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Street Fighter 3: Third Strike Emulated! - Page 53

Forum Index > General Games
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Bill307
Profile Blog Joined October 2002
Canada9103 Posts
December 05 2007 19:40 GMT
#1041
On December 05 2007 18:01 CharlieMurphy wrote:
Show nested quote +
On December 05 2007 15:23 Bill307 wrote:
Well, turns out this topic comes up as the 6th Google result for mame joystick input lag.

I bought an HRAP V.2 (yay), but can't use it with any 3s emulators due to input lag making special and super moves impossible =/. Judging from the joystick testing thing in the Windows control panel, the PS2-to-USB converter is not the source of the lag: it's the emulators T_T.

Can anyone translate what MOV is saying in those interviews, btw?

Edit: I did some testing, and it looks like MAME has input lag regardless of game and of input source (joystick or keyboard) =/. This comes as a big surprise to me, because I'd never noticed any input lag when I used to play shmups on MAME :S.

Maybe it just depends on the version. or like some bug.

I hope you're right. But so far, I've tried MamePPK v1.118u1 and v1.119, Mame32 v0.95, and the old CPS3-specific emulator.

My best hope at this point is probably to try other CPS3-capable emulators.
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
December 06 2007 01:48 GMT
#1042
Try 117, thats what everyone uses anyways. If not, maybe report it somewhere? Or try SRK forums about it. I'm sure someone has a fix.
..and then I would, ya know, check em'. (Aka SpoR)
Bill307
Profile Blog Joined October 2002
Canada9103 Posts
Last Edited: 2007-12-06 03:20:12
December 06 2007 03:01 GMT
#1043
For a while now, I've been wondering why 3s videos sometimes show up in the "Related" videos that Youtube shows on the right when I'm watching Arcana Heart videos. I just figured out why: some of the videos feature Hayao playing .

Below are some videos of Hayao and J playing Arcana Heart. Hayao (はやお) uses Earth (土) Kira (きら) and J is apparently using Time Kamui (神依) most recently. Unfortunately I could find only a couple of videos of J using Kamui from a 2v2 tournament hosted by a-cho. This one was the better vid, IMO: J plays the all-white character in the 2nd game, which starts at 2:10 (the 1st game is a rape ).

+ Show Spoiler [J AHF] +




Similarly, I couldn't find very many Hayao vids, but here are a few. He's "a ball with a retard stuck in it" as someone put it on SRK .

+ Show Spoiler [Hayao AHF] +







thedeadhaji *
Profile Blog Joined January 2006
39489 Posts
December 06 2007 13:03 GMT
#1044
I must say these EFZ clones are relatively entertaining to play, but damn they are dreadful to watch --;;
thedeadhaji *
Profile Blog Joined January 2006
39489 Posts
December 08 2007 03:32 GMT
#1045
From Dirty♪’s blog. Not a super accurate translation, but should get the point across. Should give you an idea of how crazy he and other “brainy” Japanese 3s players are --;;.

さて、たまには3rdの話でも(´・ω・`)
今回は有利フレの話。


Guess I shoul talk about 3rd strike once in a while
This time it’ll be about advantage frames.

例えば春麗の下小Pを相手に
ガードさせると3フレの有利が取れる。
この後に近距離大Kや下中Kに繋げば
キャラによっては飛べない連携が完成します。
まあ簡単に言うと有利フレを取れば
その後自分に有利な様々な選択肢が取れる訳で。


For example, if you make your opponent
guard Chun-li’s low LP you can get 3 advantage frames.
Using Chose HK or low MK after this creates a “combo”
where certain characters cannot jump.
To put it in simple terms, getting these advantage frames
gives you the chance for all sorts of advantageous options.

んで本題。
春麗の下小Pがガードで3フレ有利を取れる。
ですがリュウの遠距離小Pは
更に上の4フレの有利を取る事が可能です。
では何故あまり使われないのか?答えは簡単。
大抵のしゃがんだ相手に当たらないからです(´;ω;`)


Onto the main topic.
Chun-li’s low LP gives you 3 advantage frames upon guard.
But Ryu’s far LP gives
An even higher 4 frame advantage.
Then why is this not used very often? The answer is simple.
The attack doesn’t hit most crouching characters. (´;ω;`)

…。


….

話はこれでは終わりません。ここで、
『どうすれば確実にガードさせられるか』
を考える事で
自分に有利な状況を構築していく事が出来ます。
この3rdというゲームはガード中に
上段、下段のガードを切り替える事が出来ます。
これが出来ないと初段エイジスを立ちガードすると
下段が確定してしまうので当然といえば当然です。
さて、このシステムを更に突っ込むと、
『連続ガード時、ガードの切り替えは出来るが
やられ判定は直前のガードモーションに準じる』
という仕様があります。


The story doesn’t end here.
By thinking about “how you can make them guard for sure”,
We can start building a situation where you have a concrete advantage.
This game, SF3 3s, allows players to change high and low guard while being in guard mode the whole time.
Without this, if you guard the first hit of Aegis, the low attack will hit for certain so it’s something that’s obvious, if you will.
Well stated bluntly, this system has the property that boils down to “During continuous guard, you can change guard height but the –hit box– cedes to the preceding guard motion.“

要は初段を立ちガードさせ、
その有利フレ中に連続ガードになる技を出せば
普段しゃがみに当たらない攻撃判定の
高い技でもガードさせる事が可能になります。
相手の起き上がりに技の持続を重ねた場合に
打点の高い立ち技がヒットするのに似てます。
さてここで考えなくてはいけないのは相手が
立ちガードをしなければならず有利が取れる技です。


So basically, by making the opponent standing guard the first hit and dealing out the next move so that it becomes a continuous block motion, even attacks that normally would not hit against crouching characters will now hit.
It is similar to how placing the tail end of an attack on a rising opponent will make high position hit-boxes land.
But the thing we need to think about here is “what moves force the opponent to guard high AND can get you advantage frames.”
まあ全キャラ共通で簡単に思いつくのが、
『ジャンプ攻撃』
です。ジャンプ攻撃をガードさせても距離的に
あまり良いゆさぶりがない際に有効です。
当然、ジャンプ攻撃後にそのまま択にいくのも
有効ですが相手のテンポを乱す上でも使えます。
また特にこの仕様を
有効に活用できるのはユリアンです。


Well the answer that is easy to find for all characters is “jump attacks”.
This option is useful for even when the opponent guards the jump attack there are no good options to shake up the opponent because of the particular distance you find yourself.
Of course, it is effective to just go directly into N-choice-ing the opponent but this can be used well in disrupting the opponent’s rhythm.
Also, the character who can utilize this property particularly well is Urien.

ジャンプ攻撃が強力なのでタイミングを変えれば
相手にガードをさせるのはそう難しくはありません。
ユリアンの立ち小Pはガードで3フレ有利なので
発生8の中足を最速で繋げば簡単には割れません。
某3キャラがしゃがみガードをしてくれれば
あっさりと5フレの有利を取る事も出来ます。


His jump attacks are quite strong so by changing the timings around it’s not so difficult to make the opponent guard them.
Urien’s standing LP is 3 advantage-frames upon guarding, so by connecting the crouching MK which is 8 frames to start up at max speed, it is not easy to interrupt the sequence.
If those “anonymous 3 characters” guard low, then you end up with a 5 frame advantage just like that.

それでも小技暴れやBLを狙われる時もあるでしょう。
ですがこれこそユリアン側の美味しい所。
小技でしか割れないなら仕込みBLすれば良く
BLを狙われるなら遅らせ打撃でゴッソリと。
全ては体力の高さによるリスクリターンの話です。


Even then, there may be times when they will try to parry, or jam their way into it.
But this is exactly the tasty part of Urien’s side.
They can only interrupt you by light attacks so you can just buffer parries, and if they try to parry then you can get large returns by using late-timed attacks.
It’s all possible because of Urien’s high HP and risk-return factors.

また、他にも強力な連携で、
ジャンプ攻撃→立ち中P→小タックル
があります。
ただしタックルは連続ガードの間合いで打つ事。
このゲームは技の空振りでもゲージが溜まりますが
相手にガードさせれば更に効率よくゲージが溜まります。
特に小タックルはガードさせればキャラによっては
有効な反撃がなくもりもりゲージを稼ぐ事が可能です。


Also, there is another option in the strong combo: jump attack → Standing MP → Low Tackle.
Note: The tackle must be used at a distance where they have to continuously guard.
This game gives you meter charge just through “whiffs”, but it charges more efficiently when the opponent guards the attacks.
In particular, against certain characters light tackle doesn’t afford any effective counters against it, and lets you earn meter greatly.

ですがこのゲームには…、
赤BLというシステムがあります(´・ω・`)
とはいえタックル部分に関しては上エイジスを
毎回仕込み入力をしておけばリスクを減らせる。
立ち中P部分を赤BLされるなら
それ以外の選択肢はモロ喰らいするという事(`・ω・´)
ジャンプ攻撃をBLされるなら…まあ色々あり過ぎる。
ユリアンの体力の高さを活かした
裏の選択肢を構築していきましょう。

But this game has a “red parry” system (´・ω・`)
Then again, for the Tackle part as long as you buffer high-Aegis every time you can decrease the risk.
If the MP gets red-parried, they will get hit by any other options you can choose (´・ω・`)
If the jump attack gets parried… well there’s too many options you can take in that case.
Try to construct “back options” that take advantage of Urien’s high HP

また胴着系の中ではショーンの遠距離小Pが
発生4でガードで5フレ有利と特筆物だったり。
キャラによってジャンプ攻撃の打点を変えれば
春麗のBL→下小Pも間に合わない程隙が少ないので
上手く有利フレを活かした展開を作るのが○。
この仕様についてはジャンプ攻撃以外でも
まことの立ち中P→前小Pでも確認が出来ます。


Also, among the dougi characters, Shaun’s far LP has a starting frame of 4 and advantage frame of 5 and is excellent.
Depending on the character, by changing the hit point of the jump attack the opening becomes so small that even Chun-li’s parry→low LP can’t hit in time so it is good to create situations where you can utilize the advantage frames effectively.
Aside from jump attacks, his property can be observed with Makoto’s standing MP→forward LP as well.

他にもジャンプ攻撃の仕様ではユン・ヤンの
ジャンプ攻撃をBL後の着地際の打撃は
強制立ち喰らいってのも覚えておくといいかも。
(TCの所為?かジャンプ小Pのみ例外)
特に豪鬼は必須だったり。小竜巻の話です(`・ω・´)


Among others for jump attacks, it may be useful to remember that upon parrying Yun/Yang’s jump attacks, the attacks that come after they land will be a forced-standing-hit.
It happens that this is especially crucial for Gouki. It’s about light-tatsumaki. (`・ω・´)

-end
<hr>

I don’t’ know English 3s vocabulary at all so apologies if some of the terms seem odd. Btw please refrain from transferring this to SRK or other forums; thanks.

Source: http://blog.livedoor.jp/dirty123/
Bill307
Profile Blog Joined October 2002
Canada9103 Posts
Last Edited: 2007-12-08 03:45:42
December 08 2007 03:45 GMT
#1046
Intriguing. I never knew that fact about the hitbox staying the same :O.

Thanks for the translation .
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
December 08 2007 13:17 GMT
#1047
Lol, I was just on SRK forums and some Urien guy had a sig that said " GAYDICKS ERECTOR" which is funny because it sounds like "Aeigis Reflector".
..and then I would, ya know, check em'. (Aka SpoR)
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
December 08 2007 13:43 GMT
#1048
Wtf, Look at the title of this video
..and then I would, ya know, check em'. (Aka SpoR)
freelander
Profile Blog Joined December 2004
Hungary4707 Posts
December 08 2007 14:29 GMT
#1049
On December 08 2007 12:45 Bill307 wrote:
Intriguing. I never knew that fact about the hitbox staying the same :O.


this fact is known in guilty gear as "fuzzy guard". I didn't know it is in 3s as well
And all is illuminated.
thedeadhaji *
Profile Blog Joined January 2006
39489 Posts
December 08 2007 15:09 GMT
#1050
rofl the google ad became japanese.

it's a student load ad wtf? haha
Bill307
Profile Blog Joined October 2002
Canada9103 Posts
December 08 2007 19:58 GMT
#1051
Finally, I'm going to play 3s today and get a chance to try out my new joystick :D. Hopefully we can try Arcana Heart Full, too. Two words...

+ Show Spoiler +

TELEPORT 720 SUPERRR!!! Aaaahhhhhhh *ejaculate*!

CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
December 08 2007 22:02 GMT
#1052
What was he saying about LK Tatsu for Akuma?
..and then I would, ya know, check em'. (Aka SpoR)
Bill307
Profile Blog Joined October 2002
Canada9103 Posts
December 09 2007 06:42 GMT
#1053
On December 09 2007 07:02 CharlieMurphy wrote:
What was he saying about LK Tatsu for Akuma?

If you force your opponent to block something high (e.g. with demon flip) then you can do a Tatsu with Akuma and it'll hit them even if they block low, because their hitbox stays big as if they are still standing.

Damn, the copy of Arcana Heart my friend gave me didn't work. Also, in 3s, I suffered about 20 defeats in a row where the finishing blow was Ken's leap attack. Even when I KNEW he was going to keep trying to kill me with it, it still kept getting me T___T;;.

Anyway, I should add that having an arcade-quality stick makes a huge difference. As soon as I started playing with it, my execution was at an all-time high. I'm very glad I bought one.
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2007-12-09 19:27:21
December 09 2007 19:13 GMT
#1054
Yesterday I was playing some Alex guy on West Coast Wonderland, he owned me like 20-1 rounds. Then he switched to Akuma as well and Owned me another 15-3 rounds.

I'm gonna hop on right now, ID: SpoR

PS- for some reason whenever I open mame or CPS3 emu my mouse slows down to like 1/3 speed. Its kind of annoying.
..and then I would, ya know, check em'. (Aka SpoR)
Bill307
Profile Blog Joined October 2002
Canada9103 Posts
Last Edited: 2007-12-10 00:16:57
December 09 2007 23:42 GMT
#1055
I found this topic on SRK about a lot of character-specific details in 3s. Thought you guys might find it interesting, too:

http://forums.shoryuken.com/showthread.php?t=124915

Edit: more vids, found on SRK:

Canada VS Empire Arcadia
5v5
Canadian Player "Burton" kicking ass with Twelve!

+ Show Spoiler [5 vids] +












Some finals match between Pyrolee (Yun) and Chun Li (Justin Wong).



+ Show Spoiler +
"KICK HER IN THE FACE!" rofl
ArC_man
Profile Blog Joined August 2006
United States2798 Posts
December 12 2007 01:21 GMT
#1056
Fuck, makoto is soooooo wtf. Did you know you can actually grab an opponent after a blocked cr.mk (you just have to delay the timing a bit)? I didn't know that until I got owned by it like 3 times today.
Bill307
Profile Blog Joined October 2002
Canada9103 Posts
Last Edited: 2007-12-12 09:55:42
December 12 2007 09:54 GMT
#1057
On December 12 2007 10:21 ArC_man wrote:
Fuck, makoto is soooooo wtf. Did you know you can actually grab an opponent after a blocked cr.mk (you just have to delay the timing a bit)? I didn't know that until I got owned by it like 3 times today.

Hehehe. Yeah, one trick I learned is, if you're using Makoto SA2, and you grab your opponent in your corner, but you need a little more meter for a super, after the karakusa you can do cr.mk (guaranteed hit) and then grab them again (which they must jump away from).

Makoto has a lot of moves where she can grab the opponent immediately after the move is blocked (i.e. tick throws): st.lp, cr.lp, st.mp, and cr.mk. cr.lk followed by karakusa (not cancelled) also works sometimes, if you use it sparingly and your opponent is surprised that you didn't do cr.mk xx EX oroshi. cr.lk and st.mp have the advantage that they cannot be parried both high and low, but cr.lk leaves Makoto at -3 frame disadvantage on block AND on hit, whereas all of the other ticks leave her at around +3. st.mp is also an easy meaty and it recovers so fast that certain moves (e.g. Urien's cr.hp) cannot punish it even when it's parried.

Here's another possibly-useful detail about Makoto: if you hold any (non-EX) hayate for about 2 seconds or longer, then if it's blocked, you'll be left in only about -2 frame disadvantage, which is essentially unpunishable. Against characters with predictable punishment combos (e.g. cr.mk xx super), assuming your opponent is good enough to know how vulnerable Makoto is after a blocked (non-charged) hayate, you can parry their next attack and possibly make them waste a super bar too (no need to hit confirm when you're 100% sure your first attack will hit ).
myrmidon2537
Profile Blog Joined August 2007
Philippines2188 Posts
December 12 2007 13:16 GMT
#1058
Bill, the vids and that new makoto info you just posted makes you my hero <3 at least in this thread
IPT.PromilKid: I'm only good at Marvel
~Legit~
Profile Blog Joined April 2004
United States408 Posts
Last Edited: 2007-12-12 16:58:23
December 12 2007 16:57 GMT
#1059
good info bill.. everyone knows about makoto though... and gief and thawk. but imma ruin your appetite and talk about some more marvel here. with morgan.... you can addf jab xx grab and it's guranteed :D!! the plus frames on her jab are just silly... OG super turbo tactics shine through even in marvel :D

LegitMatthew
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
December 13 2007 02:13 GMT
#1060
Can we get to 60 pages?
..and then I would, ya know, check em'. (Aka SpoR)
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