Added: 4 years ago
From: sevenskirt
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  • Every time I see a pro using Makoto, my dick hurts :/

  • @drjuste good comment!!!play with makoto its painfull with u dnt know how....

  • the music sounds like something from oceans 11 12 or 13...

  • @SilverSc0ut Because it is from Ocean's 11.

  • @blackZ34all that explains everything...:D

  • whats a short xx then?

  • Useful but too short. Thanks for uploading anyway.

  • what is the song in this vid?

  • quarter circle towards

  • i can do much better i think just reply my comment if you dare

  • @wizard101live Replied.

  • damn...

  • zxc

  • what does qct stand for?

  • i know qc stands for quarter circle... but im guessing "t" is for top? someone correct me if im wrong but im not even sure if makoto has any qct moves he prolly ment qcf ( quarter circle forward + p {punch} )

  • Yea, he meant QCF most likely, but you can also interpret QCT as Quarte Circle Towards.

  • can somebody make a hugo kara tutorial please?

  • Hugo has no useful kara cancels.

  • set up is good but that will hardly ever work.

  • Short is the same as low kick.

    low punch/kick = Jab/Short

    middle punch/kick = Strong/Forward

    high punch/kick = Fierce/Roundhouse

    And "xx" indicates that the move has to/can be kara-cancelled.

  • or light, medium, hard;

    so short also means light kick (in this case it's a "standing light kick")

  • i dunno know why you didn't use her 2ns special. its what basically starts the juggle.

  • Do you mean her Abare Tosanami, SA2?

    Yes, it sets up many of her juggles but it wouldn't make any sense to use it in combination with a kara-cancelled Short because her SA2 makes her jump and SA2 is mostly used in combos where you're sure you'll hit your opponent. You wouldn't need the additional range in this case.

  • Yo Man. I need you to help me. I don't know how to do the kara grab to give me extra range! its TOUGH! and i've been using a ps2 controller thats pretty shity. i can't really do any Ex moves at all. do you sugest i get an arcade stick? whenever i do my slap and abare tosonami, the person is always able to block it? sometime i do it so fast IT SITLL DOESN"T WORK! SOMetimes i even do my half circfle grab then slap, and my opponent can block THE slap too. Help me out here! whats wrong WITH ME! help

  • I recommend you to practice your kara-cancels with her Dash Punch; do the cancels with little delay. You'll get a grasp of it sooner or later.

    When you want to combo her close-up Fierce and Oroshi into SAII then the distance between the wall you'll jump off and your opponent mustn't be greater than half-screen, otherwise you can't expect it to combo.

    There ARE professionals playing on a pad, so don't feel discouraged/amateurish because you play on a pad. It's a matter of COMFORTABLENESS!

  • dash punch? you mean the one were you pres fierce (HP) and she takes a step forward punching like 3 times? i have to cancel that with what? and whats oroshi? i kinda don't know these 3rd strike terms! explain it again so a 2 year old would get it. so are you trying to say that i cannot slap her and do my special to connect a combo if im more than half of the screen? that means i should always been doing mk and lk all the time. for slap and special... that stinks though.

  • Dash Punch, also called Hayate is used by inputing Down, Down-Forward, Forward + Punch, or the shorter term QCF+P (quarter-circle-forward + punch).

    To increase the range , cancel it off a standing Short (that is "low kick"). The motion is like this: QCF+LK+any P.

    Make sure to press LK before you press P.

    Half-screen distance is a good deal since you can do a Karakusa (=command grab) first (half-circle-back+any kick) to confirm if it'd work, and then do a High Punch followed by SAII.

  • Whats Dash Punch, is it the heavy punch with 3 punches?? And what am i cancelling it with? So are you saying that I can't connect a slap and do special number 2 if i am more than half of the screen away from the wall? Aww man that sucks if what you said is true. And i think i do need an arcade stick that ACTUALLY WORks. Tell me what ORoshi is?

  • Oroshi motion: QCB+P (quarter-circle back).

    I call it the Pimpess Slap. I recommend you to use this term, too^^

    Please watch match videos. Enter "3rd strike ranbat" or something like that. You'll find videos where the Makoto player, Mike Z, who made this video, shows his über-skills. Very good footage!!

    And please visit the link I've posted in the video description, it looks irritating at first, but getting to know all the terms is important as SF games offer a great depth of gameplay.

  • Let's say you're on the left side of the stage. If you did SAII from there, then you'd jump off the left wall. Now, if your opponent is within this left half of the stage, THEN you CAN combo from a close-up High Punch and Oroshi. Any other move won't connect because the hit-stun doesn't last as long as the moves mentioned above.

    Nothing will combo into SAII if you're opponent is NOT within this left half of the stage.

  • Wow man. Thanks! BUt uhh. You still didn't tell me what do i cancel the dash punch (i still don't know wha dash punch is) but uhhh yeah. but i saw like this oneguy in crazy makoto video the guy was like in the middle and a bit to the left (SAII done from right side) and he still managed it with the Half circle grab. Does her first hit of SAII (the kick going down) determine wheter it will link from the slap. or if the slap moves the person back off of the left side it won't connect? or will it?

  • Dash Punch = Hayate = Down, Down-Forward, Forward + Punch. Cancel it off a standing Low Kick to get to know the proper timing of cancels into Supers from the Low Kick.

    Would you please give me the link to the video you're talking about?

    Her first kick of SAII is crucial to the whole combo, yes. It won't combo from a close-up High Punch or Slap if you don't input the motion for SAII fast enough.

  • what i am trying to say is. will it connect from the beggining of the combo or connect due to the special itself being on the left side?

  • yes.

  • What's "Short xx"?

  • And the game is called Street Fighter 3: Third Strike. It's available for the Dreamcast, for the PS2 and the Xbox (Anniversary Collection). If you've got an Xbox I would recommend you to buy the Xbox version because it offers an online mode.

  • Xbox is analog though, and im horrible with it. Much easier with a ps2 controller or a pad.

  • WORD

  • DOES ANYONE KNOW WHERE I CAN GET THE THRID STRIKE CONTROLLERS WITH THE STICK AND THE 6 buttons like the ARCADE VERSION? I HAVE BEEN USING A STUPID CONTROLLER FOREVER!!!

  • Kara-cancelling is a technique in SF which stops the animation of a normal move as soon as you press the command for the special move; this can't be done with every normal move. This is especially useful when doing a combo. The process of doing this technique is either called to kara-cancel or the more common phrase, to buffer. One of the most famous examples of kara-cancelling in SF is the 2-in-1.

    I know this might seem hardly understandable but once you've seen it you know what I mean.

  • wtf is KARA!?

  • its a cancelling of a certain moves into something else. whats dope is kara taunting.

  • To answer your question I'd say that what makes SF so special is the fact that it was one of the first (well developed) fighting games, if not THE first fighting game; several characters with their own techniques were available as well as the introduction of the "combo".

    Ok, the game series is now over 15 years old and 3-D fighters reign the local arcades but these games, in my opinion, don't feature as much depth as 2-D fighters. I play 3-Ds too, so I know what I'm talking about.

  • is there anything special about sf

    what console is this tutorial for and whats kara cancelling

  • *~* What do you exactly mean? You just have to press short and then immediately the command for the Super Art. You can also try it with her Fukiage or any other special attack, which is not as difficult to do.

    The window for inputting the commands is a little wider than the one for a Kara-throw.

  • Doesn't explain how to do the kara cancel though! Your just showing it's advantages.

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