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Street Fighter III: 3rd Strike Online Edition |OT| Let's fight like gentlemen!

Vespa

Member
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Welcome to the Official Street Fighter III: 3rd Strike Online Edition thread. In these first posts I will attempt to give some insight on this game and offer tidbits of advice to help newcomers to the game. Note that I am in no way an expert or pro in SF3: 3S, but do know a thing or two that I hope will help =)

Release dates:
X-Box Live! August 24th 2011 @ 1200 points
Playstation Network: August 23rd &24th 2011 @ 15 dollars or equivalent price (same date for both EU and US)

What is Street Fighter III: 3rd Strike?
This game is the 3rd iteration of the Street Fighter III series. The game first debuted in 1997 as Street Fighter III: New Generation (the 1st iteration). The game had 11 playable characters (Yun and Yang shared the same moves, and Yang can be selected by pressing any of the Kick buttons while highlighting Yun). NG introduced the concept of Parrying which will be explained further into this post. Along with that, came the option to choose which super your character can use; the player has a choice of 3 Super Arts, which would affect how the player would use that character (more so in 2I and 3S).

The 2nd iteration of SF3 would be released in 1998: Street Fighter III: Second Impact. This game added 3 additional playable characters and gave Yang a different set of moves from Yun, thereby making him play differently from Yun. The game also utilized EX moves which are stronger variations of a character's special moves. Note that unlike Street Fighter 4, the Super Art you pick will determine how many EX moves you can perform; some supers will only allow for 1 EX move, while others will grant the user 6 EX moves.

...and now here we are with the 3rd and most popular iteration of the series.
Released in 1999, 3rd Strike attempted to balance out some elements from 2I and NG with varying results which sadly made some characters weaker than they should be (looking at you Ibuki). Non the less the game is fun and exciting, and now that it's available in digital download format, many can experience this classic gem.


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What's new with this version of the game (i.e. Online Edition)?
Online Edition offers a VAST amount of additions to the game for the rather impressive price of $15 (or it's equivalent). Most of the additions are discussed in this video-
http://www.youtube.com/watch?v=ti2wWuJvK_w&feature=youtu.be
...but here's some of the main highlights:
  • GGPO Implementation: GGPO is considered one of the best (if not THE best) netcode to play fighting games with. Needless to say that those in the know where very pleased with GGPO being used with SF3: 3S. Expect to have some pretty good connections when playing online.
  • Enhanced visuals: Want to play this game pixelated without any smoothing? You can do that. Want to play this game with the screen looking like an arcade monitor? You can do that too. Want to play with scanlines? Knock yourself out. Choose how you want the game to look and have a blast playing it.
  • Trials/Challenges: Ever watched the Daigo parry moment from EVO? You can get to recreate that historic moment with one of the many trials this game now features. Completing challenges and trials earns you points which you can use to unlock items in the Vault.
  • Youtube sharing: Upload a match you played to Youtube, basically. X-Box 360 owners should get this feature eventually as it is now for PSN only: http://www.eventhubs.com/news/2011/jun/11/sven-talks-more-street-fighter-3-online-edition/
  • Vault: Unlock artwork and various other bonuses by complete challenges.

With that out of the way, let's get you to know HOW to play 3rd Strike or help refresh your memory on some stuff.


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Basic gameplay terms in SF3: 3S:
  • Parry: Parrying is a feature SF3 utilizes throughout it's 3 iterations. Parrying is used to 'negate' damage that would be sustained from an opponent's attack. This is performed by pressing Forward to Parry Jumping attacks or any attack that doesn't hit Low. When you Parry your character will flash blue, during this short period of time, you can cancel your Parry into any attack you want! For example:
    Ken does a Jumping HK, Ryu parries it and cancels his Parry into a super or Shoryuken.

    It's as simple as that. To Parry low attacks, simply press Down. Furthermore, while you can't block attacks in the air, you can Parry them instead.
    You can also Parry multiple hits simultaneously, as seen in this legendary video-
    http://www.youtube.com/watch?v=jtuA5we0RZU

    3rd Strike introduced another form of Parrying: Guard Parry or as it's commonly know; Red Parry. To get a Red Parry, you must go from blocking an opponent's attack to Parrying their next hit. The timing on this is rather difficult and you will rarely see it in matches. From Kao Megura's SF3: 3S FAQ:
    This allows you to block a hit, then come out of blockstun to parry the next hit (obviously the Guard Parry only works against multi-hit moves or attacks done quickly in succession, such as Target Combos). What you have to do is block any attack that hits more than once, and immediately after blocking the first hit, tap forward (to parry a high attack), or down (to parry a low attack). Your character will parry the hit and flash red instead of blue. From now on you can parry any more hits as you normally would (by tapping forward or down). Guard Parries are useful if you don't want to take too much block damage from a Super Art (as most of them hit multiple times), or if you want to break out of blockstun so that you can parry, then attack. You can combine both parries, too--for example, you could block the first hit of Twelve's crouching HP, guard parry the second, then blue parry (the normal kind of parry) the third and final hit.

    A good example of Red Parrying can be seen here-
    http://www.youtube.com/watch?v=99VCvRvTNTo&feature=player_detailpage#t=154s

    Be warned that Parrying doesn't guarantee that you can counter attack: The attack you Parry still counts as a 'connected' move. For example:
    Ryu does Crouching MK
    Necro parries it and cancel his parry to an attack
    Ryu cancels his Cr. MK (since it still counts as if it connected) into Shin Shoryuken and it connects causing damage to Necro

    More often than not, Parries seem to work in favour of the player from the matches I've seen to date. Non the less, be careful when using them and apply them properly.
  • Kara: Kara is Japanese for Empty. The basic idea is to perform a Normal, but quickly cancel that normal into a special or super move. The main advantage of Karas is to gain horizontal distance/moving forward. This video shows a good example of such-
    http://www.youtube.com/watch?v=MocpFP5hw8c
    Notice how Makoto's St. LK moves her forward a little so that she can connect with her grab or super. Just about every character has at leats 1 useful Normal they can use to Kara with. For example, Hugo has his St. MK, Press MK then quickly press LP+LK to attempt a normal throw, whereas Q's main Kara is Back+MP, perform it then quickly press LP+LK to see Q move forward for a throw attempt.
    For more on Karas read the SRK Wiki page for SF3: 3S, and watch this video-
    http://www.youtube.com/watch?v=EGlY7BFyhPU
  • Charge Partitioning: An interesting element in 3S and one that Remy and Urien players should learn is Charge Partitioning. A good way to explain this is with Urien's tackle, which is a charge move. Perform it like this-
    Charge Back then Forward+[Back+Kick]
    The moves in brackets make it so Urien will be able to quickly Charge for another tackle, or a Headbutt. These videos show good examples of using Charge Partition:
    http://www.youtube.com/watch?v=9SVTfAQSRZA
    http://www.youtube.com/watch?v=6uf-1ofJQgM
  • Universal Overheads: UOH for short, every character in the game has it, and is performed by pressing MP+MK. Your character will do a short hop, thereby avoiding all Low attacks, and do a 1-hit attack that does small damage. UOH can be very useful when applied properly, such as using it for Urien's unblockables. Some characters can link their super after a UOH.
  • Stat boosting taunts, aka Personal Actions: Pressing HP+HK with a character will have them perform their taunt or Personal action, performing these will give characters a decent boost. For example, taunting with Alex or Gouki will make their next attack do more damage, the boost is gone if the attack lands (combos do keep the attack boost until the combo ends). Note that throws (command or normal ones) DO NOT get an attack boost.
    Q and Hugo get a defense boost that lasts for the remainder of the round (ChunLi's taunt gives her one of 3 boosts, one of them is a small defense buff). Some characters can make good use of their taunts while others aren't used a lot.


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Suggested reading material:
Kao Megura's SF3: 3S FAQ: It may be 10 years old, but this FAQ is a MUST READ as it explains basic features of the game along with other important info like how many EX moves supers give and defense levels. While this FAQ also contains elements for the Dreamcast ver., the non-DC stuff are still valid with this version of the game.

Shoryuken.com's SF3: 3S wiki: A great source for learning the basics you need to know for playing each character. If some of the terms are hard for you to understand, feel free to ask here and we'll help explain them.

Eventhubs' SF3: 3S section

Useful videos:
In case you didn't know there is a plethora of SF3: 3S tutorial videos on Youtube:
Thongboy Bebop's 3S Basics: A must watch to learn important elements of the game.
Total Ryu: Showcases Ryu combos some of which are just for fun/exhibition (Note that crouching opponents take more damage than when standing in 3S).
Tongs of rage: A Twelve tutorial: A very informative tutorial on how to play the weakest character in the game. Essential for anyone who wants to play as Twelve.
Oro: Man of gold: This tutorial teaches how to play as Oro.
Q: Clawstrophobia: This tutorial teaches how to play as Q, and showcases how deadly he can be with mind games.
Makoto Tutorial by Rudi
Mike Z's Makoto tutorial: Showcases Makoto's Kara options
Urien tutorial
Alex's wake-up tutorial: Not exactly a tutorial but more of a vid that shows what you could do after a knockdown with Alex
C-Royd's channel: Features various tutorial videos, a must watch as well.
The Shend's channel: THE go to channel on YT for SF3: 3S matches, if you're ever in the mood for seeing high level 3S play, this is the place to go. In adittion The Shend has uploaded these Japanese tutorial videos from Japan-
http://www.youtube.com/watch?v=jjR0R2qJ0fM
http://www.youtube.com/watch?v=kO3dlzP6EUo
http://www.youtube.com/watch?v=XvU5Z5PMb24
http://www.youtube.com/watch?v=pQo5MdeaSig
Also, search in his channel for SlimX to see some classic SF3: 3S combo videos

Awesome SF3: 3S videos:
The full Daigo EVO 2004 match
Is your Shen Long strong?: A great match set showing a strong SA2 Ryu player
KYSG's combo exhibition combo videos: KYSG put up all of his/their SF3: 3S exhibition combo vidoes on Youtube recently, watch them to see some crazy and impressive combos (Remember they're just for fun and many are not possible in an actual match)
Hugo is NUMBAH ONE: The classic Umezono vs. 880 (Hayao?) match
SleepyChino69's channel: SleepyChino69 made numerous SF3: 3S combo vids that don't seem to have had a lot of view, let's fix that! He's also made a great Hugo exhibition combo vid.
Drunken Master's Quick and Dirty combo vid Vol. 3: Alas these were released years ago and sadly Vol. 1 and 2 seem to be lost to the bowels of cyberspace =(
Kuroda vs. Ino: Kuroda shows off his deadly Gouki skills
Beware the Mak!


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Let's get it on now, select and make your first pick!


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"You can't escape!"

A fighter who seeks to avenge his friend and mentor Tom by defeating Gill (SF3: 2I). After the tournament, he travels the world in search of strong opponents (SF3: 3S).
Alex can do good damage and stun but must be played carefully to be effective.

Super Arts
SA I: Hyper Bomb: 1 stock, 3 EX moves. A grab super with 3 frame start-up and invincibility. It's rarely used since SA2 is better. If performed on an opponent who has their back to you, the super will do more damage.
SA II: Boomerang Raid: 2 stocks, 4 EX moves. Has 3 frame start-up as well, but can be easily comboed into and you still get to keep at least 1 or 2 EX moves if the gauge is full. Only drawback to this super is that you must be very close to the opponent or the last hits will whiff leaving him open to attacks.
SA III: Stungun Headbutt: 1 stock, 2 EX moves. Alex's worst super, can only be comboed into off of his QCF+MP/HP. It has such a slow start-up that you can see it coming a mile away and simply jump to avoid it.

Recommended SA: SA2, as explained above.

Personal Action: Alex's taunt will give him an attack boost. You can keep holding the buttons to get a bigger attack boost, but this is rarely done. You can stack up the attack boost by performing the taunt repeatedy, but 4 taunts will give you the most attack boost.


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"Hajito shirei!"

Self proclaimed Master of the Fists, he works on creating new techniques and strengthening himself
Gouki's a very good rushdown character, but doesn't cause a lot of stun which really isn't a big issue. He has the lowest health in the game.

Super Arts
Note that all of Gouki's SAs have the same length & are 2 stocks but he cannot perform EX moves. Furthermore, Gouki can performed one of 2 other super arts at the cost of his entire gauge.
SA I: Messatsu Gou Hadu: A 6 hit projectile super, at the corner, you can follow-up with his Shoryuken for extra damage. Can also be performed in the air.
SA II: Messatsu Gou Shoryu: 7-hit triple uppercut. Most Gouki players either pick this super or SA1.
SA III: Messatsu Gou Rasen: This super has very short range sadly and can't be super canceled into off certain special moves. Can also be performed in the air. Almost never used in matches.
Shun Goku Satsu: Requires 2 stocks to perform. Most common tactic is to do cancel his Forward+MP overhead chop into it, so if you're maining Gouki, try to learn this.
Kongou Kokoretsu-zan: Requires 2 stocks to perform. Gouki's strongest super, works as a good anti-air if timed correctly.

Recommended SA: SA1 or 2.

Personal Action: Gouki gets an attack boost, repeating it doesn't do anything.


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"Chuni hao yen"

Having retired from Interpol, she has started an orphanage and trains them in martial arts. She one day learns that one of the children in her care was abducted by Urien and goes to look for them.

Chunner's the best character in the game, mainly thanks to her normals having high priority. She doesn't have many useful combos and her special moves are much better EXed.

Super Arts
SA I: Kikoushou: 1 stock, 2 EX moves. Short range projectile attack. Not much to say about it since...it's not used.
SA II: Houyoku sen: 2 stocks, 5 EX moves. One of the best supers in the game, covers a lot of ground & does great damage.
SA III: Tensei Ranka: 3 stocks, 5 EX moves. Could work as a good anti-air, I guess, but like SA1 it's not used.

Recommended SA: If you didn't know by now, SA2.

Personal Action: Chun gets a random effect:
a) The recovery of her stun gauge will be faster (yawn)
b) Gains an attack boost (cracks neck)
c) A small defense boost (Pats shoulder)
d) Gain attack and defense boost (arches back)


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"You, have no dignity"

A british gentleman boxer who had entered the tournament to retrieve one of his father's cars which Gill('s orginization) had bought off during his father's tired times.
Dudley's a great rushdown character with great damage and decent stun output. He's one of the few characters in the game whose long combos do very good damage.

Super Arts
SA I: Rocket Upper: 2 stocks, 4 EX moves. Great super and can be a decent anti-air. However, juggling into it outside the corner will sometimes cause the final uppercut to miss.
SA II: Rolling Thunder: 1 stock, 2 EX moves. Pretty useless since you can't juggle into it and offers the least EX moves. It is possible to combo after it however.
SA III: Corkscrew Blow: 3 stocks, 6 EX moves. Another useful super, although it does less damage than SA1, it works as a better anti-air.

Recommended SA: SA1 or 3, whichever suits you.

Personal Action: Gains an attack boost. The rose doesn't have to hit to get the boost BTW, and the rose does damage and can KO an opponent.


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"Jambo!"

An African warrior princess seeking to meet new friends.
Elena's got some of the best normals in the game, but sadly most of her special moves are useless unless EXed. Although her health is average (i.e. a little under Ryu's), you will want to be careful how you approach your opponent with her.

Super Arts
SA I: Spinning Beat: 3 stocks, 6 EX moves. Rarely used since SA2 does more damage and the range on this super is very short.
SA II: Brave Dance: 2 stocks, 5 EX moves. Good range and damage, can follow with her DP+K at the corner if timed correctly.
SA III: Healing: 1 stock, 3 EX moves. Recovers a small portion of Elena's health and best done off a knockdown. You can cancel the super by pressing 3 punches. This super DOES get used BTW.

Recommended super:
SA2 or 3. Elena can do good damage from a combo that involes EX Spin Scythe.

Personal Action: Her attacks do more stun damage, to gain the most boost you must taunt 4 times, however her taunt is so slow that it's rarely ever used. It can damage opponents though.


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"The mark of my dignity shall scar thy DNA"

The leader of a mysterious orgnization, and a man who seeks to bring the world to Utopia. Has control over the elements of Ice, Fire and Life (ressurection)
Gill is unlockable in 3SOE, but cannot be used in online Ranked matches. Although you can play him in Player matches online, you could ban him as well if you want.
What's there to say? He's too overpowered, does big damage, has high health and stun, and his combos are pretty fancy and fun. Case in point:
http://www.youtube.com/watch?v=2IEiSgkOUYU


Gill doesn't need to select a super nor does he have EX moves. Furthermore, his supers do a big chunk of damage.
Meteor Strike: Poses as fire and ice 'meteors' falls from the sky towards his opponents. If you manage to get behind him, you'll avoid damage from it.
Seraphic Wing: Gill floats to the air and does a full screen damaging attack. Oh and it does big damage on block as well. The gauge will not depelete until Gill flashes BTW.
Ressurection: If the gauge is full and Gill is KOed, he will be ressurected. He has immunity to some attacks while he's in the air, but you can reduce the amount of health he recovers if you hit him early enough before he finishes.

Personal action: Gill laughs for a few seconds, afterwhich he gains an attack boost. Taunting again doesn't give him any additional boosts.


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"I'M NUMBER ONE!"

A German wrestler who made a name for himself in the wrestling circuit. His manager is the infamous Poison, a former member of the Mad Gear gang from Final Fight. In 2nd Impact, he seeks a worthy opponent to join him as a tag partner in the wrestling ring, and then he forms the "Hugo Wrestling Army" with the rest of the cast in 3rd Strike.
Hugo's a big risk, big reward character, use him right and you can gloriously destroy your opponent. His PA is rarely used due to it being quite slow sadly. Damage and stun are pretty good depending on what attacks you use.

Super Arts
SA I: Gigas Breaker: 1 stock, 3 EX moves. A grab super that does great damage. Some Hugo players main Hugo with super.
SA II: Megaton Crush: 2 stocks, 5 EX moves. Rarely used, despite being a good anti-air super. Should be useful against certain match-ups.
SA III: Hammer Mountain: 2 stocks, 4 EX moves. Combos off most of Hugo's cancelable normals and does decent damage and stun. You can hold Punch to delay the attack or to cancel it.

Recommended super: SA1 or 3. SA2 could be useful in certain match ups or you can use it if it suits your style.

Personal action: Gives attack and defense boost. Hold HP+HK to make his throws do more damage as well. 4 taunts will give him the most defense boost. To get Poison to show up during his taunt, hold down while taunting.
 

Vespa

Member
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"Ibuki, kenzan!"

A teenage ninja sent by her clan to investigate Gill's organization, Ibuki is caught between her high school life and ninja duties.
Ibuki's a great rushdown character, but her normals have short range and what's worse has the 2nd lowest health in the game! It doesn't help that Gouki has better match ups than her. Non the less if you're careful while playing at her you can do some serious damage. She can also do some good stun damage too.

Super Arts
SA I: Kasumi Suzaku: 3 stocks, 6 EX moves. Damage is OK, but you need to mash the buttons to get the most damage and it can only be performed in the air. Best way to combo into it is by super canceling her DP+K/2K.
SA II: Yoroi Otoshi: 1 stock, 3 EX moves. Rarely used, but not really that bad. If you're good with mind games or with Ibuki's footsies, you can get this to connect. Be careful as the non grab version has long recovery.
SA III: Yami Shigure: 1 stock, 2 EX moves. Hits low so must be blocked crouching. Button pressed determines where Kunais hit, and the kunais must hit for the rest of the super to connect. Does a good deal of stun and combos easily, a shame it's only one stock though.

Recommended SA: SA1, though if you're not comfortable with it, use SA3, but in turn you give up the big amount of EX moves. SA2 could be useful, and it does have some useful set ups for it.

Personal action: Gives her an attack boost. Can be comboed into and damages the opponent.


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"Kakatte kina!"

The US Martial Arts Champion. In SF3, he raises his son Mel, while training Sean to be a better fighter
Ken is really solid all round, which is part of why he's Top Tier. He does good damage off short combos, but doesn't do a lot of stun.

Super Arts
SA I: Shoryu Reppa: 2 stocks, 5 EX moves. Gets heavily scaled in combos, and since SA3 charges up faster, it makes this super obsolete. It doesn't help that the range on the first uppercut is very small.
SA II: Shinryuken: 1 stock, 2 EX moves. Good damage and anti-air, but since Ken has good anti-airs to begin with, this one gets easily overshadowed.
SA III: Shippu Jinrai-kyaku: 3 stocks, 6 EX moves. Ken's best super, bar none, the scaling isn't so bad since it does little damage to begin with and the range on the first hit is pretty good. Plus since it's small it charges quickly, and finally 6 EX moves is pretty good.

Recommended SA: SA3 of course, you could troll with SA2 if you wanted.

Personal action: Gets an attack boost. His taunt does damage BTW.

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"CHESTO!"

The heiress of the Rindoukan school of Karate, which she inherited after the death of her father. She seeks to restore her school's reputation by challenging other worthy opponents.
Makoto is usually considered to be the 4th Top Tier character in the game, though some lists tend to keep her at High tier, make that what you will. Makoto has good damage and stun on her attacks and her speed is a great asset to her. If you like rushdown characters, make sure to try out Makoto. Her combos are pretty fun too.

Super Arts
SA I: Seichu-sen Gou-dan zaki: 1 stock, 3 EX moves. Great damage and stun and a good super for beginners to learn her with, can be comboed into easily too.
SA II: Abare Tosanami Kudaki: 2 stocks, 4 EX moves. Pretty much Mak's best super as it can do 100% stun in combos.
SA III: Tanden Renki: 1 stock, 2 EX moves. Makoto's attack power increases but she cannot block (can still Parry however). Scarcly used, but seems to have some invincibility frames on start-up.

Recommended SA: SA1 or 2, don't worry if you can't do her SA2 combos, Makoto's a very solid character and SA1 is an excellent super regardless. SA3 DOES show up in a few match sets from Japan but don't get your hopes up too high on winning with it. It seems to be for THE Makoto experts only.

Personal action: Gives her an attack boost, the longer you hold HP+HK, the more boost you get. You can link into her SA1 if the 3rd part of her taunt hits.


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"Outta my way!"

Real name Illia, a Russian youth who was experimented upon by Gill's orginization. Escaping with another prisoner of the organization, Effie, he's on the run from Gill's orginization and is hunted by Twelve, under orders from Urien.
Nercro has good footsies, neat combos and good stun output. However, you will need to be careful when playing with him since anything good he has, other characters may have better options to use against him. Don't let his Mid-Low ranking fool you, he can be deadly in the right hands.

Super Arts
SA I: Magnetic Storm: 1 stock, 2 EX moves. A good anti-air but you need to mash the buttons for extra damage. Used in certain match-ups.
SA II: Slam Dance: 1 stock, 3 EX moves. Has 3 frame start-up. The super is rarely used, but you can juggle into it against Hugo and Urien after his Down-Back+HP. DO NOT COMBO INTO IT after his HCF+HP, damage is really not worth it.
SA III: Electric Snake: 2 stocks, 2 EX moves. Necro's most used super, while the damage isn't much, it does a good deal of stun damage and you can combo off of it at the corner for extra stun. This super DOES NOT have invincibilty.


Recommended SA: Depending on the match-up, SA1 for anti-air, otherwise stick to SA3.

Personal action: Gains an attack boost, you can KO with his taunt and keep holding HP+HK to have flail his tounge.


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"Icho munjaro"

An old hermit who possesses incredible power, so great has his powers become, that he handicaps himself by fighting with only one arm. Because of his great age, he has decided that he wants to pass his skills on to Ryu.
Err, sad to say I'm not very well versed in Oro, but he's not that bad a character. I find that he isn't a character everybody can pick up and play, you'll want to get used to his playstyle to full enjoy him.

Super Arts
SA I: Kishin Riki: 1 stock, 2 EX moves. Hardly ever used since his other 2 supers offer more options and damage for him. When activated press Punch to grab an opponent. You should be able to get 2-3 grabs with super if you're lucky. Can also grab jumping opponents.
SA I: Kishin Tsui: Perform the super with 3 Punches to have Oro do a short jump to grab the opponent. Might be a good punish for ground attacks, and you can combo into it off his Crouching HP.
SA II: Yagyou Dama: 3 stocks, 6 EX moves. Can be used to set up his unblockable. The button pressed determines the angle at which the sphere will travel. You can have 3 spheres on screen as well.
SA II: Yagyou Oo-dama: At the cost of all 3 stocks Oro will jump to the air and send a giant golden sphere at the opponent. KOing with this super will give a different victory animation.
SA III: Tengu Ishi: 1 stock, 2 EX moves. Oro summons items that surrond him for a short period of time. The items can cause block damage so use it to pressure the opponent. If performed with 3 Punches, Oro can now use the items for a combo that can take off half an opponent's health. The timer depletes faster this way though.

Recommended super: SA2 or 3. 3 is easier for begginers IMO, since the juggle combo for it isn't that difficult with some practice.

Personal action: Pressing HP+HK will make his stun gauge recover. Holding them will make the gauge recover even faster.


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".................................."

A mysterious man wearing a trenchcoat and iron mask, who is being pursued by the CIA. Q has been sighted in crime scene photographs of unsolved murders all over the world, as well as events such as the World Warriors tournament from years ago. Who he is or what his true purpose and motives are, remain a mystery to this day
Q's a bit of an easy character to learn and has the 2nd highest health in the game. Q has some good mind games once you get used to his moves and combos, however his slow movement is his main weakness. Non the less he is deadly in the right hands.

Super Arts
SA I: Critical combo attack: 2 stocks, 4 EX moves. Good damage and good range as a punish, also has invinciblty on start-up.
SA II: Deadly double combination: 1 stock, 3 EX moves. Big damage and can follow-up with an extra attack or taunt twice for a boost.
SA III: Total destruction: 1 stock, 2 EX moves. Rarely used, when performed a timer will appear during which you can either input QCF+P for a grab (that can be comboed into) or QCF+K for a short range grab that does more damage. This super should've been just a grab really. Although you are invincible during activation and during the QCF+K, the fact that it gives the least EX moves doesn't help it much.

Recommended super: SA1 due to EX and range, but SA2 is good in some matches.

Personal action: Q poses and gets a defense boost. So long as the screen shakes, Q will get the defense boost. Boost 3 times to get the most defense.


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"Kore de...Eni no ka?"

A young man abandoned by his father, and wanders the world searching for him.
Remy has a good zoning game but suffers from having low health, a small stun gauage and somewhat of a low damage output. He is still a useful character to play as, so long as you're patient and know what you're doing with him.

Super Arts
SA I: Light of justice: 2 stocks, 5 EX moves. Does good damage. You can combo into it again since you recover before your opponent.
SA II: Supreme rising rage flash: 2 stocks, 6 EX moves. More damage than SA1. Most players use this super when playing as Remy.
SA III: Blue nocturne: 1 stock, 2 EX moves. Seems only normal attacks trigger the super. While the damage is good, it's pretty useless as an anti-air, and his other supers work as better punishs.

Recommended super: SA1 or 2. SA2 more so since you get more damage and 1 more EX move.

Personal action: His attacks do more stun damage, to gain the most boost you must taunt 4 times, however his taunt is very slow that it's hardly ever used.


QKnxp.gif

"Koi!"

A martial artists who wanders the globe to find and fight worthy opponents and become a stronger fighter
Ryu is a very solid character in 3S and a good beginner character. His combos do great damage and stun. He's one of the few characters in the game whose all 3 supers are useful in their own way.

Super Arts
SA I: Shinkuu Haduken: 2 stocks, 5 EX moves. Damage isn't much but it offers the most EX moves for Ryu. You can juggle after the super connects.
SA II: Shin Shoryuken: 1 stock, 3 EX moves. An excellent punisher and can work as a good anti-air if timed correctly. Also allows juggling afterwards and causes a good amount of stun.
SA III: Denjin Haduken: 1 stock, 2 EX moves. Does the least damage, but the stun damage is great. You can speed up the charge by rotating the D-pad or stick. Also, watch this vid for an interesting application of SA3: http://www.youtube.com/watch?v=tBAFDooJchE

Recommended super: Whichever suits your playstyle really, but SA1 is good for beginners to start out with.

Personal action: Increases the recovery time of his stun gauage. Taunt 3 times to make the gauge recover even faster.


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"Tekagen nashi tsuyo!"

A young Brazilian who has become Ken's student and wants to become a strong martial artists
Sean is considered Bottom tier in 3S, and is hardly ever used in tournies or sets. It's a bit hard to pinpoint how one should play Sean properly, but the general consensus is that he's a rushdown character. Sean's combos are somewhat simple-
St.MP-->HP/EX SRK or EX Tornado kick
St. MP/St. HK-->MK/EX Tornado kick
Cr. MK-->LK Tornado kick
You can preceed them with a jumping attack, but be careful as the range on his SRK is very small and thus it may whiff.
Sadly his moves overall are pretty terrible, his HK Tornado kick can't be comboed into, and his tornado kick put him right in his opponent's face, and whatever 50-50 options he would have are useless if his opponent has better options.
Sean's main strong points are having good normals, supers and health and stun. If you're going to play Sean, you might want to be playing a poking game with him instead. When you have a super ready, just combo into it for damage.
Many doubt that Sean will become valid with 3SOE (me [Tizoc] included), though I wish he would.
If you're still adamant about maining Sean, then good luck, but chances are you'll be switching to any of the other shotos if you get frustrated with him.

Super arts:
SA I: Hadu Burst: 3 stocks, 5 EX moves. Has fast start-up but recovery is very slow, don't EVER perform this super outside of a combo. Non the less it's a very solid super despite it's low damage.
SA II: Shoryu Cannon: 2 stocks, 4 EX moves. Considered to be Sean's best super, but to get the most damage out of it, you need to mash the buttons. It also juggles opponents.
SA III: Hyper Tornado: 1 stock, 3 EX moves. A really good super with good range & damage, but much like SA1, only perform it if you're sure it'll connect.

Recommended super: All of Sean's supers are good, so pick whichever suits you.

Personal Action: Sean throws a basketball at the opponent. Sean's attacks will do more stun damage, but you gain the most boost after 3 PAs. The basketball can hit opponents and is often used to set up for mind games, so try to incorporate it in your game.

I strongly suggest reading Sean's entry over at Eventhubs, as it has some very useful information regarding playing as Sean.


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"COMPLETE!"

A product of the G-Project, Twelve is (well) the 12th G-Mutant created by Gill's orginization. His mission in 3S is to locate and terminate Necro, a failed prototype of the G-Project.
Twelve is the weakest character in the game due to having low health and very few damage options. He is mainly a hit and run character, but has some decent pokes and when applied properly, his air dash can help him get around.

Super Arts
SA 1: XNDL: 2 stocks, 4 EX moves. 12's best super, works as a good anti-air too. Try not to combo into it off EX NDL since the damage'll be greatly reduced.
SA 2: XFLAT: 1 stock, 2 EX moves. Unfortuntely, if this super hits a jumping opponent it will do LESS damage. Why this was done is beyond me since it would've worked as a good anti-air or punish this way. This super can be performed in the air only, and can be comboed into by jump-canceling his Close St. MK.
SA 3: XCOPY: 1 stock, 3 EX moves. 12 transformers into his opponent gaining a slight attack and defense boost while transformed. Be careful when 12 is reverting, as 12's defense is GREATLY reduced during this time. When transformed, 12 cannot be reset. It might be useful against Q or Hugo, since if he taunts while transformed, he'll keep the defense boost when he reverts.

Recommended super: SA1, just stick to it, the other 2 are pretty useless.

Personal action: Twelve turns invisible for a short period of time. Is a bit slow, but you will remain invisble until you block an attack, get hit, perform a throw or perform a super.


pdMj6.gif

"Tremble before my might!"

Gill's younger brother, who was passed up to become their organization's "President"/Master and now seeks to usurp his brother's leadership. Has control over the elements of metal and thunder.
A good offensive character, and benefits from having high defense and good pokes.

Super Arts
SA I: Tyrant Punish: 2 stocks, 5 EX moves. Avoid doing long combos into this super since it'll get scaled heavily. Works as a good punish super, but otherwise nothing special about it.
SA II: Jupiter Thunder: 2 stocks, 4 EX moves. Does a good amount of stun damage, but only does the most damage up close. Comboing into it off a tackle works best at corners, otherwise the super may miss.
SA III: Aegis Reflector: 2 stocks, 4 EX moves. Urien's main and best super as it sets up for his unblockables. The button pressed will determine where the Reflector will appear. Pressing 3 Punches will make it appear infront and at Urien's head.

Recommended super: If you're going to play Urien, best to stick to SA3. SA2 is good in combos though, but you'll get better results with SA3.

Personal action: Urien gains an attack boost, the punch can KO opponents.


CXR1m.gif

"Kono shobu moratta!"

One of two brothers who have learned martial arts from thier adoptive grandfather and protect their town from troublemakers
Yang's a very good rushdown character. Your main job with Yang is to land his Mantis Slashes as they are his best tools in the game.

Super Arts
SA I: Raishin Mahhaken: 1 stock, 3 EX moves. Kind of useless since you can't juggle into it for damage, while you could use it like Makoto's SA1, Yang's strength really comes from his EX Mantis Slash, and this one only provides 3 EX moves. Oh and the damage really isn't that great either.
SA II: Tenshin Senkyutai: 2 stocks, 5 EX moves. Damage isn't all that, but you're really picking this super for the vast amount of EX moves you can do with it. Combos into SA2 shouldn't be long since it seems to get scaled pretty badly.
SA III: Sei'ei Enbu: 1 stock, 1 EX move. The super is used against Hugo and Urien primarly since they can let Yang do unblockable hits on them (due to their big sprites).

Recommended super: SA2 or 3. Since Yang's EX Mantis are one of his best tools, you'll probably want to use SA2.

Personal action: Gains an attack boost, his taunt can damage the opponent.


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"Zato kona mon!"

One of two brothers who have learned martial arts from thier adoptive grandfather and protect their town from troublemakers
I find that playing as Yun is best described thusly:
Step 1: Fill up SA3
Step 2: Activate SA3
Step 3: ????
Step 4: Profit
Lathe, rinse and repeat.

Super Arts
SA I: You hou: 1 stock, 3 EX moves. Good stun but long combos scale the damage down. You could juggle after it for extra stun, and that's really all there is to say about it. You really can do better damage with SA3 anyways.
SA II: Sourai Rengeki: 3 stocks, 6 EX moves. Good damage if comboed into off his main BnB, but can't be juggled into. SA3 charges up faster, however, and the damage you get off SA3 greatly surpases SA2.
SA III: Gen'ei-jin: 1 stock, 1 EX move. Charges up real fast, does good damage on Q and Hugo and has high priority.

Recommended super: If you didn't know by now, pick SA3 and learn the combos.

Personal action: Gains an attack boost, you can hold HP+HK to get a bigger boost. His hat can hit opponents. Performing his taunt 8 times gives him max. attack boost.


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Character tiers
Tiers in this game seem to change the position of certain characters (mainly the non Top) up and down for years now, however the most generally accepted list goes like this-
Top tier: ChunLi, Yun and Ken
High tier: Makoto, Urien, Yang, Dudley, Gouki
Mid-High: Ryu, Oro
Mid to Mid-Low: Elena, Remy, Q, Necro, Alex, Hugo, Ibuki
Low: Twelve, Sean

You could move one or two characters to High~Mid tiers at best, though Makoto is often considered a Top tier character, but some tiers don't list her there.

Arcadia tier list
S+ - Chun-Li
S - Yun
A+ - Ken, Dudley
A - Makoto, Yang
A- - Urien, Akuma, Ryu, Oro
B+ - Hugo
B - Elena, Ibuki, Alex
C - Necro, Twelve, Remy, Q
D - Sean

Recommended characters for beginners:
Ryu, Ken, ChunLi or Q. Ryu and Ken more so since they're easy to play as, and you can use them to get a handle of the systems.

Closing notes and thanks:
*Avoid doing super canceling projectiles into supers as they seem to lower the damage of the super A LOT. To illustrate, using Ryu, Dwn+MK-->SA1 does MORE damage than QCF+P-->SA1.
*Ryu's strongest combo for SA2 seems to be Jumping HP/HK-->St. MK-->HP Shoryuken-->SA2-->HK Stallion or Tornado Kick or HP Shoryuken.
*Elena's main combo is Cr. MP-->QCB+2K-->DP+LK. Aim to land this whenever you can (and if possible preceed with a Jumping attack).
*Hugo's Crouching and Standing LK are cancelable, try using them to combo into his SA3 or EX Lariat.
*Remember to watch as many match vids of the character you are maining, see what other players do and see how you can incoprorate it to your own playstyle.
*About Dudley's SA2: if you HOLD PPP, you'll dash trough the screen and start the SA when you release PPP
*About Sean's SAs: Sean's SA3 goes under fireballs. In the corner you can juggle with a standing HK after an SA2 straight into another SA2 (the HK resets the opponent).
*landing an OTG Uppercut super on Dudley works as follows- LP+LK (NO DIRECTION HELD)-->Uppercut super. One of Ryu's trials involves this. Note that this works for the other shotos as well (including Sean).
DTelQ.gif

*I'd like to give thanks to the following GAF members: Tizoc for writing all this!!! QisTopTier, obonicus, Hitoribhoshi, BadWolf, FlightOfHeaven, GooeyHeat, El Sloth, Rocwell, USD and zweifuss.
*Writing and Layout: Tizoc Art: Vespa
 

Vespa

Member
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XBL METATAG: GAF 3S
"To play with other GAF users with 360s, this is the method we'll be using:

Add the Gamertag "GAF 3S" to your friends list.

From here, you can select the gamertag in your friends list on your 360, cycle right into their "Personal Profile" and select "View Friends."

From there, you can see all the other Gaffers that have added this GAF 3S gamertag, making it function as a hub where you can send invites for 3S games to each other and the full shenanigans." -ShaneB

If people want their region added beside their tag please go back and edit in the text using this format: PSN: Kuroda's Cat (Region: United Nations of NeoGAF).


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Awesome Sean vs Yun match
Kuroda Highlight Reel
Hayao Highlight Reel
Mimora Highlight Reel
KSK "Highlight" Reel
Kuroda playing Oro (10-game win streak) USTREAM replay
VERSUS-LIVE2 USTREAM Channel

VesperArcade goes through the character trials showing you how it should be done, video also shows his button presses in a smaller window. Characters so far:

Ibuki
Ken
Akuma
Chun Li
Urien
Yang
Twelve
Alex
Hugo
Elena
Ryu
Necro
Remy
Dudley
(Work in progress)
 

ShaneB

Member
Think it's ok to post now... awesome OP. Tizoc, if you read this, great work!!!!

Been waiting for this OT to show up :D

I can't wait!!
 
Gotta call Sony to clear out my damn activations. I am planning to buy another console and my brother LOVES SF3. I've already preordered it on PS3 and am in no mood of repurchasing the games.
 

QisTopTier

XisBannedTier
SephirothRK said:
Who's making the PSN chat?
I just made one if there isn't one yet.

also newest tier list from arcadia

S+ - Chun-Li
S - Yun
A+ - Ken, Dudley
A - Makoto, Yang
A- - Urien, Akuma, Ryu, Oro
B+ - Hugo
B - Elena, Ibuki, Alex
C - Necro, Twelve, Remy, Q
D - Sean
 

ShaneB

Member
abstract alien said:
Those names plates with the character pic going through them are fucking hot!

Agreed, very cool.

For the XBL players, might I suggest someone creating a 3S metatag and just all adding that?
 
Great OP ! :eek:
I'm pumped (and furious) since microsoft removed xbox live support for 3s in anniversary edition.

but next thursday i'll be geneijining my way through xbl again, YEEPEEE!
 

Vespa

Member
obonicus said:
Under Sean's writeup, you probably want 'consensus' rather than consciousness.

Otherwise, good OP.
Fixed. Guess who didn't proofread before posting!

Well done Tizoc, it's an EPIC amount of words! I hope I didn't mess up your layout too much.
FUN FACT: Tizoc didn't want to include Sean in the character info section because he's garbage tier T_T

Got my points ready, now we wait...
 

Zhengi

Member
My cousin is a pretty good Urien player. He'll be in Canada for a trip on release date, but he'll definitely be there after his trip to play this game.

Edit: Play my cousin ICruiseI on PSN if you ever see him. No need to schedule appointments.
 

RedSwirl

Junior Member
I already got this reserved but I need to know: how extensive is the in-game tutorial going to be? 3rd Strike is my favorite Street Fighter but I will never play it on a competitive level. I can't even parry.

Also, are metagame things like Karas intentional on the part of Capcom or did people just figure that out?
 

QisTopTier

XisBannedTier
RedSwirl said:
I already got this reserved but I need to know: how extensive is the in-game tutorial going to be? 3rd Strike is my favorite Street Fighter but I will never play it on a competitive level. I can't even parry.

Also, are metagame things like Karas intentional on the part of Capcom or did people just figure that out?
There are a ton of parry trials that will basically walk you through how parry works. Also every character has combo trials as well. The rest of the game you can easily learn from getting your ass handed to you a few times :)
 

RS4-

Member
Hitoribhoshi said:
note about dudley SA2 :
if you HOLD PPP, you'll dash trough the screen and start the SA when you release PPP ^^

Eats denjin alive.

All three of Dudley's supers are usable.
 

SoulFist

Member
Pumped for this. I used to play this as a little kid, and now I'm glad they are releasing it on XBLA so I can get more in depth with it. Woo!
 

joedaprofessor

Neo Member
Also, are metagame things like Karas intentional on the part of Capcom or did people just figure that out?

I've heard Derek Neal, this game's producer, say that Kara moves were unintended features. Anyone else know?
 

KAL2006

Banned
Already preordered on PSN. I kind of regret selling off SSFIV and haven't had a fighter to play with for the past 3 months. This should do me until SFxT comes out (though I may pick up UMvC3 too, but it's SFxT that I am hyped for).
 
joedaprofessor said:
I've heard Derek Neal, this game's producer, say that Kara moves were unintended features. Anyone else know?

karas are in every SF games, those are bugs though, yeah. useful one for some characters, not so much for others.

It's just very effective in 3s.

(and it's not like tehy didn't know those were in IV before shipping, but they didn't care)
 

BadWolf

Member
Great work.

Might want to add that Sean's SA3 goes under fireballs. In the corner you can juggle with a standing HK after an SA2 straight into another SA2 (the HK resets the opponent).
 
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