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STRIKE FAQ v0.9 - Fight for the Future - for the Sega Dreamcast (import) and arcade versions Written by Chris MacDonald Unpublished work Copyright 1999-2001 Chris MacDonald This document is protected by US Copyright Law, and the Berne Copyright Convention of 1976.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