Difference between revisions of "Street Fighter 3: 3rd Strike"
(Reverting vandalism, please ban Larryhartz.)
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*(B/F + LP+LK)
*(B/F + LP+LK)
Revision as of 14:22, 25 July 2007
- 1 Introduction
- 2 Notation
- 3 Game Mechanics
- 4 Tiers
- 5 Strategy
- 6 The Characters
- 7 Miscellaneous
Street Fighter 3: 3rd Strike is the latest revision of the SF3 series, the two previous games being SF3: New Generation and SF3: Second Impact. The main differences found in 3rd Strike include: a new way of performing throws (done by pressing LP+LK), universal overheads (MP+MK), a "choose your opponent"-style path in Arcade mode, the return of the "Crush the Car" bonus round, a new soundtrack, new stages and 5 new characters. (Chun-Li, Q, Twelve, Remy and Makoto)
Home versions of Street fighter 3: 3rd Strike can be found on the Dreamcast, PS2 and Xbox. The Dreamcast version was released in 2000 with slight differences to the arcade version. In 2004, Capcom released 3rd Strike as part of the "Street Fighter Anniversary Collection" for the Xbox and Playstation 2 which also included Hyper Street Fighter 2. Today, the Playstation 2 and Xbox versions of the game are widely considered the tournament standard since those two versions are very close ports of the original arcade game. However some differences are still debated to be present, the Xbox version is frequently said to be slightly faster than the original arcade version, and the PS2 version slightly slower. This most notably affects gameplay when the parry system is employed.
- F - Forward - Tilt stick forward/towards the opponent. (X-axis)
- B - Backward/Back - Tilt stick backward/away from the opponent. (X-axis)
- U - Up - Tilt stick upwards. (Y-axis)
- D - Down - Tilt stick downwards. (Y-axis)
- QCF - Quarter circle forward/Hadouken/Fireball - Tilt stick downwards, then to downwards and forward, then forward.
- QCB - Quarter circle backward - Tilt stick downwards, then to downwards and backward, then backward.
- HCF - Half circle forward - Tilt stick backwards, then to downwards and backward, then to downward, then to downwards and forward, then forward.
- HCB - Half circle backward - Tilt stick forwards, then to downwards and forward, then to downward, then to downwards and backward, then backward.
- DP - Dragon punch - Tilt stick forwards, then to downward, then to downward and forward.
- 360/FC - Full circle - Complete a full rotation of the stick.
- 720 - N/A - Complete a 720 degree rotation of the stick.
- Charge - Hold a tilt - Hold the stick in either B or D (Depending) then move to F or U respectively.
X-axis functions can be used interchangeably with Y-axis functions and vice versa. X-axis functions cannot be used in conjunction with another X-axis function and vice versa.
Six Button Notation
Expressed in the form: Notation - Move - (X-box Default Map) - (PS2 Default Map)
- LP - Weak/Light/Low/Jab Punch - (X) - (Square)
- MP - Medium/Middle/Strong Punch - (Y) - (Triangle)
- HP - Heavy/Hard/High/Fierce Punch - (Right Trigger/White) - (R1)
- P - Any punch - (X/Y/Right Trigger/White) - (Square/Triangle/R1)
- LK - Weak/Light/Low/short Kick - (A) - (X)
- MK - Medium/Middle/Strong Kick - (B) - (Circle)
- HK - Heavy/Hard/High/Roundhouse Kick - (Left Trigger/Black) - (R2)
- K = Any kick - (A/B/Left Trigger/Black) - (C/Circle/R2)
Occasionally people may use "Notation" and "Move" interchangeably.
- +: Used between two other pieces of notation to signify that they should be performed at the same time. i.e. "X" + "Y", "X" should be performed at the same time as "Y".
e.g. F + MP
- -> (Sometimes > or ,): Indicates the next part of a sequence. i.e. "X" -> "Y" -> "Z", After "X" is performed, "Y" should follow, then "Z".
e.g. Dash -> Fierce Jet Uppercut
- xx (Sometimes x): Used between two other pieces of notation to signify that the first should be cancelled (Interrupted earlier than it would finish otherwise) into the second. i.e. "X" xx "Y", "X" should be cancelled into "Y". Moves can be cancelled from in ascending manner in this way: Normals > Specials > Supers.
e.g. MP, HP xx SA III
- ~: Indicates that the preceding action should link (immediately follow with) into the next action. i.e. "X" ~ "Y", "X" should be followed immediately by "Y"
e.g. LK ~ MP ~ HP
- /: Used to show when two or more options are available at that point in a sequence, invariably to show that they both produce similar if not identical results.
- s. - The following move should be performed in the standing position (neutral in the Y-axis). i.e. s."X", perform "X" whilst standing.
- c. - The following move should be performed in the crouched position (held down in the Y-axis). i.e. c."X", perform "X" whilst crouching.
- j. - The following move should be performed in the "in the air" position (After having held up in the Y-axis). i.e. j."X", perform "X" whilst in the air.
- SA (I, II, III) - Short for "Super Art", and the number indicates which Super Art it is for each respective character.
- EX - EX Special - Used to show that a special move can be "EX-ed". i.e. Two of the same appendage buttons pressed at the same time during a special motion to produce a better version of it. (Consumes Super Meter)
- Twds/Twd - Towards or forward in the direction in which your character is facing.
- x(Integer) - Number of times - Shows how many times that particular part of a sequence can be repeated.
- xx - Cancelling a move into another, usually used for canceling a move into a super art (example: Ken mp, hpxxSA III)
- Tap/Rapidly - Repeatedly press a button.
- Deep/Close - How close a move is performed - When the sprites are overlapping.
- Far - How close a move is performed - When the sprites aren't overlapping.
- Tick - Refers to it's viability for tick throw attempts (throwing immediately after a safe attack, to confuse)
- Reversal - Executing a move in the exact frame that you are granted the ability to do so.
(Also known as "Blocking" or "Teching" in Japan) A defense mechanic that gives a slight frame advantage to the defender and leaves the opponent open for a counterattack. The Parry can also be done in the air.
As a general rule:
- Against High/Mid attacks: Tap Forward
- Against Low attacks: Tap Down
However some moves can be parried with either.
A close-ranged grappling maneuver. Throws can be also be Teched (avoided) by pressing the throw command when your opponent reaches for a throw. Holding a direction while doing the command launches the opponent in that direction.
- (B/F + LP+LK)
This is a special version of a normal throw which makes your character move forward by cancelling the first few frames of a normal move into the throw.
Not every character has got a (useful) Kara-Throw. Read the character specific strategies for further information about which normal move has to be initiated to do the Kara-Throw.
How to perform :
In Alex's case -> Fierce cancelled into Jab + Short
This has to be done very quickly
A quick mid/overhead attack that hits crouching opponents. Low attacks will miss your character when the UOH is performed.
(Commonly abbreviated as "PA") A taunt that gives your character a stat bonus in either attack power, defense, stun ability, etc. The bonus is different for each character and only lasts until the round is over.
A method of moving your character quickly over a short distance. You cannot block whilst you are dashing.
- Forward Dash: Tap Forward, Forward
- Backward Dash: Tap Back, Back
Similar to a regular jump, except that it carries you furthur, and takes longer to start up.
- Tap D,U
Please note: Tiers are HIGHLY debatable so all lists should be taken with a grain of salt. If a character is only a place or two away from where they "should" be, please refrain from wildly editing this section.
(Formatted from matchup chart, large gaps in points change the tier)
When considering a tournament, with a large number of competitors, you find that there is invariably more people playing the higher tier characters. Almost to the point where very few (if any) lower tiers appear.
As such, it is sometimes improper to base a Top level tournament tier list on ALL the match-ups. After taking a flat tier list, and selecting those characters with the highest frequency of appearance (In this case, Yun, Chun-Li, Ken and Makoto). By ranking every character by their match-ups against those four characters, you end up with a more tournament based tier-list.
This list, essentially, ranks characters on their ability to place in a large scale tournament.
- Characters who have ranked up are marked by a bold font.
- Characters who have ranked down are marked by an italic font.
Strategy is a very basic concept. It is the principle of using X to beat Y, where X has some sort of advantage over Y. Be it a flat statistic superiority, or a mind game.
Here are some general tips to help you begin.
- Know your options (and your opponent's). Consider how easy a move might be to super counter. If you keep doing a c.HK with Ryu, sooner or later, your opponent will catch on and punish you, and you DON'T want it to be a super that they choose to punish with.
- Super after Parry, if you have been parried by someone, hope is not all lost! Try supering. If you are against someone who parry-counters excessively, it can really throw them off, as invariably a super will beat the move they attempt. This is very risky however, as the opponent always has the option to block.
- Bait Throws. Particularily basic players will try to throw whenever you are close to them. So get close to them, avoid their throw, then punish it. Justin Wong, to name just one name, does that all the time.
- Mix-up can roughly be interpreted as: "Doing something that is different to what you have just done, to force the opponent to change his block zone". If you aren't hitting high, try hitting low! A mix-up is a using a variety of moves that make your strategy unpredictable.