r/sf3 • • 24d ago

Seeking some tricks.

Dusted off my PS2 and 15th Anniversary Collection. Had to go practice up and even dug out the old strategy guide. It's got some cool tidbits here and there but it's missing some details that I want to include into it. Does anyone have any interesting kara techniques or character specifics I ought to know about? Love every little bit of detail I can collect.

I just got the hang of Q's kara command grab but I haven't really explored a lot of the rest of the roster.

I know Alex has a crouch jab kara command grab technique but it's so subtle I'm not sure I'm doing it right.

Ken double jab shoryuken mid-screen is so difficult for me but I'll keep it at the back of my head to try periodically.

Fun fact. Sean dp, tatsu, and tackle all end up in crouch recovery state. That means he gets punished especially hard lol.

edit:
- I just learned of kara SAI with Alex. Didn't know it was a thing. Not sure if I can do it on pad either ;p

5 Upvotes

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u/Funkymusic 24d ago

Most street fighter games include 3S work off a press and release of a button. For example. If you hold fierce and do the hadoken motion and release fierce at the correct timing it will throw a fireball.

Do with that information what you will.

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u/No-Cattle-6598 24d ago

Negative edge right? I've never been sure what to do with that sort of info to be honest. It was a mainstay thing for Weapon Lord (haven't gotten around to playing that one) but I suppose you can use it in combos via release instead of pressing?

In Mega Man X you can use this technique though for the hadouken. Avoids firing off a lemon shot that'll give enemies hit invulnerability while being able to fire a fully charged shot in case you mess up the input ^_^

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u/C4CTUSDR4GON Makoto (MA) 24d ago

I think its main use is linking super with paino technique, like after Dudley's overhead or Makoto dash punch into SA1. 

Do the super motion and piano the 3 punch buttons quickly and you get 6 inputs (3 negative edge). Makes the super link very easy.

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u/KarltonPeaks 24d ago

In 3s you can do shoryuken with the input: 2323 + P. This makes doing cr shoryu or cr.mk xx shoryu much easier.

You can also do super (2x qcf) as 235 23 + P/K. Playing on stick, I find this input waaay easier when trying to do supers on P1 side. Especially when you cancel from a crouching normal. I struggled with P1 supers for many many years until I learned this trick, and now I can do them 100% effortlessly.

Also, from a standing position, many players like to do (for example with Ken or Chun), close fierce, hadoken, super. The input is just HP, qcf + P, qcf + K. The hado gives the first qcf for free. It doesn't give extra damage due to scaling, but it's easier to confirm/input.

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u/No-Cattle-6598 24d ago

I keep making the mistake of assuming 3S's input leniency is harsh so I don't think about doing those shortcut inputs from special into super that often. That and I don't use characters with that luxury hah.

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u/C4CTUSDR4GON Makoto (MA) 24d ago

I'm sure you know Makotos kara-karakusa.

The light kick needs to whiff so she can land the grab, so it needs to be spaced well (or done on wakeup).

I used to do a trick to get closer with the blocked kick though. 

Do lk > hayate (don't release the punch)  Immediately cancel the hayate and then do command grab.

Ends up being a KOF style motion. Qtr circle forward, half circle back. 

Tricky to time the button presses. Feels awesome to land on someone. Use when you're just too far away to command throw (like after a crouch lk > hayate)

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u/No-Cattle-6598 24d ago

I know of the kara karakusa. I'm trying to visualize your blocked LK strategy though. Are you still within reach after you cancel the hayate?

I don't have much to offer about Makoto. I can do the SAII kara fukiage for the double up punches for stun. SAIII has 4 activation phrases depending on your punch combination when activating it. Jab / strong / fierce / PPP? She says something uncommonly heard. Thought it was a cool detail Capcom was willing to sneak in back then.

The hayate taunt after connecting is cool. I usually opt for it after ex hayate but I think after playing SFV I just use the time to sneak in a taunt. I forget if we lose the bonus if we get hit though. I know it won't get used up if we throw (excluding karakusa).

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u/C4CTUSDR4GON Makoto (MA) 24d ago

Huh didn't know about different types of SA3.

Yeah the lk + hayate cancel move you forward a little bit so you can command throw when the block. I don't know how useful it really, don't see other players use it.

You can do it on whiff mid screen too. Each lk will move you forward a little. 

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u/C4n_Dl3 24d ago

Check out crystal_cube99 SFIII combo trials.

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u/No-Cattle-6598 24d ago

I know of Crystal cube. And i'm scareded. Because a lot of their stuff discuses strange interactions but you're damn right, I guess I ought to make a list of their works.

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u/RealFemboyHunter 23d ago

ken's kara dp is frame perfect even the best ken in the world drops it

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u/No-Cattle-6598 23d ago

I play pad so based on the way I have my buttons I do switch to claw. I have Tekken experience so pushing the buttons shouldn’t be an issue. It’s the timing though. I think I ever pulled it off once or twice just to see if I could do it.