Welcome to old school fighters.
Believe it or not, fighting games in the old days before SF4 didn’t present you with so many conveniences like they do now. Capcom still doesn’t provide that much in frame data anyway. A lot of KI players take things like the training mode and the frame data and hitboxes for granted, since they are so freely provided. These weren’t considered standard and really much of SF3’s lifespan was spent appealing to a hardcore fanbase, so it’s not the most beginner friendly iteration of the series.
The biggest thing you will notice is that the cancel windows for special moves is MUCH more difficult. Most modern fighters, SF4 being the biggest culprit, have a much more lenient window for cancelling into special moves, which lead to the invention of some pretty powerful option selects. The upside, cancelling into a hadoken was much more reliable, even to beginners.
Older generation fighters often don’t have huge cancel windows, and thus require much better timing and most players often got into the habit of always buffering off their normals, so if the move used is a good hit confirm, you can just finish the buffer motion with a button press and get a special to do damage. If your normal was blocked and you buffered the motion of the special, but noticed off the confirm you didn’t get the hit, then by pressing no button, the special doesn’t come out. It gives the impression that some players are psychic to a degree, but most after a while just became flat out good at reading opponents, and reacting accordingly.
There’s also the matter of execution. SF4 is also infamous for having shortcut inputs, and KI has them to an extent too. These inputs allow for a more forgiving execution of your motion inputs, and instead of doing a full quarter circle or DP motion, you could do these shortcut inputs and have the same result, which made it easy to mash a Shoryuken in SF4 on wakeup.
These lenient shortcut inputs DON’T exist in SF3, and you will need to hit your input much more quickly and precisely for your intended move. As such, people usually adopt a fight stick tactic to play the game as it delivers a precision level of inputs you normally can’t match on a controller. 3D fighters don’t typically suffer this problem, and some use the dual analog sticks you see on most controllers now, so fight sticks don’t work too well for things like Soul Calibur. Also, 3D fighters typically aren’t execution heavy like 2D fighters.
SF3 also had the parry mechanic, but with a MUCH tighter window than any KI character with a parry/counter. It also carried a pretty strict penalty for failure, as incorrectly anticipating a move with a bad parry either got you hit for a combo opportunity or at least taking damage from whatever super or projectile you were trying to parry. Sometimes, it’s good idea to not parry at all, as trying to parry a move often was a distraction for an incoming attack, and you’re parry rhythm would be disrupted by the additional attack.
So, yeah, the game comes from a different era where tutorials, frame data, and the modernized tools we take for granted today weren’t too abundant then. It’s focused on a higher skill level, where you’ll have to improve your execution and timing. As far as a lagless TV, you should always focus on reducing your lag as much as possible, but no matter how good you get it, there’s almost always going to be around 5 or so frames of lag. But you don’t need some super expensive TV to eliminate all lag to become super good at the game. If your TV does have a game mode setting, I would recommend switching to that. 120 Hz TVs will really mess with your experience A LOT, as you’ve got your input source at 60 FPS, and your TV will try to double this image rate and render each frame doubly (at HD definition no less) to try and simulate this smooth motion image. Most video games tend to look horrible under this setting when they aren’t natively calibrated to run at that high a refresh rate.
In short, a tougher fighting game from a much tougher era. If you are having fun with it though, I would also recommend you play Capcom vs SNK 2, that game is just so GOOD! They played it at EVO for years, well past its initial phase. It had almost as long a run as the original Smash games seem to have right now.
Whiffed normals (mediums and heavies) build meter in SF3. That’s why if you go back and watch old footage, you see a lot of people build meter off the footsie game, hard knockdowns, and long range whiffed normals. Also, taunts buffed characters in some small way if you managed to play out the full taunt animation successfully.