Mastering Street Fighter...

Chrono

Banned
How did you do it? Did you create your own combos or just copy ones from a guide? How long did it take? Discuss tips, techniques, stories, and everything Street Fighter III: 3rd Strike.






Please. :(
 
Although I have no real opponents in my circle of friends, against a good player I will mix up and use as much of an unorthodox offense as possible. Anticipation is key of course. Little things like chip damage from a fireball as he gets up can count.

Throwing is a key component to deal with a tight defense. Some people still think it's cheap but I see it all the time in tournaments. Using odd characters also helps since everyday arcade goers are probably expecting shoto action.

Play as everyone. The more you know a character, the better you can defend against them.

Practice tough combos. All the good players basically pick V-ism in A3 so learn it. (I still stick to A-ism tho)

3rd Stike: Learn how to parry every move and super.

A really good way to learn quick thinking is to play vs dramatic battle in A3. It is usually pretty close when I play 1 vs 2 of my friends. Although it is basically impossible to win against 2 players who know what they're doing.
 
Depends on the game your playing i guess..

Being unpredictable is always good, or like the japanese say make patterns and then break them.. so setup a pattern to make your opponent anticipate a move that you change up on them. Throwing is a part of that.

Combos are good, but generally its more about execution.. combos are like icing on the cake, execution combined with reaction/reflex are the base.

You don't need to parry supers, thats something that is rarely used, instead block the super and punish.

Although it sounds like a cowardly thing to do, turtling or playing overly defensive is a valid tactic. To be awesome on offensive means you have mastered defense. Almost everything is about risk/reward.

Example: SF2
someone knocks your ryu down what do you do when you get up?
wrong answer: dragon punch.

usually you should block or tech throw, or maybe attack with something quick like a poke.. only uppercut or super when you are 90% sure that the super will connect. Expert players won't even super with that kind of risk but rather combo into a super which guarantees that damage.

Key to winning is mastering the basics always first.. you'll often win more if you can use your normall attacks that come out 99.9% vs your special moves (depening on skill) that could range from 0%-99.9%.

It's about punishing mistakes. Offensive strategies serve to make openings, but don't underestimate that task, it's not easy.
 
5 keys to being a high level fighting game player:

- Ingenuity: a good situational imagination is vital for coming up with sound, unique tactics. Although in this day and age, those tactics dont stay secret for long. So knowing when and how best to utilize those tactics is key.

- Competition: you gotta have and play against a great circle of competition if you plan to be a high level player. Playin against and beating down your little brother or getting a 20 game win streak against mall scrubs means shit.

- Execution: you have to be able to execute precisely. point blank. This means max damage when the opportunity presents itself (missed DPs, open jump ins, etc.). Messing up a combo is not something high level players do.

Knowing match ups: this is more important in some games than others, but in a game like SSF2T, this is probably the most important aspect of the game. Knowing what works best against what characters is info anyone playing any fighting game would kill for just about.

Choi Reflexes: simply stated, you have to have some damn good reactions/reflexes to be able to hang with the big boys. I say "Choi" because the dude has the sickest anticpation/reflexes i've ever seen. Especially when it comes to footsies and shit.
 
244566.jpg
 
I am now officially too scared to buy Street Fighter Anniversary edition, however if I picked it up now it would give me time to get good before the yanks start playing.
 
Do The Mario said:
I am now officially too scared to buy Street Fighter Anniversary edition, however if I picked it up now it would give me time to get good before the yanks start playing.
Scared of what? If it's the region coding, Capcom has said via email that it was intentional and newer copies from Play-asia are still region free.
 
PhatSaqs said:
Scared of what? If it's the region coding, Capcom has said via email that it was intentional and newer copies from Play-asia are still region free.

Scared of getting F’d in the A after spending hours trying to master the game, I haven’t owned a street fight game since back on the SNES.
 
Yeah, live Street Fighter III is what I'm waiting for. You need good competition to be good, an unfortunetly none of my friends are SF freaks like I am. So I've been CPU'ing it for too long. It's time that I actually get GOOD, rather than think I am.

Parrying supers is not necessary. If you can do it, you get props, but just blocking or avoiding it works just as well.

Biggest trick is to stay grounded. To many people just love to jump in to start some sort of combo, but that'll get you nowhere with anyone with half a mind to do any anti-air move.
 
ArcadeStickMonk said:
^^^ WRONG ^^^

:lol Was wondering how long it would be before Monk chimed in. The 1st step in mastering Street Fighter would be to start w/ the correct equipment. Monk can vouch for plenty more than me, but I definitely recommend this:
ps2-realarcadestick-cfj.jpg

I have the original (sans the art), but it's awesome.
 
tahrikmili said:
There's no reason to re-invent the wheel..
True, but in this case we're talking about 1/5th of said wheel. There's a big difference in seeing a combo executed and actually executing it.

As for sticks, anyone tried this pup out yet?

pt_picture01.jpg
pt_picture04.jpg
 
PhatSaqs said:
True, but in this case we're talking about 1/5th of said wheel. There's a big difference in seeing a combo executed and actually executing it.

As for sticks, anyone tried this pup out yet?

pt_picture01.jpg
pt_picture04.jpg

Honestly, aside from the art, I have a feeling it's gonna be trash. It reminds me of the universal stick Pelican has. My friend had that one and 2 of the buttons started sticking after about a week. Of course, that could have been because the buttons were smaller than a mouse's nipple, but I'd still be wary.

The upside is that the "official" SF3 joypads are pretty damn well made--probably as close as we'll get to the Saturn pad.
 
Thanks for the tips. :D

I have the Akuma anniversary edition controller, and it's much better than the PS2 controller. I'm definitely looking to get one of those arcade sticks but I'm a n00b at this so does anybody have anything specific to recommend? Thanks in advance. XD
 
So the xbox version of streetfighter anniversary will support live I hear.
When is it released.
I hope there is an arcade stick for the xbox, because i don't want a converter reducing any reaction time.
 
Chrono said:
Thanks for the tips. :D

I have the Akuma anniversary edition controller, and it's much better than the PS2 controller. I'm definitely looking to get one of those arcade sticks but I'm a n00b at this so does anybody have anything specific to recommend? Thanks in advance. XD

Well, depends on your taste. Do you prefer the bat or the ball stick? I'm all about Japanese sticks--ball sticks that are "clicky" are the only way I can play. Also, I think the buttons on Japanese sticks are usually bigger (could be completely wrong here, but I'm no ArcadeStickMonk) and the spacing between stick and buttons is usually tighter as well. For my money, MAS sticks are pretty overrated, but you can go that route as well. There's the "X-Arcade" which I've heard some good things about and it's universal, so look into that also.
But for me, just looking at the SFAnniversary stick, I can tell that I would hate it (those buttons look awful imo).
 
I learned a TON about Street Fighter Alpha 2 from the old Versus Books guide. I don't think there was ever one for SFIII, but if there was, I imagine it would be godly.
 
-jinx- said:
I learned a TON about Street Fighter Alpha 2 from the old Versus Books guide. I don't think there was ever one for SFIII, but if there was, I imagine it would be godly.


The SFIII guide that came out recently is ace among domestic fighting game strat books.
 
Seems like people underestimate Daigo/KO it's one thing to watch a video.. where most people are passive and easily disect the match often people will say stuff like "oh why didn't he do this? I would've supered there.. etc."
secret: You probably aren't as good as Daigo/KO.
watching them might tell you a few things about how they play, but don't think you can master the game by imitating their style (which they can easily change).

Its kinda like saying.. "oh just parry chun's SA2 and your a 3rd Strike master", uh not quite..

Watching and participating are totally different;
Tournament pressure
High level/knowning your opponent is REALLY good 'fear'
I've seen alot of really good players suffer from this fear of "i can't win this guy is alot better then me mentality"

I suggest getting the SFAC guide thats a good starting point, competition is good too.. but the competition has to be within your level.. getting owned is the same as beating scrubs.
 
Kinda OT, but after reading this thread I kinda have an idea for Capcom...

With the recent trend of retro games like those TV Games by Jakks, Capcom should make something like this:

nomeaz2.jpg


Literally rip the controls out of their JDM Impress arcade cabinet (Sanwa arcade parts and all), put in the original CPS1 SF2 games (WW, CE, HF/T), have composite-video/s-video and audio-out plugs, a power cord, power switch and voila, their new plug-and-play stand-alone retro video game product =)

It'd practically be a mass-market, compact, CPS1 SF2 Jamma super-gun inside that thing...they can later release one for the CPS2 Super SF2 games, the Zero/Alpha games, the VS. games, and maybe even SF3...

Well it's just an idea...I highly doubt something like this would actually happen, but I'd be first in line to buy them if they ever make something like this =)
 
Well I just spent some time researching what to buy...

First I checked out Ebgames and Gamestop, and those two looked like the best ones:

801759b.jpg


~ Link ~ I don't like this one. =\

pt_picture01.jpg


~ Link ~ This Street Fighter one is what I originally wanted to get.



Then I went to Lik-Sang and Play Asia.

Lik-Sang Link

Play Asia Link

The ones I'm looking into are...



cont-svc-capcom.jpg


SNK vs. Capcom

PA.06166.001.jpg


HORI Fighting Stick 2 (I really like this one)

And finally the most expensive one:

PA.17507.001.jpg



Capcom Fighting Jam Real Arcade Pro Stick (this was recommended by bob_arctor too)



So, any idea on which one to buy? They're not as cheap as I thought and I've never had one before so I want to get this right. ^__^;
 
The sticks you posted by Hori are all pretty good, especially if you favor Japanese style components. They are also readily available, and inexpensive as quality arcade sticks go. They are a great place to start.


Although, if you wanted to get a little more serious, specialize the stick for SF and throw availablity and price to the wind, you might be interested in what I use. Also note that I'm currently using all American style parts. That's an optical stick in there; very stiff spring.

That's a MAS, posted on this forum for the goddamnth time. Might not wanna start out with them. I hear their delivery time is currently terrible. Once they arrive though, few avoid singing their praises.
ASM-MAS-02.jpg

ASM-MAS-01.jpg
 
ArcadeStickMonk said:
The sticks you posted by Hori are all pretty good, especially if you favor Japanese style components. They are also readily available, and inexpensive as quality arcade sticks go. They are a great place to start.


Although, if you wanted to get a little more serious, specialize the stick for SF and throw availablity and price to the wind, you might be interested in what I use. Also note that I'm currently using all American style parts. That's an optical stick in there; very stiff spring.

That's a MAS, posted on this forum for the goddamnth time. Might not wanna start out with them. I hear their delivery time is currently terrible. Once they arrive though, few avoid singing their praises.
ASM-MAS-02.jpg

ASM-MAS-01.jpg
Awsome how much and it looks universal, I see dreamcast plug, ps2, and what else???
 
How's the Xbox useage through the adaptor? I've heard there is sometimes input lag as a result of multi-system adaptors.
 
I didn't notice any lag with the provided adaptor (won't work with just any), and I did test for it. Can't remember if I did a frame-by-frame vesus a pad in CVS2, but the response time seemed solid. Adaptors are still evil though, no two ways about it.
 
Ok just one more question... Any idea why the Fighting Jam stick is 30 dollars more expensive than the Hori Fighting Stick 2?


Fighting Jam:

PA.17507.001.jpg


Hori Fighting Stick 2:

PA.06166.001.jpg



Basically I'm going to buy one of these two but still not 100% sure. If Fighting Jam is more expensive because of art work or something like that, I'm going with the Hori Fighting Stick.
 
Nobody's mentioned X-arcade yet? I hear they're laggy but look pretty nice. God damn will someone write impressions on the SFAC stick???!?!
 
So the MAS sticks went up in price? I have one that I bought for $150.00. It is just like the one you posted, but instead of black and magenta, mine is marble white/gray on top with black on the sides. And it only has the white/fire logos on one side.
 
I just bought the Capcom Fighting Jam Real Arcade Pro Stick from Play Asia. Total with shipping: 133.50 US$... It looks like I won't be buying the Last Exile (or any) DVDs for a while. >_>



PA.17507.001.jpg



It better be good. :(
 
Uno Ill Nino said:
So the MAS sticks went up in price?
Well, it a was 4 system package, + $40 for a P360. A one system stick still should be about $100.

The reason no one mentioned the X-Arcade is that it's lag issue has been talked to death. In my experience, you ain't gonna notice the lag unless you're online and\or trying to parry in SF3rd. But, nobody trusts them for Live play. Personally, I still like them for PC Emu and it's a good go-to omni stick for beating down noobs in various games across various platforms. There a Solo sitting next to me as I type this, because I still prefer to play Metal Slug 3 in Kawaks instead of my Xbox copy.
 
What all the other guys said really.

When you've played Street Fighter since the holy grail first came out for coin-op, and having played that semi-religiously till now, you develop your own skills and the like. It's always cool to have challenges and the like in arcades since you learn how other people fight and you can, like Bruce Lee did with his own martial arts, implement what you think is best suited to your own.

2 of my close friends both have different fighting styles, and it's always fun just doing random-character fights in Capcom vs SNK 2 because you see who has real strengths with certain characters. i.e. a friend of mine is a champion at charge-characters and is very defence minded due to that, but when he rips it is an awesome sight and the several replays on my memory card will never be wiped due to that.
 
Neo_ZX said:
Nobody's mentioned X-arcade yet? I hear they're laggy but look pretty nice. God damn will someone write impressions on the SFAC stick???!?!

That's cuz X-Arcade is junk, unless they've overhauled since last year. The casing is nice but the parts are noticably sub-Happ quality.
 
You really need an arcade stick to play SFIII. That means sinking some money into one (a good one, most of those posted here are cheap). Or you can do like I did and buy a bunch of arcade parts and build your own (it's really not that hard if you know how to solder). Hack a PS2 pad and you're on your way, and it's a lot cheaper than buying a premade one from someone.
 
I think it is all relative.

Some people consider mastering street fighter as being able to beat all thier freinds, and do a bunch of combos pretty consitantly.

That is where I was for a while. Had a great time playing my friends.

All that takes is a little free time on the weekends and the willingness to play eachother alot.

Now..

There is the tournament scene which is a lot different. Mastering the tournament scene takes years, and even after that you are just able to comepete with people who always have a chance of beating you anyway. The way people play, they play to win, and really win. Whatever it takes. Not saying it is cheap, but a lot of times it isn't "fun" for someone just likes playing street fighter with thier buddies.

After I went to my first tournament and got completley destroyed, it really opened my eyes as to how top players play. Alot of meter charging, no unessccary moves, baiting then punishing and limited parrying.

Some key points to get really good.

+ Learn every character in the game, but only play as one (your favorite). You have to know the weaknesses of ranges of every character in order to do well, but ont he other hand you must have one charactrer you know better than any other to beat down with.

+ Learn how to play on both american and japanese sticks. If you travel around, you are bound to find both. Cant be held back by the joystick.

+ Learn how to defend. Sometimes the best thing to do is to just run. Tack on some damage, then run, defend and let them defeat themsevles by making silly mistakes.

+ Practice with people who are better than you. When you get better than those people, find people who are still better than you. This is so key.

+ Do not try to do something you saw in a video or something. If you are always looking for that ONE opening to do this ONE thing, you will miss the other 100 opprotunities to do damage.

+ Learn to execute flawlessly, but on the same token, if you do happen to fuck up, dont dwell on it, just keep rolling with the match.

Hope this helps.

edit:

well yeah, what most everyone else already said. :lol

One thing I rememberd after reading this over is learn how to read what your opponent is acutally doing rather than what it looks like.

Alot of times it looks like short short super, but they will go, short -> dash in -> throw. Then after that, instead of dashing and throwing, they will just throw out c.mk -> super instead to punish you for guessing wrong.

Tick throws are a big part of 3s. Many people will tick inot kara throws, like Ryu and Akuma and Chun Li's is the worst cuase it goes like a mile across the screen.

Knowing a lot of these common mix ups all the characters have is key, but takes a lot of play time to recognize on the fly. Learning the characters yourself speeds up this process dramaticly.

Yes, throw a lot too. Throwing and teching throws is fundamental in 3s. You can late tech throws to avoid being punished like I said above. You have like 2-4 (?) frames to tech a throw even after it comes out. Throwing your opponent will frustrate him if he is unable ot tech, and being able dash back at the last second and punishing thier wake up throw attempt they are anticipating is key too.

On the other hand though, dont get TOO THROW HAPPY. Some people will throw out of instinct when they could have done some serious damage instead. I still do this sometimes. :|
 
Chrono said:
I just bought the Capcom Fighting Jam Real Arcade Pro Stick from Play Asia. Total with shipping: 133.50 US$... It looks like I won't be buying the Last Exile (or any) DVDs for a while. >_>



PA.17507.001.jpg



It better be good. :(

I think you'll be very happy. I have the same exact stick, except it's the regular non-Fighting Jam edition and it's awesome. Great buttons and the stick is very responsive, plus it's nice and hefty and plain big so it doesn't slide around when you're playing. It also has Sanwa parts (the only Hori that does IIRC), so the quality is definitely there. Again though, if you're used to American style sticks (like Monk's for example), the "clicky" stick and the shorter range of motion needed for moves (I'd describe it as "tight", but not in the sense of resistance) may throw you off until you get used to it. Also, the spacing between stick and buttons is pretty close, so I just left the 1st two inner buttons closest to the stick unmapped for any SF game I play.
 
Sorry to bump this thread but there's just one thing that's bugging me...

Exactly when are the inputs for a move are recognized when doing several ones? I notice sometimes I end up doing a super blazingly fast just while the other player is recovering from a MP or HP and it's just perfect. When that happens I actually wonder what the hell happened -- in some cases I didn't even plan the super. I think it's because I'm just mashing the controller frantically. What I want to know is this:

A super for example requires the directions D, FD, F be inputted TWICE... Do I have to be on my feet doing nothing while inputting all of those? I just want to make sure of it. It seems like sometimes the first D, FD, F is done wile I’m just finishing up a hurricane or a HP and the other half is done pretty fast while the other player is recovering...

I can't tell if that's the case or if I'm actually doing the whole thing but just pretty fast...



Thanks for any help. I'm a n00b at this so it's much appreciated. :D
 
Chrono said:
A super for example requires the directions D, FD, F be inputted TWICE... Do I have to be on my feet doing nothing while inputting all of those?
No. Although every specific case is a little different, at least the first QCF can be buffered in while you are doing a low medium, jumping in with an attack, or just doing a simple standing combo. Now, often, but not always, both QCF motions can be buffered, you just have to make a cicumstance that will allow you to input the motions but not use them for another move.

Two examples. Hit down + m.kick with Chun Li, but carry the down into a QCF and roll another QCF right after, ending with a kick button simultaneously. The result is a low med kick that cancels into a super (S.A. II). You start the double QCF with the input from the low med kick, and buffer in the rest while the animation is being played out. Learn the concept of super cancels.

A simpler example is what I do when I fuck around with Hugo. I never learned to play as him well at all, so I have two fairly amateurish methods of buffering his Gigas Breaker, which requires dual full circle motions. The first method is get close and strike with an attack that has some animation time, but won't push your opponent away. During the attack animation I whip out both circle and pray for the best.
My other method is a goddamn telegraph, but whatever. I just jump in and do the circles in the air. I time it to end when he lands and that's when I hit the punch button.

A stick will help.
 
ArcadeStickMonk said:
No. Although every specific case is a little different, at least the first QCF can be buffered in while you are doing a low medium, jumping in with an attack, or just doing a simple standing combo. Now, often, but not always, both QCF motions can be buffered, you just have to make a cicumstance that will allow you to input the motions but not use them for another move.

Two examples. Hit down + m.kick with Chun Li, but carry the down into a QCF and roll another QCF right after, ending with a kick button simultaneously. The result is a low med kick that cancels into a super (S.A. II). You start the double QCF with the input from the low med kick, and buffer in the rest while the animation is being played out. Learn the concept of super cancels.

A simpler example is what I do when I fuck around with Hugo. I never learned to play as him well at all, so I have two fairly amateurish methods of buffering his Gigas Breaker, which requires dual full circle motions. The first method is get close and strike with an attack that has some animation time, but won't push your opponent away. During the attack animation I whip out both circle and pray for the best.
My other method is a goddamn telegraph, but whatever. I just jump in and do the circles in the air. I time it to end when he lands and that's when I hit the punch button.

A stick will help.

That clears things up. Thank you. :D
 
Top Bottom