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.
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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.
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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).
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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.
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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...
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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.)
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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).