The third strike tier list is a complete guide to the most powerful characters in third strike, from worst to best. This list will help you choose your team for any competitive match up, or just make some friends at the local arcade!
This is a blog post that discusses different tiers of fighters and how they perform in third strike. It also includes an interactive tier list with rankings of all the fighters.
This blog post discusses different tiers of fighters and how they perform in third strike. It also includes an interactive tier list with rankings of all the fighters. The following are insights on each character’s ranking: – Ryu (lowest rank) Ken (second lowest rank) Chun-Li (first highest ranked female character) note this does not account for Sakura as she was originally created by Capcom but it seems many people include her when discussing SFIII due to popularity among players. Ryu is the most basic character in third strike and lacks many of the tools other fighters have. He doesn’t have any projectiles that can be used to zone opponents, his normals don’t pack much power or range, he has a slow walk speed, and only two moves (the Hadouken with ‘y’ button for fireball and Shoryuken with ‘x’ button) are special attacks which both cost one stock bar each.
Despite all this, he has a lot of strengths. He’s arguably the easiest character to learn and can do very well in close range combat with his specials or even just by blocking most attacks from other characters. Ken is an easy-to-use fighter who possesses good speed, strength, defense (though not as much as Ryu), some tricky moves like Hurricane Kick that can be used on wake up for mix ups and crossups, one projectile attack which is also useful for zoning purposes if opponents don’t know how to jump over it correctly hadouken with ‘y’ button – and two supers. In contrast to Ryu though he lacks any long distance tools such as projectiles so players are typically forced into close ranged battles unless they know how to walk-in effectively and use some more tricky approaches like crossups with Hurricane Kick.
Ken is a well rounded character who has many strengths, but can also be vulnerable in close range combat due to his lack of long distance tools such as projectiles.. Ken’s weaknesses are typically compensated for by his speed which helps him avoid attacks easily during block strings from other characters. He does have two supers that he can perform relatively quickly – shoryuken (with ‘x’ button) and hadouken (with ‘y’ button). The former is good for anti air sweeps when opponents fail at jumping over the fireball or just forcing them into the corner while the latter should only really ever be used on wake ups against jumping opponents or from a distance when there is an opening.
Ken’s gameplay revolves around his speed and ability to create openings for himself with well timed normals, especially the medium kick button attack which can be chained together well in combos that lead into knockdowns. Ken also has some great low hitting moves such as crouching forward (with “x” button) and sweep (which comes out quickly). These should be used at any time your opponent leaves themselves open during block strings from other characters due to their quick recovery time on whiff. The main goal of playing Ken is creating crossups by adding Hurricane Kick after these normal attacks and then using jump-in combo starters like jumping roundhouse for example. This will help you find open spots to land a good combo.
Ken’s moves list:
jabs, standing short punch, crouching jab and low forward (with “x” button) are great for chip damage at the start of matches. You can also use these type of attacks while your opponent is in block stun which you create by attacking with other characters first during block strings. Ken has some really quick low hitting moves so he should be playing on the ground more often than not as it benefits his gameplan most efficiently overall. Jumping heavy kick outmatches any grounded normal attack from almost every character in third strike due to its speed and range making this move an essential part of Ken’s offense when used right off jump or after crossup j.
use a standing heavy kick to punish whiffed moves or crouching attacks from opponents who are close in range and then combo into the same move for more damage. Ken’s hopping overhead kicks (qcf + strong) can be used as an anti air against character with slower jumping normals but they’re not safe on block so don’t abuse this option too much unless you know your opponent is expecting it because of its high usage throughout the community. You should always try to mix up midairs, crossups, jumpins etc since his options after just one single attack string have many different outcomes which will create opportunities if he manages to get past your defenses at any point during match.