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    FAQ/Move List (EUC) by Kao Megura

    Version: 0.9 | Updated: 07/05/00 | Search Guide | Bookmark Guide

    - 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     Unpublished work Copyright 1999-2001 Chris MacDonald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
     The Street Fighter series is (c) Capcom Co., Ltd.
          - Basic Controls
          - FAQ Notation
          - Basic Moveslist
          - Alex
          - Chun-Li
          - Dudley
          - Elena
          - Gill
          - Gouki
          - Hugo
          - Ibuki
          - Ken Masters
          - Makoto
          - Necro
          - Oro
          - Q
          - Remy
          - Ryu
          - Sean
          - Twelve
          - Urien
          - Yang
          - Yun
          - 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
          - Basic Instructions
          - System Direction Pages
          - Page Explanations
          - 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
          - Defense Power Ratings
          - Special Intros
          - Endings
          - Translations
     8.  AUTHOR'S NOTE
          - Help Contribute to this FAQ
          - Special Thanks
          - Revision History
     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.
     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
     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.
     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
     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
     - 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
     - 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
     - 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
     - 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
     - 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
     - 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
     - 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
     - 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
     - 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
     - You can delay the final hit (b+HP) of Yun's MP,HP,b+HP Target Combo.
     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.
     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
     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.
     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
     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).
     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).
     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).
     Pause the game, then press X, and the menu will vanish.  Pressing any
     button but start will make the menu reappear.
     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.
     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....)
     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....
     "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.
     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
     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.
     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                       [ 地上ブロッキング ]
     Anti-Air Parrying                     [ 対空ブロッキング ]
     Mid-Air Parrying                      [ 空中ブロッキング ]
     Time to Input a Parry                 [ ブロッキング受け付け時間 ]
     Guard Parrying                        [ ガードブロッキング ]
     Time to Input a Guard Parry           [ ガードブロッキング受け付け時間 ]
     [ PAGE 2 ]  ------------------------------------------------------------
     Blocking                              [ ガード ]
     Active Blocking                       [ 強制ガード ]
     Distance at which Blocking Occurs     [ ガード讙別距離 ]
     Block Damage                          [ 消りダメージ ]
     [ PAGE 3 ]  ------------------------------------------------------------
     Forward Dash                          [ 前方ダッシュ ]
     Backward Dash                         [ 後方ダッシュ ]
     Jump                                  [ ジャンプ ]
     High Jump                             [ ハイジャンプ ]
     Quick Standing                        [ クイックスタンディング ]
     [ PAGE 4 ]  ------------------------------------------------------------
     Basic Throws and Holds                [ 投げ ]
     Grap Defense                          [ グラップディフェンス ]
     Restricted Grap Defense               [ グラップディフェンスの制限 ]
     [ PAGE 5 ]  ------------------------------------------------------------
     Leap Attacks                          [ リープアタック ]
     Leap Attack Command Change            [ リープアタックのコマンド ]
     Personal Actions                      [ パーソナルアクション ]
     Personal Actions after a KO           [ KO後パーソナルアクション ]
     [ PAGE 6 ]  ------------------------------------------------------------
     Super Arts                            [ スーパーアーツ ]
     Special Moves                         [ 必殺技 ]
     EX Special Moves                      [ EX必殺技 ]
     EX Special Move Gauge Consumption     [ EX必殺技のゲージ消費量 ]
     [ PAGE 7 ]  ------------------------------------------------------------
     Target Combos                         [ ターゲットコンボ ]
     Normal Move Cancels                   [ キャンセル必殺技 ]
     Supercancels                          [ SAキャンセル ]
     High Jump Cancels                     [ キャンセルハイジャンプ ]
     Method of High Jump Canceling Used    [ ハイジャンプキャンセルの仕様 ]
     [ PAGE 8 ]  ------------------------------------------------------------
     Mid-Air Blocking                      [ 空中ガード ]
     Jump after a Knockdown (?)            [ 吹き飛び後ジャンプ状態へ ]
     All Attacks Cause Block Damage        [ すべての技に消りダメージ ]
     Start off with a full SA Gauge        [ SAゲージMAXスタート ]
     SA Gauges reset after each round      [ SAラウンドリセット ]
     [ PAGE 9 ]  ------------------------------------------------------------
     Ground Chain Combos                   [ 地上チェーンコンボ ]
     Mid-Air Chain Combos                  [ 空中チェーンコンボ ]
     Cancel out of any Normal Attack       [ 全通常技がキャンセル可能 ]
     Supercancel into Specials or SAs      [ 必殺技→必殺技orSA ]
     [ PAGE 10 ]  -----------------------------------------------------------
     Use All Super Arts                    [ 全スーパーアーツ使用可能 ]
     Cancel Super Arts into Super Arts     [ SAキャンセルSA ]
     Mid-Air Chain Combo Restrictions      [ 空中コンボ制限値 ]
     Pages 8 through 10 are not normally accessible.  See the 'Secrets and
     Tricks' section for details on how to enable them.
     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                       [ 地上ブロッキング ]
      - With this turned off, players cannot use any kind of ground parry
        (standing or crouching parries).
     ANTI-AIR PARRYING                     [ 対空ブロッキング ]
      - You can't parry an incoming mid-air attack from the ground.
     MID-AIR PARRYING                      [ 空中ブロッキング ]
      - 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                 [ ブロッキング受け付け時間 ]
      - 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                        [ ガードブロッキング ]
      - With this turned off, players cannot use the standing or crouching
        guard parry while blocking an attack.
     TIME TO INPUT A GUARD PARRY           [ ガードブロッキング受け付け時間 ]
      - 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                                              [ ガード ]
      - With this turned off, players cannot use the standing or crouching
     ACTIVE BLOCKING                                       [ 強制ガード ]
      - 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                     [ ガード讙別距離 ]
      - 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                                          [ 消りダメージ ]
      - With this turned off, players take no damage from blocking special
        moves or Super Arts.
     [ PAGE 3 ]  ------------------------------------------------------------
     FORWARD DASH                                  [ 前方ダッシュ ]
      - With this turned off, players cannot tap f,f to dash forward.
     BACKWARD DASH                                 [ 後方ダッシュ ]
      - With this turned off, players cannot tap b,b to backstep.
     JUMP                                          [ ジャンプ ]
      - With this turned off, players cannot jump.
     HIGH JUMP                                     [ ハイジャンプ ]
      - With this turned off, players cannot high jump.
     QUICK STANDING                                [ クイックスタンディング ]
      - With this turned off, players cannot use d to get up after being
        knocked to the floor.
     [ PAGE 4 ]  ------------------------------------------------------------
     BASIC THROWS AND HOLDS                    [ 投げ ]
      - With this turned off, players cannot use any kind of LP + LK throw
        or hold.
     GRAP DEFENSE                              [ グラップディフェンス ]
      - With this turned off, players cannot use the Grap Defense to get
        out of throws or holds.
     RESTRICTED GRAP DEFENSE                   [ グラップディフェンスの制限 ]
      - 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:
                 [ 方向ボタンが上または下要素に押されていたら
                   クイックディフェンスができなくなります ]
     [ PAGE 5 ]  ------------------------------------------------------------
     LEAP ATTACKS                              [ リープアタック ]
      - With this turned off, players cannot use Leap Attacks.
     LEAP ATTACK COMMAND CHANGE                [ リープアタックのコマンド ]
      - 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                          [ パーソナルアクション ]
      - 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               [ KO後パーソナルアクション ]
      - 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                                  [ スーパーアーツ ]
      - With this turned off, players cannot select or use Super Arts.
     SPECIAL MOVES                               [ 必殺技 ]
      - With this turned off, players cannot use Special Moves.
     EX SPECIAL MOVES                            [ EX必殺技 ]
      - With this turned off, players cannot EX their special moves.
     EX SPECIAL MOVE GAUGE CONSUMPTION           [ EX必殺技のゲージ消費量 ]
      - 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                           [ ターゲットコンボ ]
      - With this turned off, players cannot use their Target Combos.
     NORMAL MOVE CANCELS                     [ キャンセル必殺技 ]
      - 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                            [ SAキャンセル ]
      - 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                       [ キャンセルハイジャンプ ]
      - 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      [ ハイジャンプキャンセルの仕様 ]
      - 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:
                 [ ハイジャンプキャンセルをスト廝横遑篁斗
                   「必殺技へもキャンセル可」に変更できます ]
     [ PAGE 8 ]  ------------------------------------------------------------
     MID-AIR BLOCKING                            [ 空中ガード ]
      - 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 (?)                  [ 吹き飛び後ジャンプ状態へ ]
      - 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:
                 [ 吹き飛びやられから着地までの間、ジャンプ時と
                   同時状態になります(攻撃などが可能に) ]
     ALL ATTACKS CAUSE BLOCK DAMAGE              [ すべての技に消りダメージ ]
      - 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              [ SAゲージMAXスタート ]
      - 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            [ SAラウンドリセット ]
      - 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                         [ 地上チェーンコンボ ]
      - 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                        [ 空中チェーンコンボ ]
      - 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             [ 全通常技がキャンセル可能 ]
      - 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:
                 [ すべての通常技がキャンセル可能になります
     SUPERCANCEL INTO SPECIALS OR SAs            [ 必殺技→必殺技orSA ]
      - 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                          [ 全スーパーアーツ使用可能 ]
      - 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.
      - 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            [ 空中コンボ制限値 ]
      - 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:
                 [ 空中コンボができる時間の長さを
                   制限している数値を設定します ]
     [ 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 ;)
     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
     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".
     (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 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.
     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 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
     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.
     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.
     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 (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
     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 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
      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 proportionate to the attack itself.  If you get an
     attack bonus and do a jab, it won't be that much better than it normally
     would.  A hard punch or Super Art will do considerably more damage,
     Capcom scrapped the 'course select' idea of 2nd Impact and replaced it
     with the ability to pick your next opponent for each fight (except for
     the last two battles, against your rival, then against Gill).
     There are now two bonus stages; after the first three rounds, you get
     to beat up a car, and after three more rounds, you get to practice
     parrying with Sean, who tosses basketballs at you.  You start off
     both bonus rounds with a full SA gauge, making it easier to beat up
     the car (it's kinda useless for the basketball game).
     I've noticed that you can get different rankings on the car stage
     ('Great' or 'Excellent') depending on how you beat up the car.  As for
     the basketball stage, the level of difficulty is determined by your
     average grade so far--the better grades you've earned, the harder it
     After each battle, you are 'graded' on your performance.  The following
     grades are possible (worst to best):
                    G, F, E, D, C, B, A, S, XS, SS, SX, MSF
     You can earn up to three plus marks after each grade (from G to SS
     only).  Grading has no real purpose aside from determining the
     difficulty of the basketball level, and determining if you get to
     fight Q or not (see the Secrets section for details).  You can also
     earn 'Special Points' in the game, but I don't really know what you
     can do to earn them.  I would assume it's from getting a really good
     grade in your next fight (for example, you get an E+ in one fight
     but an S in the next), but Mousse Lee suggests that hitting someone
     with a Super Art (without killing them), may contribute to you earning
     more SPs, and Robert Iu suggests that fighting certain characters give
     you Special points; not all characters will award you with SPs when you
     beat them.
     6.  OTHER MENUS
     After selecting your characters and Super Arts, the Training session
     begins.  Once the characters have done their introductory poses, you
     can select from the following options:
     [ NORMAL MODE ]  -------------------------------------------------------
     Lets you train as you normally would.
     [ RECORDING MODE ]  ----------------------------------------------------
     This lets you play one round against your opponent, and you can actually
     kill them.  Once the round has ended, the REPLAY option will light up,
     allowing you to watch what you just did in that round.  If you stop and
     exit out of a Recording Mode battle, you can still replay the match,
     but after the point where you exited out, the characters will just sit
     there until time is over or you exit out again.
     [ DUMMY SETTING ]  -----------------------------------------------------
     In here you can determine what your opponent will be doing; standing,
     crouching, or jumping vertically.  You can also make them controllable
     via a 2nd controller (HUMAN) or have the computer fight you (CPU).
     There are also blocking options--ALL GUARD makes them defend against
     all attacks, AUTO GUARD makes them take a hit, then block all following
     hits, only relaxing their guard when you stop attacking for a while.
     RANDOM GUARD makes your opponent randomly block attacks, and BLOCKING
     makes them parry all attacks.  Unlike W Impact, if you make your enemy
     jump and turn on BLOCKING, they'll actually parry your attacks ;)  NONE
     prevents your opponent from blocking or parrying in any way.  None of
     these options will affect a HUMAN or CPU opponent, though.
     Finally, QUICK STANDING will make your enemy roll and get up whenever
     possible, and STUN leaves them with an almost-full stun gauge, so any
     attack you make will dizzy them.
     [ TRAINING OPTION ]  ---------------------------------------------------
     S.A. GAUGE lets you use a normal gauge (NORMAL), one that starts off
     full (MAX START), or one that constantly refills itself (INFINITY).
     ATTACK DATA determines whether the damage info. will appear in the
     corner of the screen or not.  You can only display attack data for
     your character though, and not your opponent (even if they're being
     played with via the HUMAN setting).
     DAMAGE determines how much damage your attacks do, while DIFFICULTY
     determines how smart (some would say cheap) the computer is when you've
     made your opponent CPU controlled.
     DEFAULT SETTING returns everything to the default settings.  Duh!
     This is pretty easy to figure out once you're familiar with the
     Training Mode controls, so I won't bore anyone with details unless they
     want me too.  How this works is; first you play with the 2nd player and
     make them do some attacks.  Then you 'train' using your first character,
     while the 2nd player repeats the attacks you made them do the first
     time around.  This is actually pretty ingenious, as it lets you do a
     sick combo or whatever, then you can practice parrying all the hits
     of your own crazy combo ;)
     If there is one drawback, it's that the computer interprets your
     commands literally, so if you've instructed Hugo to do a bunch of
     Monster Lariats but you jump over him, he will stand there kicking you,
     since the computer is now inputting "qcb + K", which has no effect ;)
     So try to stay on the 1P side during training.
     After winning a VERUS MODE fight, you can save it to your VMU using
     the REPLAY SAVE option.  You can then watch it using the REPLAY option
     in the main menu.  Note that you can't save CPU vs. CPU matches.
     Not all characters take the same amount of damage; the list below ranks
     characters in order from least damage taken to most damage taken per
     hit (PA stands for Personal Action, btw).  I determined the rankings by
     seeing how much damage people took from Ryu's ground Shin Shouryuu Ken.
      Least   Q (PA x3)                          45
        .     Hugo (PA x4)                       49
        .     Hugo (PA x3), Q (PA x2)            54
        .     Hugo (PA x2)                       58
        .     Hugo (PA x2), Q (PA x1)            63
        .     Twelve (X.C.O.P.Y. of Ryu)         63
        .     Chun (PA x1)                       64
        .     Hugo                               67
        .     Gill                               71
        .     Urien                              72
        .     Alex, Q                            73
        .     Dudley, Ken, Makoto, Ryu           76
        .     Elena, Oro, Sean                   80
        .     Elena (Healing), Necro, Remy       82
        .     Twelve                             85
        .     Yang, Yun                          87
        .     Ibuki                              89
        .     Gouki, Ibuki (Kasumi Gake)         94
       Most   Twelve (End of Ryu X.C.O.P.Y.)     95
     For Chun-Li's PA x1 rating, she has to get the type of Personal Action
     that increases her defense (either the one where she rubs her shoulders,
     or the one where she arches forward and rubs her hips).
     I'm not too sure on Twelve's X.C.O.P.Y. rankings, because I don't know
     if his attack and defense power increase by a set amount when he
     transforms, or if the increase is based on his opponent's abilities
     (which makes more sense given the nature of the X.C.O.P.Y.)  I can't
     think of a way to test this, though.  The neat thing about Twelve is
     that he can take both the least damage in the entire game (copy Q and
     then do the Personal Action three times), and the most damage in the
     entire game (copy Gouki and have the original Gouki attack him as the
     X.C.O.P.Y. ends).  
     Only a few characters have special introductions; Yun vs. Yun (they both
     clasp hands and bow to each other), Elena vs. Elena (they touch hands
     and flip away to the opposite sides of the screen), and Ibuki vs. Ibuki
     (one of the Ibukis is shown sparring with the help of another ninja
     woman).  Yun vs. Yang will have the two brothers backflip in from the
     opposite sides of the screen.
     Of course there are other intros, like Yun coming in on his skateboard
     in his stage and Oro appearing in a sleeping bag at the start of the
     battle in his stage, but those are all stage-specific.
     ALEX vs. HUGO
       Alex and Hugo pose, then Hugo bumps Alex away with his chest.
       Either (or both) characters pull up in a different-looking (and
       different colored) car.
     ELENA vs. ELENA
       Both Elenas touch hands and flip into their ready stance.
       While Makoto is meditating, Dudley drives up in his Rolls-Royce and
       hops out.
       They jump towards each other while kicking, then land and turn to
       face each other.
       Both Makotos bow towards the screen, then to each other.
     MAKOTO vs. RYU
       Makoto stands with her back to Ryu while meditating, and then she
       turns around after a moment.
     MAKOTO vs. YUN or YANG
       Both players bow to each other before the fight.
       A group of Necro prototypes appear opposite Necro.  They all vanish
       except for one of them (Twelve).
     RYU vs. KEN
       Ryu and Ken tap fists before they start fighting.
     YUN vs. YANG
       Both characters backflip past each other into their starting
     YANG vs. YANG
       Both characters teleport to their corresponding sides of the screen.
     All of the endings in this section were contributed by Chris Lee.
     Anyone want to send in any others?  My Japanese isn't good enough to
     figure them out by myself.
     Figures out where he wants to be, and writes a letter home to Tom,
     saying that he can't be on the camping trip.  He's fighting Ryu, who
     seems to be beating the crap out of him and saying "is that all your
     Figures out that her future is to work with youth and a final scene is
     with her training children in martial arts.
     She writes her Japanese friend (I can't remember the name) and she's in
     front of a cafe in Paris, and tells her that she is visiting her family
     (sends a picture).
     Hugo and Poison take over the World Federation of Wrestling and make the
     Huge Wrestling Army, and all the Street Fighters are seen involved. It's
     actually an amusing ending, where Ken sees Ryu involved...
     GILL  (by Chris MacDonald)
     Gill makes Alex two-toned like himself (blue and red).  He leads a
     group of people (including many of the Street Fighters) to the edge of
     a cliff, where he parts the seas to reveal the way to a two-colored
     island.  The sky has become blue and red as well.
     A deep sea exploration vehicle is checking the remnants of a boat, and
     they lose contact with the boat overhead, and it's Akuma.  (He's doing
     like a Shoryuken out of the water)
     She is training in ninja camp and has a boyfriend (something like that).
     He wins again (his 2nd world championship) and offers the trophy to
     Sean, and goes away with his family; Sean declines and wants to win it
     for himself.
     Everyone near and from far come to learn Karate from her, and she takes
     off for more fighting.
     An FBI like agency notices that a mysterious man in a trenchcoat is at
     various scenes around the world, and they want to investigate it.
     He wants to let go of his hatred, and also lets go of his sister, who is
     entombed in what seems to be ice, and she sinks into the sea.
     Keeps on wanting to fight so long as he has strength.
     Is dreaming that he won the American Fighting (Martial Arts)
     Championship... Ken is seen next rousing him, and he has two black eyes.
     He realizes that he was knocked out, and he wants to fight until he
     The scientists are discussing about an army of genetically engineered
     soldiers who regenerate and do not suffer damage.  And they have no
     Urien goes into this pyramid where Gill's head is telling him that his
     legacy is pitiful; Urien blows the entire place up and says that he'll
     define his own future and won't let any legacy define who he is.
     Most translations were done by me, so they're not perfect (some of
     Remy's move translations were done by Cyril Caniot).  Nonetheless,
     accuracy has always been strived for ;)
     [ INSTRUCTION MANUAL TERMS ]  ------------------------------------------
     Blocking                       (called 'parrying' in the US)
     Guard                          (called 'blocking' in the US)
     Grap Defense                   Grab and Grapple Defense
     Kizetsu                        Fainted  (aka 'dizzied')
     Hissatsu Waza                  Certain Death Techniques
     Tsuujou Waza                   Normal Technqiues
     Nage Waza                      Throwing Techniques
     [ CHUN-LI ]  -----------------------------------------------------------
     Koshuu Tou                     Attacking Tiger Overthrow
     Ryuusei Raku                   Shooting Star Drop
     Kakushi Ken                    Crane's Beak Fist
     Kikou Ken                      Chi (Internal Energy) Fist
     Hazan Shuu                     Supreme Mountain Kick
     Hyakuretsu Kyaku               Hundred Rending Kicks
     Souren Shou                    Rapid Paired Palms
     Hakkei                         Internal Energy Release
     Senjou Shuu                    Pointed Cane Kick
     Yoku Sen Kyaku                 Spinning Wing Kick
     Tenshin Shuu Kyaku             Rolling Eagle Kick
     Yousou Kyaku                   Hawk's Talon Kick
     Kakushu Raku Kyaku             Crane's Neck Leg Drop
     Suitotsu Da                    Lower Piercing Strike
     Sankaku Tobi                   Triangle Hop
     Kikou Shou                     Chi (Internal Energy) Palm
     Houyoku Sen                    Phoenix's Fanning Wings
     Tensei Ranka                   Heavenly Star Brilliant Riot
     [ GOUKI ]  -------------------------------------------------------------
     Seoi Nage                      Over-the-Shoulder Throw
     Tomoe Nage                     Overhead Judo Throw
     Gou Hadou Ken                  Great Surge Fist
     Zankuu Hadou Ken               Sky-Slashing Surge Fist
     Shakunetsu Hadou Ken           Scorching Heat Surge Fist
     Gou Shouryuu Ken               Great Rising Dragon Fist
     Tatsumaki Zankuu Kyaku         Sky Slashing Tornado Kick
     Ashura Senkuu                  (demonic warrior) Air Flash
     Hyakki Shuu                    Evil Pandemonium Attack
     Hyakki Gouzan                  Evil Pandemonium Great Slash
     Hyakki Goushou                 Evil Pandemonium Great Thrust
     Hyakki Goujin                  Evil Pandemonium Great Blade
     Hyakki Gousai                  Evil Pandemonium Great Smash
     Tenma Kuujin Kyaku             Demonic Air Blade Kick
     Zugai Hasatsu                  Skull Destroyer
     Messatsu Gou Hadou             Great Surge Deadly Attack
     Tenma Gou Zankuu               Great Demonic Sky Slasher
     Messatsu Gou Shouryuu          Great Rising Dragon Deadly Attack
     Messatsu Gou Rasen             Great Spiralling Deadly Attack
     Messatsu Gou Senpuu            Great Whirlwind Deadly Attack
     Shun Goku Satsu                Imprisoning Death Flash
     Kongou Kokuretsu Zan           Continent-Destroying Vajra Slash
     Tenshou Kaireki Jin            Sky-Thrusting Ocean-Trampling Blade
     - There are two spellings of 'shakunetsu'; one (also 'sekinetsu')
       means "red hot", while the other 'shakunetsu' means "scorching
     - The literal meaning of 'hyakki' is 'one hundred demons'.  What this
       actually refers to is a 'large host of evil-doers'.
     - A 'vajra' is a small weapon with points on either end and a handle
       in the middle.  It has to do with Buddhism as well as Hinduism
       (the vajra is the weapon of Indra, god of destruction).  It can
       also mean 'thunderbolt' which makes sense if you consider Gouki's
       2nd Impact ending.  The real name of this move is actually
       "Ougi 'Kongou Kokuretsu Zan'", where "ougi" means a secret or
       something that is concealed.  According to Clarence, it can also
       mean a technique passed down from teacher to student.  The kanji
       for 'koku' is also spelled differently (an enclosed 'gyoku'
       instead of 'arui').
     - The Tenshou Kaireki Jin isn't a real move, it's the name of the
       attack that Gouki does in his ending when he destroys the sunken
       ship.  Knowing Capcom, it'll probably show up in the fourth SF3
       installment ;)
     [ IBUKI ]  -------------------------------------------------------------
     Yamitsudzura                   Dark Arrowroot
     Tobizaru                       Leaping Monkey
     Souken                         Spear Fist
     Kunai                          (a type of weapon)
     Kubi Ori                       Neck Breaker
     Kasumi Gake                    Running Mist
     Tsuiji Goe                     (a proper name) Pass
     Kazakiri                       Cutting Wind
     Hien                           Flying (Swallow)
     Raida                          Lightning Strike
     Tsumuji                        Whirlwind
     Rasen Chuu                     Spiral Elbow
     Oiura Ken                      Reverse Pursuit Fist
     Maki Geri                      Winding Kick
     Koube Kudaki                   Head Smasher
     Bonshou Geri                   Temple Bell Kick
     You Men                        Frying Surface
     Ura Maki Geri                  Reverse Winding Kick
     Sazan                          Sand Slash
     Kasumi Suzaku                  Crimson Phoenix Mist
     Yoroi Dooshi                   Armor Piercer
     Yami Shigure                   Dark Shower
     - The 2nd Impact manual spells her f,d,df + K move as "Kazekiri", while
       the 3rd Strike manual spells it "Kazakiri".  I don't know which one
       is correct, though.
     [ KEN MASTERS ]  -------------------------------------------------------
     Hiza Geri                      Knee Kick
     Seoi Nage                      Over-the-Shoulder Throw
     Jigoku Guruma                  Hell Wheel
     Hadou Ken                      Surge Fist
     Shouryuu Ken                   Rising Dragon Fist
     Tatsumaki Senpuu Kyaku         Tornado Whirlwind Kick
     Fumikomi Mae Geri              Advancing Forward Kick
     Inazuma Kakato Wari            Lightning Flash Splitting Heel
     Shiden Kakato Otoshi           Violet Lightning Heel Drop
     Shouryuu Reppa                 Rising Dragon Renderer
     Shinryuu Ken                   Divine Dragon Fist
     Shippuujinrai Kyaku            'Swift as Lightning' Kick
     [ MAKOTO  ]  -----------------------------------------------------------
     Hikiyose Zutsuki "Tacchuu"
     Drawing Up Headbutt "Pagoda Head"
     Hiji Otoshi Sanren Tsuki "Araiso"
     Elbow Drop: Three Continuous Thrusts "Wind-swept and wave-beaten shore"
     Tobi Ken "Chigusa"
     Hopping Fist "Great variety of flowering plants"
     Tosshin Seiken-zuki "Hayate"
     Rushing Justice Fist Thrust "Fast Gale"
     Chokujou Seiken-zuki "Fukiage"
     Steadily Rising Justice Fist Thrust "Rising Wind"
     Uchi Oroshi Shutou "Oroshi"
     Falling Hand Blade Strike "Mountain Wind"
     Tsurushi Nodowa "Karakusa"
     Neck Hanging Ring "Arabesque"
     Senkou Kakato Otoshi "Tsurugi"
     Flashing Heel Drop "Sword"
     Kote Tsuki "Kazami"
     Small Hand Thrust "Wind Watcher"
     Gezuki "Kaoruna"
     Lower Thrust "Fragrant Greens"
     Fumikomi Seiken-zuki "Shimaki"
     Advancing Justice Fist Thrust "Winding Wind"
     Fumikomi Seiken Sanren Tsuki "Yamase"
     Advancing Justice Fist Triple Continuous Thrusts "Mountain Heights"
     Mae Geri "Shibuki"
     Forward Kick "Splash"
     Fumikomi Joudan Mawashi Geri "Naruto"
     Advancing Upper Spinning Kick "Steamed Fish Paste Cake"
     Fumikomi Sokubarai "Kuroshio"
     Advancing Foot Sweep "Japan Current"
     Seichuusen Godan-zuki
     Median Line Five-Part Thrust
     Abare Tosanami Kudaki
     Violent Tosa Wave Crusher
     Tanden Renki: Seme no Kata
     Refined Spirit in the Point Above the Navel: Offensive Style
     - I'm no martial arts master, but at least in Tai-Chi, the 'point below
       the navel' is a place where your chi is supposed to mainly reside.
     [ NECRO ]  -------------------------------------------------------------
     Denji Blast                    Electromagnetic Blast
     Chou Denji Storm               Super Electromagnetic Storm
     [ ORO ]  ---------------------------------------------------------------
     Kubi-jime Kataguruma           Neck-Wringing Piggyback Ride
     Tomoe Nage                     Overhead Judo Throw
     Kuuchuu Jigoku Guruma          Mid-Air Hell Wheel
     Tobi Hiza                      Leaping Knee
     Nichirin Shou                  Sun Palm
     Oni Yanma                      Demon Fly
     Niou Riki                      Herculean Strength
                                    (lit. 'Strength of the Niou')
     Jinchuu Watari                 Sacrifical Human Crossing
     Hitobashira Nobori             Sacrifical Human Climbing
     Mawashi Hiji                   Spinning Elbow
     2 Dan Tobi                     Two Part Jump
     Kishin Riki                    Terrible God's Strength
     Kishin Kuuchuu Jigoku Guruma   Terrible God's Mid-Air Hell Wheel
     Yagyou Dama                    Souls Travelling by Night
     Tengu Ishi                     (type of demon) Stone
     Kishin Tsui                    Terrible God's Hammer
     Yagyou Oodama                  Great Soul Travelling by Night
     Tengu Midare Ishi              Tengu Stone Riot
     - 'Yanma' can also mean 'to lament'.  Since it's spelled in kana,
       I don't know which interpretation is correct.
     - The 'Niou' are the two guardian Deva Kings of Buddhism.  You may
       have seen them before as two terrible-faced statues, usually on
       either side of a door or an entrance to a building.  
     - 'Jinchuu' and 'Hitobashira' are different spellings of the same
       kanji that have the same meaning.  In fact, 'Jinchuu Nobori' may
       be the official name of this move, I have no idea myself.
     [ Q ]  -----------------------------------------------------------------
     Hokaku Oyobi Shippu o Mochii ta Tsuuda (Kari)
     Seize and Use Knees for a Painful Strike (Assumed Name)
     Hokaku Oyobi Touteki ni yoru Daraku Shougeki (Kari)
     Depraved Impact using a Seize and Throw Technique (Assumed Name)
     Shippu ni yoru Ko-Chouyaku Kougeki (Kari)
     Small Leaping Attack using the Knees (Assumed Name)
     Tosshin Toubu Dageki (Kari)
     Charging Blow (to the Head) (Assumed Name)
     Tosshin Touchoubu Dageki (Kari)
     Charging Blow (to the Top of the Head) (Assumed Name)
     Tosshin Kashi Dageki (Kari)
     Charging Blow (to the Legs) (Assumed Name)
     Kousokudo Renzoku Dageki (Kari)
     High Speed Rapid Strikes (Assumed Name)
     Hokaku Oyobi Tsuukon Dageki (Kari)
     Seize and Strike Regretfully (Assumed Name)
     Toubu ni yoru Jouhou Kougeki (Kari)
     Attack to the Head using the Upper Body (Assumed Name)
     Ryouude ni yoru Zenshin Tsuugeki (Kari)
     Advancing Painful Attack using Both Arms (Assumed Name)
     Tentou kara no Toubu Tsuugeki (Kari)
     Painful Attack to the Head via Inversion (Assumed Name)
     Tentou kara no Kyakubu Tsuugeki (Kari)
     Painful Leg Attack via Inversion  (Assumed Name)
     Tosshin Oyobi Chishi Renzoku Dageki (Kari)
     Charging as well as Rapid Lethal Strikes (Assumed Name)
     Fukubu Oyobi Koutoubu e no Tsuuda (Kari)
     Painful Strike to the Back of the Head and Abdomen (Assumed Name)
     Bakuhatsu o Tomonau Dageki ya Hokaku (Kari)
     Strike or Seize Accompanied by an Explosion (Assumed Name)
     [ REMY ]  --------------------------------------------------------------
     Valse no you ni Kuruoshiku     'With a Crazed Waltz'
     Nemuri wo Midasu Contour       Disturbed Sleep Outline
     Izanai no Vague                Vague Temptation
     Vertu no Zankou: Haute         Virtue's Afterglow: High
     Vertu no Zankou: Basse         Virtue's Afterglow: Low
     Ma Cherie no Hiai              My Love's Sorrow
     Tsumetaku Aoi Regret           Icy Blue Regret
     Amari ni Muku na Aiguille      Excessively Pure Needle
     Hunnu no Supernova             Supernova of Rage
     Vierge ni Ansoku O             Virginal Repose
     Shoushin no Nocturne           Brokenhearted Nocturne
                                    (or 'Nocturne of Grief')
     - Remy is French, hence the partially-French move names.
     [ RYU ]  ---------------------------------------------------------------
     Seoi Nage                      Over-the-Shoulder Throw
     Tomoe Nage                     Overhead Judo Throw
     Hadou Ken                      Surge Fist
     Shouryuu Ken                   Rising Dragon Fist
     Tatsumaki Senpuu Kyaku         Tornado Whirlwind Kick
     Joudan Sokutou Geri            Upward Sword Leg Kick
     Sakotsu Wari                   Collarbone Splitter
     Kyuubi Kudaki                  Solarplexus Smasher
     Shinkuu Hadou Ken              Vacuum Surge Fist
     Shin Shouryuu Ken              True Rising Dragon Fist
     Denjin Hadou Ken               Electric Blade Surge Fist
     [ SEAN ]  --------------------------------------------------------------
     Seoi Throw                     Over-the-Shoulder Throw
     Tomoe Throw                    Overhead Judo Throw
     Ryuubi Kyaku                   Dragon's Tail Kick
     Sean Pachiki                   Sean Headbutt
     Hadou Burst                    Surge Burst
     Shouryuu Cannon                Rising Dragon Cannon
     [ TWELVE  ]  -----------------------------------------------------------
     H.U.G.                         Hug
     F.L.G.                         Flog
     T.R.W.                         Throw
     J.S.P.                         Jumping Short Punch
     N.D.L.                         Needle
     A.X.E.                         Axe
     D.R.A.                         Drop Attack
     Kokkuu                         "Gliding through the air"
     Kabe Haritsuki                 Attach and Cling to Wall
     B.M.K.                         Back Medium Kick
     X.N.D.L.                       Extra Needle
     X.F.L.A.T.                     Extra Flying Attack
     X.C.O.P.Y.                     Extra Copy
     [ YANG ]  --------------------------------------------------------------
     Hiza Geri                      Knee Kick
     Youhon Shiun                   Flying Hawk Cloud Flip
     Toukuu Koushu                  Mid-Air Bent Hand Imitation
     Tourou Zan                     Mantis-style Slash
     Senkyuutai                     Arcing Thigh Drill
     Byakko Soushouda               White Tiger Paired Palm Strike
     Zenpou Tenshin                 Roll Body Forward (over opponent)
     Kaihou                         Pleasant Kneel  (Concealed Tracks) 
     Raigeki Shuu                   Lightning Attack Kick
     Senpuu Kyaku                   Whirlwind Kick
     Koushu                         Bent Hand
     Raishin Mahha Ken              Quaking Thunder Demonic Break Fist
     Tenshin Senkyuutai             Rolling Arced Thigh Drill
     Sei'ei Enbu                    Phantom Point Waltz
     - The 'tourou' in Tourou Zan refers to 'tourou ken', or mantis-style
       martial arts.  Eiji Kisaragi from AoF2 uses this fighting style
       for some of his moves.
     - Trying to find the real spelling of Kaihou has been a pretty arduous
       task for me, as I kept seeing the 'hou' kanji with a different
       spelling each time the name popped up on the Net.  So, I was looking
       forward to getting the official spelling from the manual, only to find
       that the kanji used in the instruction booklet doesn't even exist--the
       closest one I could find means "kneel" which is a little nonsensical.
       The radicals used for the non-existant 'hou' kanji are for 'foot' and
       'conceal', so maybe it means 'concealed tracks'?  That'd be more
       fitting, but is just a guess and is hardly correct.
     [ YUN ]  ---------------------------------------------------------------
     Hiza Geri                      Knee Kick
     Gekihou Sui                    Demolishing Attack Strike
     Zesshou Hohou                  Technique to Move without Stepping
     Kobokushi                      Tiger Strike
     Tetsuzan Kou                   Iron Mountain Lean
     Nishou Kyaku                   Leaping Double Kick
     Zenpou Tenshin                 Roll Body Forward (over opponent)
     Raigeki Shuu                   Lightning Attack Kick
     Senpuu Kyaku                   Whirlwind Kick
     Dakai                          Break in the Deadlock
     Youhou                         Frying Roast
     Sourai Rengeki                 Rapid Thunder Spear Attack
     Gen'ei Jin                     Phantom Formation
     - The translation of 'Zesshou Hohou' refers to how Yun moves forward
       by leaping instead of walking.
     [ SYSTEM DIRECTION TERMS ]  --------------------------------------------
     Chijou Blocking                Ground Blocking
     Taikuu Blocking                Anti-Air Blocking
     Kuuchuu Blocking               Mid-Air Blocking
     Blocking Uketsuke Jikan        Blocking Receival Time
     Guard Blocking Uketsuke Jikan  Guard Blocking Receival Time
     Kyousei Guard                  Enforced Block
     Guard Shikibetsu Kyori         Guard Distance Indentification
     Keri Damage                    Erased Damage
     Zenpou Dash                    Forward Dash
     Kouhou Dash                    Backward Dash
     Nage                           Throw
     Grap Defense no Seigen         Restricted Grapple Defense
     Leap Attack no Command         Leap Attack's Command
     KO nochi Personal Action       Personal Action after a KO
     Hissatsu Waza                  Certain Death Techniques
     'EX Hissatsu Waza no Gauge     'Level of Gauge Consumption for EX
      Shouhi-ryou'                   Certain Death Techniques'
     Cancel Hissatsu Waza           Certain Death Techniques Cancel
     High Jump Cancel no Shiyou     Method of High Jump Cancel
     Kuuchuu Guard                  Mid-Air Guard
     Fukitobi go Jump Joutai e      Able to Jump after being Blown Over (?)
     Subete no Waza ni Keri Damage  All Techniques cause Erased Damage
     Chijou Chain Combo             Ground Chain Combo
     Kuuchuu Chain Combo            Mid-Air Chain Combo
     'Subete Tsuujou Waza ga        All General Techniques are Cancelable
      Cancel Kanou'
     'Hissatsu Waza -> Hissatsu     Certain Death Techniques -> Certain
      Waza or SA'                   Death Techinques or Super Arts
     'Subete Super Arts shiyou      All Super Arts are usable
     Kuuchuu Combo Seigen Atari     Mid-Air Combo Restriction Level
     8.  AUTHOR'S NOTE
     If you have any comments, complaints, or questions not answered in this
     FAQ, feel free to mail me at <kmegura@yahoo.com>.  If you have seen this
     FAQ reprinted in any publication or plagiarized anywhere online (or
     being sold, for that matter), please drop me a line, as this sort of
     thing has happened before.
     Also, please don't ask me about network-related questions because I
     can't even log on using my Dreamcast (I need a 33.6 modem).  So I
     couldn't help even if I wanted to :)
     It sounds rude, doesn't it?  Well, anyway, as of this release (v0.1),
     I have some unanswered stuff that I can't figure out, so I need help
     from the readers.  I'm looking for information such as a code to play
     as Shin Gouki (is he even in this game?), or maybe a speed select or
     pick-by-round Super Art code (these were both normal featuers in W
     Impact, I wonder why they were removed)?
     Another thing that I can't figure out is that in the arcade version
     of Third Strike, Hugo had a special taunt that could be performed by
     pressing Start + HP + HK (Poison would come out and taunt), and Chun-Li
     had a special taunt she could do after KO'ing an opponent (just hold
     Start, although I've never seen this one myself).  The thing is, the
     Start Button can't be used for either of these tricks on the DC version
     (it either pauses the game or has no effect), so I have no idea how to
     do either of these taunts (and trust me, I've fiddled with just about
     every button combination I can think of)!  Anyone know how they're done?
     Also, for anyone familiar with using NJStar, is there a way to prevent
     Japanese text from getting corrupted?  I don't know what causes it, but
     all my files with Japanese text in them will get messed up, and then
     I'll have to go re-type everything.  It's driving me nuts.
     This FAQ would not have been possible without help from the following
     Jimmy Y. Lee
      - For telling me a ton of stuff; the other method for getting page 8,
        how to get pages 9 and 10, as well as how to get Gill and the Extra
        Options.  Thanks man!
     Shoryuken                                           <www.shoryuken.com/>
      - I got all the information on kara canceling from their site.
     Chris of Dash Taisen                               <www.dashtaisen.com/>
      - Once again I relied on a plethora of move name information taken from
        Dash Taisen's SF3: New Generation section.  This site is a must for
        anyone looking for information you wouldn't find elsewhere--he even
        has information (and pictures!) of Ibuki's test-version Super Art
        from the arcade version of SF3: New Generation.
     yru02135                          <www.d1.dion.ne.jp/~gamer/index.html/>
      - A number of move names were taken from his 2nd Impact and 3rd Strike
        sections, as well as tips like how to do Dudley's dashing Rolling
        Thunder, Necro's German Suplex, etc.  I also got some Target Combos
        from his page as well, as well as the bonus game difficulty codes
        and the name of Gill's new super.  Although it's in Japanese, this
        page has got really in-depth information on SF3, so check it out if
        you're interested.
      - I took some Target Combos, some of Gill's movenames, and some tricks,
        as well as other misc. information, from his superior arcade SF3: 2nd
        Impact FAQ.  You can find it at: (www.gamefaqs.com).
     Suimaa                            <www.urban.ne.jp/home/suimaa02/st3rd/>
      - The names for characters' normal throws and Leap Attacks were taken
        from his Street Fighter III: 3rd Strike section (which is alarmingly
     Jeffrey's J <-> E Dictionary    <http://linear.mv.com/cgi-bin/j-e/dict/>
      - As usual, I had to rely on this excellent online dictionary to help
        out with translating some of the Japanese terms into English.
     Double Reverse (Ura no Ura)                    <www2.airnet.ne.jp/~tac/>
      - Some Personal Action information was taken from the SF3: 3rd Strike
        section at this cool page.
     Special thanks (and a big round of applause) also goes to the previous
     contributors to my Third Strike arcade FAQ, namely:
       Krizalid, Nathan Henry, Chris Lee, James Kuroki, Furious, MechGouki,
       Clarence, Ronald Batiste Jr., Michael Park, Andrew, Robert Iu, Jan-
       Vincent Halili, Bitoku Kishi, Mouse Lee, Mowena, Nathan Arnold, Mr.
       Guy, OneShot, G Nocide, Agustin Ramos-Lopez, Jinston, Kenichiro
       Tanaka, Shon, Ben Williamson, shinbahn, Duke Fleed, airmax95, Matt
       Russell, Jonathan Winkler, Cyril Caniot, Kyoujin, Elusive, Capcom of
       Japan (http://www.capcom.co.jp), the alt.games.sf2 newsgroup, Ura no
       Ura (Double Reverse, located at http://www2.airnet.ne.jp/~tac), and
       Nagasima's Homepage (http://turtle.pse.che.tohoku.ac.jp/~nagasima/).
     Version 0.9  (July 5, 2000)
      - Now that I own the Dreamcast version of this game, I was able to go
        through and check everything out, as well as add information on
        the DC-only features.  The FAQ has been completely rewritten (based
        off my W Impact FAQ).
     Version 0.8  (December 8, 1999)
      - I was sent a bunch of great stuff right after I put v0.7 up, so I
        figured I'd do this update early and stick all that stuff in.
     Version 0.7  (November 25, 1999)
      - More general corrections and stuff.
     Version 0.6  (October 25, 1999)
      - I meant to update this earlier, but I'm back in college again (summer
        was so short), and I haven't had a lot of free time.  Then again,
        there wasn't a lot to add, anyway--just some small additions and
     Version 0.5  (July 12, 1999)
      - The FAQ has been redone and lots of new info. has been added.  A
        great deal of it (the new secrets, target combos, personal action
        info, etc.) came from Ura no Ura, so I have to give that site a big
        thanks.  Another big hand goes to Nagasima's page, where I got
        some more Personal Action info from, too.
        This game finally surfaced in the CA Bay Area at Golfland in Castro
        Valley (2533 Castro Valley Blvd., next to Wendy's).  So, anyone who
        has been looking forward to playing 3rd Strike knows where to go.
     Version 0.4  (June 10, 1999)
      - Lots of various info. has been added, including how to perform
        Akuma's new Super Art, info. on playing as Gill using Twelve, etc.
     Version 0.3  (May 27, 1999)
      - Special color and Oro info. added.
     Version 0.2  (May 21, 1999)
      - Some additions in the Other Stuff section and some moveslist
        additions as well.
     Version 0.1  (May 20, 1999)
      - First version, not much to say.
      "So let the sadness come again / on that you can depend on me, yeah /
       until the bitter, bitter end of the world, yeah / God sleeps in bliss
       / I'm all by myself / as I've always felt / and I'll betray myself to
       anyone."  -  'Soma', by the Smashing Pumpkins
     Unpublished work Copyright 1999-2001 Chris MacDonald

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