That means a ton, thank you so so much! I’m really really glad you enjoyed it as much as you did. I appreciate everything you do for the fighting game scene as well! Thanks for the rewatch! :D
TOP 5 combo: 5 | 03:15 = Ryu Helicopter 4 | 39:11 = Infinity of combo Urien 3 | 38:22 = Akuma Rage 2 | 05:45 = Violent Ken 1 | 44:48 = Before I was shit, today I'm pissing you off in space
Captions telling me to turn on captions, I find uniquely funny. I know, I know, this video is a year old and took a lot of work, but I still got a giggle out of it.
Man I love coming back to watch this video. Just straight combos and very good editing, I also wanted to point out that this you used the arranged soundtracks than the original just makes it 100x better. Great job and keep up the good work I love your videos 👍🏾
Well, Ultra Sean is pretty different compared to regular Sean. He’s a charge character for one, and if you don’t like that you probably won’t like him. But if you do, give him a try! He’s weird, but fun.
@@Supcio6073Clips dude it is obvious when you lag switch and you do it, you are from Arab Emirates after all so you have to be some wussy rich boy that is used to cheat others on a daily basis, on youtube I found videos that show excactly the same issues I had ehile playing you on strong connections, you are a fraud
@@Supcio6073Clips I don't need that what I need is you being blocked and not being capable to play anymore, like I would care what a spoiled rich boy from Emirates Arabs would do, your scum in real life imagine not being scum in a game.
Bom da pra fazer esses mesmos combos na Versão original Só que vc tem que ir nas configurações do Emulador e ir em Cheat/ Jiggle Cancel 1 e 2 dai vc Desabilita Dai pra frente todos os combos que antes eram de reset passam a ser combaveis e contam Hit
When mofos would get it wrong @ the arcade ("my input didn't come out" or "I was blocking!") the cadre of homebro's would criticize them for fighting for the past. When mofos would ask what we meant, we'd tell them "in THIS game, you gotta fight for the future!" (you weren't fighting for the future)
IDK if this has been said before, but I think Maximilian Dood would love this since he still loves Third Strike to my knowledge I'm sure this would make a fun streaming experience finding all these new routes and changes
Hey, sometimes Ryu's cr.HP combos into HCF+HK. I was able to get it on Remy, but I don't know if it works on other characters. I'd enjoy to see how you'd experiment with that, and whether or not it works in this game.
No, but the name of the hack is a sort of play on words of “3rd” because it’s a kind of alteration to the game. I think it works, even though it’s a bit strange.
Third strike? It's on fightcade. If your referring to the combos shown off, it's all theoretically possible to do in the regular game, but is so difficult that most of it has only really been done tassed
Perhaps the best version of street fighter ever made with excellent background detailing & nice vibrant colours & great counter strike structure there isn't any character who has a definite advantage other the others. If I must pick my favourites it'd be Q & Dudley Q because he has the ability to finish any fight within 10 moves if you're going flat out & Dudley because although he may seem like he's predictable he isn't really but what really makes effective strategy is hitting with either a weak punch or kick to lead into a medium then heavy attack which will obviously lead to an extended combo or? you can just as easily go for the knockout with your heaviest attacks & hope that the opponent doesn't block them............the video seems to be a demonstration of characters combo's in reality no one is going to allow their fighter to stand there & get pummelled without at least trying to retaliate so? most of these combo's aren't going to be as effective you'd have to just make do with chip damage I.e. 1 weak attack at a time to wear down their energy bar
It is! It's in the games files in 3rd Strike, you can find it in the sound test, and the creator decided to use it for the special SA2 version added to this hack. Pretty neat!
I use FinalBurn Alpha RR, a branch of FinalBurn Alpha that allows for re-recording and save states and whatnot. If you search for “FBARR tasvideos.org”, you can find a list of versions, and I recommend v.0.5.0.1. That’s the one I use, anyway.
Good question! In 3rd Strike, there's a hidden juggle meter that goes from 0 to 15. At every level, there's a predetermined number of frames you have to follow up with another hit. Every attack in the game has an effect on this meter, most add to it, some keep it the same, and some reset it back to 0. JP3 just means that it adds 3 to the juggle meter. What that means is that in the base game, the second hit of this EX Rising Rage Flash would whiff, losing out on damage. Now it connects for a bit more. tl;dr: It refers to the juggle meter and it's adding 3 to it for that hit.
Is that distinct from hitstun then, it's in addition to hitstun or hitstun doesn't matter for juggle -- hitstun expired, but JP still alive = reset?@@MacAves
@quantumpotato If you're in a juggle, you're in a knockdown state, so hitstun isn't relevant in that situation. At any juggle level, after a certain number of frames, you become invincible, and the combo is forced to end. For example, at JP6, I believe the window is only 20-ish frames. So you have to land another hit on the opponent in 20 frames or less for the combo to continue. At 7 it's close to 10, which is basically impossible to continue outside multi-hit moves.
Hm, how do "resets" work? I thought those meant the combo ends but a hit can land and it needs to be parried. Does that mean "not a knockdown state" - just air hit?@@MacAves
@@quantumpotato Certain attacks cause a knockdown on an airborne opponent (like a DP for example), while others, like most air normals, flip the opponent back onto their feet. (Quick note, this doesn't apply when the opponent is stunned, all attacks will knockdown if an airborne opponent is hit.) Resets do exist, and you can actually hit the opponent with supers while they fall, but again you are restricted by the time the level of the juggle counter gives you when you hit the opponent into the super. The opponent also has the option to parry out of this, but if they fail their parry their juggle count is usually reset back to 0, so it can lead to hard to escape parries that go back into juggles.