Necro's Deceptive Stand: Crouching vs. Standing States in 3rd Strike
In the intricate world of Street Fighter 3: Third Strike, seemingly minor details can have significant gameplay implications. One such nuance, often overlooked, is the transition between crouching and standing states. It's more complex than simply releasing the joystick. Thanks to insightful observations from players like crystal_cube99, we can delve into a mechanic that might surprise many: are you truly standing just because your character *appears* to be?
The Hidden Mechanics of Standing Up in 3rd Strike
While reading articles by the knowledgeable crystal_cube99, I stumbled upon some fascinating information regarding character states during the transition from crouching to standing. It was a detail I hadn't consciously registered before, but in hindsight, it possesses a certain obviousness once pointed out. This isn't about the choice to tech-roll into a standing or crouching recovery after a knockdown, but rather what happens when you're already crouching, release the stick to return to neutral (intending to stand), and get hit during this transitional period.
Capcom, it turns out, implemented a surprisingly detailed system. According to crystal_cube99's findings, characters in 3rd Strike fall into two distinct categories regarding this transition:
- Category 1: Instant Transition: Some characters immediately switch their state from crouching to standing the moment the downward input is released.
- Category 2: Delayed Transition (Animation-Dependent): For other characters, the actual change to a standing state only occurs after their specific "standing up" animation has fully completed.
The crucial implication for characters in the second category is this: if they are hit by an attack during their stand-up animation, the game will register them as being hit while crouching, and they will consequently enter a crouching hitstun animation!
Insights and My Own Testing
Crystal_cube99 provided a table detailing the transition frames for each character, which formed the basis of this understanding. Intrigued, I decided to test this myself, and while his core findings are indeed correct, the practical application revealed some nuances that weren't immediately "crystal clear" (pun intended!).
Let's consider Necro as a prime example. He falls squarely into Category 2. Necro requires 14 frames to complete his crouching-to-standing animation. However, visually, he *appears* to be fully standing a mere 5 frames after releasing the stick from a crouching position. If Necro is hit during any of frames 6 through 14 of this animation – a window where he looks upright – he will still be treated by the game as if he were crouching. This means he'll take crouching damage and enter crouching hitstun. This is just one facet of Necro's complex animation states; in fact, his sustained crouch even has a cyclical animation that can surprisingly affect how projectiles interact, such as Urien's EX fireball.
(Imagine a scenario: You're crouching with Necro, release down, and an opponent throws out a mid-attack that would normally whiff on a crouching character but hit a standing one. If this attack connects during those vulnerable transitional frames where Necro *looks* standing but *is* crouching, it might behave differently than expected, potentially even whiffing if it's a true mid designed to miss crouchers, or connecting as a crouching hit otherwise.)
Why Does This Matter for Necro (and Other Characters)?
This distinction is far from trivial and can impact several aspects of gameplay:
- Hitbox Discrepancies: A character visually appearing to stand might still possess their crouching hitbox during these transitional frames. This can lead to attacks whiffing or connecting in unexpected ways.
- Damage Calculation: Crouching characters often take slightly different damage values for certain attacks (though this is less pronounced in 3S than some other games, it can still be a factor). More importantly, being in a crouching hit state can alter combo properties.
- Combo Consistency: Certain combos might only work if the opponent is in a specific state (standing or crouching). Knowing that Necro can be "fakely standing" is crucial for both the Necro player (defensively) and the opponent (offensively).
- Defensive Reactions: If you, as Necro, release crouch expecting to stand block an overhead, but get hit by a mid during these transitional frames, you'll be hit crouching. This can be disorienting and lead to incorrect assumptions about what just happened.
Not All Characters Are Created Equal
It's important to remember the two categories. Characters like Ryu, Remy, Alex, Ibuki, Elena, and Hugo belong to Category 1, transitioning to a standing state almost instantly after the stick is neutralized. They don't have this period of "visual standing, technical crouching."
So, the key takeaway, especially for Necro players, is: don't assume you are in a standing state just because Necro visually appears to be standing. There's a deceptive window where he's vulnerable as a croucher.
And believe it or not, the situation could be even more pronounced for other characters. Fighters like Q and Makoto, for instance, take significantly longer than Necro to complete their stand-up animation, meaning their window of "visual standing but technical crouching" is even larger, making this knowledge even more critical when playing as or against them.
Final Thoughts: The Devil in the Details
This subtle mechanic highlights the depth present in Street Fighter 3: Third Strike. It's a testament to Capcom's design that such intricacies exist, rewarding players who delve deep into understanding their characters and the game's systems. For Necro players, being aware of these 14 frames of transition can be the difference between correctly assessing a situation and falling prey to an unexpected "crouching" hit.
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Necro is actually crouching in this image! I am 100% serious! |
Have you ever noticed this phenomenon with Necro or other characters? Does this information change how you might approach certain situations? Share your thoughts in the comments below!
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