Normals beat reversals without invulnerability Blocking covers you from the reversals Throw beats blocking Crouching beats lows and highs Overheads beat low block Jumps beat low block Parry beats all strikes if you are able to do so Rhythm breaking beats parry Sggk >all
I never played 3S much, I were a CvS2 guy. But you are telling me that DPs, most reversals and most CAs don’t have full body invincibility? I know it’s a design choice. But if “the best SF game, 3S” is like that. Why do people complain about it in SFV?
zhafsan wakeup parry is a universal defensive option which means the person waking up occasionally gets huge damage. In sf4/sfv, you're usually stuck between the damage of your reversal (meager, and insanely risky) or defending yourself correctly. So in sf4 and sfv, the situation is much more stacked against the guy waking up
Mpst people who bitch about V are posers 09ers that didnt play 3rd s. In IV dps are good because of fadc. Meaty non crossup strikes when opponent has meter are in his favor as he can fadc a dp if you block. Before ultra fadc dps were 0 or -1 on block which was only nerfed in ultra sf iv
An example. Sometimes someone wants to tick throw for a sliver or damage, gets lowparried into bnb super in 3s. You can even os parry jump against grapplers
I've been playing this game since shortly after it came out and I know most of this stuff but I'm still marathoning through all of these videos because they are still entertaining and I'm getting back into the game after not really playing at much for about 2 years so it's a nice refresher even if you're good at this game
for me the best oki that works that i wait a while for my opponent to try and parry, than i do my striking, at worst my hits just get blocked because of parry cooldown. that way i dont get raped after getting parried. but going for os parry to throw for both when you are waking up or you are on offense is a very very good option because you can parry meaties if you guess right and tech throws. they can be baited but a lot of characters dont have good ranged normals that they can confirm to so you only get hit by a poke but of course there are exception, but its specially strong technique when one is playing urien because of very very long throw range of urien so opponents have to be a little to far from you to not risk getting thrown and either far normal will come out that cant be confirmed into or it wont reach at all. that one secret i have recently found that let me hold my opponents in corner for longer, otherwise i had a lot of trouble holding them in corner. this game has a lot of options for defender so being on offense is not all that easy and mixing stuff up is crucial, thats really good for new players too because there are always ways out.
Normals beat reversals without invulnerability
Blocking covers you from the reversals
Throw beats blocking
Crouching beats lows and highs
Overheads beat low block
Jumps beat low block
Parry beats all strikes if you are able to do so
Rhythm breaking beats parry
Sggk >all
You're doing the lord's work baf. Keep it up.
This is brilliant video on pressuring and defense.
Thanks for this baf can't wait to pick up online edition and get some games after a long while
Thanks Baf! This is all really useful information. I've heard the reversal window in older SF games is shorter than in SFV, is this true?
It's a true one-frame window, yes. In sf4/sf5 it's three I think
Shoryuken
Its not a true 1f window, that's a lie.
Its only a 1f window in ST, in 3s it's ~3f.
More like this Baf!
Man, im glad people like you are here
Great vids! Keep them coming, please
I never played 3S much, I were a CvS2 guy. But you are telling me that DPs, most reversals and most CAs don’t have full body invincibility? I know it’s a design choice. But if “the best SF game, 3S” is like that. Why do people complain about it in SFV?
I'm no expert, but I think it's because that game lacks another strong defensive option like parry. Wake up V-reversal isn't so strong.
zhafsan wakeup parry is a universal defensive option which means the person waking up occasionally gets huge damage. In sf4/sfv, you're usually stuck between the damage of your reversal (meager, and insanely risky) or defending yourself correctly. So in sf4 and sfv, the situation is much more stacked against the guy waking up
Cock Dick I think cody hit the nail on the head. People complain about the defensive options. Options being the key word.
Mpst people who bitch about V are posers 09ers that didnt play 3rd s. In IV dps are good because of fadc. Meaty non crossup strikes when opponent has meter are in his favor as he can fadc a dp if you block. Before ultra fadc dps were 0 or -1 on block which was only nerfed in ultra sf iv
An example.
Sometimes someone wants to tick throw for a sliver or damage, gets lowparried into bnb super in 3s.
You can even os parry jump against grapplers
could also add the late canceled special e.g. ken's hp late cancel dp (dp only comes out when hp is parried)
I've been playing this game since shortly after it came out and I know most of this stuff but I'm still marathoning through all of these videos because they are still entertaining and I'm getting back into the game after not really playing at much for about 2 years so it's a nice refresher even if you're good at this game
I find the wake up timing to be a little more awkward then other newer street fighter games. I’m always getting hit out of my meaties
for me the best oki that works that i wait a while for my opponent to try and parry, than i do my striking, at worst my hits just get blocked because of parry cooldown. that way i dont get raped after getting parried. but going for os parry to throw for both when you are waking up or you are on offense is a very very good option because you can parry meaties if you guess right and tech throws. they can be baited but a lot of characters dont have good ranged normals that they can confirm to so you only get hit by a poke but of course there are exception, but its specially strong technique when one is playing urien because of very very long throw range of urien so opponents have to be a little to far from you to not risk getting thrown and either far normal will come out that cant be confirmed into or it wont reach at all. that one secret i have recently found that let me hold my opponents in corner for longer, otherwise i had a lot of trouble holding them in corner.
this game has a lot of options for defender so being on offense is not all that easy and mixing stuff up is crucial, thats really good for new players too because there are always ways out.
Ken Hyperion
Am I tripping or did this just say "SF3 Primer: Okizeme" before
Why get the online edition? When you can play it for free on fightcade?
Training mode, mostly. Emulated training modes can be really finicky
the original video was made 8 years ago, which was pre fightcade being widely adopted i think
This game seems so damn confusing
Giraffinator not really, it may seem that at firs... Who am I kidding? this game IS hard as balls!
It isnt hard their pretty easy. Its as easy as hftf
:o