STREET FIGHTER III: THIRD STRIKE FAQ v0.9
- Fight for the Future -
for the Sega Dreamcast (import) and arcade versions
Written by Chris MacDonald
Unpublished work Copyright 1999-2001 Chris MacDonald
This document is protected by US Copyright Law, and the Berne Copyright
Convention of 1976. It 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). It is a free document that cannot be used
in any sort of commercial transaction, including selling it or giving
it away as a gift. This FAQ cannot be referenced, altered, or used by
anybody (including webmasters, publishers, and magazine staff) without
my express written permission. This FAQ was created and is owned by
me, Chris MacDonald <kmegura (at) yahoo (dot) com>. It can be found
exclusively at (www.GameFAQs.com). All copyrights and trademarks are
acknowledged and respected that are not specifically mentioned herein.
I expressly forbid the following publishers/publications from using this
FAQ, namely: Ziff-Davis Video Game Group (publishers of Expert Gamer),
Future Publishing, Ltd. (publishers of PlayStation Power, Official UK
PlayStation Magazine, etc.), IDG Media, Game 13th Magazine, Brady Games,
and Prima Games. Remember, plagiarism is a crime and is punishable by
law.
The Street Fighter series is (c) Capcom Co., Ltd.
=================
TABLE OF CONTENTS
=================
1. INTRODUCTION
- Basic Controls
- FAQ Notation
- Basic Moveslist
2. CHARACTER MOVELISTS
- Alex
- Chun-Li
- Dudley
- Elena
- Gill
- Gouki
- Hugo
- Ibuki
- Ken Masters
- Makoto
- Necro
- Oro
- Q
- Remy
- Ryu
- Sean
- Twelve
- Urien
- Yang
- Yun
3. SECRETS AND TRICKS
- Hidden System Direction Pages
- Play as Gill
- Unlock Extra Options
- Fight CPU-Controlled Q
- Bonus Game Level Select
- Secret Costume Color
- Beat Up Your Defeated Opponent
- Clear Pause Screen Trick
- Effie Losing Pose Trick
- Gouki's Shun Goku Satsu Trick
- Chun-Li's Hidden Win Pose
- Hugo's Hidden Taunt
- Super Art Naming Glitch
4. SYSTEM DIRECTION MENU
- Basic Instructions
- System Direction Pages
- Page Explanations
5. GAMEPLAY NOTES
- Rules of the Game
- Blocking and Parrying
- Super Arts
- EX Special Moves
- Super Canceling
- The Stun Gauge
- Overheads and Leap Attacks
- Throws, Holds, and Escapes
- Kara Canceling
- Personal Actions
- Stage Select and Bonus Stages
- Grade Judge System
6. OTHER MENUS
- Training Menu
- Blocking Training Menu
- Replay Menu
7. MISCELLANEOUS
- Defense Power Ratings
- Special Intros
- Endings
- Translations
8. AUTHOR'S NOTE
- Help Contribute to this FAQ
- Special Thanks
- Revision History
========================================================================
1. INTRODUCTION
========================================================================
------------------------------------------------------------------------
BASIC CONTROLS
------------------------------------------------------------------------
This section outlines the basic controls for all characters:
(controller directions and results)
ub u uf Jump Up-Back Jump Up Jump Up-Forward
\ | /
b -- n -- f Walk Back / Block Neutral Walk Forward
/ | \
db d df Crouch / Low Block Crouch Offensive Crouch
Remember to reverse the commands if on the left side of the screen.
(button layout and effect)
LP MP HP Light Punch Medium Punch Hard Punch
LK MK HK Light Kick Medium Kick Hard Kick
On the Dreamcast controller, the left trigger is Hard Kick, and the
right trigger is Hard Punch.
------------------------------------------------------------------------
FAQ NOTATION
------------------------------------------------------------------------
qcf / hcf - Input (d,df,f) or (b,db,d,df) on the controller.
qcb / hcb - Input (d,db,b) or (f,df,d,db) on the controller.
Rotate 360 / 720 - Rotate the controller in a full circle or two
full circles. The shorthand method to do this
is to input (f,df,d,db,b,ub,u) or the reverse.
There is no shorthand method for a 720, though.
Charge b,f / d,u - Hold in one direction for two seconds, then press
in the second direction and press the button
listed (P or K).
MP~HK - MP, MK, HP, or HK can be used for this move.
EX - The special move can be EX'ed.
PA / SA - Personal Action / Super Art
I / II / III - Super Art I, II, or III.
x# - Number of stocks you can hold for that Super Art.
? - Means I'm unsure if this really works, because
I can't get it to work myself.
Although this FAQ now covers the Japanese DC version of 3rd Strike, I'm
still going to use the US terms US terms (blocking instead of guarding,
parrying instead of blocking), since my old arcade FAQ used that
terminology.
------------------------------------------------------------------------
BASIC MOVESLIST
------------------------------------------------------------------------
Standing Block Hold b when attacked
Crouching Block Hold db when attacked
Mid-Air Block Hold b when attacked in air (see notes)
Standing Parry Tap f when attacked to stop high attacks
Crouching Parry Tap d when attacked to stop low attacks
Standing Guard Parry Tap f when blocking a multi-hit attack
Crouching Guard Parry Tap d when blocking a multi-hit attack
Air Parry Tap f when attacked in air
Air Guard Parry Tap f while blocking... (see notes)
Forward Dash Tap f,f
Backward Dash Tap b,b
High Jump Tap db,uf / d,u / df,ub
Quick Standing When knocked down, tap d as you land
Grap Defense When thrown, press LP + LK (air)
Throws and Holds When close, press (b / f +) LP + LK
Leap Attack Press MP + MK
Personal Action Press HP + HK
- 'Grap' is a combination of 'grab' and 'grapple'. It's not a
mispelling. :)
- You can only use air blocking and air guard parrying if you've
unlocked Page 8 of the System Direction Menu and have turned those
options on and set the System Direction to 'Original'. See section
4 for details. Remember for air blocking that you must hold back
and not up-back or down-back in order to block. Likewise, for
air guard parrying, you can only use 'tap f' version and not the
'tap d' version.
========================================================================
2. CHARACTER MOVELISTS
========================================================================
Characters are listed alphabetically. The silly-sounding titles that
come after each person's name are from the instruction booklet (except
for Gill's, which I got from www.dashtaisen.com) My Japanese
translating skills are not too hot, either, so they probably sound
goofier than they really are. Note that Gill is not normally selectable
(see section 3 for details on how to play with him).
Moves are listed in this order; throws, your leap attack, special moves,
command attacks, then your Super Arts. For the target combo listings,
you stay standing or crouching throughout the whole thing, unless it
says otherwise. So for Alex's target combos, you'd do a crouching LK,
then a crouching MK or HK. For Chun-Li's, you'd do a jumping HP, then
press HP while still in air. If you need to do something for the next
attack, you'll be told to stand or crouch (for an example, see Dudley's
4th Target Combo).
------------------------------------------------------------------------
ALEX, Power Edge
------------------------------------------------------------------------
Body Slam Press (b / f +) LP + LK
Hand Stamp Press MP + MK
EX Flash Chop qcf + P
Power Bomb hcb + P when close
Spiral D.D.T. hcb + K
EX Air Knee Smash f,d,df + K
EX Air Stampede Charge d,u + K
EX Slash Elbow Charge b,f + K
Flying Cross Chop Jump u or uf, d + HP
Chop f + MP
Lariat f + HP
Headbutt b + HP
Sleeper Hold Headbutt a back-turned opponent
Power Backdrop Power Bomb a back-turned opponent
Backdrop Bomb Hyper Bomb a back-turned opponent
I Hyper Bomb Rotate 360 + P x1
II Boomerang Raid qcf,qcf + P x2
III Stun Gun Headbutt qcf,qcf + P x1
Target Combos:
1. crouching LK, MK
2. crouching LK, HK (won't combo)
- The Flash Chop can destroy normal projectiles. When you connect with
this move, your opponent is spun around so that their back is left
toward you. You can combo off of them at this point, but only the
MP or HP Flash Chop give you enough time to do this. The EX Flash
Chop will not turn someone around and instead knocks them away.
- When your opponent has their back to you, attempting the Headbutt
results in the Sleeper Hold. Likewise, the Power Bomb becomes the
Power Backdrop, and the Hyper Bomb becomes the Backdrop Bomb. All
of these attacks do more damage than their 'normal' counterparts.
- You can't block or parry the Spiral DDT, but you can duck under it.
- The EX Air Knee Smash can be blocked or parried.
- The EX version of the Air Stampede homes in on an opponent.
- Alex's Air Stampede, the Flying Cross Chop, and his standing HP must
be blocked standing.
- The Headbutt can be blocked.
- Normally, doing the Boomerang Raid leaves Alex's opponent with their
back turned towards him, so that he finishes with an unblockable
Backdrop-like attack. If they are still facing forward when he grabs
them (such as if they blocked or parried the previous hits, or if he
did the move out of range so that only the grab hit), he finishes
them with an unblockable Power Bomb (the button used changes the
Power Bomb animation, but not the damage). The Power Bomb does less
damage than the normal Backdrop finisher, obviously.
- An opponent hit by the Stun Gun Headbutt ends up dizzy. The button
used determines how far forward Alex jumps during this Super Art.
- The Power Bomb, Spiral D.D.T., Air Knee Smash, Sleeper Hold, Power
Backdrop, Backdrop Bomb, Hyper Bomb, and Stun Gun Headbutt are all
unblockable.
------------------------------------------------------------------------
CHUN-LI, Beautiful Leg Lines Come Again
------------------------------------------------------------------------
Koshuu Tou Press (b / f +) LP + LK
Ryuusei Raku Press (b / f +) LP + LK in air
Kakushi Ken Press MP + MK
EX Kikou Ken hcf + P
EX Hazan Shuu hcb + K
EX Spinning Bird Kick Charge d,u + K
EX Hyakuretsu Kyaku Tap K rapidly (tap KK for EX version)
Souren Shou b + MP (cancelable)
Hakkei b + HP (cancelable)
Senjou Shuu f + MK
Yoku Sen Kyaku f + HK
Tenshin Shuu Kyaku df + HK
Yousou Kyaku In air, d + MK
Kakushu Raku Kyaku Press and hold MK when close
Suitotsu Da Jump uf, press db~df + HP
Sankaku Tobi Jump against a wall, then press uf
I Kikou Shou qcf,qcf + P x1
II Houyoku Sen qcf,qcf + K x2
III Tensei Ranka qcf,qcf + K x3
Target Combos:
1. jumping diagonally + HP, HP
- The button used for the Kikou Ken determines how far it travels (LP
is longest range, HP is shortest).
- The Kikou Shou can negate projectiles.
- You can cancel the final hit of the Houyoku Sen with a high jump.
- The Hazan Shuu, Tenshin Shuu Kyaku, Yousou Kyaku, Suitotsu Da, and
the final hit of the Tensei Ranka are overhead attacks and must be
blocked low.
------------------------------------------------------------------------
DUDLEY, Boxing Gentleman
------------------------------------------------------------------------
Lever Crusher Press LP + LK
Dynamite Throw Press b / f + LP + LK
Jumping Elbow Press MP + MK
EX Jet Upper f,d,df + P
EX Machine Gun Blow hcf + P
Ducking hcf + K
Ducking Straight Press P during Ducking
Ducking Upper Press K during Ducking
EX Cross Counter hcb + P
EX Short Swing Blow hcb + K
Slipping Jab f + LP (cancelable)
Stomach Blow f + MP
Step Straight f + HP (super cancelable)
Lever Blow f + MK (cancelable)
Dart Shot f + HK
I Rocket Upper qcf,qcf + P x2
II Rolling Thunder qcf,qcf + P, tap P rapidly x1
III Corkscrew Blow qcf,qcf + P x3
Target Combos:
1. standing LP, MP, MK (super cancelable on MP)
2. f+LP, MP (cancelable)
3. crouching LK, MP, HP
4. crouching LK, crouching or standing MK
5. standing MK, HK, HP
6. f+HK, MK
7. standing MP, MK, HP
8. standing LK, MK, MP, HP (super cancelable on MP)
9. f+MK, MK, HP
- You can juggle someone after an EX Machine Gun Blow.
- When you use the Cross Counter, Dudley stands around idly for a moment
(LP is the longest amount of time, HP is the shortest, strangely). If
Dudley is hit, he counters with a rushing punch. The damage he does
depends on the strength of his opponent's attack--countering an Light
Punch does less damage than counter a Hard Kick. Dudley can counter
most middle and high attacks (including jumping attacks), but can't
stop low attacks. Finally, note that he still takes damage from his
opponent's attack, which means it's possible to kill Dudley but still
have him Cross Counter you. Unfortunately, his attack (even an EX
version) will do no damage. ;(
- On the bright side, the EX Cross Counter costs less to use than his
other EX specials, so if it misses you didn't waste too much power :)
- The Slipping Jab can be performed repeatedly (it combos into itself).
- Dudley's Dart Shot must be blocked standing.
- The button used for the Corkscrew Blow determines how far forward you
move during this move.
- Immediately after you input the command for the Rolling Thunder, you
can press f + PPP to make Dudley dash forward, then dash again,
before he starts punching. If your enemy isn't close by, holding
f + PPP will make Dudley dash forward repeatedly until he's within
range.
- Dudley doesn't seem to have the Punch and Cross (hcb,f + P). Is it
just a glitch move in the arcade version or something?
------------------------------------------------------------------------
ELENA, Warrior of the Earth
------------------------------------------------------------------------
Body Slam Press (b / f +) LP + LK
Knee Attack Press MP + MK
EX Rhino Horn hcf + K
EX Mallet Smash hcb + P
EX Spin Scythe qcb + K (perform 2 times)
EX Scratch Wheel f,d,df + K
EX Lynx Tail b,d,db + K
Handstand Kick f + MP
Handstand Whip f + MK
Round Arch b + HK
Sliding df + HK
I Spinning Beat qcf,qcf + K x3
II Brave Dance qcf,qcf + K x2
III Healing qcf,qcf + P, then PP to cancel x1
Target Combos:
1. jumping LP, MK
2. jumping MP, HP
3. standing HP, standing HK
4. standing MK, crouching HP
- The Mallet Mash, Handstand Kick, and Handstand Whip are overhead
attacks.
- After the first two hits of the Spin Scythe, entering qcb + K again
makes Elena finish the kick. In the EX version, she finishes the
qcb + K version by knocking her opponent into the air, where they
can be juggled. Alternately, you can enter qcb + K before that
final kick to make her do a normal finisher, but you're better off
juggling, since the finisher does about the same damage (depending
on what button you use).
- The Lynx Tail and Sliding hit low and must be crouch blocked.
- When the Healing SA is used, Elena gains back a small amount of
lost life. If she's hit during this move, then she gains back no
more life and the move ends. You can end the move prematurely by
pressing PP during the Healing animation, but this is not advised
as Elena gets back the most life just as the move ends.
------------------------------------------------------------------------
GILL, Supreme Ruler of the Age of Gods
------------------------------------------------------------------------
Impact Claw Press LP + LK
Guilty Bomb Press b / f + LP + LK
Elbow Press MP + MK
Pyro-kinesis qcf + P (on the left side)
Cryo-kinesis qcf + P (on the right side)
Cyber Lariat (Pyro Heat) f,d,df + P (on the left side)
Cyber Lariat (Cryo Heat) f,d,df + P (on the right side)
Moonsault Knee Drop hcb + K
Psycho Headbutt qcb + P
Palm Upper b + MP (this is cancelable)
Step Kick f + MK
any Meteor Strike qcf,qcf + P x1
any Seraphic Wing qcf,qcf + K x1
any Ressurection (occurs when you lose a round) x1
Target Combos:
1. standing LP, MP
2. crouching LK, MK
3. standing LP, b+MP (won't combo, but b + MP is cancelable)
- Gill does not have any EX-able moves. Unlike W Impact, he can now
super cancel his moves, though.
- The Cyber Lariat has two 'hit points'. If done from relatively close,
Gill's opponent is knocked down. If done from further away, only
the elemental part (fire or ice) hits, and won't knock an opponent to
the floor.
- Gill's Moonsault Knee Drop and standing HK must be blocked standing.
- The Moonsault Knee Drop homes in on an opponent's location, no matter
what button strength is used.
- The Psycho Headbutt will miss most characters if they are crouching.
It's best used as an anti-air attack.
- The Seraphic Wing cannot be parried, only blocked.
- If Gill has one stock left when he is killed, he will come back to
life using the Ressurection. For the rest of that round, he cannot
earn more Super Art power, although he can earn SA power normally
in all following rounds. Gill can be hit out of this move, preventing
him from earning back all of his life, but he also automatically
pushes people away who are close to him, so it can be difficult to
land a hit.
- Gill's Hard attacks and some of his special moves have the elemental
effect of fire or ice. This changes depending on what side of the
screen he's on. When he's on the left side (or first player side)
of the screen, his attacks are like so:
Standing HP / HK - Ice
Jumping HP / HK - Fire
Crouching HP - Fire
Crouching HK - Ice
qcf + P - Pyro-kinesis
f,d,df + P - Cyber Lariat (Pyro Heat)
When he's on the right side of the screen, all of this is reversed
(so his crouching HP would be an ice attack, his qcf + P is the
Cryokinesis, and his Cyber Lariat is the Cryo Heat type).
- Gill's standing HK can hit twice at times, as can the Cyber Lariat.
- Gill's attacks can juggle like mad, and in fact he has an infinite
combo--knock someone up with a crouching HP, then juggle them with
Psycho Headbutts. He has a ton of other insane juggles, like doing
two Cyber Lariats in a row and so on.
------------------------------------------------------------------------
GOUKI, Man with the Ultimate Fist
------------------------------------------------------------------------
Seoi Nage Press (f +) LP + LK
Tomoe Nage Press b + LP + LK
Straight Press MP + MK
Gou Hadou Ken qcf + P
Zankuu Hadou Ken In air, qcf + P
Shakunetsu Hadou Ken hcb + P
Gou Shouryuu Ken f,d,df + P
Tatsumaki Zankuu Kyaku qcb + K (air)
Ashura Senkuu f,d,df / b,d,db + PPP / KKK
Hyakki Shuu f,d,df + K, then...
Hyakki Gouzan ...do nothing after Hyakki Shuu
Hyakki Goushou ...press P while in air
Hyakki Goujin ...press K while in air
Hyakki Gousai ...press LP + LK when close and in air
Tenma Kuujin Kyaku Jump uf, d + MK at apex of jump
Zugai Hasatsu f + MP
I Messatsu Gou Hadou qcf,qcf + P x2
I Tenma Gou Zankuu In air, qcf,qcf + P x2
II Messatsu Gou Shouryuu qcf,qcf + P x2
III Messatsu Gou Rasen qcf,qcf + K x2
III Messatsu Gou Senpuu In air, qcf,qcf + K x2
any Shun Goku Satsu LP,LP,f,LK,HP x(max stocks)
any Kongou Kokuretsu Zan d,d,d + PP x(max stocks)
Target Combos:
1. close standing MP, HP
- Gouki does not have any EX-able moves.
- You can follow a ground LK Tatsumaki Zankuu Kyaku with an MP or HP
Gou Shouryuu Ken.
- The weird thing about the Ashura Senkuu is that if your opponent
does a Super Art while teleporting, Gouki immediately stops moving
and simply stands where he was when the SA began. This means that
you can hit Gouki with Super Arts, and you don't have to worry
about him teleporting out of the way! This effect will even work
if you use a non-hitting Super Art (like Healing or Sei'ei Enbu).
- The Hyakki Goushou, Zugai Hasatsu, and Tenma Kuujin Kyaku are
overhead attacks.
- You can combo an attack after a Tenma Kuujin Kyaku or Hyakki Goujin.
- The Hyakki Gousai is a mid-air throw. It will only hit someone if
you grab them by the head, and it cannot catch people out of the
air. Unlike other air throws, you can't Grap Defense out of it.
- If you pick Super Art I, you can use both the Messatsu Gou Hadou on
the ground, and the Tenma Gou Zankuu in the air. If you pick Super
Art III, you get the Messatsu Gou Rasen on the ground, and the
Messatsu Gou Senpuu (which does 1 point less of damage) in the air.
- No matter what Super Art you pick, as long as you have 2 stocks in
reserve, you can use the Shun Goku Satsu or Kongou Kokuretsu Zan.
------------------------------------------------------------------------
HUGO, Great Iron-Blooded Giant
------------------------------------------------------------------------
Neck Hanging Three Press LP + LK
Body Slam Press b / f + LP + LK
Knee Attack Press MP + MK
EX Giant Palm Bomber qcb + P
EX Monster Lariat qcf + K (see notes on EX version)
Ultra Throw hcb + K when close
Moonsault Press Rotate 360 + P when close
Meat Squasher Rotate 360 + K
Shootdown Backbreaker f,d,df + K
Body Press In air, d + HP
Drop Kick b / f + HK
Elbow When close, press HP while standing
I Gigas Breaker Rotate 720 + P when close x1
II Megaton Press qcf,qcf + K x2
III Hammer Mountain qcf,qcf + P, hold P to delay x2
Target Combos: None.
Link Combos:
1. standing or crouching LP, LP, LP
- An opponent hit by the Giant Palm Bomber is stunned and can be hit
by another attack before they recover. The EX Giant Palm Bomber
knocks an opponent into the air. Both versions can destroy normal
projectiles, too.
- Any character can crouch under the Monster Lariat. If you hold K
during the EX version, Hugo will run all the way across the screen;
the longer you hold K, the more damage the lariat does. Releasing
K will make Hugo stop running and immediately lariat his opponent.
- The Ultra Throw makes Hugo grab his opponent and throw them against
the far wall. Afterwards, they rebound off the wall and are left
open to attack. The button used determines how far they rebound
after hitting the wall (LK is not far at all, while HK makes them
fall closer to you).
- The Meat Squasher starts off looking like a missed throw, but then
Hugo runs at his opponent, grabs them and belly bops them into
whichever wall is closest. This move doesn't do great damage, but
it does have a good range (HK is full screen)! Unfortunately,
nothing prevents your opponent from clobbering you while you're
running towards them.
- The ranges on the Shootdown Backbreaker have changed since Second
Impact; now they all carry Hugo further across the screen, so it's
easier to grab someone from far away.
- The Ultra Throw, Moonsault Press, Meat Squasher, Shootdown
Backbreaker, Gigas Breaker, and Megaton Press are all unblockable.
- The Hammer Mountain can be delayed, but if you delay it for too long,
the SA ends without Hugo attacking. The delay is useful if you want
to get closer before beginning the combo part of this move. Since he
uses his standing close HP for the third hit of the Hammer Mountain,
that hit must be blocked standing.
- The Shootdown Backbreaker and Megaton Press only hit airborne foes.
They will also connect after an EX Giant Palm Bomber or the Ultra
Throw. The Megaton Press, in particular, has a very good range (it
depends on the button used, HK is furthest), can can grab people who
are just off the ground (say, Sean doing a Tornado).
- Hugo's standing MK, HK, and HP must be blocked standing.
- You can follow Hugo's Neck Hanging Three with an attack when your
opponent's in the corner of the screen, like the Megaton Press!
------------------------------------------------------------------------
IBUKI, High-School Senior Ninja
------------------------------------------------------------------------
Yamitsudzura Press (b / f +) LP + LK
Tobizaru Press (b / f +) LP + LK in air
Souken Press MP + MK
EX Kunai In air, qcf + P (hold f during EX ver.)
EX Kubi Ori qcf + P
Kasumi Gake qcf + K
Tsuiji Goe f,d,df + P
EX Kazakiri f,d,df + K
EX Hien b,d,db + K
Raida hcb + P when close
EX Tsumuji qcb + K, then same K or d + same K
Rasen Chuu Press HP when standing from afar
Oiura Ken Press HP during Rasen Chuu
Maki Geri f + LK
Koube Kudaki f + MK
Bonshou Geri f + HK
You Men b + MP (cancelable on first hit)
Ura Maki Geri b + MK
Sazan df + MK
I Kasumi Suzaku In air, qcf,qcf + P, tap P rapidly x3
II Yoroi Dooshi qcf,qcf + P (from far or up close) x1
III Yami Shigure qcf,qcf + P x1
Target Combos:
1. jumping HP, f+MK
2. jump diagonally LP, f+HP
3. jump diagonally LK, f+MK
4. standing close HP (2 hits), crouching HK, standing far HK (can
cancel last hit with a high jump)
5. (standing far LP), standing far MP, f+LK
6. b+MK, f+MK (won't combo)
7. (standing LK), MK, HK
8. close standing LP, MP, crouching HK, standing HK (cancelable on
first hit of MP; can cancel last hit with a high jump)
9. close standing LP, MP (1 hit), HP (cancelable on first hit of MP
or on HP)
10. b+MP (2 hits), crouching HK, standing HK (can cancel last hit
with a high jump)
11. b+MP (1 hit), HP (cancelable)
- The button used for the Kunai determines it's angle. The Kunai
knives can be destroyed by normal punches and kicks, but you need
to have good timing. Even the EX Kunai can be destroyed, but this
isn't too useful unless your attack can take out both knives, since
otherwise, you'll still get hit. You can hold forward during the
EX Kunai to make them fly further.
- The Kubi Ori must be crouch blocked. The actual command for this
move is "qcf + P", despite what the instruction manual says.
- For the life of me, I can't figure out the purpose of the Kasumi
Gake. It's faster than Ibuki's normal dash (since she runs instead
of hopping), but you can't use it to go through people, and if you're
hit while running, you take _additional_ damage!
- The Tsuiji Goe can be used to set up a Kunai or Kasumi Suzaku, but
it's a little tricky. If you do this move and jump over your enemy,
you have to reverse the command for either attack since you're now
facing toward them. If you do this move but don't jump over your
enemy (say, if they're far away), then you have to do the command
in the same direction (towards them), even though Ibuki will throw
the Kunai or EX Kunai in the wrong direction. In the case of the
Kasumi Suzaku, though, she'll turn the right way before firing.
- The EX Kazakiri does 1 damage point less than an HK version, but
Ibuki recovers in air, allowing to throw a punch or kick, or even use
a Kunai or Kasumi Suzaku as you fall (of course, you could always
supercancel out of an HK Kazakiri into the Kasumi Suzaku).
- After the Hien, you can follow with a Kunai or Kasumi Suzaku. The
EX version of the Hien homes in on an opponent's location. This
move is an overhead attack.
- The Raida is blockable.
- Ibuki's Tsumuji has changed slightly since 2nd Impact. For the LK
or HK versions, you cannot add hits, but can make the last hit an
uncomboable sweep by holding down. For the MK version, you can add
an extra hit by pressing MK after the 2nd hit, or you can add an
uncomboable sweep by pressing d + MK after the 2nd hit. During
the EX version of this move, simply holding down makes you sweep,
and the sweeps can combo together (but they can't combo into the
standing kicks).
- The Rasen Chuu is cancelable. Unlike 2nd Impact, you can go into
the Oiura Ken even if the Rasen Chuu misses or is blocked, but the
Oiura Ken is no longer super cancelable.
- The Maki Geri can be performed repeatedly (it combos into itself).
- The Koube Kudaki is an overhead attack. Since your opponet stays
stunned, you can follow with an attack once you land (such as the
Yami Shigure).
- The Sazan hits low and must be crouch blocked.
- During the Kasumi Suzaku, you can tap P to throw more knives. This
will also make you rise higher into the air.
- When you do the Yoroi Dooshi from up close, it becomes an unblockable,
unparryable Raida-like attack that does much higher damage (as opposed
to it being both blockable and parryable in previous games). From
further away, Ibuki attacks with a large ball of orange energy (that
is both blockable and parryable), which does significantly less
damage.
- The Yami Shigure hits low and must be crouch blocked. The button
used determines where Ibuki throws her kunai at. This is important
because if you use the HP version while next to someone, Ibuki will
throw the kunai past them and the Super Art not continue.
- You can cancel Ibuki's close standing HK (on the second hit only),
with a high jump. You can do the same with her far standing HK or
crouching HP, although neither of these attacks will launch her
opponent into the air.
- Unlike other characters, Ibuki's dash can be used to leap through a
character and end up behind them. Technically her backstep can, too,
although I don't see how you could arrange a backdash through your
opponent ;)
- You can Grap Defense out of Ibuki's Personal Action.
------------------------------------------------------------------------
KEN MASTERS, Rising Dragon of Flames
------------------------------------------------------------------------
Hiza Geri Press LP + LK
Seoi Nage Press f + LP + LK
Jigoku Guruma Press b + LP + LK
Straight Press MP + MK
EX Hadou Ken qcf + P
EX Shouryuu Ken f,d,df + P
EX Tatsumaki Senpuu Kyaku qcb + K
Inazuma Kakato Wari b + MK / hold MK during standing MK
Fumikomi Mae Geri f + MK
Shiden Kakato Otoshi f + HK (hold HK to fake)
I Shouryuu Reppa qcf,qcf + P x2
II Shinryuu Ken qcf,qcf + K, tap K rapidly x1
III Shippuujinrai Kyaku qcf,qcf + K x3
Target Combos:
1. close standing MP, HP (cancelable)
- Ken's Inazuma Kakato Wari and Shiden Kakato Otoshi must be blocked
standing.
- If blocked, Ken stops the Shippuujinrai Kyaku halfway through.
------------------------------------------------------------------------
MAKOTO, Super Tough Karate Girl
------------------------------------------------------------------------
Hikiyose Zutsuki "Tacchuu" Press LP + LK
Hiji Otoshi Sanren Tsuki "Araiso" b / f + LP + LK
Tobi Ken "Chigusa" Press MP + MK
EX Tosshin Seiken-zuki "Hayate" qcf + P (hold P to charge)
EX Chokujou Seiken-zuki "Fukiage" f,d,df + P
EX Uchi Oroshi Shutou "Oroshi" qcb + P
Tsurushi Nodowa "Karakusa" hcb + K when close
EX Senkou Kakato Otoshi "Tsurugi" Jump u or uf, qcb + K
Kote Tsuki "Kazami" f + LP
Gezuki "Kaoruna" f + MP
Fumikomi Seiken-zuki "Shimaki" f + HP
Fumikomi Seiken Sanren Tsuki "Yamase" Press HP during "Shimaki"
Mae Geri "Shibuki" f + LK
Fumikomi Joudan Mawashi Geri "Naruto" f + MK
Fumikomi Soku Barai "Kuroshio" f + HK (hold HK to fake)
I Seichuusen Godan-zuki qcf,qcf + P x1
II Abare Tosanami Kudaki qcf,qcf + K x2
III Tanden Renki: Seme no Kata qcf,qcf + P x1
Target Combos:
1. standing LK, MK
2. standing f + MK, HK (won't combo)
- You can hold P to delay the "Hayate", increasing the amount of damage
it does. If you wish to cancel a delayed "Hayate", press any Kick
while still holding P. After the "Hayate" hits, you can make Makoto
taunt her opponent by pressing HP + HK.
- The "Fukiage" will only hit an airborne opponent. After connecting
with this move, you can attack your opponent as they're falling.
- The "Oroshi" is an overhead attack and must be blocked standing.
- The "Karakusa" is an unblockable throw. It does very little damage,
but since Makoto recovers before her opponent does, you can follow
it with any attack you like.
- The "Kaoruna" is super cancelable.
- The button used for the Abare Tosanami Kudaki determines the angle
of Makoto's diving kick. This diving kick is an overhead attack
and must be blocked standing. After the final hit, you can juggle
your opponent as they fall.
- During the Tanden Renki, Makoto's skin turns red. For a limited
period of time, her attacks inflict more damage. While she cannot
block during this Super Art, she can still parry.
------------------------------------------------------------------------
NECRO, Bio-Cyber
------------------------------------------------------------------------
Shoulder Attack Press (f +) LP + LK
Frankensteiner Press b + LP + LK
German Suplex b / f + LP / LK on a back-turned foe
Finger Attack Press MP + MK
EX Flying Viper qcb + P
EX Rising Cobra qcb + K
EX Tornado Hook hcf + P
Snake Fang hcf + K
German Suplex Snake Fang a back-turned opponent
Denji Blast f,d,df + P, tap P rapidly
Drill Kick In air, d + K
Elbow b + LP / MP (cancelable)
Necro Upper b + HP
Knee Dagger b + LK (cancelable)
Knee Attack b + MK (cancelable)
Knee Missile b + HK
Whip Straight d / df + HP
Elbow Cannon db + HP
I Chou Denji Storm qcf,qcf + P, tap P rapidly x1
II Slam Dance qcf,qcf + P x1
III Electric Snake qcf,qcf + P x2
Target Combos:
1. standing b+LK, MP (cancelable)
- Necro's Flying Viper and Rising Cobra are overhead attacks.
- An opponent hit by the the HP Tornado Hook is left with his back
turned towards Necro, allowing you to get in an extra hit or use
the German Suplex (Snake Fang version only).
- The Snake Fang and Electric Snake must be blocked low.
- Anyone hit by the Knee Missile remains stunned long enough for Necro
to follow up with an attack.
- Anybody hit by the Necro Upper can be juggled as they fall.
- The Chou Denji Storm has a 'vacuum' effect that will suck in nearby
characters.
- The Slam Dance is unblockable.
- Necro can shorten the length of his limbs by pressing back, then
hitting any Punch or Kick button.
------------------------------------------------------------------------
ORO, Mysterious Old Man with the Secret of Immortality
------------------------------------------------------------------------
Kubi-jime Kataguruma Press (f +) LP + LK
Tomoe Nage Press b + LP + LK
Kuuchuu Jigoku Guruma In air, any dir. but d + HP when close
Tobi Hiza Press MP + MK
EX Nichirin Shou Charge b,f + P
EX Oni Yanma Charge d,u + P
Niou Riki hcb + P
EX Jinchuu Watari qcf + K
EX Hitobashira Nobori In air, qcf + K, tap K rapidly
Mawashi Hiji f + MP
2 Dan Tobi While jumping, press ub~uf
I Kishin Riki qcf,qcf + P, then P to grab x1/1
I Kishin K. Jigoku Guruma qcf,qcf + P, grab out of air x1/1
II Yagyou Dama qcf,qcf + P (use 3 times) x3/3
III Tengu Ishi qcf,qcf + P x1/1
I Kishin Tsui qcf,qcf + PP x(max stock)
II Yagyou Oodama qcf,qcf + PP x(max stocks)
III Tengu Midare Ishi qcf,qcf + PP x(max stock)
Target Combos:
1. close standing LK, MK
- The button used for the Nichirin Shou determines the direction in
which Oro's projectile is thrown. LP is straight forward, MP is
at a diagonal angle, and HP is at a 45 degree angle. During the
EX version of this move, the projectile homes in on your opponent
somewhat, and Oro will direct his arm according to where your
opponent is (ground or air), when you fire.
- The Niou Riki is blockable, but cannot be parried.
- The EX version of the ground Jinchuu Watari homes in on an opponent.
- The Jinchuu Watari only hits a set number of times when done on the
ground. The air version, called Hitobashira Nobori, can hit
multiple times if you tap K.
- Oro's Jinchuu Watari, Hitobashira Nobori, and standing HP must be
blocked standing.
- During the Kishin Riki, Oro glows. Pressing any Punch button makes
him attempt a grab, as does attempting the Niou Riki. Unfortunately,
while you can still do combos like close standing MK into Niou Riki,
it won't combo, preventing you from comboing into the Kishin Riki.
Anyhow, upon grabbing an opponent, he slams them around (if it was a
ground grab), or performs the Kishin Kuuchuu Jigoku Guruma (Terrible
God's Mid-Air Hell Wheel), if he grabbed them in mid-air. Note that
the grab attempt is unblockable.
- The button used for the Yagyou Dama affects it's trajectory (LP is
fairly straight, HP makes it bob up and down). It would appear that
Oro has lost his high-arc Yagyou Dama (which was done by using PPP
in New Generation, and PP in 2nd Impact). Nonetheless, you can still
have three Yagyou Dama balls on screen at the same time.
- During the Tengu Ishi, items float around Oro's head, and whenever he
attacks, they ram into his opponent for additional hits. They will
not hit extra times during a Nichirin Shou or Niou Riki, though. The
items can also offer a limited defense against attack, as they will
absorb blows. For example, they could stop an incoming jump kick,
or if someone had thrown a fireball at you, you could press LP to
make the items fly forward and negate the fireball. Not all attacks
can be stopped by the items, though.
- Whatever Super Art you select also gives you an enchanced SA as well
that costs all your stocks. So if you picked the Yagyou Dama, you
could also perform the Yagyou Oodama once you had three levels of
power.
- The Kishin Tsui makes Oro leap forward and do an unblockable grab
attempt. If he misses, that's it--there's no timer or anything. If
he hits, he performs one heck of a flying piledriver. You could still
do more damage with multiple Kishin Riki hits, but this one looks more
impressive :)
- The neat thing about the Tengu Midare Ishi is that you have five items
to attack with (which also offers you more defense), but the timer
goes down a lot faster. The damage increase isn't that great, but
with all those items surrounding you, your opponent's attacks have a
harder time reaching you.
- You can cancel Oro's standing MP with a high jump on either hit.
Since this attack launches an opponent, it means you can follow with
an air combo.
------------------------------------------------------------------------
Q, Whose Existence is a Mystery
------------------------------------------------------------------------
Due to Q's really long move names, the complete spellings have been
abridged a bit (they should all say 'Kari' after them). For the real
spellings, please see the Translations section.
Hokaku Oyobi Shippu o Mochii ta Tsuuda (Kari) Press LP + LK
Hokaku Oyobi Touteki ni yoru Daraku Shougeki b / f + LP + LK
Shippu ni yoru Ko-Chouyaku Kougeki (Kari) Press MP + MK
EX Tosshin Toubu Dageki (Kari) Charge b,f + P
Tosshin Touchoubu Dageki (Kari) Charge b,f + hold P
EX Tosshin Kashi Dageki (Kari) Charge b,f + K
EX Kousokudo Renzoku Dageki (Kari) qcb + P
Hokaku Oyobi Tsuukon Dageki (Kari) hcb + K when close
Toubu ni yoru Jouhou Kougeki (Kari) b + MP
Ryouude ni yoru Zenshin Tsuugeki (Kari) b + HP
Tentou kara no Toubu Tsuugeki (Kari) b + HK
Tentou kara no Kyakubu Tsuugeki (Kari) db~df + HK
I Tosshin Oyobi Chishi Renzoku Dageki (Kari) qcf,qcf + P x2
II Fukubu Oyobi Koutoubu e no Tsuuda (Kari) qcf,qcf + P x1
III Bakuhatsu o Tomonau Dageki ya Hokaku (Kari) qcf,qcf + P x1
III Bakuhatsu o Tomonau Dageki ya Hokaku: Dageki qcf + P from SA III
III Bakuhatsu o Tomonau Dageki ya Hokaku: Hokaku qcf + K from SA III
Target Combos: None.
- You can hit someone while they're falling after an EX Tosshin Toubu
Dageki, Hokaku Oyobi Tsuukon Dageki, or Fukubu Oyobi Koutoubu e no
Tsuuda.
- The Tosshin Kashi Dageki, the next-to-last hit of the Tosshin Oyobi
Chishi Renzoku Dageki, as well as Q's crouching HP all hit low and
must be blocked crouching.
- The Tosshin Touchoubu Dageki is an overhead attack and must be
blocked standing.
- The button used for the Kousokudo Renzoku Dageki determines the
angle of Q's hand swipes. LP is horizontal, MP is slightly upwards,
and HP is at a higher upwards angle.
- The Hokaku Oyobi Tsuukon Dageki is an unblockable throw.
- The Tentou kara no Toubu Tsuugeki has two 'hit points'; first low,
then high. Both can be blocked standing, but only the low hit can
be canceled into special moves or Super Arts. However, this hit
will also knock an opponent down.
- After the Bakuhatsu o Tomonau Dageki ya Hokaku, Q will flash orange.
You now have two new moves you can use: the Dageki and the Hokaku.
The Dageki is a comboable punch attack, while the Hokaku is an
unblockable throw. Connecting with either one results in a large
explosion. The throw method (Hokaku) does more damage than the
punch attack (Dageki), though.
- Here's something weird--for anyone who has seen the 'Giant Robo: Day
of the Dead' anime, one of the women, Wendy, first shows up in the
movie disgused _exactly_ like Q--same hat and trenchcoat, same gloves,
even the same riveted metal mask. So there has to be some connection,
but I don't know what.
------------------------------------------------------------------------
REMY, Love and Hatred Compacted Together
------------------------------------------------------------------------
Valse no you ni Kuruoshiku Press LP + LK
Nemuri wo Midasu Contour Press b / f + LP + LK
Izanai no Vague Press MP + MK
EX Vertu no Zankou: Haute Charge b,f + P
EX Vertu no Zankou: Basse Charge b,f + K
EX Ma Cherie no Hiai Charge d,u + K
EX Tsumetaku Aoi Regret qcb + K
Amari ni Muku na Aiguille f + MK
I Hunnu no Supernova qcf,qcf + P x2
II Vierge ni Ansoku O qcf,qcf + K x2
III Shoushin no Nocturne qcf,qcf + K x1
Target Combos:
1. close standing MK, HK
- The Vertu no Zankou: Basse is a low attack and must be crouch
blocked. During an EX version of either Vertu no Zankou, Remy
throws a high and low projectile--the low one must be crouch
blocked or it will hit.
- The Tsumetaku Aoi Regret can be used to pass over a projectile
and hit someone at the same time, if you're using the HK version.
- The Amari ni Muku na Aiguille must be blocked standing.
- The Shoushin no Nocturne is a counterattack SA. If Remy is hit
while his knee is lifted, he counters with a series of attacks.
The attack must come right after the SA starts--afterwards he won't
counter, even though he's in the same pose. This move can counter
aerial attacks, but this is not recommended, as you won't get in all
of the hits.
- Remy's crouching HP and his LP + LK throw (the Valse no you ni
Kuruoshiku) knock a hit opponent into the air, allowing you to
follow up with, say, a Ma Cherie no Hiai (for the throw, this only
works in the corner of the screen).
------------------------------------------------------------------------
RYU, Superior One Who Seeks the Way
------------------------------------------------------------------------
Seoi Nage Press (f +) LP + LK
Tomoe Nage Press b + LP + LK
Straight Press MP + MK
EX Hadou Ken qcf + P
EX Shouryuu Ken f,d,df + P
EX Tatsumaki Senpuu Kyaku qcb + K
EX Joudan Sokutou Geri hcf + K
Sakotsu Wari f + MP
Kyuubi Kudaki f + HP
I Shinkuu Hadou Ken qcf,qcf + P x2
II Shin Shouryuu Ken qcf,qcf + P x1
III Denjin Hadou Ken qcf,qcf + P, hold P to charge x1
Target Combos:
1. far standing HP, HK
- An opponent hit by the EX Joudan Sokutou Geri is knocked off the
wall behind them and into the air, where they can be juggled.
- Ryu's Sakotsu Wari must be blocked standing.
- You can link the Kyuubi Kudaki into an EX Shouryuu Ken or the Shin
Shouryuu Ken.
- The Shin Shouryuu Ken hits more times against an opponent who is in
the air, but for less overall damage. You can juggle someone who
is falling down after getting hit by the ground version.
- The Denjin Hadou Ken is unblockable, but can still be parried. If
you hold down the button used, Ryu will charge it up through four
levels, flashing each time he reaches another level. The more levels
you have, the faster the fireball goes, and the more damage and stun
damage it inflicts. At level 3, it will stun most anyone but Hugo,
and at level 4 (if you charge it all the way), it will stun any
character with an empty stun gauge. Ryu still charges a bit even
during the throwing animation, so for example, you could charge up
almost to Level 3, release the button, but still reach the next level
while Ryu begins to toss the fireball.
- You can make the Denjin Hadou Ken charge faster by wiggling the
joystick rapidly while holding down the Punch button used.
------------------------------------------------------------------------
SEAN, Hot Storm Kid
------------------------------------------------------------------------
Seoi Throw Press (f +) LP + LK
Tomoe Throw Press b + LP + LK
Straight Press MP + MK
EX Sean Tackle hcf + P (hold P to tackle)
EX Dragon Smash f,d,df + P
EX Tornado qcb + K
EX Ryuubi Kyaku qcf + K
Zenten qcb + P
Rolling Sobat f + MK
Sean Pachiki f + HP
I Hadou Burst qcf,qcf + P x3
II Shouryuu Cannon qcf,qcf + P, tap P rapidly x2
III Hyper Tornado qcf,qcf + P x1
Target Combos:
1. close standing MP, HK
2. close standing HP, f+HP (won't combo)
- The Sean Tackle hits low and must be crouch blocked.
- Sean's Ryuubi Kyaku and Sean Pachiki are overhead attacks.
- The EX version of the Ryuubi Kyaku homes in on an opponent.
- You can roll thorugh somebody using the Zenten.
------------------------------------------------------------------------
TWELVE, White Massacre Machine
------------------------------------------------------------------------
H.U.G. Press LP + LK
F.L.G. f + LP + LK
T.R.W. b + LP + LK
J.S.P. Press MP + MK
EX N.D.L. qcf + P
EX A.X.E. qcb + P (air)
EX D.R.A. In air, qcb + K
Kokkuu In air, tap b,b / f,f
Kabe Haritsuki Press f into a wall during Kokkuu
B.M.K. f + MK (cancelable)
I X.N.D.L. qcf,qcf + P x2
II X.F.L.A.T. In air, qcf,qcf + P x2
III X.C.O.P.Y. qcf,qcf + P x1
Target Combos: None.
- The button used for the N.D.L. determines where the needles come up
from (LP is closest, HP is furthest away). The EX version of the
N.D.L. will home in on an opponent's location.
- You can add hits to the MP, MP, or EX version of the A.X.E. by
tapping any Punch button rapidly. The same applies if this move is
done in mid-air, but I had trouble getting the extra hits to land
unless they were standing and I did the A.X.E. while descending from
a jump.
- The button used for the D.R.A. determines Twelve's angle of descent.
- When the Kokkuu is used, Twelve glide through the air in a downward
arc. You can cancel this move into any mid-air punch, kick, or
special move, although I had trouble doing the A.X.E. consistently,
and wasn't able to do the EX A.X.E. at all. You can do this move
while on the ground by tapping ub,ub (to fly backwards), or uf,uf
(to fly forwards), but it's not as easy to perform as the mid-air
Kokkuu.
- You can hold in the direction that you're flying during the Kokkuu,
and if you're near a wall, Twelve will grab onto it, then spring
off again and do another Kokkuu.
- The closer you are to someone when you use the X.N.D.L., the more
damage they will take from this attack.
- The X.F.L.A.T. is Twelve's most damaging Super Art, but connecting
with it is difficult, as it only has one range (unlike the D.R.A.)
Also, it does significantly less damage if your opponent is airborne
when you hit them.
- When you use the X.C.O.P.Y., Twelve transforms into a copy of his
opponent (albeit with different colors, and altered vocals). He will
remain transformed for a limited period of time. While imitating his
opponent, he can't use EX moves or Super Arts, since he can't earn SA
power. However, he can still use any other ability that his opponent
can (including Personal Action bonuses, like increased attack power).
- While transformed, you get an increase in both attack and defense
power, so you take less damage and inflict more yourself. However,
you have to be careful, since when you're transforming back into your
original form, you can be hit and will take added damage during this
time. However, once you transform back, you keep any Personal Action
bonuses! This means that if you copied Hugo and taunted four times,
you'd have an exceptionally high defense ranking, and even when you
turned back into Twelve your defense power (although lowered) would
still be above average.
- During a bonus stage, using the X.C.O.P.Y. makes Twelve hold his head;
this will not drain your SA power though, so you can do it as often as
you want.
- Twelve's standing MK can be canceled into a high jump.
- Twelve can walk under projectiles that aren't too low to the ground,
since he crouches so close to the floor when moving back or forward.
- When you use Twelve's Personal Action, he turns invisible. See the
section on Personal Actions for more information.
------------------------------------------------------------------------
URIEN, Treacherous Disciple
------------------------------------------------------------------------
Destroy Claw Press LP + LK
Spartan Bomb Press b / f + LP + LK
Elbow Press MP + MK
EX Metallic Sphere qcf + P, can hold P to delay
EX Chariot Tackle Charge b,f + K
EX Violence Knee Drop Charge d,u + K
EX Dangerous Headbutt Charge d,u + P
Quarrel Punch f + MP
Quarrel Kick f + MK
Terrible Smash f + HP
I Tyrant Punish qcf,qcf + P x2
II Jupiter Thunder qcf,qcf + P x2
III Aegis Reflector qcf,qcf + P / PP x2
Target Combos:
1. standing LP, MP (cancelable)
2. f + MP, HP
- Urien's Violence Knee Drop, Terrible Smash, and standing HK are
overhead attacks.
- The EX version of the Violence Knee Drop homes in on an opponent.
- The Jupiter Thunder shrinks as it travels. This means it hits less
times and does less damage from further away than from up close.
- The button used for the Aegis Reflector determines it's location.
After arriving at it's location, the reflector solidifies, then begins
drifting towards Urien's opponent. The PP version throws a reflector
diagonally up into the air, where it stays in place. While one can
hit a reflector with attacks (which are considered to be blocked),
actually touching a reflector with too much of one's body results in
damage.
- As previously stated, the reflectors do hit for damage (up to six hits
before they break apart). You can also block or parry a reflector. A
weird property of the reflector is that it's "one way"--you can pass
through the back of a reflector but not the front. For example, if
Urien throws a Reflector behind you, he could push you into it and you
would be knocked through it while taking hits. But if he throws a
reflector in front of you, you won't be able to walk through it.
- This means you can use the back of a reflector for juggles. As an
example, let's say Urien is next to Ibuki and does an LP Reflector.
Ibuki is pushed through it for three hits. Now Urien can jump over
Ibuki, and walk forward or attack, pushing her back into the Aegis
Reflector. Instead of her getting knocked through it again, she is
pinned between it and Urien for several hits. You can even bounce a
person off of a reflector if you hit them in air, or set them up
to bounce between two or more reflectors!
- Another (much more obvious feature) is that the reflector can reflect
certain projectiles and absorb others. Some projectiles (mostly
Super Arts) are not only reflected, but they lose a hit. For example,
Gouki's HP Shakunetsu Hadou Ken hits three times, but after being
reflected, it will only hit twice. Here's how each projectile is
affected by the Aegis Reflector:
Denjin Hadou Ken Absorbed if uncharged or at Level 1. Any
higher and it goes through the reflector but
loses a hit. Once it reaches Level 3, even
multiple reflectors can't totally absorb it.
Gou Hadou Ken Reflected.
Hadou Burst Reflected.
Hadou Ken Reflected.
EX Hadou Ken Reflected.
Hunnu no Supernova Reflected (projectiles cancel one another).
Jupiter Thunder Reflected, but won't lose a hit.
Kunai / EX Kunai Absorbed.
Kasumi Suzaku Absorbed, but quickly breaks reflector.
Kikou Ken Reflected, but may not hit Chun-Li since
it dissapates after a while.
EX Kikou Ken Reflected.
Kikou Shou Goes through (and destroys) the reflector.
Messatsu Gou Hadou Reflected, but loses a hit.
Metallic Sphere Reflected.
EX Metallic Sphere Absorbed. If it destroys the reflector,
one sphere continues forward.
Meteor Strike Absorbed, but quickly breaks reflector.
Nichrin Shou Reflected.
EX Nichrin Shou Abosorbed. If it destroys the reflector,
it loses a hit.
Personal Action Both Dudley and Sean's are absorbed.
Pyro- / Cryo-kinesis Absorbed, but will break the reflector.
Shakunetsu Hadou Ken LP is absorbed, the others reflect but lose
a hit.
Shinkuu Hadou Ken Reflected, but loses a hit.
Tengu Ishi Blocked--does lots of damage to reflector.
Tenma Gou Zankuu Reflected, but loses a hit.
Vertu no Zankou Reflected.
EX Vertu no Zankou Both are reflected.
Yagyou Dama Reflected (or deflected, depding), but loses
a hit.
Yagyou Oodama Goes through reflector.
Yoroi Dooshi Absorbed, but will break the reflector.
Zankuu Hadou Ken Reflected downwards.
Once a projectile has been reflected, it can hit you, obviously.
You can't reflect something twice (for example, using an LP Reflector
to turn aside a Yagyou Dama ball, then throwing an MP or HP Reflector
to try and knock it back towards you). Speaking of Oro, he can throw
an LP or EX Nichrin Shou through the reflector (it won't hit his arm,
and since his hand is beyond the reflector, the projectile isn't
deflected). The MP and HP versions (as well as the EX version, if
Oro's opponent is in the air and he aims upwards) hit the edge of the
Reflector and bounce away, or are absorbed in the EX version's case).
- Finally, each reflector has a 'life span' of a limited duration. This
lifespan is further reduced by the following:
* Using the reflector to block attacks.
* Using the reflector to parry attacks.
* Using the reflector to absorb projectiles.
* Using the reflector to reflect projectiles.
* Using the reflector to damage someone (6 hits and it's gone)
* Using the reflector to juggle someone (6 hits and it's gone)
It's possible to weaken a reflector enough that a projectile will
break it and go through instead of being absorbed. Projectiles that
are reflected will always be reflected back even if the Aegis
Reflector breaks upon touch. In either case, they still lose a hit
(although any projectile can always hit at least once).
------------------------------------------------------------------------
YANG, Blue Dragon of the Gale
------------------------------------------------------------------------
Hiza Geri Press LP + LK
Youhon Shiun f + LP + LK
Monkey Flip b + LP + LK
Toukuu Koushu Press MP + MK
EX Tourou Zan qcf + P (perform 3 times)
EX Senkyuutai qcf + K
Byakko Soushouda qcb + P (qcb + PP to fake)
Zenpou Tenshin hcb + K when close
Kaihou f,d,df + K
Raigeki Shuu Jump u or uf, then df + K
Senpuu Kyaku f + MK
Koushu When close, f + HP
I Raishin Mahha Ken qcf,qcf + P x1
II Tenshin Senkyuutai qcf,qcf + K x2
III Sei'ei Enbu qcf,qcf + P x1
Target Combos:
1. standing MP, HP, b+HP (super cancelable)
2. standing LK, MK, HK
3. jump diagonally MK, MK Raigeki Shuu
Link Combos:
1. close standing MP, far MP (cancelable)
- During the EX Tourou Zan, you can perform it five times instead of
the normal three. However, unless you do all five attacks fairly
quickly, the last hit will miss.
- The Byakko Soushouda can destroy normal projectiles.
- The button used for the Senkyuutai determines both how far Yang
rolls, and the height of the kick performed. LP results in no roll
and a high kick, while HK makes Yang roll across the screen but do
a rather short kick.
- The Zenpou Tenshin is an unblockable throw that switches places with
Yang and his opponent. Since Yang recovers first, you can combo off
of this move.
- The Kaihou is a teleport move that can be used to move through
attacks and your opponent. However, you can still be hit by attacks
while you're visible (he can only go through attacks when he is
totally invisible).
- Yang's Raigeki Shuu and Senpuu Kyaku must be blocked standing.
- The button used for the Raigeki Shuu determines the angle at which
Yang descends. This attack can be comboed into a ground combo.
- The Sei'ei Enbu has been toned down from 2nd Impact. During this
move, Yang is followed by two copies of himself that attack when
he does. Technically, this means any attack that hits once would
hit three times, but the last shadow is somewhat slower, so you'll
really get 2 hits (and 5 hits for a 2-hit attack). Only on
particularly slow moves will you get all three hits (like Yang's
standing HK). You cannot use the fake Byakko Soushouda (qcb + PP)
during this Super Art.
- You can cancel Yang's standing MK with a high jump (but not if it's
done in his standing LK,MK,HK Target Combo). Since this attack
launches an opponent, it means you can follow with an air combo.
- You can delay the final hit (b+HP) of Yang's MP,HP,b+HP Target Combo.
------------------------------------------------------------------------
YUN, White Dragon of the Winds and Clouds
------------------------------------------------------------------------
Monkey Flip Press b / f + LP + LK
Hiza Geri Press LP + LK
Gekihou Sui Press MP + MK
EX Zesshou Hohou qcf + P
Kobokushi qcb + P (qcb + PP to fake)
EX Tetsuzan Kou f,d,df + P
EX Nishou Kyaku f,d,df + K
Zenpou Tenshin hcb + K when close
Raigeki Shuu Jump u or uf, then df + K
Senpuu Kyaku f + MK
Dakai f + HP
I Youhou qcf,qcf + P x1
II Sourai Rengeki qcf,qcf + P x3
III Gen'ei Jin qcf,qcf + P x1
Target Combos:
1. jumping LP, jumping f+HP
2. crouching MP, crouching HP
3. crouching HK, standing HK
4. standing MP, HP, b+HP (super cancelable)
5. close standing LP, close LK, far MP (cancelable)
Link Combos:
1. crouching HP, Youhou or Sourai Rengeki
2. close standing MP, far MP (cancelable)
3. crouching MP, MP (cancelable)
- You can follow the MP or HP Tetsuzan Kou with an attack, like the
Zesshou Hohou.
- The Kobokushi can destroy normal projectiles.
- The Zenpou Tenshin is an unblockable throw that switches places with
Yun and his opponent. Since Yun recovers first, you can combo off
of this move.
- Yun's Raigeki Shuu and Senpuu Kyaku must be blocked standing.
- The button used for the Raigeki Shuu determines the angle at which
Yun descends. This attack can be comboed into a ground combo.
- You can hit someone while they're falling after the Youhou. A
Zesshou Hohou will work nicely ;)
- During the Gen'ei Jin, Yun can combo together his normal moves (sort
of like chain combos), and can juggle his opponent with any of his
moves as well (for example, you could do a LK Nishou Kyaku -> LP
Zesshou Hohou juggle repeatedly to carry your opponent across the
screen). In addition, all of his normal attacks and special moves
come out faster. The Gen'ei Jin also affects him in different ways:
* His Zesshou Hohou and Tetsuzan Kou hit multiple times.
* His Zesshou Hohou won't knock people down.
* His Kobokushi knocks people away further than before.
* However, you can't use the fake (PP) Kobokushi.
* He can't do Target Combos #1 or #4.
* He can't use normal throws (he can still do the Zenpou Tenshin).
- You can cancel Yun's standing MK with a high jump. Since this
attack launches an opponent, it means you can follow with an air
combo.
- You can delay the final hit (b+HP) of Yun's MP,HP,b+HP Target Combo.
========================================================================
3. SECRETS AND TRICKS
========================================================================
------------------------------------------------------------------------
HIDDEN SYSTEM DIRECTION PAGES
------------------------------------------------------------------------
The way I was able to unlock Page 8 was to beat the game on maximum
difficulty (Level 8). I used a bunch of continues and still got the
page unlocked. I had beaten the game previously at Level 8, but I
had turned the System Direction to ORIGINAL (I was cheating, aheheh),
and nothing was unlocked. So I think you have to play with System
Direction set to NORMAL, or else beating the game doesn't count.
The method Jimmy Lee told me will unlock all the pages (8 through 10).
Simply beat the game once with every character--it doesn't matter what
difficulty you're playing on, or how many times you continue. As you
beat the game with more characters, the pages are unlocked. I would
assume you have to leave the game on NORMAL, but I haven't tested it,
so I can't say.
------------------------------------------------------------------------
PLAY AS GILL
------------------------------------------------------------------------
To enable Gill, beat the game with every character. It doesn't matter
what difficulty you use, or how many times you die or continue. To
select Gill, highlight Yun and press up, or highlight Yang and press
down.
------------------------------------------------------------------------
UNLOCK EXTRA OPTIONS
------------------------------------------------------------------------
Beat the game with Gill on any difficulty (it doesn't matter if you
lose a round or continue) , and the Extra Options menu will appear under
the Options submenu.
By the way, one of the options in Extra Options lets you change how
many stocks you can hold. Changing this will make Gill's Super Arts
unusable--I'm not sure why, though. Probably has something to do
with his Super Arts costing all of his stocks to use, normally.
------------------------------------------------------------------------
FIGHT CPU-CONTROLLED Q
------------------------------------------------------------------------
Normally Q will never show up as a CPU opponent. However, you can
fight him if you fulfill the following requirements by the time you've
reached Stage 7 or 8.
- Don't lose any rounds
- Don't continue.
- Get a grade of at least a D or better on every stage.
- Get 2 or more Special Points.
- Get more than X Super Art Finishes, where X equals:
1-round battles X= 3 Super Art finishes
3-round battles 5 Super Art finishes
5-round battles 7 Super Art finishes
7-round battles 9 Super Art finishes
If you meet all the requirements, then after beating your last opponent,
Q's profile will flash across the screen, and he will challenge you on
whatever stage you were last in (although now Q's theme will be
playing).
------------------------------------------------------------------------
BONUS GAME LEVEL SELECT
------------------------------------------------------------------------
In Arcade Mode, after beating every three opponents, you get to play a
bonus game. To pick the difficulty of the bonus game, input the
following command when the 'Let's Blocking' message appears on-screen:
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
Personally, I have had trouble getting the Hard codes to work, except
for the ones for Level 4 and 5. Normally, the difficulty is determined
by how well you play (it gets harder depending on how well you do
against the CPU).
------------------------------------------------------------------------
SECRET COSTUME COLOR
------------------------------------------------------------------------
Each character has six different colors, depending on the button you use
to select them. They also have a seventh, hidden color that you can get
by selecting them with LP + MK + HP.
Note that Gill only has two colors--red and blue (select him with any
Punch), or his hidden color from 2nd Impact, which is monochrome (pick
him with any Kick button).
------------------------------------------------------------------------
BEAT UP YOUR DEFEATED OPPONENT
------------------------------------------------------------------------
You can hit an opponent after you've delivered the knockout blow. If
you killed them with a LP or LK, they'll be stunned and you can attack
them again. With any other attack, they get knocked away (but it's
still possible to juggle them around).
------------------------------------------------------------------------
CLEAR PAUSE SCREEN TRICK
------------------------------------------------------------------------
Pause the game, then press X, and the menu will vanish. Pressing any
button but start will make the menu reappear.
------------------------------------------------------------------------
EFFIE LOSING POSE TRICK
------------------------------------------------------------------------
Normally when you beat Necro on the last round, Effie runs up and falls
down next to him. However, if you kill Necro with an attack that
doesn't knock him down (LP or LK, or say, Alex's Headbutt or Stun Gun
Headbutt), Effie will run up and sit down next to Necro instead.
------------------------------------------------------------------------
GOUKI'S SHUN GOKU SATSU TRICK
------------------------------------------------------------------------
Simply kill somebody with a Shun Goku Satsu and you're treated to a
rather hellish-looking Gouki pose.
------------------------------------------------------------------------
CHUN-LI'S HIDDEN WIN POSE (arcade version only?)
------------------------------------------------------------------------
Get a perfect win, then press and hold Start when the "K.O." message
appears on-screen (she'll throw a peace sign). I got this trick from
Ura no Ura and haven't tested it out myself.
------------------------------------------------------------------------
HUGO'S HIDDEN TAUNT (arcade version only?)
------------------------------------------------------------------------
Hold Start while doing Hugo's Personal Action (HP + HK), and Poison will
appear and do a taunt. There are three types of taunts he can perform,
but they're random.
------------------------------------------------------------------------
SUPER ART NAMING GLITCH (arcade version only)
------------------------------------------------------------------------
There is a glitch in some versions of 3rd Strike (supposedly, only the
early revisions?) where when you pick Yang on the 2P side, his second
Super Art is listed as "I. Magnetic Storm" instead of "II. Tenshin
Senkyuutai" It's just a naming error, you don't actually get Necro's
SA :) This doesn't happen if you pick Yang on the 1P side, though.
And no, Necro doesn't have the "Tenshin Senkyuutai" listed as one of
his supers, either (too bad, since I hate Magnetic Storm anyway....)
------------------------------------------------------------------------
GRAPHICAL GLITCHES
------------------------------------------------------------------------
Anyone else noticed this in the DC version of Third Strike? You'll see
a vertical line in your character that's transparent, so you can see
the background--this keeps popping up occasionally. I hope my disc
isn't faulty....
========================================================================
4. SYSTEM DIRECTION MENU
========================================================================
"System Direction" is an interesting feature that lets you change the
basics of how the game plays. For example, you could disable high
jumps, or make EX moves cost nothing to use, or even change the Leap
Attack command back to d,d + P / K instead of MP + MK. This section
explains each option in the menus. In order to aid those who can't read
Japanese, I've included Japanese text in this section, so you can simply
compare it to the text on-screen and figure out which option is which.
Note that the text is EUC encoded, and you will need a Japanese word
processor to read it (or a web browser that can display Japanese). The
only good free word processor I know of is NJSTAR, created by Hongbo Ni
and available at <http://www.njstar.com>.
Since NJSTAR can only display small files, you may which to look at my
"System Direction FAQ", which is this section as a stand-alone text
file, available at <http://www.gamefaqs.com> or <i.am/kao>. Otherwise,
if you're using NJSTAR, you'll have to cut out this section and save it
as a new file.
------------------------------------------------------------------------
BASIC INSTRUCTIONS
------------------------------------------------------------------------
Once you go into the System Direction menu, you'll be confronted with
several options:
SYSTEM - NORMAL uses the game's default rules of play, while
ORIGINAL uses any changes you've made in the System
Direction menu. So without this option set to
ORIGINAL, no changes you make will affect the game!
DIRECTION - This takes you to the System Direction pages, explained
below.
SAVE - System Direction data is saved separately from the
standard save file. If you create a particular setup
that you want to keep, don't forget to save!
LOAD - You can use this to load up any previous System
Direction data files that you've already saved.
------------------------------------------------------------------------
SYSTEM DIRECTION PAGES
------------------------------------------------------------------------
Here's where you can start altering how the game works. Press up or
down to highlight an option, then press left or right to change it.
White indicates the default settings, red indicates any changed
settings. Unfortunately, there is no 'master reset' option, so you'll
have to put the options back to normal yourself if you didn't like a
change that you made. You can go to the next page by going down to the
black bar at the bottom of the screen, then pressing left or right plus
a button, or else tap left or right twice.
The pages are as follows. Note that the option titles are there to help
you understand what the option does, and aren't verbatim translations of
the Japanese text (that's all found in the Translations section, below).
Some of the stuff that I couldn't translate, I was able to figure out by
fooling around, but some of the options have me stumped, frankly.
Anyway, here goes:
[ PAGE 1 ] ------------------------------------------------------------
Ground Parrying [ ÃϾå¥Ö¥í¥Ã¥¥ó¥° ]
Anti-Air Parrying [ Âжõ¥Ö¥í¥Ã¥¥ó¥° ]
Mid-Air Parrying [ ¶õÃæ¥Ö¥í¥Ã¥¥ó¥° ]
Time to Input a Parry [ ¥Ö¥í¥Ã¥¥ó¥°¼õ¤±ÉÕ¤±»þ´Ö ]
Guard Parrying [ ¥¬¡¼¥É¥Ö¥í¥Ã¥¥ó¥° ]
Time to Input a Guard Parry [ ¥¬¡¼¥É¥Ö¥í¥Ã¥¥ó¥°¼õ¤±ÉÕ¤±»þ´Ö ]
[ PAGE 2 ] ------------------------------------------------------------
Blocking [ ¥¬¡¼¥É ]
Active Blocking [ ¶¯À©¥¬¡¼¥É ]
Distance at which Blocking Occurs [ ¥¬¡¼¥Éì¬Ê̵÷Î¥ ]
Block Damage [ ¾Ã¤ê¥À¥á¡¼¥¸ ]
[ PAGE 3 ] ------------------------------------------------------------
Forward Dash [ Á°Êý¥À¥Ã¥·¥å ]
Backward Dash [ ¸åÊý¥À¥Ã¥·¥å ]
Jump [ ¥¸¥ã¥ó¥× ]
High Jump [ ¥Ï¥¤¥¸¥ã¥ó¥× ]
Quick Standing [ ¥¯¥¤¥Ã¥¯¥¹¥¿¥ó¥Ç¥£¥ó¥° ]
[ PAGE 4 ] ------------------------------------------------------------
Basic Throws and Holds [ Åꤲ ]
Grap Defense [ ¥°¥é¥Ã¥×¥Ç¥£¥Õ¥§¥ó¥¹ ]
Restricted Grap Defense [ ¥°¥é¥Ã¥×¥Ç¥£¥Õ¥§¥ó¥¹¤ÎÀ©¸Â ]
[ PAGE 5 ] ------------------------------------------------------------
Leap Attacks [ ¥ê¡¼¥×¥¢¥¿¥Ã¥¯ ]
Leap Attack Command Change [ ¥ê¡¼¥×¥¢¥¿¥Ã¥¯¤Î¥³¥Þ¥ó¥É ]
Personal Actions [ ¥Ñ¡¼¥½¥Ê¥ë¥¢¥¯¥·¥ç¥ó ]
Personal Actions after a KO [ £Ë£Ï¸å¥Ñ¡¼¥½¥Ê¥ë¥¢¥¯¥·¥ç¥ó ]
[ PAGE 6 ] ------------------------------------------------------------
Super Arts [ ¥¹¡¼¥Ñ¡¼¥¢¡¼¥Ä ]
Special Moves [ ɬ»¦µ» ]
EX Special Moves [ £Å£ØÉ¬»¦µ» ]
EX Special Move Gauge Consumption [ £Å£ØÉ¬»¦µ»¤Î¥²¡¼¥¸¾ÃÈñÎÌ ]
[ PAGE 7 ] ------------------------------------------------------------
Target Combos [ ¥¿¡¼¥²¥Ã¥È¥³¥ó¥Ü ]
Normal Move Cancels [ ¥¥ã¥ó¥»¥ëɬ»¦µ» ]
Supercancels [ £Ó£Á¥¥ã¥ó¥»¥ë ]
High Jump Cancels [ ¥¥ã¥ó¥»¥ë¥Ï¥¤¥¸¥ã¥ó¥× ]
Method of High Jump Canceling Used [ ¥Ï¥¤¥¸¥ã¥ó¥×¥¥ã¥ó¥»¥ë¤Î»ÅÍÍ ]
[ PAGE 8 ] ------------------------------------------------------------
Mid-Air Blocking [ ¶õÃæ¥¬¡¼¥É ]
Jump after a Knockdown (?) [ ¿á¤Èô¤Ó¸å¥¸¥ã¥ó¥×¾õÂÖ¤Ø ]
All Attacks Cause Block Damage [ ¤¹¤Ù¤Æ¤Îµ»¤Ë¾Ã¤ê¥À¥á¡¼¥¸ ]
Start off with a full SA Gauge [ £Ó£Á¥²¡¼¥¸£Í£Á£Ø¥¹¥¿¡¼¥È ]
SA Gauges reset after each round [ £Ó£Á¥é¥¦¥ó¥É¥ê¥»¥Ã¥È ]
[ PAGE 9 ] ------------------------------------------------------------
Ground Chain Combos [ ÃϾå¥Á¥§¡¼¥ó¥³¥ó¥Ü ]
Mid-Air Chain Combos [ ¶õÃæ¥Á¥§¡¼¥ó¥³¥ó¥Ü ]
Cancel out of any Normal Attack [ Á´Ä̾ﵻ¤¬¥¥ã¥ó¥»¥ë²Äǽ ]
Supercancel into Specials or SAs [ ɬ»¦µ»¢ªÉ¬»¦µ»or£Ó£Á ]
[ PAGE 10 ] -----------------------------------------------------------
Use All Super Arts [ Á´¥¹¡¼¥Ñ¡¼¥¢¡¼¥Ä»ÈÍѲÄǽ ]
Cancel Super Arts into Super Arts [ £Ó£Á¥¥ã¥ó¥»¥ë£Ó£Á ]
Mid-Air Chain Combo Restrictions [ ¶õÃæ¥³¥ó¥ÜÀ©¸ÂÃÍ ]
Pages 8 through 10 are not normally accessible. See the 'Secrets and
Tricks' section for details on how to enable them.
------------------------------------------------------------------------
PAGE EXPLANATIONS
------------------------------------------------------------------------
For those desiring a more in-depth explanation, here you go. I can't
figure out some of these options, so I've typed the Japanese text in;
maybe someone out there could translate it for me? :)
[ PAGE 1 ] ------------------------------------------------------------
GROUND PARRYING [ ÃϾå¥Ö¥í¥Ã¥¥ó¥° ]
- With this turned off, players cannot use any kind of ground parry
(standing or crouching parries).
ANTI-AIR PARRYING [ Âжõ¥Ö¥í¥Ã¥¥ó¥° ]
- You can't parry an incoming mid-air attack from the ground.
MID-AIR PARRYING [ ¶õÃæ¥Ö¥í¥Ã¥¥ó¥° ]
- With this turned off, players cannot use the mid-air parry (against
ground or air attacks, so this effectively turns off Anti-Air
Parrying as well).
TIME TO INPUT A PARRY [ ¥Ö¥í¥Ã¥¥ó¥°¼õ¤±ÉÕ¤±»þ´Ö ]
- This determines how long you have to enter a parry. S is the
shortest amount of time, L is the longest (so one star makes it
difficult to parry after blocking an attack). Honestly, though, I
can't tell the difference. The literal translation is 'parrying
recival time', if that means anything to anybody.
GUARD PARRYING [ ¥¬¡¼¥É¥Ö¥í¥Ã¥¥ó¥° ]
- With this turned off, players cannot use the standing or crouching
guard parry while blocking an attack.
TIME TO INPUT A GUARD PARRY [ ¥¬¡¼¥É¥Ö¥í¥Ã¥¥ó¥°¼õ¤±ÉÕ¤±»þ´Ö ]
- This determines how long you have to enter a parry after blocking an
attack. S is the shortest amount of time, L is the longest (so one
star makes it difficult to parry after blocking an attack).
Honestly, though, I can't tell the difference. The literal
translation is 'guard parrying recival time', if that means anything
to anybody.
[ PAGE 2 ] ------------------------------------------------------------
BLOCKING [ ¥¬¡¼¥É ]
- With this turned off, players cannot use the standing or crouching
block.
ACTIVE BLOCKING [ ¶¯À©¥¬¡¼¥É ]
- This affects how you block attacks. With it turned off, you can
block a multi-hit attack, and remain blocking even if you let go of
the controller. With it turned on, you stop blocking shortly after
letting go of the controller, so if you want to block all the hits of
an attack, you have to keep holding back or down-back.
DISTANCE AT WHICH BLOCKING OCCURS [ ¥¬¡¼¥Éì¬Ê̵÷Î¥ ]
- This affects how close your opponent has to be to you in order for
you to go into your blocking animation. S means you won't block
unless the attack actually hits you; L means you'll block their
attack even if their throwing jabs from the other end of the screen.
BLOCK DAMAGE [ ¾Ã¤ê¥À¥á¡¼¥¸ ]
- With this turned off, players take no damage from blocking special
moves or Super Arts.
[ PAGE 3 ] ------------------------------------------------------------
FORWARD DASH [ Á°Êý¥À¥Ã¥·¥å ]
- With this turned off, players cannot tap f,f to dash forward.
BACKWARD DASH [ ¸åÊý¥À¥Ã¥·¥å ]
- With this turned off, players cannot tap b,b to backstep.
JUMP [ ¥¸¥ã¥ó¥× ]
- With this turned off, players cannot jump.
HIGH JUMP [ ¥Ï¥¤¥¸¥ã¥ó¥× ]
- With this turned off, players cannot high jump.
QUICK STANDING [ ¥¯¥¤¥Ã¥¯¥¹¥¿¥ó¥Ç¥£¥ó¥° ]
- With this turned off, players cannot use d to get up after being
knocked to the floor.
[ PAGE 4 ] ------------------------------------------------------------
BASIC THROWS AND HOLDS [ Åꤲ ]
- With this turned off, players cannot use any kind of LP + LK throw
or hold.
GRAP DEFENSE [ ¥°¥é¥Ã¥×¥Ç¥£¥Õ¥§¥ó¥¹ ]
- With this turned off, players cannot use the Grap Defense to get
out of throws or holds.
RESTRICTED GRAP DEFENSE [ ¥°¥é¥Ã¥×¥Ç¥£¥Õ¥§¥ó¥¹¤ÎÀ©¸Â ]
- I couldn't figure this one out...it's something about pressing and
holding any upwards or downwards direction for a Quick Standing (?)
The original text reads as follows:
[ Êý¸þ¥Ü¥¿¥ó¤¬¾å¤Þ¤¿¤Ï²¼Í×ÁǤ˲¡¤µ¤ì¤Æ¤¤¤¿¤é
¥¯¥¤¥Ã¥¯¥Ç¥£¥Õ¥§¥ó¥¹¤¬¤Ç¤¤Ê¤¯¤Ê¤ê¤Þ¤¹ ]
[ PAGE 5 ] ------------------------------------------------------------
LEAP ATTACKS [ ¥ê¡¼¥×¥¢¥¿¥Ã¥¯ ]
- With this turned off, players cannot use Leap Attacks.
LEAP ATTACK COMMAND CHANGE [ ¥ê¡¼¥×¥¢¥¿¥Ã¥¯¤Î¥³¥Þ¥ó¥É ]
- This option changes the command used for Leap Attacks. On '3rd',
the command is MP + MK. On '2nd', the command is d,d + P / K.
Note that you cannot EX your Leap Attacks using the 2nd-style
command (although you could in the arcade version of 2nd Impact).
PERSONAL ACTIONS [ ¥Ñ¡¼¥½¥Ê¥ë¥¢¥¯¥·¥ç¥ó ]
- With this turned off, players cannot use Personal Actions. This
will also affect the option below (so if this is off, you can't
use Personal Actions after a KO, too).
PERSONAL ACTIONS AFTER A KO [ £Ë£Ï¸å¥Ñ¡¼¥½¥Ê¥ë¥¢¥¯¥·¥ç¥ó ]
- With this turned off, trying to do a Personal Action after the KO
sign has already appeared isn't possible. For example, normally
Twelve could do his invisibility PA in the few moments he has left
after having just killed Ryu (before he does his win pose). But
with this option on, pressing HP + HK would have no effect.
[ PAGE 6 ] ------------------------------------------------------------
SUPER ARTS [ ¥¹¡¼¥Ñ¡¼¥¢¡¼¥Ä ]
- With this turned off, players cannot select or use Super Arts.
SPECIAL MOVES [ ɬ»¦µ» ]
- With this turned off, players cannot use Special Moves.
EX SPECIAL MOVES [ £Å£ØÉ¬»¦µ» ]
- With this turned off, players cannot EX their special moves.
EX SPECIAL MOVE GAUGE CONSUMPTION [ £Å£ØÉ¬»¦µ»¤Î¥²¡¼¥¸¾ÃÈñÎÌ ]
- This determines how much SA gauge power is used up when you perform
an EX special move. S is the smallest amount (EX moves are free),
while L is the largest amount used (EX moves cost a whole level, just
like Super Arts).
[ PAGE 7 ] ------------------------------------------------------------
TARGET COMBOS [ ¥¿¡¼¥²¥Ã¥È¥³¥ó¥Ü ]
- With this turned off, players cannot use their Target Combos.
NORMAL MOVE CANCELS [ ¥¥ã¥ó¥»¥ëɬ»¦µ» ]
- With this turned off, you can't cancel the following attacks into
special moves or Super Arts:
> Cancelable punches and kicks, such as Oro's crouching MP into
Oni Yanma or Yagyou Dama.
> Cancelable command attacks, such as Chun-Li's Hakkei into Kikou
Ken or Houyoku Sen.
> Supercancelable command attacks, such as Dudley's Step Straight
into Rolling Thunder.
> Cancelable Target Combos, such as Ibuki's close standing
LP, MP (1 hit), HP into Tsumuji or Yoroi Dooshi.
SUPERCANCELS [ £Ó£Á¥¥ã¥ó¥»¥ë ]
- With this turned off, you can't supercancel the following moves into
Super Arts:
> Special moves, such as Ryu's Hadou Ken into Shinkuu Hadou Ken.
> Supercancelable Target combos, such as Yun's MP, HP, b + HP into
the Youhou.
HIGH JUMP CANCELS [ ¥¥ã¥ó¥»¥ë¥Ï¥¤¥¸¥ã¥ó¥× ]
- With this turned off, you can't cancel certain normal attacks with
high jumps. For example, Oro can cancel his close standing MP with
a high jump, but with this option turrned off, he'd be unable to.
METHOD OF HIGH JUMP CANCELING USED [ ¥Ï¥¤¥¸¥ã¥ó¥×¥¥ã¥ó¥»¥ë¤Î»ÅÍÍ ]
- I can't tell what this is for--it says something like, "You can use
the 2nd Impact style of high jump canceling," which would appear
to be the ability to cancel special moves with a high jump. That
being said, I couldn't get anything like that to work (it didn't
affect Chun-Li's Houyoku Sen, either), so I'm stumped. The original
text reads as follows:
[ ¥Ï¥¤¥¸¥ã¥ó¥×¥¥ã¥ó¥»¥ë¤ò¥¹¥È¢×£²£î£ä»ÅÍÍ
¡Öɬ»¦µ»¤Ø¤â¥¥ã¥ó¥»¥ë²Ä¡×¤ËÊѹ¹¤Ç¤¤Þ¤¹ ]
[ PAGE 8 ] ------------------------------------------------------------
MID-AIR BLOCKING [ ¶õÃæ¥¬¡¼¥É ]
- With this turned on, you can block attacks while jumping. The only
catch is that you have to hold back in order to block--hold up-back
or down-back and you'll still get hit. Not only can you block in
mid-air, but you can also Guard Parry multi-hit attacks in mid-air,
too (I could only get the "tap f" version of the Guard Parry to
work and not the "tap d" version, though).
JUMP AFTER A KNOCKDOWN (?) [ ¿á¤Èô¤Ó¸å¥¸¥ã¥ó¥×¾õÂÖ¤Ø ]
- I can't get this to work, nor can I figure out the translation. It's
something about jumping the moment you hit the ground, and it tells
you that you can attack while doing this, too. The original text
goes like this:
[ ¿á¤Èô¤Ó¤ä¤é¤ì¤«¤éÃåÃϤޤǤδ֡¢¥¸¥ã¥ó¥×»þ¤È
Ʊ»þ¾õÂ֤ˤʤê¤Þ¤¹¡Ê¹¶·â¤Ê¤É¤¬²Äǽ¤Ë¡Ë ]
ALL ATTACKS CAUSE BLOCK DAMAGE [ ¤¹¤Ù¤Æ¤Îµ»¤Ë¾Ã¤ê¥À¥á¡¼¥¸ ]
- With this turned on, all of your attacks do block damage (normal
punches and kicks, command attacks, etc.) Personal Actions that can
hit will do block damage, but some won't (like Ibuki's).
START OFF WITH A FULL SA GAUGE [ £Ó£Á¥²¡¼¥¸£Í£Á£Ø¥¹¥¿¡¼¥È ]
- With this turned on, you start with a maxed out Super Arts gauge at
the beginning of each round (this overrides the option below).
SA GAUGES RESET AFTER EACH ROUND [ £Ó£Á¥é¥¦¥ó¥É¥ê¥»¥Ã¥È ]
- With this turned on, your SA gauges at the start of each round, so if
you had 1.5 levels when you won (or lost) the round, you'd start the
next round with nothing.
[ PAGE 9 ] ------------------------------------------------------------
GROUND CHAIN COMBOS [ ÃϾå¥Á¥§¡¼¥ó¥³¥ó¥Ü ]
- With this turned on, you can do chain combos while standing or
crouching. The pattern is like the six-hit series from the VS games;
you can go from the same strength Punch to the same strength Kick,
and can go from any strength P / K into a stronger one. That means
you could (theoretically, not in actuality), do the following combo:
LP -> LK -> MP -> MK -> HP -> HK
Turning this on will prevent you from doing some of your Target
Combos, though (for example, I couldn't do Yun's MP,HP,b+HP combo).
MID-AIR CHAIN COMBOS [ ¶õÃæ¥Á¥§¡¼¥ó¥³¥ó¥Ü ]
- This lets you do chain combos in air. Presumably it works like the
above option, but I could never get more than two hits myself, and
was unable to do the same strength Punch to Kick (like MP -> MK);
I could only go from a weaker attack to a stronger one. Turning
this on will prevent you from using some of the Target Combos
though (like Chun-Li's diagonally jumping HP,HP).
CANCEL OUT OF ANY NORMAL ATTACK [ Á´Ä̾ﵻ¤¬¥¥ã¥ó¥»¥ë²Äǽ ]
- With this turned on, any normal attack or command attack can be
canceled into a special move or super art. For example, you could
do Ryu's standing HP into a Hadou Ken or Denjin Hadou Ken, even
though that normally isn't possible. There's a notice regarding this
option that I can't figure out (at all!), so here's the text in full:
[ ¤¹¤Ù¤Æ¤ÎÄ̾ﵻ¤¬¥¥ã¥ó¥»¥ë²Äǽ¤Ë¤Ê¤ê¤Þ¤¹
¡ÊÃí°Õ¡§°ìÉô¤Ç¤¤Ê¤¤µ»¤¬¤¢¤ê¤Þ¤¹¡Ë]
SUPERCANCEL INTO SPECIALS OR SAs [ ɬ»¦µ»¢ªÉ¬»¦µ»or£Ó£Á ]
- This lets you cancel special moves into different special moves
(for example, Twelve's N.D.L into an A.X.E. or EX A.X.E.) You can
also cancel any special move into any Super Art (like Gouki's Gou
Shouryuu Ken into the Tenma Gou Zankuu).
[ PAGE 10 ] -----------------------------------------------------------
USE ALL SUPER ARTS [ Á´¥¹¡¼¥Ñ¡¼¥¢¡¼¥Ä»ÈÍѲÄǽ ]
- Turn this on and you can use any of your Super Arts, instead of just
one of them. There is a drawback, though--everyone gets the same
uniform Super Arts Gauge, only capable of holding two stocks. For
'timer' SAs, you'll still have power in reserve once the Super Art
ends (if you had more than one level beforehand), but MAX level SAs
cost the whole deal, so instead of only needing to fill up one level
for Oro's Tengu Midare Ishi, you now need two levels. Also, because
your Super Arts, some characters have altered Super Art commands:
see below for details.
CANCEL SUPER ARTS INTO SUPER ARTS [ £Ó£Á¥¥ã¥ó¥»¥ë£Ó£Á ]
- With this turned on, you can supercancel from one Super Art into
another, _different_ Super Art. For example, you could do the
Tyrant Punish into the Jupiter Thunder. What this means, though,
is that if you don't turn on 'Use All Super Arts', this option
is useless.
MID-AIR CHAIN COMBO RESTRICTIONS [ ¶õÃæ¥³¥ó¥ÜÀ©¸ÂÃÍ ]
- I can't figure this out; it's something about the changing the
amount of time you have to do mid-air chain combos. One thing I
was able to figure out is that it affects juggles, since with it
turned all the way up, I was able to juggle someone with Gill's
Psycho Headbutt indefinitely. Turn it down a bit and you can't
do that many juggles--put it to one star and you can only get in
one to two hits before the juggle ends. Anyway, the original
text is as follows:
[ ¶õÃæ¥³¥ó¥Ü¤¬¤Ç¤¤ë»þ´Ö¤ÎŤµ¤ò
À©¸Â¤·¤Æ¤¤¤ë¿ôÃͤòÀßÄꤷ¤Þ¤¹ ]
[ NOTES ON USING ALL SUPER ARTS ] -------------------------------------
As I said above, when you turn on this option, the commands for your
Super Arts change. Here are the following SAs with new commands. If
an SA isn't listed, that means you perform it the same way you would
had you selected it by itself.
Alex Stun Gun Headbutt qcb,qcb + P
Chun-Li Tensei Ranka qcb,qcb + K
Dudley Rolling Uppercut qcf,qcf + K
Corkscrew Blow qcb,qcb + P
Elena Brave Dance qcb,qcb + K
Gill (no changes) (see below)
Gouki Messatsu Gou Shouryuu Ken qcf,qcf + K
Messatsu Gou Rasen qcb,qcb + K
Messatsu Gou Senpuu In air, qcb,qcb + K
Hugo (no changes) (see below)
Ibuki Yami Shigure qcf,qcf + K
Ken Shippuujinrai Kyaku qcb,qcb + K
Makoto Tanden Renki: Seme no Kata qcb,qcb + P
Necro Electric Snake qcf,qcf + K
Slam Dance qcb,qcb + P
Oro Kishin Riki qcb,qcb + P
Tengu Ishi qcf,qcf + K
Kishin Tsui qcb,qcb + PP (max level)
Tengu Midare Ishi qcf,qcf + KK (max level)
Q Super Art II qcb,qcb + P
Super Art III qcf,qcf + K
Remy Shoushin no Nocturne qcb,qcb + K
Ryu Shin Shouryuu Ken qcf,qcf + K
Denjin Hadou Ken qcf,qcf + P
Twelve X.C.O.P.Y. qcb,qcb + P
Urien Tyrant Punish qcf,qcf + K
Aegis Reflector qcb,qcb + P
Yang Sei'ei Enbu qcb,qcb + P
Yun Gen'ei Jin qcb,qcb + P
The two characters who are unaffected by this are Hugo (all of his
Super Arts use differnet commands), and Gill (he can already use all
of his Super Arts). Not only is this option useless for Gill players,
but it actually makes Gill harder to use because all of his Super Arts
(Meteor Strike, Seraphic Wing, and Ressurection), require max levels to
use--in other words, two levels instead of just one.
Remember that none of your System Direction changes will work unless
you've set the mode to 'Original'. Also, the changes you make effect
all modes of play (except for replays). If you want to have an easy
time beating the computer, turn off all the jumping, blocking, and
parrying commands, and just fireball or sweep your opponent to death ;)
========================================================================
4. GAMEPLAY NOTES
========================================================================
------------------------------------------------------------------------
RULES OF THE GAME
------------------------------------------------------------------------
The game is consist of battles, which are broken into three round
matches (by default). The first person to win two rounds wins. To
'win' a round, you must empty your opponent's Life Gauge--this can be
done by attacking them.
It's possible to have a double K.O. (both characters kill each other at
the same time), in which case both players are awarded a win, and
whoever has more wins is the winner. If they both have the same number
of previous wins, another round is held.
Another factor is the game timer, which is set to 99 (66 seconds), by
default. Once it reaches 00, whoever has more life is the winner. If
both characters have the same amount of life, then 'Judgment' occurs.
This is where the CPU determines which player should be the winner via
three random judges (Hoimei and Pat are pictured in the instruction
booklet, along with Necro's friend, Effie). Even if you have both
players sit there until time runs out, the CPU will still pick a
winner ;) In W Impact, the winner is chosen randomly, but in the
arcade version of 2nd Impact (and in the DC version of Third Strike,
at least), the first player will always win if neither character does
anything.
There are various ways to kill your opponent, and these are noted by
win signs:
V for "Victory"
- You killed your opponent with anything other than a Super Art.
S for "Super Art"
- You killed your opponent with any Super Art.
C for "Cheap (or Chip) Damage"
- You killed your opponent via block damage.
D for "Draw Game"
- Both players killed each other at the same time; both of them get
a victory for this match and whoever has more wins advances;
otherwise another round is held.
J for "Judgment"
- This means you won via Judgment (both players had the same amount of
life when time was over, and the judges picked you as the winner).
P for "Perfect"
- This means you had full life (a green life gauge) when the round
ended. No matter how you finish the match, if you get a perfect
win, you always get a "P".
------------------------------------------------------------------------
BLOCKING AND PARRYING
------------------------------------------------------------------------
(Please remember that I'm using the US notation--'parrying' is when you
tap f or d to stop an attack, and 'blocking' is when you hold down or
down-back to block an attack.)
Blocking occurs when you hold back to block high attacks, or down to
block low attacks. You take no damage when you block, although
blocking special moves or Super Arts results in a minor amount of
damage per hit, even though you're in a defensive posture. Some
attacks cannot be blocked; others can only be parried. Unlike some
other SF games, you cannot block while in mid-air _normally_. If
you've unlocked page 8 of System Direction, turned on mid-air
blocking, and set the game to Original, then you can air block, but
only by holding back in air when attacked (holding up-back or down-
back won't work). For more information, see the System Direction
Menu section.
Parrying is the major new feature in the SF3 series. It works a lot
like a block; you simply tap forward or down when you are attacked, and
if your timing is right, your character flashes blue and takes no damage
from the attack. Like blocking, certain attacks have to be parried
standing (the forward parry), or crouching (the down parry). Parrying
can also be done in air, although unlike the previous games, you now
only have one type of air parry (tap forward when in air). In older
games, the type you used would affect your trajectory after you parried.
Now, you will continue falling in the direction you were going in once
you've parried an attack (so if you leap forward and parry, you will
fall forward).
In Third Strike, a new parry has been added, called the Guard Parry.
This allows you to block a hit, then come out of blockstun to parry
the next hit (obviously the Guard Parry only works against multi-hit
moves or attacks done quickly in succession, such as Target Combos).
What you have to do is block any attack that hits more than once, and
immediately after blocking the first hit, tap forward (to parry a high
attack), or down (to parry a low attack). Your character will parry
the hit and flash red instead of blue. From now on you can parry any
more hits as you normally would (by tapping forward or down). Guard
Parries are useful if you don't want to take too much block damage from
a Super Art (as most of them hit multiple times), or if you want to
break out of blockstun so that you can parry, then attack. You can
combine both parries, too--for example, you could block the first hit
of Twelve's crouching HP, guard parry the second, then blue parry (the
normal kind of parry) the third and final hit.
If you've turned on mid-air blocking using System Direction (see the
System Direction Menu section for more details), then you can guard
parry in air, but only the forward kind (tap f after blocking a hit
of a multi-hit attack) can be used.
The big difference between parrying and blocking is that you have to
parry at the moment an attack would hit you; you can't hold forward
and wait for the attack to get close to you, as with blocking. On
the other hand, right after a parry is done, there is a brief window
of time in which you can move around, attack, block, or parry again
(you'll need to parry multiple times against multi-hit moves).
------------------------------------------------------------------------
SUPER ARTS
------------------------------------------------------------------------
Super Arts are a lot like the Super Combos found in other SF games;
they generally do more damage than any other attack, have better
invulnerability, and they can only be used with a full SA gauge (each
full gauge is called a 'stock'). The difference is that each Super Art
takes a varying amount of time to build up, and has a different number
of stocks. For example, Sean's Hadou Burst is a Super Art with a very
short gauge. So he can build up power to use a Hadou Burst rather
quickly. What's more, he can build up enough power to fire three Hadou
Bursts. On the other hand, Hugo's Gigas Breaker has a very long gauge
that takes a while to build up. What's more, he can only hold enough
power to do one Gigas Breaker.
In general, the more damaging / powerful / effective a move is, the
longer a gauge it has, and the less stocks you can hold. Conversely,
this also means that you have less energy to use for Super Arts, as
compared to the characters who can hold more stocks (in the previous
example, even though Hugo's Gigas Breaker gauge is pretty big and means
that he has a lot of SA power to use, Sean's three Hadou Burst gauges
hold more SA power overall and enable him to use more EXs than Hugo).
Another advantage of having more stocks is that you can always keep
building up power. Once Yun's short, single-stock Sei'ei Enbu gauge
is filled, he can't earn any more SA power until he uses the Super Art,
and this puts him at a disadvantage to, say, a Yun player using the
Sourai Rengeki, since even after Yun has enough power for a Sourai
Rengeki, he can continue to earn power (since he can hold three stocks
total). Note that Super Art gauge power is carried over from round to
round (this includes stocks), but not battle to battle.
------------------------------------------------------------------------
EX SPECIAL MOVES
------------------------------------------------------------------------
This concept is a spin off of the ES-special moves from the Vampire
Hunter series. The idea is basically this; that every character has
certain moves that, when performed with two buttons, hit more times and
do more damage. For example, Yun's Zesshou Hohou is done with qcf + P.
Since the Zesshou Hohou is EX'able, if you perform it with qcf + PP,
the move will go further, hit twice and do more damage than normal.
You can always tell when you're EX'ing a move because your character
will flash yellow.
The drawback with EX moves is that they cost Super Art power to use.
The amount is the same for any EX'able move, but the overall cost
changes depending on what Super Art you're using, since the SA gauges
vary in length and stock size. This not only forces you to choose
between conserving your SA power for Super Arts or EX moves, but it
also means they you may wish to choose an SA with more stocks or a
longer gauge so that you have more EX moves to use.
What I've done below is roughly determine how many EX move uses you get
out of each characters' Super Arts. Anyway, the list is below:
[ ALEX ] -------------------------- [ CHUN-LI ] --------------------
Hyper Bomb 3.2 uses Kikou Shou 2.1 uses
Boomerang Raid 4.8 uses Houyoku Sen 5.2 uses
Stun Gun Headbutt 2.0 uses Tensei Ranka 5.4 uses
[ DUDLEY ] ------------------------ [ ELENA ] ----------------------
Rocket Upper 4.8 uses Spinning Beat 6.0 uses
Rolling Thunder 2.8 uses Brave Dance 5.1 uses
Corkscrew Blow 6.0 uses Healing 3.1 uses
[ HUGO ] -------------------------- [ IBUKI ] ----------------------
Gigas Breaker 3.1 uses Kasumi Suzaku 6.6 uses
Megaton Press 5.5 uses Yoroi Dooshi 3.0 uses
Hammer Mountain 4.3 uses Yami Shigure 2.0 uses
[ KEN MASTERS ] ------------------- [ MAKOTO ] ---------------------
Shouryuu Reppa 5.6 uses Seichuusen Godan-zuki 3.0 uses
Shinryuu Ken 2.6 uses Abare Tosanami Kudaki 4.3 uses
Shippuujinrai Kyaku 6.0 uses Tanden Renki: S.n.K. 2.3 uses
[ NECRO ] ------------------------- [ ORO ] -----------------------
Chou Denji Storm 2.2 uses Kishin Riki 2.5 uses
Electric Snake 2.6 uses Yagyou Dama 6.6 uses
Slam Dance 3.6 uses Tengu Ishi 2.8 uses
[ Q ] ----------------------------- [ REMY ] ----------------------
Super Art I 4.7 uses Hunnu no Supernova 5.2 uses
Super Art II 3.0 uses Vierge ni Ansoku O 6.0 uses
Super Art III 2.7 uses Shoushin no Nocturne 2.0 uses
[ RYU ] --------------------------- [ SEAN ] ----------------------
Shinkuu Hadou Ken 5.6 uses Hadou Burst 5.4 uses
Shin Shouryuu Ken 3.2 uses Shouryuu Cannon 4.5 uses
Denjin Hadou Ken 2.4 uses Hyper Tornado 3.0 uses
[ TWELVE ] ------------------------ [ URIEN ] ---------------------
X.N.D.L. 4.7 uses Tyrant Punish 5.2 uses
X.F.L.A.T. 2.7 uses Aegis Reflector 4.0 uses
X.C.O.P.Y. 3.2 uses Jupiter Thunder 4.4 uses
[ YANG ] -------------------------- [ YUN ] -----------------------
Raishin Mahha Ken 3.0 uses Youhou 3.0 uses
Tenshin Senkyuutai 5.2 uses Sourai Rengeki 6.6 uses
Sei'ei Enbu 1.6 uses Gen'ei Jin 1.8 uses
Gill and Gouki are not included since they have no EX-able moves.
------------------------------------------------------------------------
SUPER CANCELING
------------------------------------------------------------------------
Super canceling is the ability to cancel special moves into Super Arts.
You can even cancel an EX special move into a Super Art, if you have
enough power to do so. Like normal canceling, this simply means that
the animation of that special move is canceled by the animation of the
Super Art. Unfortunately, like normal canceling, this also reduces
the damage of the canceled move. For example, Hugo's Megaton Press
does far less damage after being supercanceled out of an EX Giant Palm
Bomber. Stick it in a combo (say, in the corner, Ultra Throw, Giant
Palm Bomber, EX Giant Palm Bomber, supercancel into Megaton Press), and
the damage of the Megaton Press ends up being next-to-nothing.
Note that some moves, and EX versions of some moves, cannot super
cancel. Also, some moves (even command attacks) are _only_ super
cancelable.
------------------------------------------------------------------------
THE STUN GAUGE
------------------------------------------------------------------------
The Stun Gauge is located beneath either character's lifebar. What it
does is tell you how close you are to getting dizzied. Every time you
are hit by an attack, in addition to doing damage, it also does 'stun
damage'--in other words, it fills up the stun gauge a little bit. Note
that this has nothing to do with actual life-decreasing damage that you
take from getting hit by attacks. Anyway, some characters' attacks do
particularly large amounts of stun damage; take most of Gill's attacks,
for example.
Once the Stun Gauge maxes out, it reads 'STUN', and your character
becomes dizzied. You can recover from a dizzy faster by shaking the
controller and mashing on the buttons, but until you do recover, you're
left defenseless an immobile, giving your opponent a free chance to
attack you. What's more, any attacks done prior to the dizzy are
considered to be 'comboed' along with any attacks done to a dizzied
opponent, so if your jumping HP, standing HP combo dizzied someone,
hitting them with a crouching HP into a Hadou Ken wouuld count as a
4-hit combo instead of two 2-hit combos.
In your defense, though, any stun damage you take immediately begins to
decrease, so in time you can empty out your Stun Gauge again. And if
you are dizzied, the Stun Gauge resets once you recover.
Another interesting thing about the Stun Gauge is that, like the Super
Arts Gauge, it varies in size depending on the character. Hugo's Stun
Gauge is much larger than most characters because he's so tough. Gouki
has a pretty small stun gauge, on the other hand.
------------------------------------------------------------------------
OVERHEADS AND LEAP ATTACKS
------------------------------------------------------------------------
An overhead is an attack which must be blocked standing, even if it
looks like you could block low. Sometimes it seems obvious--most aerial
attacks have to be blocked standing. Others, like Alex's standing HP
or Ibuki's Koube Kudaki, will hit you if you crouch block. The tricky
thing about overheads is that you can mix up low attacks (say, most
crouching kicks), with overheads to try and make your opponent use the
wrong type of block and end up getting hit. All overhead attacks are
listed in the character movelist section as attacks that must be
blocked standing.
Leap Attacks are a sort of 'universal overhead', since every character
can do them by pressing MP + MK. Your character will then leap just
off the ground and do an attack that must be blocked standing. Leap
Attacks can also be used to go over low moves like crouching kicks.
------------------------------------------------------------------------
THROWS, HOLDS, AND ESCAPES
------------------------------------------------------------------------
Every character can throw someone by getting close and pressing LP + LK
(no directional press is needed). You can also throw by pressing back
or forward + LP + LK, and this may result in different throws for
certain characters (for example, Alex only has one throw, while Yang
has three). Some characters also have air throws, which are performed
by pressing LP + LK while in air (only Chun-Li, Ibuki, and Oro have
mid-air throws). If you're not close enough to your opponent when you
attempt a throw, your character will do a short 'miss animation',
during which time they are vulnerable.
The nice thing about throws and holds is that they are unblockable.
However, they are escapable, using the 'Grap Defense' system. What you
do is press LP + LK just as you are thrown. This even works on air
throws. If you did it correctly it will look as if you 'parried' the
throw and you will hop back a bit.
A weird feature of all holds is that you can wiggle the controller
during the hold to make it animate faster. The characters who can do
this include:
- Alex's Sleeper Hold - Dudley's Lever Crusher
- Gill's Impact Claw - Hugo's Neck Hanging Three
- Ken's Hiza Geri - Oro's Kubi-jime Kataguruma
- Twelve's H.U.G. - Urien's Destroy Claw
- Yang's Hiza Geri - Yun's Hiza Geri
Gill, Twelve, and Urien's holds work differently; you have to tap the
P buttons rapidly to speed up the animation. Again, this doesn't affect
damage, stun damage, or anything like that. It just makes it go faster;
which also makes it harder for your opponent to break out of the hold.
Note that Alex's Sleeper Hold is not escapable as it is a special move
and not a normal hold.
------------------------------------------------------------------------
KARA CANCELING
------------------------------------------------------------------------
Kara Canceling (man, I hate that name), is still in the DC port of 3rd
strike. The basic premise is that you perform an attack which makes
you move forward, then quickly (almost simultaneously) press LP + LK
to attempt a throw. The throw animation cancels out your normal move
animation, and you move forward while attempting the throw at the same
time. It basically boils down to you having a larger throw range than
before.
An easily-observable example is with Hugo--do his standing MK, then
immediately press LP + LK. If you're fast enough what happens is that
the MK doesn't even come out--instead you see Hugo do his throw
animation but he inches forward while doing it instead of remaining in
place. Obviously, if you're close enough to your opponent, you can
use this to grab them and do the Neck Hanging Three even though you'd
normally considered to be outside of throw range.
For more information on kara canceling, try reading the amazingly in-
depth article at www.shoryuken.com. These guys even list the ranges
for people's kara cancels!
------------------------------------------------------------------------
PERSONAL ACTIONS
------------------------------------------------------------------------
Personal Actions are performed by pressing HP + HK. When you do a
Personal Action, you gain a small amount of SA power. Some Personal
Actions can hit for minor damage (and a small SA power increase), as
well, and in such cases can be comboed into (try Ibuki's close HP--
cancel the first hit into her Personal Action and it will combo).
However, Personal Actions are there for more than just taunting; they
also offer a variety of benefits:
ALEX His attack power increases. If you hold down HP+HK, it will
begin to increase even more at a steady rate, but after a
certain point you cannot earn any more attack power. As an
alternative, you can simply perform the taunt repeatedly and
raise his attack power that way (it maxes out after four
taunts).
CHUN What bonuses she gets depends on what she does during her
LI Personal Action:
- If she yawns, her stun gauge recovery rate increases.
You can yawn up to three times for increased recovery.
- If she also cracks her neck, her attack power increases
for all moves but throws.
- If she also pats her shoulder, her defense power increases.
- If she also arches forward and stretches her hips, her
attack and defense power increase.
DUDLEY His attack power increases for all of his moves except throws.
His Personal Action can hit, but if you attempt it immediately
after throwing a rose, Dudley merely holds one up. In this
case, he still gets his attack power increase, but he gets no
SA gauge bonus for doing his Personal Action.
ELENA All of her attacks do more stun damage. You can taunt more
than once to increase the amount of stun damage you do (after
four taunts, you won't earn any more damage). Elena's Personal
Action is both a low attack (when she sweeps her leg out), and
it can hit somebody in the air when she lifts herself up.
GILL His attack power increases.
GOUKI His attack power increases for all of his moves except throws.
Additionally, all of his attacks (even throws) do more stun
damage. Note that the Shun Goku Satsu will not do more damage
even if you do Gouki's Personal Action.
HUGO His attack power increases for all of his moves except throws
(this includes all special move and Super Art throws). If you
hold down HP+HK, he does an alternate taunt that also increases
throw damage. Furthermore, each time you do either taunt, he
gets a defense bonus (less damage from attacks). After taunting
four times, you won't get any more defense power bonuses.
IBUKI Her attack power increases. Her Personal Action can hit
somebody, and in fact she won't get an attack power increase
unless her Personal Action hits!
KEN His attack power increases for all of his moves except throws.
His Personal Action can hit twice, but the hits no longer combo.
MAKOTO With Makoto's taunt, you can hold HP + HK to make her perform
three actions. Just pressing it makes her do one action, and
this can hit for minor damage. It also increases her attack
power for all moves except throws. Holding it until the 2nd
action comes out gives her a further attack power increase.
Either action also gives her a stun gauge recovery rate boost.
Holding HP + HK until she does her third action gives her an
additional stun gauge recovery bonus. So basically, let her do
one action for an attack and stun recovery bonus, two actions
for two attack and two stun recovery bonuses, and three actions
for two attack and three stun recovery bonuses.
NECRO His attack power increases for all of his moves except throws
(this includes his Snake Fang, German Suplex, and Slam Dance).
His Personal Action can hit multiple times, and you can hold
down HP+HK to make him keep flailing his tongue at you.
ORO His stun gauge will lower a bit. If you hold HP+HK, he will
continue to sleep and lose even more stun gauge power.
Q He gets a defense bonus for the rest of the round. You can
taunt three times for an even higher defense power.
REMY All of his attacks do more stun damage. You can taunt more
than once to increase the amount of stun damage you do (after
four taunts, you won't earn any more damage).
RYU The rate at which his stun gauge empties will increase a bit.
You can taunt up to three times to increase the rate at which
his stun gauge goes down, but after that point, additional
taunting won't do anything.
SEAN All of his attacks do more stun damage. You can taunt more
than once to increase the amount of stun damage you do (after
three taunts, you won't earn any more damage). His Personal
Action can hit somebody (you can even use it to start combos),
but if you try to throw another basketball after the first one
was thrown, Sean will jump up and panic when no basketball
comes down ;) I didn't notice that much of an increase in
stun damage as I did in 2nd Impact, for some reason.
TWELVE He turns invisible, and remains this way for a limited period
of time, or until he is hit, he blocks an attack, or he
performs a hold or Super Art. Note that he won't turn visible
after parrying attacks, using (or getting stopped by) the Grap
Defense, though. If you do an EX special move, the EX 'flash'
will still appear on-screen. If you use the X.C.O.P.Y. in a
Twelve vs. Twelve match, you won't be able to turn invisible,
even though you're still Twelve. Once invisible, you can press
HP+HK to taunt and reappear.
URIEN His attack power increases for all of his moves except throws.
His Personal Action can hit once. Interestingly enough, if
it hits, he doesn't get he attack power bonus!
YANG His attack power increases for all of his moves, but his throws
only get a miniscule (1 point) increase in damage. His Personal
Action can hit once.
YUN His attack power increases for special moves only, but he gets
a miniscule increase for normal attacks, command attacks,
throws, and Super Arts. If you hold down HP+HK, he not only
continues to spin his hat around, but he gets a damage increase
for _all_ attacks. After a while, the damage bonus maxes out.
Alternatively, taunting eight times will max out the damage
bonus in the same manner. His PA can hit multiple times.
If a Personal Action affects 'all attacks', that includes throws, unless
stated otherwise. When you perform a Personal Action, you keep attack
and stun damage bonuses until you make an attack that hits or is blocked
(it's okay if it misses). So if Remy powered up his stun damage three
times, the next attack that hit would do increased damage, but all
future attacks would do standard stun damage until he started taunting
again. For defense bonuses and stun gauge recovery bonuses, you keep
them for the rest of the round! As a final note, attack and stun damage
bonuses seem to be proport