Question about Street Fighter III: Third Strike
This finally arrived at my door today from Capcom.com (only took them two weeks :rolleyes: ). Within seconds of navigating the main menu, I found myself cringing at the soundtrack, which was nearly vomit-inducing to me at the character selection screen. My question...
Was the music changed for the US release? I'm assuming so.
Cool game, though. I like the step down in complexity from the Alpha series. Too bad I can't play Street Fighter worth a shit with that Dreamcast controller. *scowls* Anyway, my personal conflicts with the genre of music in SF3TS' soundtrack has already pushed me to want to dump this game and get the import instead (only if the music is different). Oh well, I guess I can always play with the music off.
Re: Question about Street Fighter III: Third Strike
I liked the soundtrack as well. Hence why I also own the US soundtrack (though I wish we got a CD collection with all the mixes instead of one of each).
As for DI, the music is more... respectable, I suppose, in its pure and utter typicality. Boy, they finally decide to try something new and give people specific styles of music and they get lambasted for it (or so it seems on the web, everyone I know in RL that plays enjoys the music). Of course, I found MvC2's music hysterically good compared to how it worked with the action, so take that as you will.
Quote:
Originally posted by OmegaFlareX
I like the step down in complexity from the Alpha series.
Huh?
Re: Re: Question about Street Fighter III: Third Strike
Quote:
Originally posted by MechDeus
Huh?
SF3 is a more "pure" engine for the most part. Alpha has isms, VCs, guard breaks, air blocking, alpha counters, on and on.
SF3 mostly just has parrying. Red parrying, dashing, universal overheads and such are all pretty minor little tweaks. Although UOHs were pretty friggin broken in 2i.
Too bad parrying ruined SF3*. No position game, no footsie, no projectile pressure, nothing. And when people get to the point of parrying entire supers (which isn't that hard really), it just becomes ridiculous. Don't even get me started on character balance...
*I'm mostly talking about SF3 and 2i, my 3s exposure was very minimal.
The craziest finish EVER in SF3-3rd...
I saw this CrAzY finish once.
It's the third round in a Sean(1P) vs. Dudley(CPU) match.
Both fighters have a sliver of energy left. It so happens that the player decides to mess around and taunt!!. The CPU "catches on" to this pattern and then reacts by doing his rose-tossing taunt. The player launches one more basketball just in time to land AND parry the rose!! The basketball clocks Dudley square on the head at the same time.
KO!!
Everyone who was watching that match literally gave a "standing ovation" to the player.
Wicked!:cool:
What's so wrong with parrying?
I don't see the problem with parrying. Yes, parrying supers can be easy, but you have to PARRY THE FIRST HIT, and that's what's difficult. You basically have to guess at what height the next move will stike - low or mid/high. THEN you have to guess WHEN it will strike. That's two guesses.
Not I know it can be surprisingly easy to guess when your opponent will strike, but when going toe-to-toe with a standing Akuma, for example, how can you tell if he'll hit you high with a regular punch or low with a standing LK. There's no catch-all parrying technique for that situation. You have to guess either to tap accross or tap down.
One other thing: ISMs suck. Just quit with the ISMs and options and things and let me get on with the match.
And the character select screen music is bad in Third Strike, with that rhythm-free rapper, but have you even heard the music on Akuma's level? It's more than good.