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Thread: Question about Street Fighter III: Third Strike

  1. #11
    Once someone emulates CPS3 (or whatever the hell 3rd strike is on) we can all play each other.

    Unless emulation makes your pussy hurt... then you will have to sit at home and cry.

    Did I mention that I love Kawaks?

  2. #12
    lithium Guest
    Originally posted by MechDeus
    One must pick from the Supers in SFIII, similar effect which also requires knowledge of what each Super does, as opposed to the apply-to-all Isms.
    But that's all that changes, the super. On top of that, most characters have one super that is clearly the one to go with. So unless you're just messing around, the super choice becomes void.

    Isms completely alter the character. Different super meters, different damage ratios, different dizzy meters, different moves (compare X Chun to A and V Chun), air blocking available or not, whether you get supers or not. Many differences. Which Isms maximized a character was hotly debated and experimented with for a long time, which super maximized a character in SF3 was practically figured out immediately.

    Air parrying, which is more difficult to boot.
    Parrying is intimidating at first but not that difficult. Once you get the hang of it they become total second nature. Air parrying can net you an advantage (better positioning and super meter) for little risk. Jumping in SF should be risky.

    It is beautiful in simplicity, but I would hardly call it lower complexity then Alpha.
    SFA3 is an overly complex fighter. Too complex IMO. Saying SF3 is "simpler" is not an insult. It's not SF3's simplicity that ruined it (that was a boon if anything), it was the parrying.

    I also hated projectile pressure ("Whee! I can stand at the other end of the screen and do fireball over and over! Aren't I skilled?")
    But that would get you killed instantly against anyone who was good. Projectiles in the hands of a good player means space control. The game can and must be fought at all distances, and moving through the various ranges requires you to know what you're doing. Something like Zangief vs Dhalsim is an interesting fight because Dhalsim can control distance better than Gief, but Gief's got the inside game.

    All that is lost in SF3. Someone throws a projectile, parry, thank them for the super meter, and depending on the spacing possibly hit them before they recover because you're not in block stun. If not just keep on moving in.

    I also can't think of any other fighting game that balances characters better. Hugo and Yun/Yang have their problems (and Elena is very much parry-bait), but nothing that can't be dealt with.
    This I definitely take issue with. In 2i, Ibuki is an absolute monster, as is Akuma (although not as bad). My favorite character was Hugo, and I've put him up against many Ibukis. Not pretty. Yun and Yang are both solid first tier in 2i. The problem is the tiers are so spread out. Hugo and Elena in the bottom tier are waaaay behind the middle tier, top tier is way far out ahead still and then the God tier just reigns with an iron fist. Maybe shoryuken.com has some 2i vids laying around somewhere, a good Ibuki is a rather eye opening experience.

    In SF3NG, Ibuki possibly qualifies as the most broken Capcom character of all time. All the speed and combos, plus the easiest infinite ever (kick kick kick kick).

    The home versions tweak things a bit. Ibuki's infinite is gone, and in 2i Hugo was given his third strike jab. Which of course succeeded in making him even worse I'm sure there were other changes, it's been a while.

  3. All I know is that I got real good pretty quickly in Alpha 3 but to this day I wouldn't say that about my SF3 play. Parrying really makes you have to learn everyone and their tendencies in a more precise way than Alpha does.

    And as for the music...the guy who does the rapping (Infinite) is from a local crew, a member of whom tried to sexually assault an ex-girlfriend of mine...I'm not impressed.
    -Kyo

  4. hm...small world

  5. 3rd Strike music is so fucking sweet i don't have any complains in that area, hell! I don't complain about anything in this game

    Mech well say, I couldn't say it better my self… fuck! why ppl like you don't live around here, so I could challenge them for some good 3rd Strike battles


    [edit]DANM! didn't know that Kyo

  6. The music in 3rd Strike is way too loug in default setting. It completely drowns out the voices.

    The voices in 3rd Strike are the best Capcom has ever done.

    The sound FX are some of the worst- the parry sound is MUCH better in Double impact...

  7. Speaking of Third Strike, anyone check out the Evolution 2K2 3rd Strike Matches? Mester, Ohnuki and Tokido = @_@

    Ohnuki parried the first hit of Alex Valle's EX Fireball (Ryu) and then blew through the next hit with Chun's Super #2 O_O;; craziness. From what I heard he does that regularly when playing too wtf
    If my memory of her has an expiration date, let it be 10,000 years.

  8. reno, you suck. (oh, wait so do I)

    Yes, those JPN players are sick. seeing them play in person was unbelievable.

  9. #19
    Seven Force Guest

    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!

  10. #20
    mikey Guest

    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.

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