Hold this
Chapters8
Discusses the tactile feel and excitement of playing old fighting games on a CRT setup.
Maximilian Dood dives into Third Strike Online Edition on a CRT, riffing through parries, juggles, and one-frame links with a masterful, humorous flair.
Summary
Maximilian Dood pokes through a session of Third Strike Online Edition (3SOE) with a CRT-loving lens, highlighting how older fighting games feel and play differently on classic hardware. He notes the crispness of the voice audio and the tactile feedback of a traditional CRT, while navigating familiar characters like Makoto, Ibuki, Q, and Akuma. The stream touches on practical mechanics—parries, throws beating parries, and the realities of stun and juggles—alongside quick, practical tips for getting out of stun by mashing and wiggling the stick. Throughout, Maximilian references the tempo of early Street Fighter games (first-to-one rounds) and compares era-specific balance, acknowledging Makoto’s stun power and Dudley/Hugo’s potential in the old balance. He experiments with links, one-frame combos, and the challenge of executing specific supers, especially the hard-to-hit crouching-light-to-super sequences. The chat provides color and feedback as he adapts to the timing of 3SOE, admitting moments of trial-and-error and moments of triumphant execution. The mood stays energetic and playful, with genuine declarations like “Let’s go” and “Fighting. Engage.”, underscoring the community feel of revisiting a classic that still rewards precision and timing. By the end, Maximilian emphasizes practical limits (latency discussion: “anything above 200 is going to be some problems”) and the fun of pushing through stubborn setups, keeping a lighthearted tone even when the game punishes mistimed inputs.
Key Takeaways
- Playing Third Strike Online Edition on a CRT can feel dramatically different, with the nostalgia and tactile feedback influencing timing and rhythm.
- Parries can be punished by throws, making mix-ups and throw timing crucial when opponents anticipate parry attempts.
- One-frame links exist in 3SOE and can be difficult; skilled players can connect close HK into heavy DP or similar punishments.
- Makoto is a stun-heavy character; her stuns are fast and devastating, making her a notable threat alongside Dudley and Hugo in the era.
- Out-of-stun recovery in 3SOE often hinges on mashing and “wiggling” the stick to break out quickly, a shared trick in older Street Fighter logic.
- The community timing benchmark sits around first-to-one rounds and latency under ~200 ms; higher latency introduces noticeable stutter and input delay.
- Q’s normals are comparatively weak in 3SOE, resulting in different matchup dynamics and punish opportunities compared to other versions.
Who Is This For?
Essential viewing for Street Fighter fans revisiting Third Strike Online Edition, especially those curious about CRT play, timing quirks, and character nuances like Makoto, Ibuki, and Q. Also valuable for players who want a candid, humorous breakdown of old-school versus modern fighting-game pacing.
Notable Quotes
"“destroyed. Screw I fought through it. The juggle. He actually had to parry.”"
—Early commentary on juggle, parry pressure, and the intensity of the match.
"“Playing old fighting games on a CRT like an old CRT literally feels amazing.”"
—Emphasizes the tactile nostalgia and performance difference CRTs provide.
"“Throws beat parry. If you do a parry attempt, throw beats it and it's like unteable.”"
—Key mechanic insight about parry versus throw dynamics.
"“Makoto stuns mad quick.”"
—Character-specific stun commentary highlighting Makoto’s strength.
"“Anything above 200 is going to be some problems.”"
—Latency threshold observation affecting gameplay quality.
Questions This Video Answers
- How does parrying interact with throws in Street Fighter III 3rd Strike?
- What makes Makoto’s stun game so strong in 3SOE compared to other characters?
- Is Third Strike Online Edition playable with CRT latency under 200ms?
- What are the hardest one-frame links in 3SOE and how can you practice them?
- Why does older Street Fighter balance feel different on CRT versus modern displays?
Street Fighter III: 3rd StrikeThird Strike Online Edition (3SOE)CRT vs. modern displaysParries and throws in 3SMakoto stun mechanicsIbuki, Q, Akuma balance in 3SOne-frame links in 3SFighting game latency and input timingSFX and voice clarity on CRT
Full Transcript
destroyed. Screw I fought through it. The juggle. He actually had to parry. The rose led to a reset. Yeah. Playing old fighting games on a CRT like an old CRT literally feels amazing. Tension secutai is 1 2 3. Yeah. Prepare to strike now. Oh god, let's go. Damn, his voice sounded so clear. Ow. [ __ ] I'm going to get my everything. Let's go. Don't parry. Final round. ENGAGE. I I FIGHT Y. OKAY, I remember where the hell these moves are. game can be a lot of fun. Uh what is the reverse code that I'm doing this?
I'm doing this. I've made my peace. I'm doing Shinriukin. I've made my peace with God, chat. I've made my peace with God. I fix NOW HIM. Holy [ __ ] I made my peace with God. Damn it. Whack. Really? GOOD. OKAY, DUDE. I got my [ __ ] twice and it didn't come out. I have to press it with kicks. Throw loops. This game is actually the one of the biggest Street Fighter games with no throw loops. But you know what? throws beat parry. If you do a parry attempt, throw beats it and it's like unteable. So if you tap forward or down, uh you get thrown out of it.
Holy [ __ ] That's unsafe. But that's unsafe. Into the heat of battle. Go for it. Holy [ __ ] ass. Yeah. God damn. God damn. All right. Trying to mash the [ __ ] out of this thing. Yeah. He's like going to the moon. 3SO was always first to one. Old fighting games were all first to ones, dude. Engage. The scream lord strike now. LET'S GO. [ __ ] me. I missed it, dude. Trying to get the super. How to get out of stun. Uh, wiggle the stick and mash as many buttons as fast as possible. You can get out of stun almost immediately.
You have to mash the [ __ ] out of it, though. Yeah, Ibuki and Shawn got nerfed to [ __ ] in this version because they were god tier in uh, Second Impact and New Gen. They were super good. Akuma got scot-free. Yeah, Akuma is still very good in this. It's true. Prepare to strike now. Damn [ __ ] The Makoto time. It's Makoto time. Ow. Wow. Oh no. Oh no. Oh god. Yeah, when she hits, she hits mad hard. She's a stun god, dude. I don't think any character builds stun as fast as Makoto technically does. Maybe Dudley. Maybe Hugo.
Makoto stuns mad quick. Q. No, Q doesn't stun very hard at all cuz Q can't combo, dude. And his normals suck. You can get stunned. It's just that he's not good at it. I'm already getting the hang of this version. It's kind of funny. I'm like legit adapting to 3SOE timing again. And it's funny. It's like the one I'm the most familiar with. Maybe engage. Oh, that was unlucky. Damn. Gutter trash. Are you ready? Go. Oh dear. H screw blow. Oh god. Poi. Oh god. You win. You again. Iuki. Another character with a lowass stun bar and low health.
We have 10 people in matchmaking at the moment. 16. It's a pretty decent amount. They're all just playing with each other. It's funny how like even 15 people playing feels good. Ow. Big punch. It's a Ronald McDonald over here. Trash. Fighters ready. Engage. Oh no. destroy screw. I fought through it. Screw the juggle. He actually had to parry. Oh [ __ ] You win. You win. I just got to blast through this shield. Let's fight. Gentle. All right, meter time. Meter meter meter meter in two three. [ __ ] screw blow. [ __ ] SCREW BLOW. OW! OW! OW! Let's go!
Screw! No! He did not do ex machine gun. Come on. Where was EX machine gun? Holy nipples. Trash. Final round now. Harryot screw blow. Two, two, three. Good [ __ ] Why would you? Why would you? I WOULD BE DESPERATE. Oh my god. You win. You have. He's like, "Oh Jesus, man. I could have literally five hit parried into super. It would have been godlike." Fighting. Engage. HOT. That sucks. Okay. I felt wrong. [ __ ] normal. Oh my god. Ice fight. Ice fight. GO god damn Q. Goddamn Q. Get the parry. And I have no normal that can go fast enough.
Final round. Go. FIGHT HUH? Jesus god damn. Working my ass off over here. Double teleporting yang. Holy god. Yeah, anything below 100 is completely playable and fine. Anything above it, I might get some stutters here and there. above 200 is going to be some problems. There's going to be some problems. I him. Enter the heat of battle. Go for it. Whoa. Nice. He actually has the uh the link. Damn. Okay. Okay. Don't let him get started. That's where he's good. All right. That's cool. Final round. Go for it. DAMN THE LINK, BRO. Holy [ __ ] Good I have to try that.
I've never done that super before, but that link is somewhat hard, right, chat? That's not easy to do. They hit it off like a crouching light. Holy [ __ ] Any one frame links on third strike uh in nearly everything with no cheating. Oh, you can ALSO It's not a special to super cancel. It's mad hard. Let's go. Going to walk you down, bro. Okay. Here goes big ass parrot. I know, right? It's funny looking. I am not. I am not aio. I have to do close um close HK heavy DP I think is my biggest punish.
Fighters ready. engage. Yep, that is a cross. My whole goddamn face. You wait for that. Heat. Heat.
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