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Street Fighter III Third Strike

I'm really thinking about giving up on makoto, i mean, she and chun li got me hooked by the same reasons: design, personality, etc. but it seems that i can't do what makes a good makoto player, and chun li i can kinda do things, i am having this trouble on both sf4 and 3 :/ what you guys say?
 
If she's not for you she's not for you, game has plenty of characters for you to choose from, and they all play vastly different. Just look around until you find that character that clicks!
 
Anyone here actually play Urien?
 
I don't, but i'm interested, but i'm already playing with much more characters than a beginner should. xD
 
Has anyone ever gone into a session of Third Strike think: YO THIRD STRIKE THIS GAME IS SICK! LET'S FUCKING GO!

But by the end of the session it's all like: FUCK MY LIFE, IM AWFUL AT THIS GAME I DONT EVEN KNOW WHY I PLAY IT!

Because I have, multiple times infact
 
No, I go in with "This game is sick, let's fucking go", get bodied and go "Man this game is sick, I wish I knew how to fucking play."
 
Has anyone ever gone into a session of Third Strike think: YO THIRD STRIKE THIS GAME IS SICK! LET'S FUCKING GO!

But by the end of the session it's all like: FUCK MY LIFE, IM AWFUL AT THIS GAME I DONT EVEN KNOW WHY I PLAY IT!

Because I have, multiple times infact

I am more like: i'm so bad at this game, but this game is so awesome, i want to play better.

Funny story, i presented 3rd strike to a friend of mine that used to play a lot of Super Turbo and SFIV (vanilla on an arcade that is here), and since he learned the game, i barely can touch him anymore, and i am still a average to bad player. The guy plays akuma, and he knows how to keep the pressure, and he is learning dudley now, and i can kinda defeat his dudley sometimes with my ryu/chun/makoto, but he still gets more wins.
 
RX, rKf. These are basically the only Uriens you need to watch.

IF YOU GUYS HAVE QUESTIONS I CAN HELP <3

D e v i l s || L e t t u c e
 
RX, rKf. These are basically the only Uriens you need to watch.

IF YOU GUYS HAVE QUESTIONS I CAN HELP <3

D e v i l s || L e t t u c e

Okay, how the jump attacks work connecting into the combo? Like, if i'm with ryu, and i want to do J.HK, into C.MK into Hadouken, it seems that i am unable to do that all the time. I assumed it was something related to the height of my jump attack, but sometimes i can't get even when i'm really low in height, and sometimes, i can get while above the head of the enemy. I'm practicing, and trough time, i've been more consistent connecting the combo, but i think i would develop faster if i knew what to look for. (And the lack of input list in third strike training mode is sad, i'm so spoiled)
 
IF YOU GUYS HAVE QUESTIONS I CAN HELP
I want to talk about the specifics of charge buffering and partitioning.

Right now my only partition I can do is Aegis>Dash>Headbutt (Yeah it's an unlockable, yeah I know I shouldn't be trying that right now, but I was trying to learn a partition at all.) Only buffering I've managed thus far is Aegis >Tackle >Tackle.

Trying to do Tackle > Tackle > Headbutt or Tackle > Tackle > Tackle > Headbutt but having a really rough time.

And yes you linked me your friends video earlier, but I learn better by talking stuff out.

Then I have an extremely scrubby question for the game in general.
I started taking fighting games seriously in the past few months and have mainly focused on Skullgirls, trying to go back to games I used to play casually like GGXXAC or 3S in particular I've learned that SG is SUPER lenient with chaining stuff together and I find a lot of times I simply can't input fast enough to do a combo in 3S such as Target Combo > special >special, I usually only get the first or second special (after completing the Target Combo) I know practicing specific combos will make me better and doing those inputs correctly but what should I be doing that I can input at the required speed in general? I knew SG was less restrictive about inputs but the fact that I can do full long combos in it and can't even do a 5 hit combo in this without work is surprising.
 
RX, rKf. These are basically the only Uriens you need to watch.

IF YOU GUYS HAVE QUESTIONS I CAN HELP <3

D e v i l s || L e t t u c e
Does Alex have any decent reversal options?

I've been playing him for a long time now but I never found a decent reversal.
 
Okay, how the jump attacks work connecting into the combo? Like, if i'm with ryu, and i want to do J.HK, into C.MK into Hadouken, it seems that i am unable to do that all the time. I assumed it was something related to the height of my jump attack, but sometimes i can't get even when i'm really low in height, and sometimes, i can get while above the head of the enemy. I'm practicing, and trough time, i've been more consistent connecting the combo, but i think i would develop faster if i knew what to look for. (And the lack of input list in third strike training mode is sad, i'm so spoiled)

The game has a fair amount of hit stun. So you might just be doing the C.MK too early, its not like chain combo's/magic series stuff in MVC2/SG and so on. Also you never want to end a combo like that with fireball, freeee tatsu.

I want to talk about the specifics of charge buffering and partitioning.

Right now my only partition I can do is Aegis>Dash>Headbutt (Yeah it's an unlockable, yeah I know I shouldn't be trying that right now, but I was trying to learn a partition at all.) Only buffering I've managed thus far is Aegis >Tackle >Tackle.

Trying to do Tackle > Tackle > Headbutt or Tackle > Tackle > Tackle > Headbutt but having a really rough time.

And yes you linked me your friends video earlier, but I learn better by talking stuff out.

Then I have an extremely scrubby question for the game in general.
I started taking fighting games seriously in the past few months and have mainly focused on Skullgirls, trying to go back to games I used to play casually like GGXXAC or 3S in particular I've learned that SG is SUPER lenient with chaining stuff together and I find a lot of times I simply can't input fast enough to do a combo in 3S such as Target Combo > special >special, I usually only get the first or second special (after completing the Target Combo) I know practicing specific combos will make me better and doing those inputs correctly but what should I be doing that I can input at the required speed in general? I knew SG was less restrictive about inputs but the fact that I can do full long combos in it and can't even do a 5 hit combo in this without work is surprising.


Charge Stuff: I'm pretty whack at it myself honestly, I just do tackle tackle stand fierce. Or Tackle EX Tackle Headbutt. Urien has never been one of my stronger characters, it just takes getting it down, just try to watch the video the best you can. Sorry :/

And thats another one that just takes playing more, you have to just get use to the lack of leniency and just get comfortable with the pocket of time the game gives you for stuff.

Does Alex have any decent reversal options?

I've been playing him for a long time now but I never found a decent reversal.

Wake up headstomp kiiiiinda if whatever they're doing on wake up suuucks.

Wake up SA2.

So no, not really any reversal worth doing. Only a handful of characters in this game have any reversals worth anything anyway.
 
I guessed he didnt have any reliable reversals or wake up options thanks for answering my question
 
just takes playing more, you have to just get use to the lack of leniency and just get comfortable with the pocket of time the game gives you for stuff.
Well, yeah, of course, just thought there might be some specific exercises I could do.

I've got my Q down actually as far as being able to do his combos and what I should be doing, have the needed material for my Urien, so that leaves this question, what should my gameplan be as Hugo? I know to Moonsault when I can, clap on block for stun, Ultra throw > clap > Backbreaker/SAII but he's the only character of the three I can't seem to get any neutral going for as anyone who mashes jab beats my throws. Irony being he's the one of the three I could do all the trials for in the Online edition. (Leaving working on my Akuma for later, really want these down specifically.)
 
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Well for starters SA2 is useless.

SA1 or SA3 is the optimal way to play him, IF you plan on seriously playing him.

SA1 if you want to play a patient get the damage when you can, traditional grappler style.

SA3 if you want to play a weird stun building/grappler hybrid thing that will randomly just shiiit out damage.
 
Well for starters SA2 is useless.

SA1 or SA3 is the optimal way to play him, IF you plan on seriously playing him.

SA1 if you want to play a patient get the damage when you can, traditional grappler style.

SA3 if you want to play a weird stun building/grappler hybrid thing that will randomly just shiiit out damage.
But...but...my deadly double combination...

Also...how do you Ibuki?

I never got a second sub for third strike and it's been really bothering me as of lately.

So out Ibuki, Urien, and Dudley, I choose Ibuki, because I have no fucking clue how to play Urien and all I learned from Dudley is just to mash standing hard punch.
 
Also...how do you Ibuki?

...all I learned from Dudley is just to mash standing hard punch.

Watch Aruka, Hossy, RED, and other top Japanese Ibuki players. I really suck with her, she's right there with Elena, Akuma, and 12 for me I just suuuck with her.

Also thats totally not how Dudley works at all but okay ;_;
 
Well for starters SA2 is useless.

SA1 or SA3 is the optimal way to play him, IF you plan on seriously playing him.

SA1 if you want to play a patient get the damage when you can, traditional grappler style.

SA3 if you want to play a weird stun building/grappler hybrid thing that will randomly just shiiit out damage.
I always play SA I anyway. Was just saying I know how you're supposed to use SA II. I know it's a scrub mentality to always just go for damage but being patient and landing Gigas is satisfying every single time.
 
So I take back everything I said about charge partitioning. Charge partitioning is easy, I was even able to learn 2 unlockable set ups with charge partitioning in a couple minutes just by watching footage of RX. I also have unlockable set ups that only require buffering as well as combos with tackle juggling and even going from headbutt to tackle.

Tackle tackle hesdbutt and triple tackle headbutt are still bullshit and I can not even get close.

Edit:By "learn" I do actually mean "can pull off pretty consistently"
 
In fightcade I keep getting black horizontal lines from the fade-in that stick through the whole match. Does anyone know how to fix this? It's pretty distracting...

Untitled.png
 
I think this happens when you do an input during loading times, because it happens to me when I keep hitting the coin or start button.
 
i started play recently on fightcade. If anyone intersted in fight newbie hit me there(same nick).
i dunno but this game feel more easy than USF4....
 
do his orbs. They are strong, especially EX orb with it's semi tracking. his far range pokes are s.lp, s.mp, s.mk, [s.mk is a good buffer normal if you want to toss out a quick orb as well] f.mp is a good tool to use to cover some horizontal space and to move forward slightly.

other than that just make sure you combo into close s.mp to get the launcher from there you can do his kick loops with air qcf+k
 
@AdenPhoenix

Okay so to give you actual advice thats productive haha.


Here is a good video.

Players to watch are Kuroda, Dirty Music, and Thanatos.

Wasting meter on his fireballs outside of unblockable setups or just general setups is bad. S.LP is not that good of a poke, neither is S.MP. Far S.MK isn't special cancelable at all which is one of his best pokes, still a strong tool but not for that purpose so keep that in mind. F.MP is not strong.

Your main pokes are..

S.HK (whiffs on crouching Oro, Chun, maybe a few others.)
S.MK from far is amazing.
S.LK is really good.
C.MK as well.
C.MP
C.HP can be a strong whiff punish tool if you're too far for S.MP close and too worried about S.HK whiffing on a MU when that matters.

The look in specific is S.MP(1st hit), QCF.MK, S.MP(1st hit), QCF.MK, MP Headbutt (Charge down charge up)

Thats the basic one, learning the resets and setups require watching matches.

If you have any other questions let me know.
 
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@AdenPhoenix

Okay so to give you actual advice thats productive haha.


Here is a good video.

Players to watch are Kuroda, Dirty Music, and Thanatos.

Wasting meter on his fireballs outside of unblockable setups or just general setups is bad. S.LP is not that good of a poke, neither is S.MP. Far S.MK isn't special cancelable at all which is one of his best pokes, still a strong tool but not for that purpose so keep that in mind. F.MP is not strong.

Your main pokes are..

S.HK (whiffs on crouching Oro, Chun, maybe a few others.)
S.MK from far is amazing.
S.LK is really good.
C.MK as well.
C.MP
C.HP can be a strong whiff punish tool if you're too far for S.MP close and too worried about S.HK whiffing on a MU when that matters.

The look in specific is S.MP(1st hit), QCF.MK, S.MP(1st hit), QCF.MK, MP Headbutt (Charge down charge up)

Thats the basic one, learning the resets and setups require watching matches.

If you have any other questions let me know.
@keninblack any advice on Alex? At the moment, I'm playing most of the time with SA1.

Inviato dal mio ASUS_Z00AD utilizzando Tapatalk
 
@keninblack any advice on Alex? At the moment, I'm playing most of the time with SA1.

Off the bat you need to use SA2, as its your only option. It is a super you can hit confirm/combo into as well as give you more meter to work with. Which Alex uses plenty of.

Top Alex players to watch and study are...

Genki
Kazuya
KSK

Alex is a character that is really strong offensively and can work the corner better than a lot of characters in this game. I'll go over his good poking/footsie tools and after that give you an idea of what his mix up game should be.

S.MP is his meter bulider.

S.LK and C.LK are alright moves at interrupting an opponents footsies.

C.MP and far S.MK are your go to pokes to use at the correct ranges. Be careful with C.MP as it can be forward AND down parried so the guess is very minimal.

Sweep is good because it gives you knockdown which you really need but just be smart with it to really see it being effective.

Alex has multiple air normals that are good.

J.LP as your fast air to air.
J.HP as main jump in/good read air to air.
J.MK as far ranged air to air.
J.HK as a pretty fast/good damage air to air.

His specials all range from gimmicky to okay.

Spacing with EX chop for the knockdown is good, and approaching with Slash Elbow is an okay option unless they just parry than it sucks.

Using HP chop as a parry bait into good damage is strong to keep them on their toes.

Your command grab is really good, I mostly go with LP command grab unless I reaaally know its going to work.

Good ways to tick into command grab are...

C.LK
S.LP
Jump In

My dude is lacking in the combo department.

Basically your goal is to just land close S.MK into LP or EX chop, if you confirm it S.MK into SA2.

When you have a super hard punish or the opponent is stunned you did the following.

HP Chop into command grab (Meterless Punish but gives up your opponent in the corner so only use if KOs.)
HP Chop, S.MK, EX Chop (Meter Punish)
HP Chop, S.MK, SA2 (Super Punish)

Your goal is to just get knockdown, and in doing this you build a crazy amount of stun. Stun the opponent for absurd damage and probably the round.

When you have the knockdown you have a lot of options. On wake up you can do any of the following things.

Block (Bait DP or buttons by parrying or simply blocking. As well as reading a upback if you have them scared of command grab and you punish the jump with an air to air or anti air command grab if you really feeling it.)
Walk Back (Bait throw whiff/buttons and punish accordingly)
Command Grab (Bait Block/Parry)
Tick Command Grab (Bait Block/Parry after tick)
S.MK (Bait Low Parry, confirm into LP/EX Chop or SA2)
S.HP (Bait Low Block/Parry, its an overhead)
B.HP (Bait Parry)


Thats all off the top of my head, hope that helps.




If anyone else wants help let me know and I can try my best. If anyone has anymore questions don't hesitate to ask!
 
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Off the bat you need to use SA2, as its your only option. It is a super you can hit confirm/combo into as well as give you more meter to work with. Which Alex uses plenty of.

Top Alex players to watch and study are...

Genki
Kazuya
KSK

Alex is a character that is really strong offensively and can work the corner better than a lot of characters in this game. I'll go over his good poking/footsie tools and after that give you an idea of what his mix up game should be.

S.MP is his meter bulider.

S.LK and C.LK are alright moves at interrupting an opponents footsies.

C.MP and far S.MK are your go to pokes to use at the correct ranges. Be careful with C.MP as it can be forward AND down parried so the guess is very minimal.

Sweep is good because it gives you knockdown which you really need but just be smart with it to really see it being effective.

Alex has multiple air normals that are good.

J.LP as your fast air to air.
J.HP as main jump in/good read air to air.
J.MK as far ranged air to air.
J.HK as a pretty fast/good damage air to air.

His specials all range from gimmicky to okay.

Spacing with EX chop for the knockdown is good, and approaching with Slash Elbow is an okay option unless they just parry than it sucks.

Using HP chop as a parry bait into good damage is strong to keep them on their toes.

Your command grab is really good, I mostly go with LP command grab unless I reaaally know its going to work.

Good ways to tick into command grab are...

C.LK
S.LP
Jump In

My dude is lacking in the combo department.

Basically your goal is to just land close S.MK into LP or EX chop, if you confirm it S.MK into SA2.

When you have a super hard punish or the opponent is stunned you did the following.

HP Chop into command grab (Meterless Punish but gives up your opponent in the corner so only use if KOs.)
HP Chop, S.MK, EX Chop (Meter Punish)
HP Chop, S.MK, SA2 (Super Punish)

Your goal is to just get knockdown, and in doing this you build a crazy amount of stun. Stun the opponent for absurd damage and probably the round.

When you have the knockdown you have a lot of options. On wake up you can do any of the following things.

Block (Bait DP or buttons by parrying or simply blocking. As well as reading a upback if you have them scared of command grab and you punish the jump with an air to air or anti air command grab if you really feeling it.)
Walk Back (Bait throw whiff/buttons and punish accordingly)
Command Grab (Bait Block/Parry)
Tick Command Grab (Bait Block/Parry after tick)
S.MK (Bait Low Parry, confirm into LP/EX Chop or SA2)
S.HP (Bait Low Block/Parry, its an overhead)
B.HP (Bait Parry)


Thats all off the top of my head, hope that helps.




If anyone else wants help let me know and I can try my best. If anyone has anymore questions don't hesitate to ask!
Thank so much! You've told me way more than I was expecting.

Looking at Genki I've noticed he's using a lot of stuff I've never used: jumping HK for example.

I'm going to try to apply some of this stuff.

Inviato dal mio ASUS_Z00AD utilizzando Tapatalk
 
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Cooperation Cup was a lot of fun to watch this year.

I am so happy, but still shocked about Genki actually taking it.