Street Fighter 3: Third Strike Emulated! - Page 36
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thedeadhaji
39489 Posts
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PePe QuiCoSE
Argentina1204 Posts
I have barely played the game, but for some reason i like Q a lot. edit: Necro [Sugiyama] vs Urien [Messatsu] + Show Spoiler + awesome ending and to not make another post, yeah, i know charlie, but as now i only see vids of SF3 i like when i see low level characters being played =) | ||
CharlieMurphy
United States22895 Posts
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Bill307
Canada9103 Posts
1st Co-operation Cup Finals (5v5) Part 1 Part 2 | ||
thedeadhaji
39489 Posts
http://kedamono.net/download/20070818_3rdranbat.torrent KO plays makoto again, so it's worth watching | ||
.Ix
Philippines266 Posts
http://kaillera.movsq.net/ just posting in case no one's mentioned it yet. it's much, much faster in my experience. and i only play on private servers made by me or my opponent. | ||
jkillashark
United States5262 Posts
Who do you guys play? Chun-li is my nazi character, but she's no fun to play with. Boring poking game, poke poke poke hit confirm low forward into super. Yay. I really like playing with Makoto and Ken (Strong Fierce! Wheeee). | ||
H
New Zealand6137 Posts
On September 10 2007 16:58 jkillashark wrote: Bill = love. Who do you guys play? Chun-li is my nazi character, but she's no fun to play with. Boring poking game, poke poke poke hit confirm low forward into super. Yay. I really like playing with Makoto and Ken (Strong Fierce! Wheeee). I have a lot of fun with Ken because he has a lot of options, and he's high on the tier list. Win-win ~~ | ||
thedeadhaji
39489 Posts
My brother can use urien / yun / chun, and we are constantly switching chars for favorable matchups when we play one another. (hence we always play on arcade mode, not versus - besides, arcade mode is faster b/c the bullshit game save screen doesnt show up) edit: his urien absolutely rapes every char of mine other than chun or makoto, and when i win with those, he'll choose yun and completely destroy me, then i choose ryu/ken and kill him, then he chooses urien/chun murders me, repeat. | ||
H
New Zealand6137 Posts
On September 10 2007 17:29 thedeadhaji wrote: started ryu (duh) about 6 years ago, switched to ken 4 years ago, switched to yun (SA2) 3 years ago, switched to Alex 2 years ago, switched to yun (SA3) 2 years ago, switched to Makoto 1.5 years ago, switched to Chun 1 year ago, switched to Dudley 2 months ago. Reminds me, I want to learn Dudley. He's incredibly cool and I like his fighting style. | ||
CharlieMurphy
United States22895 Posts
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CharlieMurphy
United States22895 Posts
haha | ||
ArC_man
United States2798 Posts
Yun is just so versatile and geneijin is just fun to use. Twelve has a wacko style and is a blast to play (especially X-COPY cause it's so stupid). I hate how he does piss damage though -.- I like playing many other characters as well though and I make it a duty to learn every character at least coarsely in every fighting game that I play. | ||
Famehunter
Canada586 Posts
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thedeadhaji
39489 Posts
On September 10 2007 12:46 .Ix wrote: does anyone use the p2p version of kaillera here? http://kaillera.movsq.net/ just posting in case no one's mentioned it yet. it's much, much faster in my experience. and i only play on private servers made by me or my opponent. we tried this for about half an hour today, and could not get it to function properly (ie connect), despite having the settings seemingly correct (at least from reading http://kaillera.movsq.net/#) =S | ||
CharlieMurphy
United States22895 Posts
dunno how good this Ryu guy is but damn this Akuma is hardcore. Roundhouse kara demon finish. edit- Is juggling/comboing easier when the opponent has full(or empty however you look at it) stun gauge? nice vid as well Half way through(1:05) when akuma is in the right corner it looks like he does a jump kick then cancels into a dive kick. The first kick doesn't hit but am I just seeing shit? Haha there is a glitch where he does SA1 after the KO and it doesn't take special bar. Can you do that with any other specials? Hey, also when you taunt for bonus, does the taunt need to be completed for the effects to take place or how does it work? | ||
thedeadhaji
39489 Posts
edit- Is juggling/comboing easier when the opponent has full(or empty however you look at it) stun gauge? being in stun means that in the air, the char doesn't have the "down" status or w/e that is usually assigned to them. Similar to what happens with yun's geneijin stuff. It enables some juggling that usually isn't possible. Half way through(1:05) when akuma is in the right corner it looks like he does a jump kick then cancels into a dive kick. The first kick doesn't hit but am I just seeing shit? I see what you mean, but it's seeing shit. Prolly part of the hyakkishuu animation. Haha there is a glitch where he does SA1 after the KO and it doesn't take special bar. Can you do that with any other specials? Any char can do it. Not really a glitch. Hey, also when you taunt for bonus, does the taunt need to be completed for the effects to take place or how does it work? I think there's a certain part of the taunt that has to complete, but it's not necessarily the whole thing. But almost every char's taunt effect is cancelled when they're hit, so it's pretty much irrelevant (other than Q) | ||
CharlieMurphy
United States22895 Posts
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Bill307
Canada9103 Posts
On September 11 2007 07:44 CharlieMurphy wrote: edit- Is juggling/comboing easier when the opponent has full(or empty however you look at it) stun gauge? I guess I'll explain how juggling works. Juggling and Stun When you hit an opponent into the air, they can enter one of two sequences (names taken from shoryuken.com): 1. reset sequence: "air reel" briefly, then "air recovery", and lands with feet on the ground 2. knockdown sequence: "air reel" briefly, then "air knockdown", and lands knocked-down on the ground Also, any attack that hits them into the air will increment a "juggle counter". Each attack increments the counter by a certain amount: most ground attacks increment it by 1, but some ground attacks (like Yun's shoulder and upward kick) and all air attacks increment it by 3. Some supers reset it with every hit, such as Yun's Genei-Jin, allowing you to juggle them until the super runs out. During "air reel", any attack will juggle the opponent, but this animation is so brief that you can rarely hit your opponent during it, unless the attack is designed for it. Things that juggle during air reel include Ken's SA3 and his fierce/EX shoryukens. During "air recovery", only a handful of supers (such as Ryu's and Akuma's SA1s, Urien's EX Aegis, and Makoto's SA2) can hit the opponent. It is possible to parry during "air recovery" BUT if you parry an attack, it ends your opponent's combo (i.e. resets all damage and stun scaling) and resets the juggle counter back to 0. Aside from those supers, the opponent is invincible until they land, at which point they can immediately block. During "air knockdown", any attack can juggle the opponent so long as the juggle counter is less than 6. This is what prevents you from doing infinite juggles in 3s. (in theory, you can do an infinite juggle as long as you keep hitting the opponent during "air reel", but in reality this is impossible). Most special attacks will send the opponent into the knockdown sequence, and most normal attacks will send the opponent into the reset sequence (aka "resetting" them). However, when the opponent is stunned or KO'd, every attack will send them into the knockdown sequence. This is why Akuma was able to juggle Ryu with jabs until the juggle counter reached 6. Normally those jabs would have just reset Ryu. This also explains Yun's Genei-jin enders, and why Yun players usually try to get one last hit in just before their super ends, so that it doesn't increment the juggle counter. If they mis-time it and hit their opponent just after their super ends, their ender might not work correctly: some of the attacks will miss because the juggle counter is already at 6. Another feature of being stunned is that every attack causes 1 extra hit-stun frame, which can sometimes allow juggles that would otherwise be impossible (e.g. it gives you 1 more frame to hit them before they leave "air reel"). Haha there is a glitch where he does SA1 after the KO and it doesn't take special bar. Can you do that with any other specials? It's not a bug ^^. If you're fast enough, you can cancel an attack that KOs your opponent with a special or super move, but you have to input the special/super move before the KO appears because the game won't let you do special or super moves after a KO (except for taunting). If you cancel it with an EX move or a super art, you won't lose any meter (because it would suck if you did ). Hey, also when you taunt for bonus, does the taunt need to be completed for the effects to take place or how does it work? I've always thought that in most cases, the taunt has to finish completely. But actually, I really don't know. The only exception I'm aware of is Ibuki: her taunt has to hit her opponent otherwise she won't get any (temporary) attack bonus. | ||
Bill307
Canada9103 Posts
I like characters who have a lot of offensive options. I like to play offensively and actively. Maybe when I've got more experience and better execution, I'll try to pick up a mid-tier character seriously, like Yang, Akuma, or Ibuki, someone who's best on offense. | ||
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