Street fighter iii 3rd strike tier list
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It keeps Chun Li productive, even when she has meter.īuckle up. More can be added if necessary, but I believe this is the most fundamental thing that should be incorporated into the gameplan to promote good use of kara throwing and to prevent autopiloting. There are certainly more frametraps to enforce, but this was the most important one I wanted to cover. So, in summation, Chun Li's frametraps are to enable 3 things:ġ) The gathering of information on opponent guard, jump, parry and mash habits.Īll in all, Cr.LP and Cr.LK work in tandem to generate the necessary spacing to do these things. They either have to guard (giving up throw) or down parry (this is kinda a hard read, high confirms will blow it up)." If after a tick they hit anything or try to jump or stand up, Chun gets super. So most of her traps would be a tick mixup between:Ĭr.LP > Cr.MK is the big one. It's unjumpable if you time it correctly, and it's the one you use if you basically want to punish your opponent for flinching. Of course, there's also the added benefit to Chun of gathering information on their habits during the frametraps which will inform her gameplay going forward.Īccording to Lance, "There's the whole idea of hit or throw mixup, especially effective in the corner and when Chun has super. As such, often times the opponent is in a DANGER ZONE (sorry) when she's enforcing frametraps. Like most aspects of engagement pertaining to Chun, the threat of confirming into super is always there.
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Before I go into them, I would like to discuss foremostly the reasons as to why her frametraps are so powerful. Cr.LP enables a lot of them, as does Cr.LK. It is a dunking move and will punch the opponent straight into the floor.Ĭhun Li has some great frame traps. Chun Li's neutral J.HP happens to be the same as her forward/back J.2HP. This means that Chun Li's neutral J.HK will look and behave differently to her forward J.HK. **In 3rd Strike, neutral jump and diagonal (forward or back) jumps often give different buttons.
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Really, she's free to do anything in the air. She can parry, attack or do another hopkick. J.2MK > X - After her hopkick, Chun gets an extra air action. I will link the necessary links below, though note that these will just provide the same information as the sites linked above. I am still exploring this, but for the most part it seems quick, reliable and easy to use. It has also come to my attention that there is a reliable and updated app for frame data covering 3rd Strike, among other games. Like before, I will link the frame data sites I use:Īs usual, this is the chronological order I prefer to research frame data in ESN first, GR second. More info on these buttons is available in Game Restaurant and Baston, both of which are linked in the next segment. Links into Super Art 2 or other buttons will be in red. Please only pay attention to the second one (it's also bigger, and we all know size matters).Ĭancellable chains, normals and specials will be in green font.
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This means that for most of the linked tweets, there are two tweets. I posted all of the tweets as part of one thread. Not for promotion (of course!), but because they're permanent reference points. Just like before, these are the basics that will carry you into the higher of level of play. I will try to keep this guide as close to the Ken guide I made and am continuing to develop.
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As such, I will not necessarily cover things such as J.2HP > Cr.LP to reset into mix as they are advanced, situational and do not generate a better understanding of how to play the character well at her core. Note that this information will apply to anyone at any skill level. This will be a developing guide to Chun Li in 3rd Strike.