Street Fighter III: Double Impact, known as Street Fighter III: W Impact (ストリートファイターIII Wインパクト) in Japan, is a competitive fighting game compilation produced by Capcom, released exclusively for the Sega Dreamcast in Japan in 1999 and worldwide in 2000.
It collects the first two versions of Street Fighter III, the long-awaited numbered sequel to Street Fighter II, originally released in arcades for Capcom's CPS-3 arcade board in 1997. Because of the advanced capabilities of the CPS-3, neither game could be ported to consoles until the Dreamcast was released over two years later.
Years after the second World Warrior Tournament and the fall of Shaladoo, a third World Warrior Tournament is being held by a mysterious "secret society" called the Illuminati.
Gameplay
New Generation
2nd Impact
Judgment Girls
Like the Street Fighter II and Street Fighter Alpha series that preceded it, Street Fighter III is a 2D fighting game. Two fighters must employ a variety of attacks and special moves to try to knock each other out in matches played to the best of three rounds. Character sprites are more detailed and have more fluid animation than in previous entries. Gameplay incorporates some features from previous Street Fighter games, as well as Capcom's Darkstalkers series and Marvel-based fighting games such as X-Men: Children of the Atom. New Generation introduced parrying (called "blocking" in the Japanese version), which can be used to deflect incoming attacks without receiving damage; leap attacks, which are small jumping attacks used against crouching opponents; and Super Arts, which are powerful special moves similar to the Super Combos of previous games. 2nd Impact added new characters, new moves for existing characters, Personal Actions, and EX Specials, while refining existing mechanics.
Characters move with and and crouch with . They dash with or . They jump with and flip back and forth with and . Characters can perform a high jump with (which varies in height depending on the character). Each character has a set of normal attacks with differing properties such as speed or range. Punches are performed with (jab), (medium), and (fierce), while kicks are performed with (short), (medium), and (roundhouse). Light attacks start up and recover faster and have a higher likelihood of connecting to an opponent. Hard attacks deal more damage but have lower attack priority and leave the character vulnerable for longer while the move starts up and recovers. Characters can additionally perform unique special moves using particular button combinations. In 2nd Impact, characters can perform a Personal Action by pressing the hard punch and kick buttons simultaneously (+). Personal Actions are similar to taunts but with unique effects for each character.
Throws and grabs are done by holding or when next to an opponent and pressing a medium or hard punch or kick button. Different characters have different throws available to them, and some characters can throw in midair. Throws cannot be blocked, but characters can recover more quickly after being knocked down (from a throw or other attack) by pressing upon landing on the ground. In 2nd Impact, characters can also recover from throws in the air by performing the same inputs as a throw, as in Super Street Fighter II Turbo.
Guarding is done by holding the D-Pad away from the opponent, which negates incoming damage. Special moves and Super Arts still do a small amount of tick damage when guarded. Characters can guard while standing or crouching, but not while jumping (unlike the Street Fighter Alpha games). Some attacks can only be guarded while crouching (such as sweeps) or while standing (such as jumping attacks and overhead strikes). Every character has a leap attack, performed with and any attack button, which can hit characters who are guarding while crouched. Characters have visible stun meters under their vitality meters that fill as they take repeated attacks (and empty as they avoid attacks). If the meter fills, the character becomes stunned and vulnerable to attack for a moment. Players can recover from stuns and escape grabs more quickly by rapidly pressing back and forth on the D-Pad along with the attack buttons.
Characters can parry incoming attacks by pressing the D-Pad toward the opponent to parry a standing or a jumping attack or pressing to parry a low or crouching attack. If executed at the exact moment that the attack is about to hit the character, the character flashes blue and averts the incoming attack; however, if the timing is wrong, the character is instead hit by the attack. Since performing a parry requires foregoing the option to guard because of the mutually exclusive controls, it is considered a high risk maneuver. The parrying character recovers much more quickly than attacking character, creating an opening for a counterattack. Parrying can be used against normal and special moves as well as some Super Arts, but not against throws or grabs. In 2nd Impact, characters can parry in midair; pressing the D-Pad forward causes the character to fall back and away from the opponent, while pressing causes the character to fall downward and close to the opponent.
As in previous games, characters have a Super meter that fills as they perform normal moves (except for light attacks), special moves (including Personal Actions), and parries. Attacks that are parried by the opponent do not build the meter. After selecting a character, the player can choose from one of three "Super Arts," which are super moves that can be performed once the Super meter is full. Only one Super Art can be chosen at a time, and the choice is permanent until the game ends. The length of the Super meter as well as the number of levels varies depending on the Super Art chosen, but every Super Art only costs one level of meter to perform (and there is only one level of strength for each Super Art, regardless of the strength of the button used to execute it). Generally, more powerful Super Arts require filling a longer meter while less powerful Super Arts have a shorter meter and allow the player to store multiple levels so that the move can be performed more. Normal and special moves can be canceled into Super Arts for combination attacks. Super meter power is carried over between rounds but not between matches.
In 2nd Impact, characters can also perform slightly more powerful versions of their special moves called EX Specials, which are similar to the ES moves introduced in Darkstalkers. These moves are performed by inputting the command for the special move and pressing two attack buttons of the same type (such as two punch buttons) instead of one. Using an EX Special costs a portion of the Super meter, depending on the move performed.
If a match goes three rounds without a victor (because of a draw or a double knockout), rather than continuing to a fourth round, three "Judgment Girls," female judges with different designs, walk out and decide the winner (based on unknown criteria).
Modes
Bonus stage
Both games contain the same modes:
Arcade: A single-player mode where the player faces a series of challengers in best of three matches before facing a final boss. A second player can challenge the first by pressing START , with the victor of the match continuing the game. There are eight difficulty levels for computer-controlled opponents. The game ends if the player loses a match but can be continued an unlimited number of times. In New Generation, the player faces six opponents, then Gill. In 2nd Impact, the player faces eight opponents, with the last opponent varying depending on the selected character; it is usually Gill, but Gill is fought as the second-to-last opponent when it is someone else. The player can also face a rival character or Akuma if certain requirements are met. There is a bonus stage that is played after the third battle where Sean throws basketballs that the player must parry.
Versus: A two-player mode where each player chooses a character, their Super Arts, and a handicap and can pick any stage. Players can choose a different Super Art for each round.
Training: A practice mode where the player chooses a character and a Super Art for both fighters. The player can set the opponent to stand, crouch, jump, or fight and also toggle guarding and enable infinite Super meter.
Parrying Attack: This mode is exclusive to 2nd Impact. It allows the player to play the bonus stage from the Arcade Mode to practice parrying.
Characters
Note: Move lists assume that the character is facing right. When facing left, and should be reversed.
P
Any punch button
LP
Light punch
MP
Medium punch
HP
Hard punch
K
Any kick button
LK
Light kick
MK
Medium kick
HK
Hard kick
Playable
In New Generation, Ryu and Ken are the only characters to return from previous entries. In 2nd Impact, Akuma returns as well, as a hidden character.
Hugo and Urien were added in 2nd Impact. Yun and Yang are the same character in New Generation (P selects Yun and K selects Yang), but they were split into separate characters for 2nd Impact, with differentiated movesets.
EX Specials and Personal Actions are only present in 2nd Impact. Rival battles and final battles also only apply to 2nd Impact (as New Generation lacks rival battles and always ends with Gill).
Rival battle:
Sean
Final battle:
Ken
Ryu
Ryu seeks to find worthy opponents and better his skills.
Move list (Special moves)
Name
Command
Description
Hadouken
P
Ryu channels his ki into his hands, then thrusts it from his palms in the form of a fireball. The projectile moves faster when a stronger button is used.
EX Special: Ryu throws a Shakunetsu Hadouken, a flaming fireball that hits multiple times and knocks his opponent over.
Shouryuuken
P
Ryu jumps into the air with a flying uppercut, which knocks his opponent over on impact. He ascends higher when a stronger button is used.
EX Special: Ryu performs a variant of the move that does slightly more damage.
Tatsumaki Senpuukyaku
K
Ryu spins on an axis while gliding forward through the air and kicking, which knocks his opponent over on impact. The move travels further when a stronger button is used. This move can be performed in midair.
EX Special: Ryu performs a Shinkuu Tatsumaki Senpuukyaku, a variant of the move that is stationary and sucks opponents inward to hit multiple times.
Joudan Sokutou Geri
K
Ryu steps forward with a back kick (also called a donkey kick) that knocks his opponent back on impact. He steps further when a stronger button is used.
EX Special: Ryu performs a variant of the move that can knock the opponent off the side of the screen and to the other side of him.
Move list (Command normals)
Name
Command
Description
Personal Action (2nd Impact only)
HP + HK
Ryu adopts a more aggressive stance, which increases the rate at which his stun meter recovers. This move can be repeated up to three times before the effect no longer increases.
Straight
P or K
Ryu leaps forward with a downward punch. This is an overhead strike that can hit characters who are crouch blocking.
Sakotsu Wari
+ MP
Ryu pulls his fist back and strikes forward and down, potentially hitting twice. This is an overhead strike that can hit characters who are crouch blocking.
Move list (Super Arts)
Name
Command
Description
I. Shinkuu Hadouken (1-level meter in New Generation, 2-level meter in 2nd Impact)
P
Ryu shoots a Hadouken across the screen that can hit his opponent multiple times.
II. Shin Shouryuuken (1-level meter)
P
Ryu performs an uppercut with each hand (if his opponent is in close range), then follows it up with a powerful Shouryuuken.
III. Denjin Hadouken (1-level meter)
, then hold P to charge
Ryu charges then throws an electrified Hadouken that cannot be blocked. Charging the move for longer increases the hits, damage, and stun it inflicts. Rotating the D-Pad in a 360° motion charges the move faster.
Rival battle:
Ken
Final battle:
Gill
Alex
Alex is a grappler who wants to avenge the defeat of his friend Tom at the hands of Gill. He is the protagonist of the Street Fighter III series and prominently featured in promotional art.
Move list (Special moves)
Name
Command
Description
Flash Chop
P
Alex chops his hand laterally while sliding forward a short distance. The move has longer range but slower startup when a stronger button is used. It can dissipate a single-hit projectile. When performed with MP or HP , it back-turns the opponent on impact.
EX Special: Alex performs a variant of the move that has longer range, hits more times, and knocks his opponent over. It can dissipate a two-hit projectile.
Slash Elbow (2nd Impact only)
Hold for 2 seconds, then +K
Alex dashes forward and performs an elbow bash. He dashes further when a stronger button is used.
EX Special: Alex performs a variant of the move that dashes faster and hits twice.
Power Bomb
P (close)
Alex tries to grab his opponent. If successful, he jumps into the air, then slams them against the ground. He jumps higher when a stronger button is used. If the opponent is back-turned, Alex performs a suplex instead.
Air Knee Smash
K
Alex leaps diagonally into the air with a knee smash that can hit airborne opponents. He leaps further when a stronger button is used.
EX Special: Alex performs a variant of the move that can hit standing opponents or grab airborne opponents.
Air Stampede
Hold for 2 seconds, then +K
Alex jumps into the air, then lands on the ground feet first, stomping his opponent if he lands on them. He jumps farther when a stronger button is used.
EX Special: Alex performs a variant of the move that lands wherever the opponent is rather than a set distance.
Move list (Command normals)
Name
Command
Description
Personal Action (2nd Impact only)
HP + HK
Alex swings his arm around, which increases his attack power. Holding HP + HK for longer increases his attack power more, up to a certain limit.
Hand Stamp
P or K
Alex leaps forward with a downward palm strike. This is an overhead strike that can hit characters who are crouch blocking.
Hand Chop
+ MP
Alex strikes downward with an open-handed chop. This is an overhead strike that can hit characters who are crouch blocking.
Headbutt
+ HP (close)
Alex holds his hand out to grab and then headbutt his opponent.
Sleeper Hold
+ HP on back-turned opponent (close)
Alex puts his opponent in a sleeper hold.
Flying Cross Chop
+ HP in midair
Alex dives downward with his hands crossed. If he hits the ground, he rolls forward.
Move list (Super Arts)
Name
Command
Description
I. Hyper Bomb (1-level meter)
D-Pad in a 360° rotation, then P (close)
Alex performs two rolling suplexes, followed by a powerbomb.
II. Boomerang Raid (2-level meter)
P
Alex advances with a series of punches and chops, then attempts to grab his opponent for a release suplex.
III. Stun Gun Headbutt (1-level meter)
P
Alex somersaults into the air, then tries to grab his opponent when he lands for multiple rapid headbutts.
Rival battle:
Urien
Final battle:
Yang
Yun
Yun is a kung fu expert from Hong Kong. He and his twin brother Yang are guardians of their hometown. In New Generation, the two brothers are the same character and have the same moves; Yun is selected with P.
Move list (Special moves)
Name
Command
Description
Zesshou Hohou
P
Yun lunges forward with a straight punch in a leaping stride. He leaps further when a stronger button is used.
EX Special: Yun performs a variant of the move that travels faster and further and does more damage (but has a longer startup time).
Senkyuutai
K
Yun rolls along the ground, then he flies into the air with an upward kick. He rolls farther when a stronger button is used ( LK for no roll, MK for half of the screen, and HK for the entire screen), but he always stops rolling to kick when he reaches his opponent. This move can pass under projectiles.
EX Special: Yun performs a variant of the move that travels faster and further and does more damage.
Kobokushi
P
Yun shoves with both open palms, knocking over his opponent on impact.
Fake Kobokushi
+ two P simultaneously
Yun pulls back his arms as if to perform a Kobukushi but does not. This move recovers more quickly than a real Kobokushi, so it can be used to bait a response from an opponent.
Zenpou Tenshin
K (close)
Yun flips over his opponent's shoulder, landing on the other side of his opponent. The opponent is very briefly stunned after doing this, so it can be followed up by a quick attack before the opponent can counterattack.
Tetsuzan Kou (2nd Impact only)
P
Yun steps to his opponent while turning, then strikes his opponent with the back of his shoulder, knocking the opponent into the air. He moves farther when a stronger button is used.
EX Special: Yun performs a variant of the move that travels faster and further and does more damage.
Move list (Command normals)
Name
Command
Description
Personal Action (2nd Impact only)
HP + HK
Yun spins his hat on his finger, which increases the attack power of his special moves. Holding HP + HK increases the attack power for all of his moves, including throws. He can hit opponents with his hat.
Gekihou Sui
P or K
Yun leaps forward with a downward punch. This is an overhead strike that can hit characters who are crouch blocking.
Raigeki Shuu
+K in midair
Yun falls with a stomping kick.
Senpuu Kyaku
+ MK
Yun hops forward with a crescent kick.
Koushu
+ HP (close)
Yun performs a straight punch.
Move list (Super Arts)
Name
Command
Description
I. Tenshin Senkyuutai (2-level meter) (New Generation only)
K
Yun rolls along the ground until he reaches his opponent, then he flies into the air with an upward kick and follows up with additional kicks in midair. This move can pass under projectiles.
I. Youhou (1-level meter) (2nd Impact only)
P
Yun lashes his arms outward, then performs a Tetsuzan Kou, knocking the opponent into the air. He uppercuts them as they land.
II. Sourai Rengeki (3-level meter)
P
Yun performs a series of palm and elbow strikes, then kicks his opponent into the air and finishes with a midair kick.
III. Gen'ei Jin (1-level meter)
P
Yun gathers his ki, then he is followed by afterimages for a limited amount of time and can chain attacks together with much less recovery time. His special moves also hit more times while the effect is active.
Rival battle:
Ibuki
Final battle:
Gill
Necro
Necro is a Russian man who was kidnapped and experimented on by Gill's organization.
Move list (Special moves)
Name
Command
Description
Flying Viper
P
Necro leaps into the air, then slaps with both hands on his way down, knocking over his opponent on impact. He leaps farther when a stronger button is used.
EX Special: Necro performs a variant of the move that is faster and hits twice but does not knock his opponent down.
Rising Cobra
K
Necro falls back, then swings his leg down like an axe chop, knocking over his opponent on impact. This is an overhead strike that can hit characters who are crouch blocking.
EX Special: Necro performs a variant of the move that is faster and hits twice.
Denji Blast
PPPPP
Necro steps forward and holds his arms out as his upper body courses with electricity, electrifying his opponent on impact. Pressing P repeatedly extends the duration of the move.
Tornado Hook
P
Necro twists forward while performing a series of spinning punches. He spins more times when a stronger button is used ( LP for once, MP for twice, and HP for three times). The move knocks down with LP and briefly stuns with HP .
EX Special: Necro performs a variant of the move that is faster and hits up to five times.
Snake Fang
K
Necro crouches and tries to grab his opponent's ankle with a stretched arm, then tosses the opponent through the air. If the opponent is back-turned, Necro performs a suplex instead.
Move list (Command normals)
Name
Command
Description
Personal Action (2nd Impact only)
HP + HK
Necro stretches his mouth open and flails his tongue out, which increases the attack power for all moves except throws. Holding HP + HK extends the duration of the move, and he can hit opponents with his tongue.
Finger Attack
P or K
Necro leaps forward with a downward, open-handed poke. This is an overhead strike that can hit characters who are crouch blocking.
Drill Kick
+ MK or HK in midair (New Generation) +K (2nd Impact)
Necro dives downward with a kick while spinning on an axis. In New Generation, he always falls at a 45° angle. In 2nd Impact, the angle of the dive depends on the strength of the button used ( LK for closest to horizontal and HK for closest to vertical).
Elbow
+ LP or MP
Necro performs an elbow strike.
Necro Upper
+ HP
Necro stretches his arm into a long uppercut that knocks his opponent over on impact.
Knee Dagger (2nd Impact only)
+ LK
Necro performs a low knee strike.
Knee Attack
+ MK
Necro performs a mid-level knee strike.
Knee Missile
+ HK
Necro stretches his knee high into the air.
Move list (Super Arts)
Name
Command
Description
I. Magnetic Storm (2-level meter in New Generation, 1-level meter in 2nd Impact)
PPPPP
Necro steps forward and holds his arms out as his entire body courses with electricity, electrifying his opponent on impact. This move has better damage and range than the Denji Blast. Pressing P repeatedly extends the duration of the move.
II. Slam Dance (1-level meter)
P (close)
Necro tries to grab his opponent. If successful, he performs two successive suplexes, followed by a headscissors takedown.
III. Electric Snake (2-level meter)
P
Necro pulls his arms back, then touches the ground in front of him, electrifying the ground and any opponent standing on it.
Rival battle:
Elena
Final battle:
Gill
Ibuki
Ibuki is an aspiring ninja who was sent to retrieve the "G File" from Gill's organization, which documents all of their plans. She is always accompanied by her pet tanuki Don-chan.
Move list (Special moves)
Name
Command
Description
Kunai
P in midair
Ibuki throws a kunai diagonally downward from the air. The angle of the throw depends on the strength of the button used ( LP for closest to vertical and HP for closest to horizontal).
EX Special: Ibuki performs a variant of the move where she throws two kunai that fly faster.
Kubi Ori
K
Ibuki slides along the ground. If she comes in contact with her opponent, she jumps onto their shoulders and twists their head, knocking the opponent down. She slides farther when a stronger button is used, but she always stops sliding to attack when she reaches her opponent. This move can pass under projectiles.
EX Special: Ibuki performs a variant of the move that where she slides faster and twists her opponent's neck three times.
Kazekiri
K
Ibuki launches into the air with a high kick. She jumps higher when a stronger button is used.
EX Special: Ibuki performs a variant of the move with faster startup that can hit more times.
Hien
K
Ibuki leaps into the air, then performs two stomping kicks if she lands on her opponent's head. She leaps farther when a stronger button is used.
EX Special: Ibuki performs a variant of the move that lands wherever the opponent is rather than a set distance.
Raida
P (close)
Ibuki steps forward and tries to grab her opponent, then blasts the opponent with an explosion of ki from her fist.
Tsumuji
K
Ibuki performs two spinning heel kicks in quick succession. When performed with MK or HK , she can perform a third kick by pressing K again. The kicks can be performed while crouching by holding .
EX Special: Ibuki performs a variant of the move with four fast kicks.
Move list (Command normals)
Name
Command
Description
Personal Action (2nd Impact only)
HP + HK
Ibuki hops forward. If she lands on her opponent, she hops off their shoulders with her arms, which increases her attack power. She does not receive the attack power benefit if the move does not connect.
Souken
P or K
Ibuki leaps forward with a downward punch. This is an overhead strike that can hit characters who are crouch blocking.
Rasen Chuu
HP outside of close range
Ibuki turns around with an elbow strike, which can be followed up by extending her arm into a backfist (Oiura Ken) by pressing HP again.
You Men (2nd Impact only)
+ MP
Ibuki does an upward palm strike.
Koube Kudaki
+ MK
Ibuki hops forward and comes down with an axe kick. This is an overhead strike that can hit characters who are crouch blocking.
Bonshou Geri
+ HK
Ibuki jumps into the air with a split-leg kick.
Move list (Super Arts)
Name
Command
Description
I. Kasumi Suzaku (2-level meter in New Generation, 3-level meter in 2nd Impact)
PPPPP in midair
Ibuki throws multiple spinning kunai diagonally downward from the air. The angle of the throw depends on the strength of the button used ( LP for closest to horizontal and HP for closest to vertical). Pressing P repeatedly throws more kunai.
II. Yoroi Doushi (1-level meter)
P
Ibuki steps forward and tries to grab her opponent, then blasts the opponent with an explosion of ki from her fist. This move does more damage than the Raida. If she fails to grab her opponent, she instead fires a projectile about half the width of the screen that can hit multiple times and knock over her opponent.
III. Hashin Shou (2-level meter)
P
Ibuki slides forward with an elbow strike, then performs a series of kicks, ending with a high kick that knocks her opponent into the air.
Rival battle:
Yun
Final battle:
Ryu, Necro, Elena, or Gill
Hugo
Hugo is a professional wrestler from Germany who seeks a strong tag team partner for an upcoming tournament. He is often accompanied by his manager, Poison. Both Hugo (called Andore) and Poison originate as enemy characters from Final Fight. The player can choose his final opponent.
Move list (Special moves)
Name
Command
Description
Giant Palm Breaker
P
Hugo claps his hands together in front of him. This move can dissipate projectiles.
EX Special: Hugo performs a variant of the move that knocks over his opponent.
Monster Lariat
K
Hugo runs forward with a clothesline attack. He runs farther when a stronger button is used.
EX Special: Hugo performs a variant of the move that is faster and does more damage.
Ultra Throw
K (close)
Hugo tries to grab his opponent. If successful, he throws them, bouncing them off the side of the screen.
Moonsault Press
D-Pad in a 360° rotation, then P (close)
Hugo tries to grab his opponent. If successful, he spins high into the air with them, moonsaulting at the top and falling on top of the opponent when they hit the ground.
Shootdown Backbreaker
K
Hugo leaps forward to grab an airborne opponent. If successful, he breaks their back on his shoulders, then tosses them aside. He leaps farther when a stronger button is used.
Move list (Command normals)
Name
Command
Description
Personal Action
HP + HK
Hugo flexes his arm muscles, which increases the attack power for all moves except throws. Holding HP + HK does a longer taunt that also increases throw damage. Each time either move is performed, his defense power increases, up to four times.
Knee Attack
P or K
Hugo leaps forward with a downward knee strike. This is an overhead strike that can hit characters who are crouch blocking.
Body Press
+ HP in midair
Hugo holds his arms out in a body press.
Dropkick
+ HK or + HK
Hugo jumps into the air and falls with a dropkick.
Move list (Super Arts)
Name
Command
Description
I. Gigas Breaker (1-level meter)
D-Pad in a 360° rotation twice, then P (close)
Hugo tries to grab his opponent. If successful, he spins into the air with them and performs a Shootdown Backbreaker, then repeats the maneuver a second time, then finishes by performing a Moonsault Press.
II. Megaton Press (2-level meter)
K
Hugo leaps into the air to grab an airborne opponent. If successful, he moonsaults high into the air with them, then drops them in midair and falls on top of them when he hits the ground.
III. Hammer Frenzy (2-level meter)
P
Hugo runs forward and hits his opponent with a punch with each hand, an elbow drop, a chest bump, and a Giant Palm Bomber.
Rival battle:
Yang
Final battle:
Ken
Sean
Sean is a young Japanese-Brazilian fighter who becomes Ken's self-appointed apprentice.
Move list (Special moves)
Name
Command
Description
Sean Tackle
P, then P
Sean slides forward, then tries to grab his opponent with P. If successful, he sweeps the opponent with his arms, then pounds them with his clasped fists. He slides further when a stronger button is used.
EX Special: Sean performs a variant of the move that travels faster and further.
Dragon Smash
P
Sean jumps into the air with a flying uppercut, then smashes his opponent back down with his fist. He jumps further forward when a stronger button is used.
EX Special: Sean performs a variant of the move with faster startup.
Tornado
K
Sean leaps forward with multiple spinning kicks. He travels further when a stronger button is used.
EX Special: Sean performs a variant of the move that travels faster and further.
Ryuubi Kyaku
K
Sean tumbles forward with a rolling kick. The move covers a wider arc when a stronger button is used. This is an overhead strike that can hit characters who are crouch blocking.
EX Special: Sean performs a variant of the move that hits twice and lands wherever the opponent is rather than a set distance.
Zenten
P
Sean curls into a ball and rolls forward. He rolls farther when a stronger button is used. This move can pass under projectiles.
Move list (Command normals)
Name
Command
Description
Personal Action (2nd Impact only)
HP + HK
Sean throws a basketball, which increases the stun damage inflicted by his attacks. This move can be repeated up to three times before the effect no longer increases. He can hit his opponent with the basketball.
Straight
P or K
Sean leaps forward with a downward punch. This is an overhead strike that can hit characters who are crouch blocking.
Sean Pachiki (2nd Impact only)
+ HP
Sean steps forward and performs a headbutt that can hit two times. This is an overhead strike that can hit characters who are crouch blocking.
Move list (Super Arts)
Name
Command
Description
I. Hadou Burst (3-level meter)
P
Sean launches a fireball from his hands that knocks over his opponent on impact.
II. Shouryuu Cannon (3-level meter)
PPPPP
Sean performs a low Shouryuuken, followed by a high Shouryuuken. Pressing P repeatedly increases the amount of hits.
III. Hyper Tornado (2-level meter)
P
Sean dashes at his opponent with a shoulder tackle, followed by multiple punches and kicks. He then launches his opponent upward with a rising Tornado and finishes off in midair with a Ryuubi Kyaku.
Rival battle:
Alex
Final battle:
Gill
Urien
Urien is Gill's younger brother, who seeks to usurp his brother's leadership. He can manipulate electricity and metal.
Move list (Special moves)
Name
Command
Description
Metallic Sphere
P
Urien fires a metallic sphere from his fists. The angle of the projectile depends on the strength of the button used ( LP for straight ahead, MP for a 30° angle, HP for a 60° angle).
EX Special: Urien shoots two metallic spheres that wobble forward.
Chariot Tackle
Hold for 2 seconds, then +K
Urien rushes forward and rams his shoulder into his opponent. He runs further when a stronger button is used.
EX Special: Urien performs a variant of the move that moves faster and hits twice..
Violence Knee Drop
Hold for 2 seconds, then +K
Urien jumps straight up into the air, does a backflip, and dives down with his knees first. The angle of the dive depends on the strength of the button used ( LK for closest to vertical and HK for closest to horizontal). This is an overhead strike that can hit characters who are crouch blocking.
EX Special: Urien performs a variant of the move that hits twice.
Dangerous Headbutt
Hold for 2 seconds, then +P
Urien hops forward with a headbutt that can hit airborne opponents. He hops farther when a stronger button is used.
EX Special: Urien performs a variant of the move that hits twice and electrifies and knocks down the opponent.
Move list (Command normals)
Name
Command
Description
Personal Action
HP + HK
Urien pounds the ground with his fist, which increases the attack power for all moves except throws. He can hit his opponent with this move, which knocks them over, but he does not receive the attack power bonus if this happens.
Elbow Attack
P or K
Urien leaps forward with a downward elbow strike. This is an overhead strike that can hit characters who are crouch blocking.
Maul Punch
+ MP
Urien swings his fist in the air like a club.
Step Kick
+ MK
Urien steps forward with a front kick.
Move list (Super Arts)
Name
Command
Description
I. Tyrant Slaughter (2-level meter)
P
Urien charges at his opponent with alternating shoulder strikes, followed by a takedown.
II. Temporal Thunder (2-level meter)
P
Urien fires a large metallic sphere from his fists. The sphere is tall but grows smaller as it travels across the screen. It hits multiple times and electrifies the opponent.
III. Aegis Reflector (2-level meter)
P
Urien generates a rectangular energy barrier in front of him, resembling a plate of glass, which lasts for a duration before shattering. The distance from Urien that the barrier is generated depends on the strength of the button used ( LP is closest and HP is farthest), or it can be generated diagonally upwards from Urien by pressing all three P buttons simultaneously. The barrier moves forward a short distance before coming to a stop. Multiple barriers can be out at a time if Urien has enough Super meter. The barrier damages and electrifies opponents on contact, so it can be used to corner opponents and setup juggle combos. It also reflects most projectiles, but some projectiles (such as Ryu's Denjin Hadouken or Gill's Pyrokinesis or Cryokinesis) can destroy it. Urien can pass harmlessly through the barrier.
Rival battle:
Ryu
Final battle:
Gill
Elena
Elena is an African princess from Kenya who uses the fighting style of capoeira. She seeks to make new friends. All of her attacks use her legs or feet (including punch button attacks).
Move list (Special moves)
Name
Command
Description
Rhino Horn
K
Elena spins forward with a roundhouse followed by a side kick. She travels a longer distance when a stronger button is used.
EX Special: Elena performs a variant of the move that can hit more times.
Mallet Smash
P
Elena cartwheels into the air, dropping her leading foot onto her opponent. This is an overhead strike that can hit characters who are crouch blocking. The move covers a wider arc when a stronger button is used.
EX Special: Elena performs a variant of the move with faster startup and recovery.
Scratch Wheel
K
Elena jumps up with a rolling kick. She jumps higher when a stronger button is used.
EX Special: Elena performs a variant of the move with faster startup that can hit more times.
Spin Scythe (2nd Impact only)
K
Elena leans over and advances forward with two shoulder-height spinning kicks. She travels farther when a stronger button is used. It can be followed by an additional kick, using both legs, that knocks her opponent into the air by pressing K again.
EX Special: Elena performs three rapid spinning kicks, knocking her opponent into the air with the last one. This can be followed up with a final kick by pressing K again.
Move list (Command normals)
Name
Command
Description
Personal Action (2nd Impact only)
HP + HK
Elena does a sweep kick and then a handstand, which increases the stun damage inflicted by her attacks. This move can be repeated up to three times before the effect no longer increases. She can attack opponents up to two times with this move (once with the sweep kick and again with the handstand).
Knee Attack
P or K
Elena leaps forward with a downward knee strike. This is an overhead strike that can hit characters who are crouch blocking.
Handstand Kick
+ MP
Elena does a handstand and kicks forward with one leg.
Slide
+ HK
Elena does a sliding sweep.
Move list (Super Arts)
Name
Command
Description
I. Spinning Beat (2-level meter in New Generation, 3-level meter in 2nd Impact)
K
Elena performs three successive rolling kicks, the last of which knocks her opponent over.
II. Brave Dance (1-level meter in New Generation, 2-level meter in 2nd Impact)
K
Elena hits her opponent with a series of alternating high and low kicks, the last of which knocks her opponent over.
III. Healing (2-level meter in New Generation), 1-level meter in 2nd Impact)
P
Elena crouches, then glows and recovers lost health. She can heal herself for up to a quarter of her maximum vitality, but the healing ends if she is hit. The move also ends if she reaches full health or if the player presses all three P simultaneously.
Rival battle:
Necro
Final battle:
Gill
Oro
Oro is a seclusive hermit who seeks a fighter worthy to inherit his fighting style. He binds one arm while fighting to keep from accidentally killing his opponent.
Move list (Special moves)
Name
Command
Description
Nichirin Shou
Hold for 2 seconds, then +P
Oro throws an energy orb with his hand. The angle of the projectile depends on the strength of the button used ( LP for straight ahead, MP for 45° into the air, HP for 75° into the air).
EX Special: Oro throws a slow-moving energy orb that homes in on his opponent and can hit two times.
Oni Yanma
Hold for 2 seconds, then +P
Oro jumps into the air with a spinning elbow attack. He jumps higher and further forward when a stronger button is used.
EX Special: Oro performs a variant of the move that jumps higher and hits more times.
Niou Riki
P (close)
Oro tries to grab his opponent. If successful, he slams them back and forth on the ground three times.
Jinchuu Watari
K
Oro jumps high into the air, then falls down with a head stomp. He jumps higher and further forward when a stronger button is used.
EX Special: Oro performs a variant of the move that lands wherever the opponent is rather than a set distance.
Hitobashira Nobori (2nd Impact only)
KKKKK in midair
Oro stomps repeatedly in midair. Pressing K repeatedly extends the duration of the move.
EX Special: Oro performs a variant of the move that can hit more times.
Move list (Command normals)
Name
Command
Description
Personal Action (2nd Impact only)
HP + HK
Oro falls asleep, which decreases his stun meter. Holding HP + HK extends the duration of the move.
Tobi Hiza
P or K
Oro leaps forward with a downward knee strike. This is an overhead strike that can hit characters who are crouch blocking.
Move list (Super Arts)
Name
Command
Description
I. Kishin Riki (1-level meter)
P
Oro glows for a duration. While the effect lasts, he can grab his opponent with P in close range. If he grabs his opponent on the ground, he slams them back and forth on the ground rapidly eight times, then tosses them aside. If he grabs his opponent in the air, he bashes his opponent into the ground with repeated knee strikes, then rolls back into the air with them and knees them into the ground again.
II. Yagyou Dama (3-level meter)
P
Oro picks an energy orb from his nose and flings it across the screen. It travels in a zigzag pattern and can hit opponents multiple times.
III. Tengu Stone (1-level meter)
P
Oro summons large stones that follow him and augment his attacks with additional hits for a duration.
Rival battle:
Oro
Final battle:
Yun
Yang
Yang is a kung fu expert from Hong Kong. He and his twin brother Yun are guardians of their hometown. In New Generation, the two brothers are the same character and have the same moves; Yun is selected with K.
Move list (Special moves)
Name
Command
Description
Zesshou Hohou (New Generation only)
P
Yang lunges forward with a straight punch in a leaping stride. He leaps further when a stronger button is used.
Tourou Zan (2nd Impact only)
P (up to 3 times)
Yang steps forward with a lateral palm slash. This move can be chained into three strikes by pressing P more times. He moves slightly further when a stronger button is used.
EX Special: Yang starts a variant of the move that can be chained into five strikes by pressing P more times.
Senkyuutai
K
Yang rolls along the ground, then he flies into the air with an upward kick. He rolls farther when a stronger button is used ( LK for no roll, MK for half of the screen, and HK for the entire screen), but he always stops rolling to kick when he reaches his opponent. This move can pass under projectiles.
EX Special: Yun performs a variant of the move that travels faster and further and does more damage.
Kobokushi (New Generation) Byakko Soushouda (2nd Impact)
P
Yang shoves with both open palms, knocking over his opponent on impact. This move has longer range in 2nd Impact.
Fake Kobokushi (New Generation) Fake Byakko Soushouda (2nd Impact)
+ two P simultaneously
Yang pulls back his arms as if to perform a Kobukushi or Byakko Soushouda but does not. This move recovers more quickly than a real Kobokushi or Byakko Soushouda, so it can be used to bait a response from an opponent.
Zenpou Tenshin
K (close)
Yang flips over his opponent's shoulder, landing on the other side of his opponent. The opponent is very briefly stunned after doing this, so it can be followed up by a quick attack before the opponent can counterattack.
Move list (Command normals)
Name
Command
Description
Personal Action (2nd Impact only)
HP + HK
Yang runs his hand through his hair, which increases the attack power for all moves except throws.
Toukuu Koushu
P or K
Yang leaps forward with a downward, open-handed poke. This is an overhead strike that can hit characters who are crouch blocking.
Raigeki Shuu
+K in midair
Yang falls with a stomping kick.
Senpuu Kyaku
+ MK
Yang hops forward with a crescent kick.
Koushu
+ HP (close)
Yang performs a straight punch.
Move list (Super Arts)
Name
Command
Description
I. Raishin Mahha Ken (2-level meter) (2nd Impact only)
P
Yang does a hand thrust. If it connects, he walks through his opponent with a single hand thrust that does multiple hits.
I. Tenshin Senkyuutai (New Generation) II. Tenshin Senkyuutai (2nd Impact) (2-level meter)
K
Yang rolls along the ground until he reaches his opponent, then he flies into the air with an upward kick and follows up with additional kicks in midair. This move can pass under projectiles.
II. Sourai Rengeki (3-level meter) (New Generation only)
P
Yang performs a series of palm and elbow strikes, then kicks his opponent into the air and finishes with a midair kick.
III. Gen'ei Jin (1-level meter) (New Generation only)
P
Yang gathers his ki, then he is followed by afterimages for a limited amount of time and can chain attacks together with much less recovery time. His special moves also hit more times while the effect is active.
III. Sei'ei Enbu (1-level meter) (2nd Impact only)
P
Yang gathers his ki, then he is followed by afterimages for a limited amount of time that echo his attacks with a short delay and can damage his opponent.
Rival battle:
Hugo
Final battle:
Gill
Dudley
Dudley is a gentleman British boxer who seeks to recover his late father's antique Jaguar convertible from Gill. All of his attacks use his arms or fists (including kick button attacks).
Move list (Special moves)
Name
Command
Description
Jet Upper
P
Dudley jumps into the air with an uppercut that knocks his opponent over on impact. He jumps higher when a stronger button is used.
EX Special: Dudley performs a variant of the move that is faster and does more damage.
Machine Gun Blow
P
Dudley dashes forward, then performs a series of speed punches. He dashes farther when a stronger button is used ( LP for no dash, MP for half of the screen, and HP for the entire screen), but he always stops dashing to attack when he reaches his opponent.
EX Special: Dudley performs a variant of the move that travels further and includes additional hits, with the final uppercut knocking the opponent into the air.
Duck
K
Dudley dashes a short distance forward while ducking his head, which can pass under high projectiles. He dashes farther when a stronger button is used. This move can be followed up with P for a straight punch (Ducking Straight) or K for an uppercut (Ducking Upper).
Thunderbolt (2nd Impact only)
K
Dudley somersaults high into the air, then twists down with a diving fist. The distance and height of the move depends on the strength of the button used.
EX Special: Dudley performs a variant of the move that hits more times and lands wherever the opponent is rather than a set distance.
Cross Counter
P
Dudley drops his fists and taunts his opponent. If he is hit in this state, he takes damage but follows up with a fast, unblockable straight punch. The taunt lasts for longer when a stronger button is used.
EX Special: Dudley performs a variant of the move where he takes double damage but reacts with two fast, unblockable straight punches.
Move list (Command normals)
Name
Command
Description
Personal Action (2nd Impact only)
HP + HK
Dudley turns around and tosses a rose behind him, which increases the attack power for all moves except throws. He can hit his opponent with the rose.
Jumping Elbow
P or K
Dudley leaps forward with a downward elbow strike. This is an overhead strike that can hit characters who are crouch blocking.
Slipping Jab
+ LP
Dudley throws a low jab.
Step Straight
+ HP
Dudley slides forward with a straight punch.
Kidney Blow
+ MK
Dudley delivers a body blow.
Dart Shot
+ HK
Dudley punches downward. This is an overhead strike that can hit characters who are crouch blocking.
Move list (Super Arts)
Name
Command
Description
I. Rocket Uppercut (2-level meter)
P
Dudley performs two jumping uppercuts, then flies into the air with a spiraling uppercut.
II. Rolling Thunder (1-level meter)
P
Dudley assaults his opponent with a series of rolling punches, ending with an uppercut that knocks the opponent over.
III. Corkscrew Blow (3-level meter)
P
Dudley performs a straight punch that hits multiple times.
Rival battle:
Sean
Final battle:
Ryu
Ken
Ken is the current American martial arts champion. He seeks to test his strength against his old friend and rival Ryu once again.
Move list (Special moves)
Name
Command
Description
Hadouken
P
Ken channels his ki into his hands, then thrusts it from his palms in the form of a fireball. The projectile moves faster when a stronger button is used.
EX Special: Ken performs a variant of the move that hits two times and knocks his opponent over.
Shouryuuken
P
Ken jumps into the air with a flying uppercut. The move ascends higher and hits more times when a stronger button is used. When performed with HP , Ken has a flaming fist and can hit his opponent up to three times.
EX Special: Ken performs a variant of the move that hits more times.
Tatsumaki Senpuukyaku
K
Ken spins on an axis while gliding forward through the air and kicking. This move can hit multiple times since it does not knock the opponent down. The move travels further and hits more times when a stronger button is used. This move can be performed in midair.
EX Special: Ken performs a variant of the move that hits more times.
Move list (Command normals)
Name
Command
Description
Personal Action (2nd Impact only)
HP + HK
Ken taunts his opponent to attack him, which increases the attack power for all moves except throws.
Straight
P or K
Ken leaps forward with a downward punch. This is an overhead strike that can hit characters who are crouch blocking.
Inazuma Kakato Wari
+ MK or Hold MK when standing
Ken kicks high into the air, then brings his leg down like an axe chop, hitting up to two times. This is an overhead strike that can hit characters who are crouch blocking.
Move list (Super Arts)
Name
Command
Description
I. Shouryuu Reppa (1-level meter in New Generation, 2-level meter in 2nd Impact)
P
Ken performs two low Shouryuukens, then a high, flaming Shouryuuken.
II. Shinryuuken (2-level meter in New Generation, 1-level meter in 2nd Impact)
KKKKK
Ken ascends high into the air with multiple spinning Shouryuukens that draw opponents inward. Pressing K repeatedly increases the amount of hits.
III. Shippuujinrai Kyaku (2-level meter in New Generation, 3-level meter in 2nd Impact)
K
Ken moves forward while delivering a series of fast kicks before launching his opponent into the air with a rising Tatsumaki Senpuukyaku.
Bosses
Gill is playable in 2nd Impact with the use of a cheat code.
Rival battle:
Alex
Final battle:
Urien
Gill
Gill is the leader of a clandestine organization called the Illuminati that seeks to turn the Earth into a utopia. He can manipulate fire and ice. He is the final opponent for all the characters in New Generation and for most of the characters in 2nd Impact.
Move list (Special moves)
Name
Command
Description
Pyrokinesis
P when facing right
Gill fires a flaming sphere from his fists. The angle of the projectile depends on the strength of the button used ( LP for straight ahead, MP for a 30° angle, HP for a 60° angle).
Cryokinesis
P when facing left
Gill fires a frozen sphere from his fists. The angle of the projectile depends on the strength of the button used ( LP for straight ahead, MP for a 30° angle, HP for a 60° angle).
Pyro Cyber Lariat
P when facing right
Gill charges forward with a lariat, knocking his opponent over with a flaming fist.
Cryo Cyber Lariat
P when facing left
Gill charges forward with a lariat, knocking his opponent over with a frozen fist.
Moonsault Knee Drop
K
Gill jumps straight up into the air, does a backflip, and dives down with his knees first. He always drops down to the location of the opponent. This is an overhead strike that can hit characters who are crouch blocking.
Psycho Headbutt
P
Gill hops forward with a headbutt that can hit airborne opponents.
Move list (Command normals)
Name
Command
Description
Personal Action
HP + HK
Gill laughs, which increases his attack power.
Elbow Attack
P or K
Gill leaps forward with a downward elbow strike. This is an overhead strike that can hit characters who are crouch blocking.
Palm Upper
+ MP
Gill does a standing uppercut.
Step Kick
+ MK
Gill steps forward with a front kick.
Move list (Super Arts)
Name
Command
Description
Meteor Strike (1-level) (2nd Impact only)
P
Gill calls down a shower of flaming and frozen spheres. This is Gill's only selectable Super Art.
Resurrection
Automatically occurs when Gill is defeated with a full Super meter
Gill levitates and replenishes his entire vitality meter. He can be hit out of this move, which prevents him from recovering the rest of his vitality, but it is difficult since he pushes his opponent away while channeling this move and the move starts with a brief period of invulnerability. Gill automatically performs this move if he has a full Super meter when he is defeated in the last round of the match. After using this ability once, Gill's Super meter no longer fills, so he can only resurrect once per round.
Akuma and Shin Akuma are only present in 2nd Impact and playable through the use of cheat codes.
Rival battle:
Sean
Final battle:
Gill
Akuma (Gouki)
Akuma is an emotionless and powerful warrior who is obsessed with obtaining power and battling stronger foes. Akuma and Shin Akuma can be fought in the single-player game if certain conditions or met, and they are also playable.
Move list (Special moves)
Name
Command
Description
Gou Hadouken
P
Akuma channels his ki into his hands, then thrusts it from his palms in the form of a fireball. The projectile moves faster when a stronger button is used.
Zankuu Hadouken
P
Akuma shoots a single-handed Hadouken at a diagonal angle downward in midair. The projectile moves faster when a stronger button is used.
Shakunetsu Hadouken
P
Akuma shoots a flaming variant of the Hadouken, which hits multiple times and knocks opponents down on impact. The projectile hits more times but has slower startup when a stronger button is used.
Gou Shouryuuken
P
Akuma jumps into the air with a flying uppercut, which knocks his opponent over on impact. The move ascends higher and hits more times when a stronger button is used.
Tatsumaki Zankuukyaku
K
Akuma spins on an axis while gliding forward through the air and kicking. This move juggles his opponent into the air, hitting multiple times before the opponent hits the ground. The move travels further and hits more times when a stronger button is used.
Zenten
K
Akuma curls into a ball and rolls forward. The distance of the roll depends on the strength of the button used. This move can pass under projectiles.
Ashura Senkuu Forward
+ two P or K simultaneously
Akuma glides forward. He is invulnerable in this state. He moves across the entire screen with P or half the screen with K.
Ashura Senkuu Backward
+ two P or K simultaneously
Akuma glides backward. He is invulnerable in this state. He moves across the entire screen with P or half the screen with K.
Move list (Command normals)
Name
Command
Description
Personal Action (2nd Impact only)
HP + HK
Akuma adopts a more aggressive stance, which increases the attack power for all moves except throws and increases the stun damage inflicted by his attacks. The Shun Goku Satsu is not affected by this.
Straight
P or K
Akuma leaps forward with a downward punch. This is an overhead strike that can hit characters who are crouch blocking.
Zugai Hasatsu
+ MP
Akuma performs an open-handed chop, potentially hitting twice. This is an overhead strike that can hit characters who are crouch blocking.
Tenma Kuujin Kyaku
+ MK before the apex of the jump while flipping forward in the air
Akuma dive kicks diagonally downward. This is an overhead strike that can hit characters who are crouch blocking.
Move list (Super Arts)
Name
Command
Description
I. Messatsu Gou Hadou (2-level meter)
P
Akuma fires a version of the Gou Hadouken that can hit his opponent multiple times.
I. Tenma Gou Zankuu (2-level meter)
P in midair
Akuma fires a larger, more powerful Zankuu Hadouken at his opponent.
II. Messatsu Gou Shouryuu (2-level meter)
P
Akuma performs two low Gou Shouryuukens, followed by a high Gou Shouryuuken.
III. Messatsu Gou Rasen (2-level meter)
K
Akuma ascends high into the air while performing a Tatsumaki Zankuukyaku. This move can be performed in midair.
Shun Goku Satsu
LP LP LK HP (at max level)
Akuma glides to his opponent, then performs a series of attacks that cannot be seen as the screen flashes white. The Super meter must be completely filled at level 2 to perform this move. This move is treated as a grab and cannot be blocked. Akuma can perform this move regardless of which Super Art is selected.
Stages
Each character has his or her own stage where matches are hosted. The stage can be manually chosen in the two-player mode.
Street Fighter III: New Generation
Tokyo (Ryu)
Ryu's stage for the first round. The second round takes place in Ken's stage.
New York (Alex)
Alex's stage.
Hong Kong (Yun)
Yun's stage for the first round. The second round takes place in Yang's stage.
Moscow
Necro's stage.
Kyoto
Ibuki's stage for the first round.
Kyoto 2
Ibuki's stage for the second round.
Kyoto 3
Ibuki's stage for the third round.
New York (Sean)
Sean's stage.
Nairobi
Elena's stage for the first round.
Nairobi 2
Elena's stage for the second round.
Amazon
Oro's stage.
Hong Kong (Yang)
Yang's stage for the first round. The second round takes place in Yun's stage.
London
Dudley's stage for the first round.
London 2
Dudley's stage for the second round.
Tokyo (Ken)
Ken's stage for the first round. The second round takes place in Ryu's stage.
The third and final game in the series, Street Fighter III: 3rd Strike, was released to arcades in 1999. The Dreamcast would receive a standalone port of it in 2000.
Though 3rd Strike would be re-released for several other platforms (including the PlayStation 2 and the Xbox in the same console generation), this compilation was the only console port of New Generation and 2nd Impact until the release of Street Fighter 30th Anniversary Collection for the Nintendo Switch, PlayStation 4, Xbox One, and Windows PCs in 2018.
Capcom has retroactively changed the story from taking place during the third World Warrior tournament to the fifth, since Street Fighter IV (2008) and Street Fighter V (2016) are supposed to have taken place in between Street Fighter II and Street Fighter III. Street Fighter 6 (2023) is the first game to take place after the events of Street Fighter III.