yeah but knowing what comes, making it possible. The variations of that on a real match makes it almost impossible to parry. Succesfully timing the parry might be harder than wining the lotery :p.
yo this game is actually super cool! I can't believe I wrote it off at first lol. I've been watching your sf4 and sfv content but only now am I getting to the sf3 stuff and so far the videos have done a really good job teaching the game. Keep up the good work man
I know so much about 3rd Strike but mainly from intuition and feels. Can't really explain the concept behind them but can feel out what works and what doesn't from playing all these years
Hey bro at 6:36 can you explain how urien can tackle straight after the parry? It doesn't look partitioned because he's crouching the whole time but the parry animation looks too short for a full charge? Or does the forward input of the tackle count as a parry too? Cheers bro
johan langstone forward input of tackle counts as a parry, as long as you pass neutral for at least 1f. When you do a parry your input during the parry is saved until the parry is over. So doing a tackle during the first frame of a parry (while you still have charge) means you'll do the tackle as soon as the parry ends (even though you won't have charge anymore)
Thank a lot dude that really helps :) got to play someone who was parrying my AAs which was frustrating at first then I discovered some answers on my own like jabs, air throws, walk under low etc... I still felt like I didn't have the full picture on how to approach AA-ing in 3s and your vid totally helped me out get a better idea and how to prepare next time I play
Yang has no cancelable anti airs :( sucks so much playing vs unga bunga i jump in parry players. Because they do parry then hit their jump in button anyways so i cant use my close mp, just gets hit
If I play someone that parries necro electricity or chun super 1 id probably put the controller down and admit I lost lol because they obviously insane.
Even at the highest level chun li players occasionally pick kikosho vs hugo specifically because it's so good for controlling and limiting his movement. The fact that it anti airs is the main edge kikosho has over hoyokusen
Neelu if you block and then throw as they land, you'll block all air attacks, and your throw will come out before any of their ground attacks can. It's actually really hard to punish that in this game since throws are quick, lights lead to no damage, and lows are slow.
Bafael oh thanks for the tip also, is timing of down parry tighter than standing parry? A lot of the time when I miss standing parry or air parry I do know I messed it up but down parries like really hardly come out even tho I do know what my opponent is going to do, why does that happen is this some buffering thing?
Neelu idk I don't think the window for down parry is tighter. I think people just naturally delay or vary their low poke timing more. Also remember you've gotta parry from neutral so make sure you're not rolling into the parry at all
Bafael ooooohhh so you mean I cant parry again If I already have attempted to parry and that misses, I think I get it a little Thanks bro of answering Get hype for 30th anniversary 3s will be reborn
"Saying that there is no point in anti airing is like saying there is no point in throwing because they can tech throw" *NO! A BIG NO!* Tech throw softens a minimal amount of damage or 100% of it in other games. As there is little risk in throwing, little risk in blocking too much, there is little reward in throws -and perhaps too much reward in tech throws, I advocate for softening against turtles. The risk/reward balance is, therefore, comparable. Having an anti air parried may cost your match. The risk/reward is imbalanced. And there is no risk at all in parrying air attacks as well. The parry window is too lenient, 10f, larger than any attack duration, and the risk is zero. Then all goes down to landing and throwing/tech. Boring! High skilled players jump and parry 90% of the time, and also parry air attacks all the time. They barely anti air. Clearly, parrying beats the other options. There are no mix-ups when one option is too powerful. This options wins. If there was a risk, like a recovery, then yes, that could have been different. Since parry has such a long 10f duration, slightly lower when you are in the air, 6f (if I remember well), parries with no startup and no recovery were a bad design idea: it overwhelmed the other options. I am trying to learn this game now, and YES, it is frustrating because it has all those other options and novelties there, like super jumps, but they are not usable. Now there are no characters with a bad anti air. Trades, juggles and follow ups that could result from that disappeared, and so is the same for wake-up options, as parry removed meaties. Parry is one option to rule them all. Wake-ups goes down to attacks hi/lo, or throws. The risk of a shoryuken, which leaves you open, vs having to block and guess a bit or having to chose a character who lacks a good reversal, but has a good super, is also gone. So it kinda feels that parry ruined the basics of street fighter that *we all loved so much. It created a game of empty footsies and tapping down*. Even a Hadouken is a free meter to the opponent. It changed *everything.*
I am someone who knows quite a lot about this whole situation so I'm going to break down this whole post. I addressed many things you bring up in the video, so I don't know why you're making this comment without watching it, and I don't consider it very likely I'm going to be able to change your views, but here we go. *Saying that there is no point in anti airing is like saying there is no point in throwing because they can tech throw" NO! A BIG NO! "Tech throw softens a minimal amount of damage or 100% of it in other games. As there is little risk in throwing, little risk in blocking too much, there is little reward in throws -and perhaps too much reward in tech throws, I advocate for softening against turtles. The risk/reward balance is, therefore, comparable. Having an anti air parried may cost your match. The risk/reward is imbalanced.* The reason I bring up throws is that a lot of people say it's pointless to anti air because a hard counter to anti air DPs exists, and I'm suggesting there just needs to be a mixup. However, as I note at the end of this video, the enormous number of things the jumper must be prepared for means that the mixup is fundamentally slanted in the grounded player's favor, since every offensive option is available to both players, except blocking which is unavailable for the jumping player. Therefore the grounded player can mix a large number of options that would ordinarily be countered by simply blocking, such as varying the timing of their attacks, the block/parry direction, the side, etc. If you're doing empty jump parry you will often find yourself jumping into a low forward against a good opponent, which will hit you because you're not holding down back as you landed. And there IS a way to avoid the jump mixup entirely as either player. If you're the jumper, don't jump, and if you're the grounded player, don't anti air. People in 3s don't anti air not because air parry is so powerful, but because the threat of it exists at all whereas there's basically no danger in blocking an air normal. This isn't SF2 with enormous throw ranges, this isn't sf4 with 5 blocked lights which can all convert to a full combo, where any given light can be a walk in throw that has real okizeme. This isn't SFV where you literally take block damage for blocking mediums and heavies. This is sf3 where I take 0 damage 90% of the time I block a jump in. The risk reward to the jump scenario is high, but it's high for both the jumper and the grounded player, and either player can very easily refuse to enter the mixup even if their opponent really wants to. *And there is no risk at all in parrying air attacks as well. The parry window is too lenient, 10f, larger than any attack duration, and the risk is zero. Then all goes down to landing and throwing/tech. Boring! High skilled players jump and parry 90% of the time, and also parry air attacks all the time. They barely anti air. Clearly, parrying beats the other options. There are no mix-ups when one option is too powerful. This options wins. If there was a risk, like a recovery, then yes, that could have been different.* I don't know why you think you can just air parry option select inside every jump if you're actually playing the game, it should be pretty obvious to you that this doesn't work if you actually try it. Air parries have a 4f window, which is small enough that shoryuken at different timings is literally a 50-50 to beat air parry (No, you can't just spam parries because after attempting a parry, you can't parry again for the next 10 frames, even if you input a new one). And you cannot do a jump in attack if you're air parrying, like, at all. You seem to think you can just do every single jump in with a parry OS followed by your jump HK or whatever but the nanosecond you hit HK your OS parry stops existing so that only works against super high anti airs which people almost never do. This means basically every jump parry ends up being an empty jump if you're given nothing to parry, which have really obvious opportunity cost because you have no idea what's coming and when. It fundamentally puts you next to the opponent and minus if they do nothing (which is what most players do). Then once you land you have no idea if you're dealing with a defensive throw or a low button, neither usually that strong but the most typical replies to an empty jump, with mutually exclusive counters. You can even miss out on actual punishes if you're waiting for air parries instead of just jumping and doing your air normal. *I am trying to learn this game now, and YES, it is frustrating because it has all those other options and novelties there, like super jumps, but they are not usable. Now there are no characters with a bad anti air. Trades, juggles and follow ups that could result from that disappeared, and so is the same for wake-up options, as parry removed meaties. Parry is one option to rule them all. Wake-ups goes down to attacks hi/lo, or throws. The risk of a shoryuken, which leaves you open, vs having to block and guess a bit or having to chose a character who lacks a good reversal, but has a good super, is also gone.* Why are you saying jump parry is zero risk and then also saying super jumps are unusable??? Why are you suddenly saying anti airs are overpowered when earlier you were saying jump ins were overpowered? Which is it??? I super jump literally all the time. I rarely air parry. When I do air parry I usually do it in scenarios where I have absolutely nothing good I can do. When I air parry it usually doesn't work. You can see it in any of my recent WNF wins. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-nmFAFMhovVY.html Look how much time we both spend midair. I did a whole video on the okizeme in this game ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-pU8OQRhgPYc.html but if you don't care to watch it I'll summarize it for you. Meaties are more common and generally powerful in 3s than SF4 or SFV put together. That's why almost everyone goes for a meaty mixup every single time they get a workable knockdown. Ken and Dudley are literally top tier by merit of their extremely strong meaty game. Parries are a risk in your meaties, and that's very cool and interesting because it means depending on how the situation unfolds, either player could take damage. But BOTH players have access to parry in that scenario, it's just that the guy standing up rarely needs to use it because he can more safely fall back on blocking where he doesn't need to make a read. Example: guy standing up can mix in overheads vs lows, but guy waking up can't feasibly wake up with an overhead. You're really new, I get it. You don't know what's reasonable to be able to parry, and what's not. There's scenarios in this game where 99% of GOOD players won't be ready to do a given parry, until you've conditioned them that it's coming, and they're absolutely everywhere. You think all parries are equally easy to do, and that it's a very easy probability that what you're doing could get parried. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-lx7DFR0UCA8.html Here's a video I made showing some of the rewards and risks, if you actually care and believe for a second you could be wrong. But if you're not convinced I'd be willing to play against you, and I'm basically certain I could win with me using lots of jumps, zero anti air parries, zero parries on wakeup, and zero air parries. This is an open challenge, I'll demonstrate literally none of that stuff is necessary in any way to win in 3s. I don't care if you do any of those things to me, in fact I encourage it.
You haven't played a lot of 3s and it really shows. Almost every single parry scenario in the game is high risk/high reward for the player that goes for the parry.