Absolutely, this is something in which the English (and especially all other language) SF3:Third Strike communities have against them, as their resources are above all incomplete And in some cases, incorrect. All is not lost...see * Games Restaurant: gr.qee.jp/01_3rd/ ....problem is it a Japanese Language site While the Japanese Third Strike Community has a deeper and more solid understanding of SF3:TS - and posses a thorough documentation of there understanding.
real cool to see this, brand new to fgc and decided to pick up the anniversary edition just to play 3rd strike because the parrying mechanic is so good. thanks for the up to date content. a lot easier on the eyes than some of the older 2011 content.
tbh thats what everyone does? even on fightcade and my neighbor we do it all the time infact its the only way if you are going for wakeup parry. usually people parry on wakeup and block for a short while and back throw. its the only logical thing because it counters potential throws with tech and fast string with blocks. just test it, while blocking shoryuken even if you press throw or anything else you will keep blocking. and that short pause between block and back throw is because of fierce into shoryu if one immediately throw back it will be dped. going for a dp combo as meaty is a big big risk.
@@l750z_6 it's just that people say that this game is the best one because it has some mechanics that the other games don't have. The most clear one is without a doubt the parry system. It is just so deep and all, and sf4 lacks that mechanic that made this game so special. So if someone says that this is the best game on the whole sf franchise, they are saying it because of those mechanics, so you can't say "hurr durr this other game is better" because that game doesn't have what they want.
@@jestfullgremblim8002 parries are OP it regates any chip or any damage you’d take at all. It makes safe attacks unsafe. Like c.mk fireball. When you parry it you can full punish. Parries were stupid broken and I’m happy they are gone
These videos are already quite helpful as someone just getting into Street Fighter, but this video is particularly excellent and focused. It seems silly, but having the benefits of parrying read out to me provides a great deal of clarity and will undoubtedly encourage me to think more critically during matches.
Understanding these mechanics back in the day is what separated the casual scrubs from the pros. It made this game really two completely different games. There's a game store in N Hollywood called Game Dude that has a 3s cabinet. I almost always play it when I'm in town and almost always get challenged. I think I've blown up everyone who has challenged me. It's usually some kid who is astonished they got blown up by a 42 year old ancient, greying man. 3s is shit online though. Both parties need godly internet, and even then, there's still too much latency to really play 3s on any competitive level. RIP arcades.
thank you so much for uploading this tutorial. I love seeing you demonstrate creative uses for parrying as it gives a framework for labbing on your own
Thanks for your videos man, I remember playing 3rd strike when I was like 3 or 4 years old and loved it. I just picked up SF30 and want to take it seriously and these videos are perfect for a noob like me, cheers dude
All I’m saying is that this game made me like street fighter. It wasn’t too difficult to get into from like an injustice or Mortal Kombat background. I think it’s better in some cases just because of combos being dependent on how you strike sends the opponent or if it stuns etc. I know it’s just me but I like incredibly detailed gaming mechanics that can be understood
damn, even as someone who goes to ssbu tourneys i never realized how heavily ssbu's parry system was influenced by sf3. ken and ryu's parry animations even have the same animations as the ones from sf3.
I'd like to add that fake jumping is a good way to throw off a parry happy opponent , just jump towards them and watch them tap forward , of course it's unsafe especially if you do it more often but it's a good way to fish out a confirmed super
invincibleloonie I'd probably personally give him fireballs that stopped and started, with where they stop based on button strength. That'd make him more annoying to parry and maybe give him a better capacity to follow fireballs in, combo fireballs, or even get some crossup unblockables
One thing, SF3 didn't really "follow" SF2 because there were the Alpha games in between them. Now we're kind of splitting hairs here as it's still only a 3-4 year gap, but I think if you're going to look at the parry mechanic in light of older games, and especially if you're going to ask "what it does to the game", what it really does is destroy conventional set play. A lot of people, even people that have never played SF3 know about Moment 37 and Daigo, but Daigo famously dislikes SF3 for this very reason. I only say this because people at the time wouldn't have looked at the parry mechanic in light of Super Turbo, they would have looked at it from the light of Alpha 2, which is a very set play-heavy game. I'll stress again that i'm not trying to blow you up over details or whatever, I just worry that old FGC history like that will be lost. Love all ur vids and this one in particular is well done
Ken does overhead kick. Its 2 hits in a row. You block the first hit, and then tap forward at the right time to red parry the second hit. You have more frame advantage aka get a better punish on it then had you blocked both hits. The timing on red parry is like 3 frames though so its riskier.
My consciousness and IQ expanded progressively as I watched this video, and stretched into the infinite cosmic galaxy after that SGGK crap. Who the fuck ever figured that out? Lol.
at 13:10 you show Dudley parrying Akuma SAI into low forward tatsu, but he does only high parries. Shouldn't he have to low parry the low forward? Or did the low forward hit within two frames of the super and get automatically parried?
i am having trouble countering parries, i do know about delaying hits and throwing but after a while almost everyone option selects into throw so even if i manage to trick people there is still a risk of getting thrown and urien throws are really damaging because of agis. one option i do have is teching throws but that fails way too much, is it because of urien't throw range? that i think i can throw him but it actually whiffs and urien end up punishing my whiffed throw with his throw? for a while i had my fun with anti parry option select that is a good couter to option select parry throw. but now he just sees it coming from a mile. what are my optons here? learning throw tech and mixing hi low? would love some tips. i am playing as ryu btw. also forgot to mention lp headbutt always go safe on block and punish my throws really hard. is it possible to block lp headbutt on block?
If you crouch, LP headbutt whiffs, and you can punish it. Mixing high and low pressure should punish parries, Ryu might alternate between close forward or crouching short (both confirm SA1, for example). You can also just step back to bait the grab and then whiff punish it, or delay your meaty to hit the grab after the parry ends and he commits to the throw (easy to do while baiting reversal headbutt).
getting into - at this point - older titles and this is perfect to fold my brain around while doing mundane other things. thx a ton! also, wtf is going on with alex's delts?
Does the parry window change based on the input you do? Say instead of storing a normal in the parry like you mentioned, I just tap forward and immediately block and react to the possible parry. Is there any difference?
Tiago V. Well hitting any button naturally ends your parry, so tapping only forward might parry stuff that hits you in the next 7 frames, while tapping forward then hitting strong 3 frames later will only parry for 3 frames. There might be some deeper intricacies to it but I don't know them.
From this video from Nicaragua K.O: Forward/down parry are active for 10f if you tap and 6f if you hold it, air parries are active for 7f tapped and 6f if held, anti-air parries are active for 4f if tapped or held. It lists recovery times for each one in there too. ruclips.net/video/ogefVDZGPY0/видео.html at 31:41
If you do a parry into an immediate kara, the kara won't activate. So if chun li does st. HK into kara throw, she gets a throw. But if she does parry into st. HK into kara throw, she gets a parry into st HK. So, for example, if the opponent throws you, you tech the throw, but if they hit you, you parry and then superconfirm. It's an option select that abuses the fact that when parries queue up actions, they ignore karas.
I recorded it to do the things I wanted it to do, then used a keystroke to play back the recording as I did the other half. Took many attempts for some of these.
Zoning in a traditional sense doesn't really exist in 3S. Even without parries, fireballs are slow and punishable in this game. 3S is a more rushdown mix-up heavy game which parries really add to that aspect. At least Ryu gets a super that is an unblockable fireball that causes stun. lol
@@wildwest1832 You're already risking health when you parry. If you make a bad read or mistimed your parry you take damage. If you made a good read(or your opponent is too predictable) then you earned the punish. Making parry worse wouldn't make fireballs any better in 3S. Fireballs are already weak on their own.
I wish it wasn't so feast or famine though. I understand it's absolutely meant to be that way, but for people who aren't gifted with a good sense of timing, it means the game is completely unplayable.
"this is basically asking to die" lmfao
lol I was that guy
You can hear baf pressing the buttons to execute his examples, pretty god like.
What do parries do to the game?
*Parries 15 hits and punishes to win Evo*
But Daigo didn't win Evo that year, he came in 2nd. That match was in the Semi Finals.
From Maui i'm not a fan I just like that clip
@@sstorm0 he might as well have won EVO
@@sstorm0 True, but he won FGC history instead even bigger. Hes more famous from that then he would have been winning EVO.
Never knew parries were THIS deep. I need to go back to this game.
9kay It goes even deeper tbh, parries are a ridiculously well designed mechanic imo.
@@joeschmoe4376 I really miss this mechanic in SFIV and V..Those games have come and gone for me, but I keep coming back to III.
@@RJ-cq8dd I couldn't agree more.
Joe Schmoe parries are a little too powerful honestly, everything being parryable means that offense will get you punished in high level play
I'm already back in hahaa
its pretty incredible how much missing information there is about third strike, even if its not that much
especially considering how unpacked ST is
Absolutely, this is something in which the English (and especially all other language) SF3:Third Strike communities have against them, as their resources are above all incomplete And in some cases, incorrect. All is not lost...see
* Games Restaurant: gr.qee.jp/01_3rd/
....problem is it a Japanese Language site
While the Japanese Third Strike Community has a deeper and more solid understanding of SF3:TS - and posses a thorough documentation of there understanding.
Did you read what this said before commenting it lmao
@@crook9477 yeah, my point was that even if most things about third strike are known, im still surprised about how much is unknown
omg so hype
'Missing information' = Info prior to the internet being widespread
real cool to see this, brand new to fgc and decided to pick up the anniversary edition just to play 3rd strike because the parrying mechanic is so good. thanks for the up to date content. a lot easier on the eyes than some of the older 2011 content.
Welcome and enjoy your stay!
I haven't said it in a while but your videos are incredible! I hope you're being appropriately compensated for your work!
*500 IQ wakeup option*
Woke
Unknown it's a good option, but most people are temped to counter attack after parry
I laughed to much at that. Had to pause the video. Lmao
literally what i just did to check comments
I've done wake up parry against my bro using Q's explosion SA and then proceeded to eat the rest of the super
tbh thats what everyone does? even on fightcade and my neighbor we do it all the time infact its the only way if you are going for wakeup parry. usually people parry on wakeup and block for a short while and back throw. its the only logical thing because it counters potential throws with tech and fast string with blocks. just test it, while blocking shoryuken even if you press throw or anything else you will keep blocking. and that short pause between block and back throw is because of fierce into shoryu if one immediately throw back it will be dped.
going for a dp combo as meaty is a big big risk.
5:10 It absolutely does. As someone who only watches fighting games, SFIII is my favourite fighting game
what an amazing game
Honestly, this was the best SF game ever.
You haven’t play USF4 it seems
@@l750z_6 nah man, sf4 lacks parries :'(
@@jestfullgremblim8002 so?
@@l750z_6 it's just that people say that this game is the best one because it has some mechanics that the other games don't have. The most clear one is without a doubt the parry system. It is just so deep and all, and sf4 lacks that mechanic that made this game so special. So if someone says that this is the best game on the whole sf franchise, they are saying it because of those mechanics, so you can't say "hurr durr this other game is better" because that game doesn't have what they want.
@@jestfullgremblim8002 parries are OP it regates any chip or any damage you’d take at all. It makes safe attacks unsafe. Like c.mk fireball. When you parry it you can full punish. Parries were stupid broken and I’m happy they are gone
These videos are already quite helpful as someone just getting into Street Fighter, but this video is particularly excellent and focused. It seems silly, but having the benefits of parrying read out to me provides a great deal of clarity and will undoubtedly encourage me to think more critically during matches.
Understanding these mechanics back in the day is what separated the casual scrubs from the pros. It made this game really two completely different games. There's a game store in N Hollywood called Game Dude that has a 3s cabinet. I almost always play it when I'm in town and almost always get challenged. I think I've blown up everyone who has challenged me. It's usually some kid who is astonished they got blown up by a 42 year old ancient, greying man.
3s is shit online though. Both parties need godly internet, and even then, there's still too much latency to really play 3s on any competitive level. RIP arcades.
Nah if you both have ethernet cables you will play just fine
@Marco Zepeda Online Edition is godlike online. 30AE not so much.
man every time i see this game i'm so tempted to try it out but i have no idea where to even begin
@@haydarrencuzogullari5736 Thanks for the discord link, I've been looking for it myself
Nice vid. Especially with the 30th Anniversary Collection being out, this’ll be super helpful for those just getting into the game.
thank you so much for uploading this tutorial. I love seeing you demonstrate creative uses for parrying as it gives a framework for labbing on your own
Very good informational video I got wayyyy more out of it then I ever expected
Thanks for your videos man, I remember playing 3rd strike when I was like 3 or 4 years old and loved it. I just picked up SF30 and want to take it seriously and these videos are perfect for a noob like me, cheers dude
I’ve always been a CvS2 guy over 3S. But watching your videos makes me appreciate 3S way more than before.
Pretty much the best Parry Tutorial out there, hands down
4:21 baf hates the alpha series
All I’m saying is that this game made me like street fighter. It wasn’t too difficult to get into from like an injustice or Mortal Kombat background. I think it’s better in some cases just because of combos being dependent on how you strike sends the opponent or if it stuns etc. I know it’s just me but I like incredibly detailed gaming mechanics that can be understood
I love parrying so much. it's a simple mechanic but add metric tons of depth to third strike
damn, even as someone who goes to ssbu tourneys i never realized how heavily ssbu's parry system was influenced by sf3. ken and ryu's parry animations even have the same animations as the ones from sf3.
Too bad parry sucks ass in Ultimate
@@Sylvergunner nah lol, just suffers against projectiles
lol
finally a succinct explanation of SGGK
I'd like to add that fake jumping is a good way to throw off a parry happy opponent , just jump towards them and watch them tap forward , of course it's unsafe especially if you do it more often but it's a good way to fish out a confirmed super
You could parry yourself with the empty jump to make it safer
Seeing as how SFIII is built to reduce 'spam', what would Remy need to have a proper keepaway game? Should they be bigger or more plus?
invincibleloonie I'd probably personally give him fireballs that stopped and started, with where they stop based on button strength. That'd make him more annoying to parry and maybe give him a better capacity to follow fireballs in, combo fireballs, or even get some crossup unblockables
We dont talk about Remy
@@heathc148 damn hahaha
Very informative. Thanks for taking the time out to make this video.
I was having a lot of trouble with parry but this helps
Same
In case anyone is curious, I think SGGK means super great goal keeper, taken from soccer.
500iq video, subbed.
One thing, SF3 didn't really "follow" SF2 because there were the Alpha games in between them. Now we're kind of splitting hairs here as it's still only a 3-4 year gap, but I think if you're going to look at the parry mechanic in light of older games, and especially if you're going to ask "what it does to the game", what it really does is destroy conventional set play. A lot of people, even people that have never played SF3 know about Moment 37 and Daigo, but Daigo famously dislikes SF3 for this very reason. I only say this because people at the time wouldn't have looked at the parry mechanic in light of Super Turbo, they would have looked at it from the light of Alpha 2, which is a very set play-heavy game.
I'll stress again that i'm not trying to blow you up over details or whatever, I just worry that old FGC history like that will be lost. Love all ur vids and this one in particular is well done
great vid, baf
It's so hard to be consistent with the parry system lol I need help 😂
really well done baf!
Awesome, are you ever gonna do character tutorials? Like the "how to play x" in sf5?
klaww search bafael character name sfv
Paul Winterhalter yeah, I know, I was asking about 3s tutorials
Oh, got ya, i would also like third strike bnb videos like the sfv ones
klaww
Lmao like SFV needs tutorials it's so simple
ono needs a marketing tutorial
Parrying ryus dinjin is clutch some times
Great video Baf!
知らないと損するネタを一つ
ブロッキングされた技をキャンセルして出した投げ系SAはジャンプで回避されない。ハイパーボムやスラムダンスも同じ。
回避するには1フレームで空中判定になるか投げ無敵になる技を使う。ただし最速のギガスブリーカーには無理。削りパームで終わる。
ガードしても遅らせ入力ならばSA自体が出ない。
鎧通しの場合、先端ヒット以外は投げになるほど間合いが広くなる。
Ok maybe I'm confused on red parties
Do I hold block and hit down or am I quickly switching from block to forward?
Ken does overhead kick. Its 2 hits in a row. You block the first hit, and then tap forward at the right time to red parry the second hit. You have more frame advantage aka get a better punish on it then had you blocked both hits. The timing on red parry is like 3 frames though so its riskier.
My consciousness and IQ expanded progressively as I watched this video, and stretched into the infinite cosmic galaxy after that SGGK crap. Who the fuck ever figured that out? Lol.
Ooooh, THAT’S how they work.
at 13:10 you show Dudley parrying Akuma SAI into low forward tatsu, but he does only high parries. Shouldn't he have to low parry the low forward? Or did the low forward hit within two frames of the super and get automatically parried?
Everytime i see ken parry it reminds me of what you think it is.
i am having trouble countering parries, i do know about delaying hits and throwing but after a while almost everyone option selects into throw so even if i manage to trick people there is still a risk of getting thrown and urien throws are really damaging because of agis. one option i do have is teching throws but that fails way too much, is it because of urien't throw range? that i think i can throw him but it actually whiffs and urien end up punishing my whiffed throw with his throw? for a while i had my fun with anti parry option select that is a good couter to option select parry throw. but now he just sees it coming from a mile. what are my optons here? learning throw tech and mixing hi low? would love some tips. i am playing as ryu btw.
also forgot to mention lp headbutt always go safe on block and punish my throws really hard. is it possible to block lp headbutt on block?
If you crouch, LP headbutt whiffs, and you can punish it. Mixing high and low pressure should punish parries, Ryu might alternate between close forward or crouching short (both confirm SA1, for example). You can also just step back to bait the grab and then whiff punish it, or delay your meaty to hit the grab after the parry ends and he commits to the throw (easy to do while baiting reversal headbutt).
damn daddy TEACH ME QUEEN
getting into - at this point - older titles and this is perfect to fold my brain around while doing mundane other things. thx a ton!
also, wtf is going on with alex's delts?
Good shit Baf
thank the great god Alla
wakeup parry to block is 100% normal against flowchart ken, which is almost all of them.
Im here after watching Daigo legendary cumback vs justin lol
Huy Phan ( ͡° ͜ʖ ͡°)
Cum??? Back
Thanks u ur very helpful
What's the difference between third strike and the other two versions?
The first SF3 has a bad parry system. No red parry, and few punishment opportunities after a successful parry
Does the parry window change based on the input you do? Say instead of storing a normal in the parry like you mentioned, I just tap forward and immediately block and react to the possible parry. Is there any difference?
Tiago V. Well hitting any button naturally ends your parry, so tapping only forward might parry stuff that hits you in the next 7 frames, while tapping forward then hitting strong 3 frames later will only parry for 3 frames. There might be some deeper intricacies to it but I don't know them.
From this video from Nicaragua K.O: Forward/down parry are active for 10f if you tap and 6f if you hold it, air parries are active for 7f tapped and 6f if held, anti-air parries are active for 4f if tapped or held. It lists recovery times for each one in there too.
ruclips.net/video/ogefVDZGPY0/видео.html at 31:41
Part of the reason street fighter 3 series
Didn't do well is people couldn't get
The parries right.
I still don't know what sggk is
If you do a parry into an immediate kara, the kara won't activate. So if chun li does st. HK into kara throw, she gets a throw. But if she does parry into st. HK into kara throw, she gets a parry into st HK. So, for example, if the opponent throws you, you tech the throw, but if they hit you, you parry and then superconfirm. It's an option select that abuses the fact that when parries queue up actions, they ignore karas.
How to parry supers? I have a problem even with shindohadoken
@@MatF1 thank you. After a year I figured it out. I’m still not great or consistent at it.
I have a question, do accidental parries count
How did u get the CPU to do the exact moves u wanted it to and if that's not what u did how did u get 2player training mode
I recorded it to do the things I wanted it to do, then used a keystroke to play back the recording as I did the other half. Took many attempts for some of these.
Been playing this game for 20 years are didn't even know that can parry in this game.
how to do?
OMG!!
Akuma SGGK in one of my old videos ruclips.net/video/MCUXI1jhDBU/видео.html
thanks for not explaining SGGK
do people still play this on the ps3?
I absolutely agree, "Using parry's to supplement your offense." But then again,...who the fuck am I?
Red parry
"Primer" in russian means "sample".
4:28 it followed the Alpha series except aplha 3 that came out after New Generation
You can parries throws
No
You mean tech a throw
Sf3 primer: playing a better game
*Dry bones wonders why you asked him to do nothing*
You can tell by how he said that parry into block wakeup that he lost a tournament to that shit.
Buddy you may as well be speaking Chinese. I'm going back to vanilla sf2
back to the SF2 bunker!
Ha!
Did u learn anything ?
Fireballs shouldnt be parriable, ruins zoning in this game
Zoning in a traditional sense doesn't really exist in 3S. Even without parries, fireballs are slow and punishable in this game. 3S is a more rushdown mix-up heavy game which parries really add to that aspect. At least Ryu gets a super that is an unblockable fireball that causes stun. lol
I do agree. Or parries should cost grey life. Parries are an amazing mechanic but sometimes I think they are too strong
@@wildwest1832 You're already risking health when you parry. If you make a bad read or mistimed your parry you take damage. If you made a good read(or your opponent is too predictable) then you earned the punish. Making parry worse wouldn't make fireballs any better in 3S. Fireballs are already weak on their own.
im certain nobody thats said this has seen akumas red fireball
I wish it wasn't so feast or famine though. I understand it's absolutely meant to be that way, but for people who aren't gifted with a good sense of timing, it means the game is completely unplayable.