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    Parrying FAQ by KDTC

    Version: 1.5 | Updated: 08/29/01 | Search Guide | Bookmark Guide

    PARRY FAQ V1.5 Street Fighter:3rd Strike (DC and ARC)
    by Kevin Chung aka KDTC
    best view with Notepad word wrap
    Welcome all!! This is the my first ever FAQ. Please bear with me...
    If there are any queries, comments, suggestions, feedback, criticisms
    e-mail to kdtchung@hotmail.com
    I'm open to all critisms. All relevant feedback will be credited in the next
    version of the FAQ.
    Version History
    August 25 2001, Public Release Version v1.5
        - Added Vs. Parrying section
        - Parrying Chart completed
        - Fixed up typos, layout and presentation
    July 28 2001, Test version v1.0
    The amount of information you may receive in this FAQ might cause you serious
    brain damage. The author is not liable to any losses to the reader...that
    includes death, visual defects and loss of memory. Read it at your own risk. :Þ
    I. Introduction
    II. Definitions
        a) The Basics
        b) Terminology
    III. Parrying
        a) In General
        b) Common Problems of Parrying
        c) The Ups and Downs of Parrying
    IV. The Practical Theory
    V. Advanced Parrying
        a) Air Parry
        b) Red parry
        c) Multi-Parrying
        d) Point Blank
    VI. The Parrying Chart
    VII. Anti-Parrying
        a) (Kara) Throws
        b) Grappling
        c) Turtle
        d) Multi-Attack
        e) False attack
    VIII. Vs. Parrying
    IX. Bonus Parrying
    X. Teasers
    XI. Conclusion
    XII. FAQ's
    XIII. Special Thanks
    XIV. The Legal Crap
    In this 3rd edition of the Street Fighter series, Capcom has further polished
    the game from 2nd Impact. If you're a regular SF3 player you can spot the major
    differences very easily. Basically in short, 5 new characters added, EX moves
    introduced, combos taken away from most characters and most importantly
    parrying are to be done much quicker. Parrying, yes it can be a pain for some
    people...that's why you're here right? From the verdict of the majority of the
    people from the SF3:TS message board, no doubt that 'parrying' is a hard topic
    to write a FAQ on. The content in this PARRY FAQ is aimed to improve the
    knowledge and the concepts of parrying. Hopefully, it can provide informative
    content to all skill levels.
    IMHO, It's is very disappointing to know that this game is not getting the
    attention that it should. Only in the last 6 months I've finally seen some
    decent players of this game in my local arcades. Prior to that, I almost
    thought that I was the only one that plays it. On average, I'm happy to know
    that in some other parts of the world that SF3:TS in gaining/keeping the
    Well, enough yakking...the time is now yours. Enjoy!!
    a) The Basics:
    ub   u   uf     b - Back
      \  |  /       u - Up
       \ | /        f - Foward
    b--- N --- f    d - Down
       / | \        N - Neutral
      /  |  \                       LP   MP   HP
    db   d   df                     LK   MK   HK
    P     - any punch
    K     - any kick
    PP    = Any two punch buttons
    KK    = Any two kick buttons
    !!    = Hitting buttons rapidly
    qcf   = quarter circle forward
    qcfx2 = double quarter circle forward
    hcf   = half circle forward
    hcb   = half circle backwards
    c.    = charge for 2 secs
    LP    = Light punch (or Jab)
    MP    = Middle punch (or Strong)
    HP    = High punch (or Fierce)
    LK    = Light kick (or Short)
    MK    = Middle kick (or Forward)
    HK    = High kick (or Roundhouse)
    These words in the brackets describes the position between players
    (close)     - throwing distance
    (near)      - sweeping (d+HK) distance
    (jumping)   - distance of a jump
    (far)       - anything beyond (jump)
    (air)       - in the air
    (any)       - any distance
    b) Terminology
    In this FAQ you may go pass some abbreviations. Here are the initial
    Tech Hit - A defence against throws. It is performed the same way as a throw.
    ie, close LP+LK.
    Universal Overhead (UO) - An overhead attack that cannot be blocked by db. It
    is performed on the ground with MP+MK anywhere by anyone.
    EX - Only applied to some moves. It increases speed, the no. of hits and
    (sometimes) priority while consuming a proportion of the super bar. It is
    usually animated in "flashy" yellow colour. It is done the same way either with
    PP or KK.
    Super Cancel (SC) - Supers can be cancelled off some attacks. It is performed
    immediately when the animation of the attack is still in the motion of
    execution and/or still is the motion of recovering.
    Point-Blank (PB) - Only applies to some supers. Explained later in the Advanced
    Parrying section.
    a) In General
    Parrying is a completely new technique first introduced to Street Fighter 3:
    Next Generation that's not been seen in any other fighting game. This technique
    allows the parrier to "negate" and/or "nullify" the damage of an attack
    simultaneously rendering the other player to vulnerability. This often grants a
    great advantage to the parrier as they can follow it up with most attacks.
    Parries are practical measures of reflexes, patience and anticipation all of
    which are vital to fighting games. It has became a necessity and skill that
    seperates the good, the bad and the ugly. Parries can be used to offend, defend
    or taunt depending on how it was used. It can be performed by anyone by a light
    'tap' on the joystick/control pad per attack. I was approached by newbies once
    and they described this as the "blue flashy thing". Yes, a parry occurs when
    light blue (or red) colour is animated over the parrier.
    Generally, anything that can be blocked can be parried with the following
    - Ryu, Dejin Hadouken,     qcfx2+P         cannot be blocked, can be parried
    - Ibuki, Raida,            (close)hcb+P    can be blocked, cannot be parried
    - Ibuki, Yoroi Doushi,     qcfx2+P         cannot be blocked(close),
                                               can be parried (near)
    - Alex, Grab & Hit         b+HP            can be blocked, cannot be parried
    - Oro, Human Pillar Driver (near)hcb+P     can be blocked, cannot be parried
    - Necro, Snake Fang        (near)hcf+K     can be blocked, cannot be parried
    There are 4 different types of parrying:
        - Upper
        - Lower
        - Air
        - Red
    Upper Parrying  - Tap forward/attack
    Lower Parrying  - Tap down/attack
    Air parrying and Red parrying will be discussed in the Advanced Parryiing
    b) Common Problems of Parrying
    Most people...
    - aren't brave enough parry.
    - forget the total no. of parries and/or the sequence of the parries.
    - tend to hold the joystick/control pad forward instead of the light tap.
    - believe that they can parry the 1st hit of a PB super (explained Advanced
    Parrying section) when it is already executed. It is IMPOSSIBLE.
    - believe when they get a lot of parries from the CPU, they expect the same in
    the Vs. mode. I doubt that.
    c) The Ups and Downs of Parrying
    - Parrying is very fun and exciting to watch and play when you know its
    - Parrying adds strategy to the fighting.
    - As a newbie, watching others parry numerously and consecutively is scary. It
    means taunting and humiliation to newbies.
    - The expert parriers dominate the game over newbies leaving them a microscopic
    chance of winning.
    - There is a very high learning curve in parrying. This usually "repels"
    newcomers to play and instead move on and play something else.
    I find that teaching others how to act practically in plainly written text is
    considerably very hard. It is similar to teach another how to drive or build in
    words only. Deriving from the experience I get from vast challenging in the
    arcades, I conclude that parrying is divided into 4 different timings according
    to their speed intervals in between consecutive parries. I call this the 'Speed
    Interval Parrying Theory' (SIPT). In the case of understanding in real timing,
    I have set a base example for each of the speed intervals. They are:
        Very Fast (V) (5%)
    - Very fast tapping rate on the joystick/control pads. eg, Sean super art 2
    Shoryu Cannon after the 3rd hit of the 2nd lot of uppercuts (where the mashing
        Fast (F) (45%)
    - Fast tapping rate. eg, Ryu/Ken EX Hadouken.
        Medium (M) (40%)
    - A slight pause in the parrying rate. eg, Ken, HK Hurricane Kick.
        Slow (S) (10%)
    - A long pause in tapping rate.  eg, Ryu's HK Hurricane Kick
    To show this graphically, the SIPT 'looks' something like this..
                     S   |    *---------S---------S
                     P   |
                     E   |    *------M-----M------M
                     E   |
                     D   |    *----F----F----F----F
                         |    *---V---V---V---V---V
                         ----------------------------> TIME
         * = a successful parry.
        5F = F,F,F,F,F not the total time that FFFFF adds up to between the
    consecutive parries.
      *,2F = 3 parries. After the first parry, the control is tapped at a fast
    *,3M,S = 5 parries. Have a slight pause for the intervals between the 1st and
    the 4th hit. The interval between 4th-5th hit is then parried with a longer
    pause (S).
    Please note:
    - These abbreviations V, F, M and S will be used frequently in the Parrying
    Chart later on.
    - The percentage in brackets is the approximate proportion of the total
    possible parriable attacks (not including combos).
    - The Slow parry (S) is based on the Fast parry (F) but skipping its every 2nd
    - Anything with a very long pause (slower than S) will be neglected simply
    because there is no practical base example.
    - You may slip an attack between 'S' and 'M' parries but not an attack in
    between 'F' and 'V' parries.
    - The SIPT may also apply to the Dreamcast version. Not totally confirmed
    though. I have developed this theory because in DC there is an option to set
    various 'Input Parry Time' hence hard to interpret as in real time.
    - I did try to make it as 'SPIT' but it wouldn't make sense. :Þ
    The basics were too easy huh? Here are the harder ones.
    a) Air Parrying
    Self-explanatory. Unlike the Next Generation and the 2nd Impact, air parrying
    can now only be parried by a tap forward and not a tap down on the
    joystick/control pad. One would take a higher risk to air parry because you
    simply cannot block in the air.
    b) Red Parrying
    Aka Guard Parry. Its animation is exactly the same as the normal parries but in
    a reddish colour hence it is named Red Parry. It's done the same way as normal
    parries but must be done after a block of any consecutive attack. eg, Dudley's
    Machine gun blow. It can be done anytime between the 1st block and the last
    hit. Red parries are often considered as an accidental flukes rather than an
    intended skill. I personally "fluke" it occasionally.
    c) Multi-Parrying
    - Any parrying against button derivatives are parried by *, M. eg, Yun, (close)
    - Any parrying against SC's are parried by *,V.
    d) Point Blank (PB)
    Most supers are invincible during the few frames of animation. In this period
    of time, the game time is "paused" and the super is executed. In most cases,
    the supers will out-prioritise any other moves (except for supers) during these
    few frames of animation. Tapping forward on the joystick (parry) during this
    time will not be successful. To parry these supers, the 1st hit must be parried
    BEFORE the animation of the super (given that is done within range of the 1st
    hit). PB is only applied to supers. This term was created by Hon Wai Yip aka
    This is the main section of my FAQ and is probably what you're after in the
    first place. Here's a list of maximum no. of parries in respect to their
    parrying speed intervals. Single parries will be omitted. Supers should be done
    in range of the 1st hit. There won't be any combos here. The abbreviations and
    their base example are explained in the The Practical Theory section.
             * = a successful parry                      S = Slow speed interval
            PB = Point Blank parry                       M = Medium speed interval
           (j) = jump-in parry                           F = Fast speed interval
             # = extra parries for taller characters     V = Very Fast speed
    Notes and assumptions:
    - All parrying is done by tapping forward on the ground otherwise stated/noted.
    They are done by shorter characters.
    - All super projectiles are parried PB if (near) and normally when further.
    Oro's Yagu Dama and Urien's Aegis reflector are exceptions.
    - Tall characters Alex, Gill, Hugo, Q, and Urien need extra parries for all the
    '#' attacks.
    - Parrying for taller characters will be updated in the next version.
    - Mashing moves (P!! or K!!) is assumed to be mashed all the way of the attack.
    Some attacks will be one speed slower if not mashed. Beware.
    - Due to the lack of horizontal space, the 'NORMAL' column, it represents all
    normal and non-EX special moves.
    - The 'Total' column shows the total number of parries NOT the total number of
    MOVE                   COMMAND        NORMAL     EX      SUPER           TOTAL
    Overhead Punch         f+MP           *,M                                2
    Axe Kick               (close)f+HK    *,M                                2
    Red Fireball   (LP)    hcb+P          *,2F                               3
                   (MP)                   *,F                                2
    Hurricane Kick (MK)    qcb+K          *,2F                               3
                   (HK)                   *,4F                               5
    Dragon Punch   (MP)    f,d,df+P       *,F                                2
                   (HP)                   *,2F                               3
    Messatsu Gouhadou      qcfX2+P                           PB,5F           6
    Messatsu Goushouryuu   qcfX2+P                           PB,F,M,F,M,2F   7
    Messatsu Gourasen (j)  qcfX2+K                           PB,3F           4
    MOVE                   COMMAND        NORMAL     EX      SUPER           TOTAL
    Headbutt               d+HP           *,F                                2
    Flash Chop             qcf+P(PP)                 *,F                     2
    Elbow Slash            c.b,f+KK                  *,M                     2
    Boomerang Raid         qcfX2+P                           PB,3M           4
    - Boomerang Raid: parried for the first 4 hits only. The last attack is a
    MOVE                   COMMAND        NORMAL     EX      SUPER           TOTAL
    Axe kick               holdMK         *,2M                               3	
    Slap                   b+MP           *,M                                2
    Spinning Bird Kick(LK) c.u+K(KK)      *,3F                               4	
                      (MK)                *,5F                               6
                      (HK)                *,3F,M,2F                          7    #
                                                     *,2F                    3
    Lightning Kicks   (LK)  K(KK)!!       *,29M                              30
                      (MK)                *,23M                              24
                      (HK)                *,23F                              24
                                                     *,17F                   18
    Kikoushou               qcfX2+P                          PB,19F          20
    Houyokusen              qcfX2+K                          PB,7F,M,7F,*    17
    Tensei Ranka (j)        qcfX2+K                          PB,6F,M         8
    - (HK)Spinning Bird Kick: the last 3 hits are parried in the opposite direction
    (she goes to the other side).
    - Houyokusen: The last interval is a very long pause not slow (S) hence not to
    MOVE                   COMMAND        NORMAL     EX      SUPER           TOTAL
    Jet Upper        (HP)  f,d,df+P(PP)   *,F                                2
                                                     *,F                     2
    Machine Gun Blow (LP)  hcf+P(PP)      *,2F                               3
                     (MP)                 *,3F                               4
                     (HP)                 *,4F,M                             6
                                                    *,4F,2M                  7
    Ducking Upper          hcf+K,K         *,F                               2
    Dodge'em               hcb+K(KK)                *,2M                     3
    Rocket Uppercut        qcfX2+P                           PB,F,M,F,M,3F   7    #
    Rolling Thunder        qcfX2+P,P!!                       PB,F,6M         8
    Corkscrew Blow         qcfX2+P                           PB,4F           5	
    MOVE                   COMMAND        NORMAL     EX      SUPER           TOTAL
    Jump HK                (air)HK        *,M                                2
    MK                     N+MK           *,F                                2
    Scratch Wheel   (MK)   f,d,df+K(KK)   *,F                                2
                    (HK)                  *,2F                               3
                                                    *,3F                     4
    Mallet Smash           hcb+P(PP)      *,M                                2
                                                    *,M                      2
    Rhino Horn             hcf+K(KK)      *,M                                2
                                                    *,M,F                    3
    Spinning Scythe        qcb+K(KK)      *,2M,F                             4
                                                    *,3M,F                   5
    Lynx Tail     (LK&MK)  d,b,db+K(KK)   *,F                                2
                  (HK)                    *,F,M,F                            4
                                                    *,F,M,F,M                5
    Spinning Beat          qcfX2+K                           PB,F,M,F,M,2F   7
    Brave Dance            qcfX2+K                           PB,8M,S         10
    - Spinning Scythe: assumed to be executed continuously.
    - Lynx Tail: to be parried low only. EX: the 1st 4 hits are parried low.
    MOVE                   COMMAND        NORMAL     EX      SUPER           TOTAL
    Stomp                  N+MK             *,M                                2
    Giant Palm Bomber      qcb+P(PP)                 *,2F                    3
    Hammer Frenzy          qcfX2+P                           PB,2M,F,S       5
    - Hammer Frenzy: beware, Hugo may deliberately delay the super.
    MOVE                   COMMAND        NORMAL     EX      SUPER           TOTAL
    MP                     (close)MP      *,F                                2
    HP                     (close)HP      *,F                                2
    HK                     (close)HK      *,F                                2
    Kazekiri               f,d,df+K(KK)   *,2F                               3
                                                     *,2F                    3
    Tsumuji       (LK&MK)  qcb+K(KK)      *,S                                2
                  (HK)                    *,2S                               3
                                                     *,3M                    4
    Hien                   b,d,db+K(KK)   *,F                                2
                                                     *,F                     2
    Kasumi Suzaku          qcfX2+P                           *,(??)V         ??
    Yoroi Dooshi           qcfX2+P                           *,12F           13
    - Kasumi Suzaku: Parrying depending on mashing of buttons, height of character
    and distance from super. The intervals are all V's.
    - Tsumuji: Ibuki may attack low.
    MOVE                   COMMAND        NORMAL     EX      SUPER           TOTAL
    Axe Kick               b+MK           *,M                                2
    Hadouken               qcf+P(PP)                 *,F                     2
    Shoryuken      (MP)    f,d,df+P(PP)   *,F                                2
                   (HP)                   *,2F                               3
                                                     *,2F                    4    #
    Hurricane Kick (LK)    qcb+(KK)       *,M                                2
                   (MK)                   *,3M                               4
                   (HK)                   *,4M                               5
                                                     *,5M                    6
    Shoryu-Reppa           qcfX2+P                           PB,2F,M,2F,M,3F 10   #
    Shinryuken (j)         qcfX2+K,K!!                       PB,4F           5
    Shipuujinrai Kyaku     qcfX2+K                           PB,4M           5
    - Shinryuken: beware, the speed WILL decrease if buttons are not mashed.
    MOVE                   COMMAND        NORMAL     EX      SUPER           TOTAL
    f+HP                   f+HP,HP,HP     *,2M                               3
    Abare Tosanami         qcfX2+K                           *,2M,S          4
    MOVE                   COMMAND        NORMAL     EX      SUPER           TOTAL
    Drill Kick             (air)d+K       *,M                                2
    Electric Shock  (MP)   f,d,df+P,P!!   *,20F                              21
                    (HP)                  *,40F                              41
    Raging Cobra           hcb+k(KK)                 *,M                     2
    Flying Viper           qcb+P(PP)                 *,M                     2
    Spinning Punch (LP&MP) hcf+P(PP)      *,M                                2
                   (HP)                   *,2M                               3
                                                     *,4M                    5
    Magnetic Storm         qcfX2+P                           PB,15F          16
    Electric Snake         qcfX2+P                           PB,2F           3
    - Electric Snake: parried downwards ONLY.
    MOVE                   COMMAND        NORMAL     EX      SUPER           TOTAL
    MP                     (close)MP      *,M                                2
    HP                     (close)HP      *,M                                2
    Sun Disk Palm          c.b,f+P(PP)               *,M                     2
    Oniyama                c.d,u+K(KK)               *,2F                    3
    Jinchu Nobori          qcf+K(KK)      *,F                                2
                                                     *,2F                    3
    Yagu Dama              qcfX2+P(PP)                       *,3M            4
                                                     *,10V                   11
    MOVE                   COMMAND        NORMAL     EX      SUPER           TOTAL
    High Speed Barrage     qcb+P(PP)      *,2M                               3
                                                     *,6F                    7
    Dashing Leg Attack     c.b,f+K(KK)               *,M                     2
    Critical Combo Attack  qcfX2+P                           PB,4M           5
    Deadly Double
    Combination            qcfX2+P                           PB,*            2
    - Dashing Leg Attack (EX): the first hit must be parried low.
    - Critical Combo Attack: the 4th hit must be parried low.
    - Deadly Double Combination: The 2nd interval is a very long pause not slow (S)
    hence not to scale.
    MOVE                   COMMAND        NORMAL     EX      SUPER           TOTAL
    HK                     (close)HK      *,F                                2
    Double Sweep           d+HK           *,S                                2
    Light of Virtue(high)  c.b,f+P(PP)               *,F                     2
    Light of Virtue(low)   c.b,f+K(KK)               *,F                     2
    Cold Blue Kick         qcb+K(KK)                 *,F                     2
    Light of Justice(far)  qcfX2+P                           *,F,M,4F        7
                    (jump)                                   *,6F            7
                    (near)                                   PB,2M           3
    Supreme Rising Rage
    Flash                  qcfX2+K                           PB,2F,M,2F,M,2F 9    #
    MOVE                   COMMAND        NORMAL     EX      SUPER           TOTAL
    Overhead Punch         f+MP           *,M                                2
    Forward Punch          f+HP           *,M                                2
    Hadouken               qcf+P(PP)                 *,F                     2
    Shoryuken      (HP)    f,d,df+P(PP)   *,F                                2
    Hurricane Kick (MK&HK) qcb+K(KK)      *,2S                               3
                                                     *,2M                    3
    Shinkuu Hadouken       qcfX2+P                           PB,4F           5
    Shin Shoryuken         qcfX2+P                           PB,3F           4
                     (j)                                     PB,6F           7	
    Denjin Hadouken        qcfX2+P                           *,4F            5
    MOVE                   COMMAND        NORMAL     EX      SUPER           TOTAL
    Headbutt               f+HP           *,M                                2
    Dragon Smash           f,d,df+P(PP)              *,F                     2
    Ryuubi Kyaku           qcf+K(KK)                 *,F                     2
    Tornado Kick   (LK)    qcb+K(KK)      *,M                                2
                   (MK)                   *,2M                               3
                   (HK)                   *,3M                               4
                                                     *,3M                    4	
    Shoryuu Cannon         qcfX2+P                           PB,F,M,2F,5V    10   #
    - Shoryu Cannon: beware, the speed WILL decrease if buttons are not mashed.
    MOVE                   COMMAND        NORMAL     EX      SUPER           TOTAL
    d+HP                   d+HP           *,F                                2
    Chariot Rush           c.b,f+K(KK)               *,S                     2
    Headbutt               c.d,u+P(PP)               *,F                     2
    Metallic Sphere        qcf+P(PP)                 *,F                     2
    Tyrant Slaughter       qcfX2+P                           PB,4M           5
    Temporal Thunder       qcfX2+P                           PB,4F           5
    Aegis Reflector        qcfX2+P(PP)                       *,5F            6
    MOVE                   COMMAND        NORMAL     EX      SUPER           TOTAL
    HP                     (close)HP      *,F                                2
    d+HP                   d+HP           *,F                                2
    Mantis Slash           qcf+P(PP)      *,2M                               3
                                                     *,4M                    5
    Rolling Kick           qcf+K(KK)      *,M                                2
                                                     *,2M                    3
    Tenshin-Senkutai       qcfX2(KK)                         PB,3F           4
    - Mantis Slash: assumed to be executed continuously.
    MOVE                   COMMAND        NORMAL     EX      SUPER           TOTAL
    HP                     (close)HP      *,F                                2
    d+HP                   d+HP           *,F                                2
    Lunge Punch            qcf+P                     *,F                     2
    Shoulder Charge        f,d,df+P(PP)              *,M                     2
    Mantis Kick     (j)    f,d,df+K(KK)   *,M                                2
                                                     *,M                     2
    You Hou                qcfX2+P                           PB,M,*          3
    Sourai Rengeki         qcfX2+P                           PB,M,S,M,S      5    #
    - You Hou: the 2nd interval is a very long pause not slow (S) hence not to
    Sick and tired of happy parriers? Parries may sound too perfect if they don't
    have limitations. Here's a section that might help you to avoid and/or counter
    happy parriers.
    a) (Kara) Throws - Obviously, the first limitation of parrying. Throws can only
    be teched hit and cannot be parried. Sometimes throws can be cancelled from an
    attack. This interrupts the animation of the attack and adds a range to the
    throw; also known as Kara Throw. It is a fact that at high levels of play,
    kara/throws can be expected 50% of the time or maybe more. I understand when
    you're out there competing (especially in tourneys), there are no rules. I
    personally oppose to throwing and don't wish to start an endless debate. A
    common scene would be the dash, throw combo. Use it as you wish.
    b) Grappling - The 2nd limitation of parrying. Grappling and their supers
    cannot be blocked nor be parried. Use it once in a while for mind games against
    happy parriers. A common use will be to grapple against jump-in air parriers
    when they land.
    c) Turtle - Hehe. You don't hit you don't get parried. Simple.
    d) Multi-Attack - Attack in combos and/or super canceling. This method is very
    useful against jump-in air parriers. Since they can't block in the air,
    multiply and/or SC you attack to confuse their timing. If you wish you can have
    a pause anywhere in your attacks. eg, Ryu, LP, pause, HP, shoryuken SC Shinkuu
    Hadouken or Shin-Shoryuken.
    e) False attack - Stick a (few) LP/LK's before the actual real attack against
    jump-in air parriers. Another trick is to attack the opponent when you're
    slightly out of range assuming they want to parry. It is then immediately
    followed by another attack. eg, Remy, heavy sweep, d+HK. deliberately miss the
    1st hit but hit the 2nd. My success rate is very high. :)
    NOTE: 	The Multi-Attack and the False attack method adopts a parry bait. The
    aim is to ruin the opponent's timing.
    This is a hard subject as everyone plays differently. If you're looking for
    "best follow-ups" after parries, I advise to go elsewhere for individual
    The benefits of parrying are obvious, taking risks for high returns. In Vs
    mode, parrying alone won't gain the win, it must be anticipated with your
    accurate reflexes. When the enemy parries your attack, it doesn't necessarily
    mean a big combo is heading your way. There is a slight chance that your enemy
    panics and miss/delay their attacks. Be always prepared to block and/or counter
    parry. Always get use to the parry and immediate block motion. ie, f,db or
    To be competitive, you must always think ahead and be cautious. Take notice of
    game time, life and length of super bars of both players consistently. Knowing
    the strengths and weaknesses of you and the opponent will also be an advantage.
    From past experience, the following scenarios I have encountered most. I will
    try to discuss the best time to parry and/or to anti-parry given a scenario.
    They are not definite outcomes, they are possibilities. In any scenario, X is
    the 1st player and Y is the 2nd player.
    Scenario 1
    - X jumps to Y.
    - Y has an anti-air attack.
    X strategies:
    - If Y has a super on hand, Y might SC. Be ready for anything.
    - Tap forward 2 or 3 times sequentially in case Y jumps and attacks. If Y did
    jump and attack beware of any multi-hit air attacks.
    - If X lands on the other side of Y, start tapping the other way.
    Y strategies:
    - X is taking the bigger risk. Use parry baits and SC's if possible.
    - Y can do the LP, anti-air, SC combo. The pause in between the anti-air attack
    and the LP can be optional.
    - X might do an attack, be ready to parry it...twice. eg, Yun (*,M).
    - If X does nothing and lands close to Y, X is likely to throw.
    It is a mind game here. It happens in EVERY game. Anything is possible.
    Scenario 2
    - X and Y are both airborne.
    X and Y strategies:
    - Be ready to parry multi-hit air attacks (*,M). eg, Chun-Li.
    - If your attack is unfortunately is parried, you can still counter parry your
    opponent's next attack whilst in the air.
    I have seen a Vs. match movie that has alternating parries in the air between 2
    players. Just recently, it has reported that there were 4(5?) parries between
    players. I'd like to see that!
    Scenario 3
    - X and Y are at half a screen apart.		
    - X dashes towards Y and both are at (near).
    - X does a low poke. 			
    X strategies:
    - Tap downwards after Y blocks. Y will likely do a lower attack.
    Y strategies:
    - Tap downwards as soon X finishes dashing.
    Expect a sweep (or low attack) at sweep range. A common scene with the shotos
    as they frequently abuse their d+MK, hadouken combo.
    Scenario 4
    - Y is anyone.
    - X is anyone that has a "mashing" super.
    - X executes the super and Y is in the process of parrying it.
    X strategies:
    - occasionally hit your button only to ruin Y's timing.
    Y strategies:
    - Take notice of the violence impacted on the buttons. Mashing means more
    - Without mashing, the speed intervals are one speed slower for some of the
    mashing supers.
    - If you happen to play on 2-way machines (cannot see each other), shh!!!,
    listen. :Þ
    My favourite anti-parrying technique when using Ken, Shin-ryuken.
    Scenario 5
    - Y is falling/down, X is at (near).
    - Y's has a PB super on hand.
    X strategies:
    - tap forward/down immediately when Y is up for first point blank parry.
    Y strategies:
    - Slightly delay the super if Y wishes to use the super.
    Take the opportunity to parry a PB super when your enemy is waking up or
    landing from the air. The first hit of PB supers is easily parried from...
        i) immediate wake-up supers and
       ii) falling/jump-in, landing supers
    In a recent match between my friend and I (you know who you are), he was low
    health and down. I stood near and managed to parry all his Chun-Li's Kikoushou.
    It's not luck it's experience. :)
    Scenario 6
    X is 'juggling' Y.
    X breaks the combo and Y is still falling down.
    X strategies:
    - make the juggling as complicated as possible to parry.
    Y strategies:
    - Be ready to parry when X breaks the combo. The next set of moves can be
    Similar to the 1st scenario. X has the advantage. Not much can be commented.
    eg, Dudley's juggle.
    Capcom have decided to bring back the Bonus Stages. One of which is a classical
    car bashing bonus stage. The other is the bonus parrying stage. Each level of
    bonus stage is decided on the average grades you achieved from previous
    battles. Concerns to what average grades reflect to what level is still
    unconfirmed. This level selection can also be done manually by codes. It must
    be done before the actual bonus parrying screen. Depending on the difficulty it
    is set, it is shown as follows:
                             Normal                Hard
            For Level 1      Hold d + LK           Hold u + LK
            For Level 2      Hold d + MK           Hold u + MK
            For Level 3      Hold d + HK           Hold u + HK
            For Level 4      Hold d + KKK          Hold u + KKK
            For Level 5      Hold d + LP+MK+HP     Hold u + LK+MP+HK
    Oh, mastered the parrying have you? Try to parry these and see if you're still
    that cocky...
    These set of moves are randomly made up. Even though it might not be expected
    in Vs. mode, you can try this in the training mode in the DC version (record
    then train) or in the arcades if you wish...
    - Gill, (any)Seraphic Wing. Simple in words. Easy said than done.
    - Gill, (any)Meteor Shower. Just as a bitch as the Seraphic Wing. The best I've
    done is the 1st 3 hits in the air. Then my body goes "splat" from 1 and a half
    screen up.
    - Ryu, (far) hadouken SC super 1 Shinkuu Hadouken, hadouken SC super 1 Shinkuu
    Hadouken. The 2nd hadouken must be done before the 1st Shinkuu Hadouken is
    totally finished.
    - Ken, (near)EX hadouken SC super 3 Shinpuu-kyaku.
    - Remy, (near)EX light of virtue, SC super 2 Supreme Rising Rage Flash. The 1st
    hit of the Rising Rage Flash must be a hit and not a miss.
    - Chun-li (close) b+MP, kikouken+P, SC into super 2 Houyoku-sen.
    The Parrying Chart may not reflect perfectly. The moral of it is to adopt the
    SIPT (you can make up your own) and remembering it practically. If you are
    successful with these 2 steps then you're half way being the next happy
    parrier. Please don't depend on this FAQ alone to improve your parrying skills.
    Vs challenging will increase your parrying skills and reflexes, so be sure to
    challenge more often. Always keep in mind that parries can be easily done and
    extremely hard to master. Despite your skill level I hope I have some sections
    of the FAQ that interests you. Again, I'd be pleased to accept any criticisms.
    All relevant feedback will be credited in the next version.
    e-mail kdtchung@hotmail.com
    Q: How come Gill is not in the Parrying Chart?
    A: Sorry guys, I haven't got Gill out on DC. I hardly play on it. I'll update
    Gill's info whenever I can get Gill out.
    Q: How come a lot of moves are missing in the Parrying Chart?
    A: They were deliberately omitted because they were either single hit attacks
    or grapples.
    Q: I have heard of the PRB technique, why isn't it in the Anti-parry or Vs.
    Parry section?
    A: Look for a guy nicknamed SlimX on the SF3:TS message boards if you really
    wanna know more. Basically, I haven't got actual permission (yet) to use this
    term and the concepts/theory that he developed. The technique is not new but
    rather less noticed by players.
    Q: There are only basic scenarios in the Vs. Parrying section. Can you have
    scenarios against specific characters?
    A: It's very hard cos everyone plays differently. I'll try to think of more
    scenarios (maybe against specific characters) for the next version update.
    Q: You've made up the teaser, have you successfully parried any of them?
    A: No. I made them up for fun. I know it is possible beacuse the computer can
    do it. :Þ
    Q: In the DC version, under the 'System Direction' menu and sub menu
    'Direction' there is a setting for 'Input parry 	   time.' Does this settings
    effect the rate of parry practically? If so, what speed/rate reflects to the
    A: This question I have brought up on the message board a few times and no-one
    can directly answer and confirm it. I think the arcades have the settings for
    overall speed of game not just parrying speed like in the DC version. Maybe you
    could tell me. :)
    Q: I think I know you. Where do you live?
    A: I live in Melbourne, Austalia and go to RMIT. There can't be too many of me
    that's around. :)
    Supporters, contributors, correctors, criticisers and feedback-ers.
    - TheHY, gave me relevant feedback and critisms to general content of this FAQ.
    Also for being a competitive rival to my FAQ. Creator of the Point-Blank (PB)
    term. ^_-
    - SlimX, my FAQ consultant. Helped me out with general issues concerning FAQs.
    This guy is a SF3 board legend. Very knowledgable.
    - JMar, gave me relevant feedback and suggested me to relate parry to practical
    sense in my FAQ. My fellow Melburnian.
    - K.Megura. Everyone should know him. I got my Bonus Stage codes from him. I
    know that there are many other ways to obtain the identical infomation.
    - Anyone else who is a regular on the DC SF3:TS message board. Liked or
    unwanted, well-knowned or unpopular, past or present, here's the list...
        - BillyKane          funny guy to look out for. SlimX's left arm. Il est
        - chunli89           our DC SF3 board's little angel :)
        - Gunblade
        - kal-el
        - Scorpion428        SlimX's right arm.
        - Czigga
        - Peperoth           the new chick of our board.
        - Meester Yuk		
        - samson
        - Evil Turkey
        - mrpower
        - DevilJin Numba 1
        - Remy Stryker
        - Evilpower          hehe. Yes, you're on the list.
        - MysteriousM
        - MrHappyFace
        - shaolin stylez
        - Rebirth Gamer
        - Haruo
        - evenflow80
        - Strider Hiryu
    and many many others that I can't remember...Thanx anyways for making the board
    Others I would like to thank.
    - Gamefaqs, my regular message board; allowing me to post it here.
    - Capcom, for making this awesome game.
    - Dreamcast, the only console that has this game
    - The regular people at my RMIT arcade. I don't know all your names. Thanx for
    running tourneys and for being my audience whenever I play. :)
    - Me, myself and I, for writing this lengthy FAQ. Phew! It's finally over!
    * This FAQ has been solely written and owned by Kevin Chung aka KDTC.
    * Without my permission, this FAQ is not to appear in any other sites/pages
    other than GameFAQs.com.
    * This FAQ is for private and personal use only. It cannot be reprinted in part
    or in whole, or reproduced in any way or in any form (written or otherwise).
    * This FAQ may not be used for any profitable purposes or promotional purposes.
    * Any references to material included in this document must include references
    to the owner/creator.
    * Writing a FAQ takes a lot of time. You copy, you pay.
    * This document is protected under the International Copyright Law. Copyright

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