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Thread: Question about Street Fighter III: Third Strike

  1. Originally posted by bahn
    hm...small world
    Yeah, the wierd thing was, I found out when I got the game, finished it, and saw his name. I thought it was cool a local guy was in SF3, so I told her one of the Ghetto Concept guys did the vocals for it and that's when she told me what happened. Still a cool game, and it wasn't actually Infinite that messed with her, but still.
    -Kyo

  2. Hey

    I have a question, Does anyone have a comprehensive list of all the effects the taunts have. I'm rather unsure about what they do.

    JM

  3. the only taunts unknown for the players are : RYU and CHUN-LI

    I think Ryu taunts don't change anything, but Chun-Li has so many different taunts that no1 knows what do each one of them

    al others taunts only increase Damage our Defense [Q is the only one]

  4. I think only a few characters have taunts with any effect - Dudley, Chun Li, Sean, Ken and Yun/Yang have taunts that hit the other person. Sean's and Dudley's can be the start of a combo.

    Urien's knocks the opponent down if they're close enough. Q's, if done three times in a match, lowers the damage he does, but greatly lowers the damage he takes.

    Oro's restores his stun meter. Makoto's powers up the damage she does for her next move, and I think the third part of it hits the opponent. I don't think the others do anything special, but someone can feel free to correct me.
    -Kyo

  5. Akuma - power
    Ken - power
    Yang - power
    Yung - power our speed not sure
    Dudley - power
    Makoto - power
    Urien - power
    Q - defense [you can do it 3 times for max defense]
    Elena - power our speed not sure also
    Gill - power
    Hugo - power[he has two taunt and i don't know what the second one does]
    Sean - power
    Remy - power
    Oro - power
    Alex – power

  6. From Gamefaqs:

    CHUN LI - What bonuses she gets depends on what she does during her Personal Action:
    - If she yawns, her stun gauge recovery rate increases. You can yawn up to three times for increased recovery.
    - If she also cracks her neck, her attack power increases for all moves but throws.
    - If she also pats her shoulder, her defense power increases.
    - If she also arches forward and stretches her hips, her attack and defense power increase.

    RYU - The rate at which his stun gauge empties will increase a bit. You can taunt up to three times to increase the rate at which his stun gauge goes down, but after that point, additional taunting won't do anything.

    A lot of them have different effects and can be controlled in different ways, so if you're interested in the effects I suggest you look them up.
    Saying SF3 is "simpler" is not an insult.
    I know, but I think that Alpha is more complex in terms of too many commands whereas SFIII is more complex in terms of mind games and proper usage (very little barraging the opponent). They're complex in different ways.
    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.
    Move canceling can help (obviously one shouldn't be tossing fireballs at random, a good setup will help), and whether the opponent hits through a parry depends on their attack as well (you can parry after a parry if it's at least a Hard attack... I haven't experimented throughly with this to see what can and can't be done in this manner, but I've done it by accident before).
    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.
    Yeah, I abused the heck out of Akuma in SI (he was my feel-good comeback character whenever I started losing badly and wasn't in a mood to deal with it), though I used to be really good against Ibuki. A friend of mine loves her to death and enjoyed using her against me all the time, hence I learned a lot of her move animations and parrying timing. I've forgotten them by now (like Ken, who I used to know all his animations like the back of my hand), but it was fun while it lasted.
    In SF3NG, Ibuki possibly qualifies as the most broken Capcom character of all time.
    I've barely played NG, I was raised on SI and started playing NG just for a change of pace and to see how the game progressed (I'm mainly a home player). I miss the waterfall stage...
    Air parrying can net you an advantage (better positioning and super meter) for little risk.
    It can, but it can also be used against you. Due to adding to your hang time, one of my roomies used that to toss out fireballs while I was jumping so that I would have to parry which would give him time to move his character around. Again, it depends on who you're fighting and their style.

    Parrying is simple once you get the hang of it, but a lot is learning who your opponent is and how they fight moreso then simply "This is his move list." (It still takes that too, of course.)
    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.
    For some characters, yes. Choosing a Super can also depend on who you're fighting, and I find I have multiple choices for Supers for many of the characters (there are a couple I only ever use one with). It's not as hotly contested as the Isms because it doesn't affect them as wildly (but it does affect the Super Bar length, which can really change the flow), but it also allows for better balance.

    You'll have to play TS to get a better grasp on how they balanced it, as they also added moves to most of the characters and removed some (poor Dudley's spinning uppercut).

  7. Air parrying, which is more difficult to boot.
    (Forgot) Oh, and what I meant by "more difficult" was in comparision to air blocking. One requires watching your opponents move and timing a tap of the controller just right, the other requires holding back.

  8. i don't get the complaints with the sf3ts music. i liked it so much i bought the soundtrack. makoto's stage music is my fave i think. the music that plays at the end credits is great too.
    currently playing: gun valkyrie, ocarina of time

  9. StriderKyo: Holy Shit!! You've finally answered my question. I've been asking people for years, "doesn't the guy in SFIII sound like Infinte" and nobody knew what the hell I was talking about.

    So, Ghetto Concept eh. I thought infinite was on his own (see, I don't pay attention to Ghetto Concept due, mostly, to my disdain of their hackneyed, unoriginal brand of hip-hop; Kardinal Offishall they ain't)

    Relating back to the topic: To be honest, I don't use parrying as much as I should, as I find it more of a hinderance than a benefit. But that's just the way I play. I use it more to show-off. That said, I'm a sucky player. Whoopee.

    P.S. all valid points guys, good debate.

    Oh yes, and the music in SFIII is good, but I kind of like the music in Double Impact a little better. Maybe it's because Third Strike's music sounds like "forced coolness." However, the theme of Q would make a really good single, in my opinion.

  10. I don't like the music because I can't stand rap. Of course, I haven't heard all the BGM tracks yet, but it irritated me to hear that stuff in a video game.

    And yes... the character selection music in MvC2 is terrible as well.

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