or
2. Stop playing it like a game and start playing it like a fighter. Use your index, middle, and fourth finger only to press the buttons, instead of cupping your entire hand over the controller.
Moderator: Lord Golbez




wtf, i've been arguing against this the entire time!!!Killey wrote: 3rd Strike Discussion:
I don't know why you people would want to combo Ryu's super art off a jab when it's far more effective to fierceXXf.DP, SC into any of his super arts. Shinshoryuken does excellent damage but the bar takes a while to charge and he can only store one and you can't use his ex specials as much. I can understand someone choosing Shinkuu Hadouken for the bar guage but the super itself is kind of useless unless you combo/juggle with it. Personally, I think Denjin Hadouken is Ryu's best super but the fact that he can only store one is a drawback and limits the amount of EX-special you can use. However, being able to knockdown an opponent and immediately go into the super for an automatic dizzy combo more than makes up for this. That combination alone can easily make the match.
Could you people please elaborate on Makoto's strategies as I want to pick up this character. I don't get her KaraKaraUsa strats, which reminds me that I need someone to explain to me what this whole deal of Kara-throwing is all about.

now we're on the same pageKilley wrote:I never use the ex-specials a lot other than to screw people's timing with parrying when I follow up with a super like Chun-li's kick super. Otherwise, for Ryu I stick to his solid ground game and parrying whatever I can so I can get the Denjin Hadouken in. I do understand the fact that people would choose Shinkuu Hadouken for the bar so that they can abuse the ex-specials but I never really experimented with them with Ryu but he does have some nasty combo/juggles with the Shinkuu in the corner.

Got home late, but tried it. Heh, indeed, you're right. The classic j.fp/k, h.fk, c.fp, 236+px236236p Shinkuu Hadouken seems to work to better effect though (of course). Experimenting with EX moves as well. It's so fun smashing the opponent in the air with a mid EX tatsumaki. I'm gonna mess with the combos a bit more later tomorrow when I have time.TheDarkOne wrote: you can do j.F, s.M > 236+Pxx236236+P, that links... but you cant throw in a jab in there....
Any other ideas on using Denjin? I was beginning to think that SA was pretty useless.Killey wrote: I like to jump in with foward, land, fpXXf.dp, SC. Denjin Hadouken. Basically, you charge it up as they fall and release it as they get up but it works the best in corners (obviously).

It's keeping your opponent blocking as they get up from a knock down.himurokoken wrote:The guide gives the definition for meaty but I still don't understand it kinda. Care to explain?
The general consensus from what I've read at Shoryuken and CC forums is that the Denjin Hadouken is Ryu's most used Super Art among expert players. There's not much strategy behind it other than the fact that once you've knocked down an opponent just do the Denjin Hadouken and charge it as much you can while they are on the ground and then released it as they are just getting up so that they are forced to eat the unblockable super. If you've charged the Denjin long enough it is an automatic Dizzy allowing you to add more to the combo. I just usually do a fpXXf.dp for a lot of damage. It easily turns the tide in battles and is very simple to execute, however, it is the most effective when the opponent is in the corner or at least right next to you. You want to be careful with the release because if you mistime it the opponent can either wake up with a super art/special or parry the Denjin.Shinji Hiryu wrote:I should buy the guide...
Any other ideas on using Denjin? I was beginning to think that SA was pretty useless.Killey wrote: I like to jump in with foward, land, fpXXf.dp, SC. Denjin Hadouken. Basically, you charge it up as they fall and release it as they get up but it works the best in corners (obviously).
Just got parryed in mid air as well. Didn't know that could happen!
I have much to learn.

Red Parry - A variation of a parry that can only be done when a character isin block stun. The absence of absolute guard in SFIII: 3S enables characters to leave block stun during a combo and red parry the next attack.




TheDarkOne wrote:3x special action by Q = Yun doesnt do dmg
;pAn expert Yun player can smoke anybody in the game man. All Q has are his mind games with his command grab, and any halfway decent Yun player knows to stay on Q to keep him from taunting.
Well it's a general consensus that you can win with anyone in the game, but that the characters that are of the 'lower' tier are still considered top tier because they can win, but the number of bad match ups the lower tier characters have keep them lower tier.and wtf, Urien is easily Top Tier.
