ummmmm Street Fighter III: Online Edition anyone???
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- Merk
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Re: ummmmm Street Fighter III: Online Edition anyone???
Just played this match: http://www.youtube.com/watch?v=rwbZ0T8A-aY
Best way to win IMO. I really wish you could upload to your own YouTube channel on 360.
Best way to win IMO. I really wish you could upload to your own YouTube channel on 360.
- Fluffyumpkins
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Re: ummmmm Street Fighter III: Online Edition anyone???
That fireball at the end was pretty funny.
- Merk
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Re: ummmmm Street Fighter III: Online Edition anyone???
Someone on IndyDDR please play some Third Strike with me. I enjoy playing randos but playing people I know and care about makes me happy.
- Merk
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Re: ummmmm Street Fighter III: Online Edition anyone???
Played some Third Strike yesterday for the first time in a while, I am still amazed I was able to find games relatively quickly. I crushed pretty much everyone except for this really, really good Q and a tricky Makoto. You know, sometimes when you're playing a Makoto who knows what they are doing you just have to play keepaway, jump a lot, and bait parries. Makoto is one of those characters where if you guess right once or twice with a grab then the round is yours
Re: ummmmm Street Fighter III: Online Edition anyone???
So much screaming!
That last one was awesome.
So clutch. Much excite. Wow.
That last one was awesome.
So clutch. Much excite. Wow.
- Merk
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Re: ummmmm Street Fighter III: Online Edition anyone???
According to Urban Dictionary Raggo is defined as, "Not caring, being reckless, disregard to consequence" which I guess is a fair description of someone who pulled off a red parry.
To elaborate, a red parry occurs when someone parries a move or a combo that has multiple hits while in the middle of what is called a "block string." In that Youtube, the boxer character, Dudley, performed a move that hits about 5 or so times and causes "chip damage" which is the damage that is caused even when a move is blocked. The Ken player had blocked the first few hits of the move and then parried the last hit to avoid the chip damage - obviously you'll know if you had successfully performed a red parry if your character flashes red instead of blue. Had the Ken player not performed that red parry then he would have lost.
The thing about red parries is that they have a very, very tight window. Players don't go for a red parry because the consequences of missing the parry is generally eating a full combo and it's oftentimes just easier to block the move / combo and then punish.
To elaborate, a red parry occurs when someone parries a move or a combo that has multiple hits while in the middle of what is called a "block string." In that Youtube, the boxer character, Dudley, performed a move that hits about 5 or so times and causes "chip damage" which is the damage that is caused even when a move is blocked. The Ken player had blocked the first few hits of the move and then parried the last hit to avoid the chip damage - obviously you'll know if you had successfully performed a red parry if your character flashes red instead of blue. Had the Ken player not performed that red parry then he would have lost.
The thing about red parries is that they have a very, very tight window. Players don't go for a red parry because the consequences of missing the parry is generally eating a full combo and it's oftentimes just easier to block the move / combo and then punish.
- Merk
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Re: ummmmm Street Fighter III: Online Edition anyone???
Going to legit buy this: https://www.createspace.com/4739263
- Merk
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Re: ummmmm Street Fighter III: Online Edition anyone???
Really good podcast episode about high level 3rd Strike: https://www.youtube.com/watch?v=hOASlp4My0o
It's good for long car trips.
It's good for long car trips.
- Merk
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Re: ummmmm Street Fighter III: Online Edition anyone???
Damn, I gobba get my parry game up.
Did some reading and as far as parry timing is concerned a very large chunk of moves in the game can be parried like your standard red fireball, the hard part is just getting that first hit of a move. Once you parry the first hit though the timing is generally that of a red fireball and you just have to parry for each hit of the move / super art. There are of course exceptions (some supers have a longer / shorter interval between each hit) but they are actually not that common.
Did some reading and as far as parry timing is concerned a very large chunk of moves in the game can be parried like your standard red fireball, the hard part is just getting that first hit of a move. Once you parry the first hit though the timing is generally that of a red fireball and you just have to parry for each hit of the move / super art. There are of course exceptions (some supers have a longer / shorter interval between each hit) but they are actually not that common.
- Merk
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Re: ummmmm Street Fighter III: Online Edition anyone???
Did you know?
There are 3 types of parry: blue, sloppy blue, and red. Blue parries are performed by returning the stick to neutral quickly enough. Sloppy parries occur when the stick isn't returned to neutral in time, reducing the parry window; these are far more noticeable in CvS2 than in 3S. Red parries are parries that cancel blockstun.
Blue ground parry windows for ground moves/fireballs: 10 blue, 6 sloppy.
Blue ground parry windows for air moves: 5 blue, 5 sloppy. (Interesting.)
Air parry windows for all moves: 7 blue, 6 sloppy.
Red parry windows for all moves: 3 for normal moves, 2 for specials/supers.
Frame advantage for parried Jabs/Shorts: +4 (opponent is frozen for 20 frames)
Frame advantage for parried Strongs/Forwards: +3
Frame advantage for parried Fierces/Roundhouses: +2
Frame advantage for non-projectile specials/supers: 0
Frame advantage for projectiles: -16
Example of frame advantage: let's say Chun parries Ken's low Forward point blank. Chun is in parrystun for 16 frames and Ken is frozen for 19 frames. Because Chun's low Jab has 2 frames of startup, Ken won't be allowed to cancel to SA3 if Chun does the Jab at the earliest possible frame.
There are 3 types of parry: blue, sloppy blue, and red. Blue parries are performed by returning the stick to neutral quickly enough. Sloppy parries occur when the stick isn't returned to neutral in time, reducing the parry window; these are far more noticeable in CvS2 than in 3S. Red parries are parries that cancel blockstun.
Blue ground parry windows for ground moves/fireballs: 10 blue, 6 sloppy.
Blue ground parry windows for air moves: 5 blue, 5 sloppy. (Interesting.)
Air parry windows for all moves: 7 blue, 6 sloppy.
Red parry windows for all moves: 3 for normal moves, 2 for specials/supers.
Frame advantage for parried Jabs/Shorts: +4 (opponent is frozen for 20 frames)
Frame advantage for parried Strongs/Forwards: +3
Frame advantage for parried Fierces/Roundhouses: +2
Frame advantage for non-projectile specials/supers: 0
Frame advantage for projectiles: -16
Example of frame advantage: let's say Chun parries Ken's low Forward point blank. Chun is in parrystun for 16 frames and Ken is frozen for 19 frames. Because Chun's low Jab has 2 frames of startup, Ken won't be allowed to cancel to SA3 if Chun does the Jab at the earliest possible frame.