Resultados 1 a 12 de 12

Tópico: [Tutorial] Técnicas 3s

  1. #1
    ★★★★★ Avatar de Bullet
    Data de Ingresso
    23/05/2010
    Posts
    3.771

    GGPO
    bullet

    [Tutorial] Técnicas 3s

    Retiradas da 3rd STRIKE wiki.
    Traduzidas pro inglês pelo aku.

    Essa é uma lista das técnicas mais comuns utilizadas no 3s. Pra técnicas mais avançadas/específicas visite esse tópico: http://www.hitconfirm.com.br/forums/...2-MOV-Técnicas

    -


    3rd STRIKE Wiki: Techniques

    ガードブロッキング(通称:赤ブロ) - Red Parries:
    Tap forward while in a blocking position and you will be able to parry, being able to break block strings.
    Differing from regular parries where you flash blue, a parry that flashes red is known as a "red parry".
    Red parries are more difficult than regular parries because the timing between three-frame regular moves and two-frame specials/SAs are much tighter.


    ノーキャンセル(ノーキャン,NC,目押し ) - Links:
    Links are essentially combos off of a series of correctly timed button presses that are not cancelled off one another.
    After hitting the opponent with a move that has frame advantage, you immediately follow with another move quick enough to connect.
    Links are less lenient than cancels(many links require one to two frames), it is simple to hit-confirm off of them.
    There are techniques used to make links easier to connect, such as "shifting presses" and "piano presses(drumming)".


    空キャンセル(スライド入力) - Kara-cancels(literally "Empty Cancel"):
    3rd Strike shows leniency towards simultaneous button inputs, so throws, UOHs, taunts, EX moves and Supers can be executed even in two frames.
    This is called as such, because the animation of the move you first inputted will be cancelled and another move will come out.
    Since you must do kara-cancels within two frames, they feel closer to simultaneous button inputs instead of a cancel.


    移動投げ(スライド投げ・ワープ投げ� ��真空投げ) - Karathrows(sliding throw, Teleporting throw, vacuum throw):
    Karathrows are throws that are kara-cancelled off of a move that makes the character advance forward.
    As a result, the throw range will near instantly become farther.
    Moves that can be karathrown off of are based on the character, and some characters have no moves to karathrow off of.
    Throws are only done with LP+LK, so in the case of karathrowing off a button(let's use MK), you can input it three ways:

    MP->LP+LK
    MP+LP->LK
    MP+LK->LP

    It is possible to do karathrows consistently if you can get used to three-button inputs.


    当て投げ - Tick Throws:
    Tick throws are when you use an LP or LK to make the opponent block, and then proceed to throw.
    This is a useful strategy as throwing is one of the most important aspects of 3rd Strike.
    Characters can use karathrows after keeping the opponent in blockstun. Means of escape are jumping and crouch throw techs.


    SGGK:
    SGGK is when you karathrow while doing an option-select parry.(This is also done with moves not used for karacancelling as well)
    When you successfully parry, the move you used to karathrow off of will come out instead of a karathrow.
    A famous example is Chun-Li and her option-select parry/cl.HK karathrow.
    When the opponent is blocking, she will do her karathrow.
    When the opponent attacks and you do either a high or low parry, the cl.LK will come out instead, in which you can superjump cancel into her SA2.
    The input is [neutral->tap toward or down->neutral->HK karathrow].
    Additionally, SGGK generally stood for "Shagami Grab Gyaku-nijaku Kick"[Crouch Throw Reversal Option Select Kick], but somewhere along the line it's also been known as "Sugoi Guard mo Grab Kueru"[Throws can even eat great blocking]).
    You can use SGGK without using a kick as well, so the creator(rumored to be Keeper) probably just found the term suitable.


    しゃがみグラップ(通称:しゃがグラ� ��屈グラ、屈GD) - Crouch Throw Tech:
    A basic technique to remember. In a sense, more important than parrying.
    The input is LP+LK while crouching. When not teching a throw a regular cr.LP will come out instead of a throw.

    Different from regular throw techs, this move can only be done to tech the opponent's throw so the timing is more difficult.
    You have six frames of throw invincibility on wakeup, as well as five frames to attempt to tech the opponent's throw.
    Thus, if you crouch tech on the 11th frame, you will manage to tech the throw by the tenth frame.

    While this is a generally important technique, you are also at risk at eating a cr.LKx2 xx Super or some other combo.
    Crouch throw techs can be beaten by a well-read parry.


    ヒット確認と状況確認 - Hitconfirms and Situational confirms:

    Hitconfirms-
    As the term itself suggests, it is when you confirm that your hit connected the opponent, via looking at the opponent getting hit or by sound.

    Situational confirms-
    Rather than hitting the opponent itself, you are confirming that your attack WILL hit the opponent.
    Situational confirms are when you see the actions done by the opponent, and what you will be able to hit that is guaranteed to hit.
    Examples being throw whiffs, the start-up motions of moves, and punishing whiffs.
    There is also confirming high and low hits, as well as being able to confirm when the opponent crouches.
    However, this is not considered confirming, as you're most likely just getting lucky blocking.
    Situational confirms is close to "guaranteed hits", but situational confirms are used when you use a somewhat risky move for even just a little bit more damage.


    コアコア(2弱K>2弱K) - cr.LKx2:
    cr.LKx2 is used to create easier hitconfirms, in which you can cancel into a special move or Super.
    Even when blocked, you can maintain the offense by keeping the opponent trapped or throw them.
    While it is a "low-risk, high-reward" move, practice is required to effectively use this.
    Substitutes include cr.LK->cr.LP and cr.LK->cr.LP->cr.LK.


    低空SA - Instant-Air Super:
    When doing Ibuki's SA1 or Twelve's SA2, input [QCF,QCF,UF] or [QCF,UF,QCF] to have the Super come out extremely low to the ground.


    簡易コマンド入力1 - Easier Command Inputs 1:
    You don't have to do a complete motion for HCB and so on to have the move come out.
    You can also do Supers by not doing a complete QCFx2 motion.
    In other words....HCB motions can be replaced by [f,d,b], and QCFx2 can be replaced by QCF,d,df.
    Strangely enough, this can not be applied to Ryu's Joudan Sokutou Geri(HCF+K).


    簡易コマンド入力2 - Easier Command Inputs 2:
    The correct input for Hadouken->Shinkuu Hadouken is QCF+P->QCFx2+P,
    but in 3rd Strike, you can also just do QCF+P->QCF+P and this cancel will come out.
    In other words, the first QCF will count as part of the motion for the Shinkuu.
    Additionally, the motion for Dudley's Ducking->SA1 is generally HCF+K->QCFx2+P,
    but you can do HCF+K->QCF+P and this cancel will come out.


    簡易コマンド入力3 - Easier Command Inputs 3:
    Even if you don't do a complete 360 motion for Alex's Hyper Bomb or Hugo's Moonsault Press,
    if you input up,down,left and right(not necessarily in that order), the move will come out.
    It is possible to do 360 moves by inputting [b,f,d,u] while standing.


    簡易コマンド入力4 - Easier Command Inputs 4:
    Makoto's Karakusa can be done by inputting [df,d,db,b+K] instead of the standard HCB+K.
    When dashing forward, the [f] will not count as part of the motion input for the Karakusa,
    but you can bypass this by doing [f,neutral,HCB+K].
    The input for Ryu's Joudan Sokutou Geri is HCF+K, but you can just do [b,db,d,df+K].


    簡易コマンド入力5 - Easier Command Inputs 5:
    You can execute a Shoryuken by just inputting [d,df,d,df+P].
    cr.MK->Shoryuken can be done by inputting [cr.MK->df,d,df+P].


    簡易コマンド入力6 - Easier Command Inputs 6:
    For supers cancelled off charge moves such as Urien's Chariot Tackle->Aegis Reflector or Q's Dash Punch->SA1,
    you can do [charge b,db,d,df,f+P/K] and then just input [d,df+P] and the Super will come out.
    However, moves that take time to get cancelled will lose its original command input, making the Super not come out.


    逆入力 - Reverse Input:
    This is when you input a command so that when your opponent either crosses you up or jumps over you, the move you attempt will come out the other way.
    For example, when you're facing right and the opponent jumps over you, you input [f,df,d,db+P] to do a Shoryuken facing the left.
    If you don't do this input during this situation, then the move will not come out.
    After the opponent goes over your head, you input [f,df,d,db+P].
    This is used primarily for combos such as Ryu's EX Joudan Sokutou Geri->Shoryuken in the corner.


    キャンセルハイジャンプ(CHJ) - Superjump Cancel 1:
    When you cancel into a superjump off of certain moves.
    For example, Yun/Yang's cl.MK or Chun's SA2.


    ハイジャンプキャンセル(HJC) - Superjump Cancel 2:
    When you cancel a superjump into a special move.
    One advantage of this technique is that the first few frames of your special move will be unthrowable since it receives the property of a superjump.
    Example: Alex's SJC MP/HP Flash Chop
    You will be able to repeatedly punish throw attempts using this technique.


    キャンセルハイジャンプキャンセル - Superjump Cancel 3:
    A combination of the last two techniques.
    Example: Yun's cl.MK->SJC Geneijin
    This technique is only applicable to Supers and not for special moves.


    ガード不能連携 - Unblockables:
    Formerly an arcade-only technique.
    Unblockables are when the opponent is attacked from the front and behind, making the blocking direction switch quickly and making it virtually impossible for an average person to block correctly.
    Characters well-known for having unblockables are Urien, Oro and Yang.

    しゃがみカウンター - Countering crouches:
    The damage a crouching opponent will take will increase by 25%.
    Furthermore, hitstun on a crouching opponent will increase by 1 frame from a medium attack, and 2 frames from a heavy attack.
    However, certain attacks will make the opponent go back to a standing position.
    The opponent will still take that extra damage in the first hit, but will then be in a standing position afterwards, in which any consecutive move in a combo will hit them standing.


    ずらし押し(ピアノ押し) - Drumming(Piano Input 01):
    You can improve your chance of landing a move by quickly pressing three buttons consecutively like a piano.
    Since specials and supers can be inputted even after releasing the buttons, drumming the three punch or kick buttons will help cover the input by six frames.
    However, since you can't just use one specific button for this technique, it will be difficult to use for certain Supers like the Aegis Reflector and Abare Tosanami.
    It is also worth noting that using this technique for Specials may have you accidentally use the EX version instead.


    ピアノ押し - Piano Input 02:
    A technique that is done by quickly pressing a button twice using your index and middle finger.
    This will help you increase your chances of landing what you want.
    *Note - Watch Amir's "How to do dash-up Lightning Legs" video on Youtube for a demonstration*


    自動発動1 - Self-invocation 01:
    A technique where you whiff a cancelable normal move while inputting the motion for a Special or Super.
    If the move connects, the Special or Super will come out, and if it doesn't, then nothing happens.
    Famous examples are Ken's cr.MK into SA3, or Dudley's st.HK into EX MGB.


    自動発動2 - Self-invocation 02:
    A technique where you do a normal cancelable move that you want to connect, in which you input a delayed special or Super afterwards.
    If the move was parried then the special or Super will come out, and you don't do anything if it isn't parried.
    Famous examples are cl.HP or cr.MK into Shoryu, or Hugo's Clap into Gigas.
    If the cancelable move doesn't have long enough cancelable frames, then you won't be able to accidentally release the move either.


    自動発動3(DED) - Self-invocation 03(The DED Technique):
    A technique where you do a cancelable move while inputting the Super and your SA meter almost filled to a certain point.
    If the move connects and manages to fill up the meter, then the Super will come out.
    If the move is blocked or parried, then you won't have enough meter for the Super to come out.


    自動発動4 - Self-invocation 04:
    A technique where you input a UOH and the motion for a special move on an opponent waking up.
    When you see the UOH touch the opponent and you input the button for the special..
    - ..if the opponent blocks it standing, the button will have been inputted during the downward animation for the UOH, causing the special to not come out.
    - ..if it hits the opponent crouching, the UOH will recover just in time for the special to connect.
    You can also do certain combos like UOH->Shoryuken, but if you use the piano input method then the Shoryu will come out even when the opponent blocked it, so it's best to use only one button for that.


    ディレイ - Delay:
    When you intentionally delay certain moves.
    This is used to throw off the opponent's anti-rushdown tactics or parry timing.
    Famous examples are Yun's LP->LK->MP target chain and Yang's Mantis Slashes.


    先行溜め(最速溜め) - Charge Buffering:
    When you input charge inputs like b,f+P as b,f,b+P.
    With this, you can throw out the special and then quickly charge for another.
    A famous example is Urien's cr.HP->MK Tackle->MK Tackle juggle in the corner.


    溜め分割 - Charge Partition:
    *I'm sorry if this will cause any inconveniences, but I will try to explain this portion myself while referencing the original article a bit.*

    Charge partitioning is exactly what it sounds like: dividing the charge input.

    - The easiest method is to charge down or back for as long as you want, then leave the stick to neutral, then tap f or u + P or K.
    For example:
    * Urien: charge down, neutral standing MP, u + PP (EX Headbutt).
    * Alex: charge down, neutral close MK, u + K (Stomp)
    * Remy: charge down, neutral LP, u + K (Flash Kick)

    - Another method, which is similar to the one above, is done when parrying a one-hit move.
    * With Urien, hold back, parry forward, then hold forward and immediately press Kick for a Tackle to come out.
    * You can counter a jump-in attack with this method and then do an EX Tackle to extend the juggle. (Watch the short Youtube video of Kuroda's Urien to check it out)
    * This method can also be used with Q's Dash Punch and Alex's EX Elbow Slash to punish fireballs.
    * Theoretically, red-parrying forward should also work, but I've yet to try this.

    - The follow methods do vary depending on the character and situation, but are still bound by one rule: the divided charges MUST add up to approximately 1.5 seconds, no more or less.

    - The most famous example of charge partitioning is Urien's dash-up Headbutt.
    * You charge down for a little bit, dash forward or back, IMMEDIATELY hold down during the dashing animation, then when the dash stops you press up + P.
    * This also applies to "b,f" moves as well. (Urien's Chariot Tackle, Alex's Elbow Slash, Q's Dash Punch, etc.)

    - Another example, with Urien: you can hold down, then tap left or right, then tap down, repeat until you completed the 1.5 second down charge, then you press up + P and his Headbutt will come out!
    * This method can also be applied with his Chariot Tackle. Hold back, then tap forward, then back, repeat until you completed the 1.5 second back charge, then f + K.
    * You can also just tap down repeatedly until you feel you completed the charge time, then tap up + P.

    - The Sonic Machinegun: (Actually, I'm not sure how this works and I'm way too tired to translate this portion. Anybody fill us in and I'll credit you for it!)

    Any character that has a charge move is able to charge partition, and there are many different input methods for it.


    波動歩き - Hadou Walk:
    SF3: NG and 2I both had fuzzy parries (mashing forward or down to parry).
    3rd Strike eliminated this as when you input a parry, you can't parry the same direction between 23 frames.
    Since [neutral -> toward] is done for a high parry, normally when you try to move forward you will trigger a parry instead.
    If you input [neutral -> QCF], you will able to walk forward without triggering a parry.
    It may be a bit bothersome, but it can help combat against things like Remy's Sonic Machineguns.


    リバーサル(リバサ) - Reversal:
    When you do a move immediately after recovering from wakeup or blockstun.
    When you're down, you counter the opponent's wake-up offense with a move that has invincibility on wakeup(Shoryu), and counter an opponent's blocked move with a special of your own.
    Ken is especially known to be able to reversal SA3 MANY moves on block, which is one of the reasons why he's part of the top three characters in the game.


    TDK(立川の 大 吉さん) - Tachikawa no Dai Kichi-san:
    In situations where you're right about to land, you're unable to do any reversal moves.
    In the first frame of the very moment you land on the ground, you're only able to parry.
    (However, for some reason when a special move comes out during the second frame of your landing, the word "reversal" will show up on the screen)

    With that, the offending player can attack the player mid or low, or even throw without any worries of a reversal.
    (Check out the 2nd round of the SBO'09 Kuroda vs Yakkun match to see how Kuroda deals with this problem)


    しゃがみブロ(しゃがみ対空ブロ)- Crouch Parry(Crouch anti-air Parry):
    When the opponent jumps in, you first crouch and then input an anti-air parry.
    Pretty much every time the opponent does a jump-in attack, you will be able to either have the move get whiffed or parried.
    (Actually, this may be the "Guard jump-in with small characters" option select from the MOV list)
    Red Urien

  2. The Following User Says Thank You to Bullet For This Useful Post:

    J-ISM (03/08/2010)

  3. #2
    ★★★★★ Avatar de Bullet
    Data de Ingresso
    23/05/2010
    Posts
    3.771

    GGPO
    bullet

    Vídeos q mostram a maioria dos recursos/técnicas do jogo. Parry, red parry, kara throw, damage scaling, hit confirm, charge partitioning, buffering, cross up, link, cancel, combos etc etc.

    【PS2】ストリートファイターIII 3rd STRIKE THE LIMITED EDITION Special DVD
    01 http://www.nicovideo.jp/watch/sm8558076
    02 http://www.nicovideo.jp/watch/sm8558239
    03 http://www.nicovideo.jp/watch/sm8558531
    04 http://www.nicovideo.jp/watch/sm8558767
    Red Urien

  4. #3
    ★★★★★ Avatar de Bullet
    Data de Ingresso
    23/05/2010
    Posts
    3.771

    GGPO
    bullet

    Primeiro post atualizado com o restante da tradução.
    Red Urien

  5. #4
    40>0 Avatar de J-ISM
    Data de Ingresso
    23/05/2010
    Localização
    Belo Horizonte, MG
    Posts
    1.616

    GGPO
    J-ISM

    Citação Postado originalmente por Bullet
    TDK(立川の 大 吉さん) - Tachikawa no Dai Kichi-san:
    In situations where you're right about to land, you're unable to do any reversal moves.
    In the first frame of the very moment you land on the ground, you're only able to parry.
    (However, for some reason when a special move comes out during the second frame of your landing, the word "reversal" will show up on the screen)

    With that, the offending player can attack the player mid or low, or even throw without any worries of a reversal.
    (Check out the 2nd round of the SBO'09 Kuroda vs Yakkun match to see how Kuroda deals with this problem)
    http://www.youtube.com/watch?v=XQ2DYqoMJLI#t=5m25
    Ele cai com um parry? Só isso?

  6. #5
    40>0 Avatar de J-ISM
    Data de Ingresso
    23/05/2010
    Localização
    Belo Horizonte, MG
    Posts
    1.616

    GGPO
    J-ISM

    Corrigiram o TDK no SRK

    TDK(立川の 大 吉さん) - Tachikawa no Dai Kichi-san:
    In situations where you finish a juggle, the opponent will unable to do a reversal move right when landing on the ground.
    In the first frame of the very moment you land on the ground, you're only able to parry.
    (However, for some reason when a special move comes out during the second frame of your landing, the word "reversal" will show up on the screen)

    With that, the offending player can attack the player mid or low, or even throw without any worries of a reversal.
    (EDIT: One example of this technique is shown in the MOV Techniques list where Chun's j.HK is a better substitute for an SA2 followup than j.HP. Thank you NicaKO!)

    MOV 22 - Chun li SA2 Jump up HK Follow up


  7. #6
    Babelfish Avatar de Nikki
    Data de Ingresso
    23/05/2010
    Localização
    Registro/SP
    Posts
    3.418

    GGPO
    NikkiSlash

    "finish a juggle" = knockdown?

    Se eu levo knockdown depois de um juggle eu não posso dar reversal no primeiro frame... e se eu tentar o reversal estou exposto por esse 1F a meaties e afins? =O
    > Complete Tutorial - Part 1 - Part 2
    > Mitsurugi (Zappa) vs. Ogawa (Eddie) - Part 1 - Part 2 - Part 3
    > Mikado Ranbat: Melhores Momentos
    Projeto atual: Guilty Gear XX Accent Core - How to play?

  8. #7
    (屮゚Д゚)屮 Avatar de Makino
    Data de Ingresso
    23/05/2010
    Localização
    São Carlos / Franco da Rocha - SP
    Posts
    700

    Live PC
    MakinoBR
    GGPO
    Makino

    Não, é quando o cara cai de pé no chão. O followup de j.HK da chun dá knockdown e como a chun não consegue pousar rápido o suficiente pra bater no primeiro frame qdo o cara pousa num followup de j.HP, ele resolve fazer o knockdown.

    Um exemplo bom eu acho que seria o SA2 da chun com followup de j.LK, assim ela pousa bem antes do cara e consegue se utilizar desse 1 frame de vantagem soltando algum meaty onde a única saída do cara é defender ou dar parry, sem chance de soltar um reversal double chariugue e tal.

    Isso se eu entendi direito.
    Última edição por Makino; 30/08/2010 às 21:47.

  9. #8
    40>0 Avatar de J-ISM
    Data de Ingresso
    23/05/2010
    Localização
    Belo Horizonte, MG
    Posts
    1.616

    GGPO
    J-ISM

    Não, pelo que eu entendi, esse TDK rege as situações em que o cara cai em pé depois de ser acertado no ar.
    No primeiro frame que o cara cai no chão, ele só pode tentar parry, e a partir do segundo ele pode usar shoryuken e afins.

  10. #9
    40>0 Avatar de J-ISM
    Data de Ingresso
    23/05/2010
    Localização
    Belo Horizonte, MG
    Posts
    1.616

    GGPO
    J-ISM

    Embora não tenha ficado claro ali makino, eu acho que o "jump up hk" quer dizer o pulo vertical e chute forte (que ela abre as pernas - e salvo engano não dá knockdown)

    Mas o seu exemplo com j.lk ilustra o que eu entendi da técnica...

  11. #10
    ★★★★★ Avatar de Bullet
    Data de Ingresso
    23/05/2010
    Posts
    3.771

    GGPO
    bullet

    TDK Guide:

    Red Urien

  12. #11
    40>0 Avatar de J-ISM
    Data de Ingresso
    23/05/2010
    Localização
    Belo Horizonte, MG
    Posts
    1.616

    GGPO
    J-ISM

    Ah, muito legal!
    Essas técnicas, assim como as técnicas do MOV, tem umas coisas muito boas - mas elas são difíceis de entender (em parte por causa do inglês/japonês confuso)

  13. #12
    40>0 Avatar de J-ISM
    Data de Ingresso
    23/05/2010
    Localização
    Belo Horizonte, MG
    Posts
    1.616

    GGPO
    J-ISM


    http://www.nicovideo.jp/watch/sm12202977

    A última parte desse vídeo parece conter uma explicação visual do TDK

Tags para este Tópico

Marcadores

Permissões de Postagem

  • Você não pode iniciar novos tópicos
  • Você não pode enviar respostas
  • Você não pode enviar anexos
  • Você não pode editar suas mensagens
  •