damage.

Overheads:

Standing FP (close) is an overhead, get close on wake up and surprize them.

c.FK (ass-o-doom!) is an overhead you can initiate from far away. Great to do if you've nailed then with two c.MK's for consecuritive trips and they block low, only to get assed with an overhead. :D

You need to constantly keep them guessing on wake up. High, low games are good, jump-ins with 360s or the Gigas.

Super Arts:

Gigas. For me it's all about the Gigas. Get them under 50% life and nail this sucker and watch them cry. Learn to do it jumping, learn to do it dashing, learn to do it while blocking, learn to do it after a parry. My most favorite thing with Hugo is baiting a Chunners SA2, blocking the first two strings, and then parrying the last hit and nailing the Gigas. I've had so many Chun scrubs drop on me from this, yet somehow it's so very satisfying. :)

I think if you want to get down to it Hugo's best super is SA3, the Hammer Mountain. It's the only one you can really combo into and it gives you the most options. I still use the Gigas though, mainly because I'm playing for fun and I <3 teh Gigas!

Moonsault Press is also probably a better bet than the Gigas for gauranteed damage in a match, all you need is one careless jump in and they're eating a lot of damage. You can also combo it off of the HCB+K wall throw as mentioned above.

That's all I've got for now, if I've got time later I can give what I know on a few characters. I definitely want to go back and forth with some of the stuff mentioned for Elena (SA2 4EVA!!!!)
 

SonicBoom

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xtoo_short20x said:
Interesting, never even knew about that one, good stuff.

it's the same thing I said earlier in this thread, just with a dash. (which of course covers up the 2xLP, which is better)

:spock:
 

k'_127

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same here as Mushiki. SNK (mainly KOF) and Tekken get all the love here, especially in arcades (though they are very rare).

the only way to enjoy the game competetivle (sp?) is by playing at home.

just recently, my friends and I have started playing in college during breaks (using a DC emu). the characters design puts me away from using other characters than Ryu. and from what I've seen from combo/match vids, I liked Chun Li, Ibuki, Ken and Akuma's gameplay. the rest are .... I don't know, it's just that I didn't like them (both design and gameplay wise).

still, I enjoy the game a lot just by using Ryu alone. I'm still a beginner. if I get an Xbox with Live, I would defently be interested in some matches with ppl here.


my friend wrote this on my car :kekeke:

1.jpg
 

Spike Spiegel

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I'd like to think I'm pretty good at this game, but it's still far too deep for me to give advice. Why's everyone use SA3 for Ken? I always loved his ShinRyuKen, but nobody uses anything but his kick super art. How come?
 

JHendrix

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Spike Spiegel said:
I'd like to think I'm pretty good at this game, but it's still far too deep for me to give advice. Why's everyone use SA3 for Ken? I always loved his ShinRyuKen, but nobody uses anything but his kick super art. How come?

Because it's top tier.

Combo's off of ANYTHING. And I do mean anything, there are so many setups into it, including the rediculously safe c.MK poke. c.MK, buffer QCFx2, If the poke connects, press K, if not sit back and keep blocking, you're safe.

But there are a ton of mean combos for it. Plus you get three meters of it, all that fill up very quickly, so you have room to EX as well.

BTW, all the same stuff applies for Chun Li SA2, in case you were wondering. ;)
 

shirt

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One Dudley question here: Since Dart Shot is supposedly god's gift to the guy, I sat in training for about an hour trying to link it into SA1 and got nothing. Any trick?

P.S. fucking weak the Fighters Forum is gone.
 
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