Difference between revisions of "Street Fighter III: 3rd Strike"
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| properties={{Properties|DC|adx|flash}} | | properties={{Properties|DC|adx|flash}} | ||
+ | | savetype={{SaveType | ||
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'''''{{PAGENAME}}''''' (ストリートファイターIII サードストライク), alternatively spelled '''''Street Fighter III: Third Strike''''', is a one-on-one fighting game released for the arcades by [[Capcom]] in 1999. It was the third installment of the ''Street Fighter III'' sub-series and ran on the same CPS-3 arcade board as the first two entries. In 2000, Capcom released a standalone port of ''3rd Strike'' for the [[Sega Dreamcast]] (following ''[[Street Fighter III: Double Impact]]'', a compilation of the first two games). | '''''{{PAGENAME}}''''' (ストリートファイターIII サードストライク), alternatively spelled '''''Street Fighter III: Third Strike''''', is a one-on-one fighting game released for the arcades by [[Capcom]] in 1999. It was the third installment of the ''Street Fighter III'' sub-series and ran on the same CPS-3 arcade board as the first two entries. In 2000, Capcom released a standalone port of ''3rd Strike'' for the [[Sega Dreamcast]] (following ''[[Street Fighter III: Double Impact]]'', a compilation of the first two games). | ||
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{{ScreenThumb|Street Fighter III 3rd Strike DC, Character Select.png|width=200|Character select}} | {{ScreenThumb|Street Fighter III 3rd Strike DC, Character Select.png|width=200|Character select}} | ||
{{ScreenThumb|Street Fighter III 3rd Strike DC, Gameplay.png|width=200|Gameplay}} | {{ScreenThumb|Street Fighter III 3rd Strike DC, Gameplay.png|width=200|Gameplay}} | ||
− | ''3rd Strike'' was the third and final release in the ''Street Fighter III'' series. Four new characters were added (Makoto, Q, Remy, and Twelve), Akuma was made a regular character, and Chun-Li was brought back from ''[[Street Fighter II]]''. All returning characters received new moves, stages, and endings. The behaviors of existing moves (such reach, strength, and speed) were modified to improve the balance of the game. Throws and universal overheads are now performed by pressing a punch and kick of the same strength simultaneously, like Personal Actions. The series-unique parry maneuver can now also be performed while guarding, | + | ''3rd Strike'' was the third and final release in the ''Street Fighter III'' series of fighting games. Four new characters were added (Makoto, Q, Remy, and Twelve), Akuma was made a regular character, and Chun-Li was brought back from ''[[Street Fighter II]]''. All returning characters received new moves, stages, and endings. The behaviors of existing moves (such reach, strength, and speed) were modified to improve the balance of the game. Throws and universal overheads are now performed by pressing a punch and kick of the same strength simultaneously, like Personal Actions. The series-unique parry maneuver can now also be performed while guarding, called a "guard parry" or a "red parry" (for its red flashing effect). This allows characters to parry an attack that hits multiple times even after blocking one or more hits. All music and sound effects were changed (including character voice lines and the announcer). The game also introduces a grading system in which the victorious player of a match is graded afterwards on offense, defense, techniques, and extra points. |
− | Characters move with {{left}} and {{right}} and crouch with {{down}}. They dash with {{left}} {{left}} or {{right}} {{right}}. They jump with {{up}} and flip back and forth with {{upleft}} and {{upright}}. Characters can perform a high jump with {{down}} {{up}} (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 {{X}} (jab), {{Y}} (medium), and {{L}} (fierce), while kicks are performed with {{A}} (short), {{B}} (medium), and {{R}} (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. Characters can perform a Personal Action by pressing the hard punch and kick buttons simultaneously ({{L}}+{{R}} | + | Characters move with {{left}} and {{right}} and crouch with {{down}}. They dash with {{left}} {{left}} or {{right}} {{right}}. They jump with {{up}} and flip back and forth with {{upleft}} and {{upright}}. Characters can perform a high jump with {{down}} {{up}} (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 {{X}} (jab), {{Y}} (medium), and {{L}} (fierce), while kicks are performed with {{A}} (short), {{B}} (medium), and {{R}} (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. Characters can perform a Personal Action by pressing the hard punch and kick buttons simultaneously ({{L}}+{{R}}). Personal Actions are similar to taunts but with unique effects for each character. |
− | Throws and grabs are done by pressing the light punch and kick buttons simultaneously ({{X}}+{{A}} | + | Throws and grabs are done by pressing the light punch and kick buttons simultaneously ({{X}}+{{A}}) when next to an opponent. This can optionally be paired with {{left}} or {{right}} to throw in a particular direction. The character can "whiff" a grab by attempting it outside of range, leaving the character vulnerable to counterattack. Different characters have different throws available to them, and some characters can throw in midair. Throws cannot be blocked, but characters can recover for reduced damage by performing the same inputs as a throw immediately after being thrown. Characters can recover more quickly after being knocked down (from a throw or other attack) by pressing {{down}} upon landing on the ground. |
− | 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 ( | + | 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 by pressing the medium punch and kick buttons simultaneously ({{Y}}+{{B}}), 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 {{down}} to parry a crouching attack. Parries can be done in midair by pressing the D-Pad toward the opponent (regardless of the type of attack that is being parried). 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. However, 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. Parries can be done while guarding an attack | + | Characters can parry incoming attacks by pressing the D-Pad toward the opponent to parry a standing or a jumping attack or pressing {{down}} to parry a crouching attack. Parries can be done in midair by pressing the D-Pad toward the opponent (regardless of the type of attack that is being parried). 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. However, 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. Parries can be done while guarding an attack, in which case the character flashes red, which allows it to interrupt attacks that hit multiple times or combos. However, the window for executing a guard parry is much shorter, so the timing required is more precise. |
− | As in previous games, characters have a Super meter that fills as they perform normal moves (except for light attacks) | + | 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. |
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. | 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. | ||
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===Modes=== | ===Modes=== | ||
The game contains the following modes: | The game contains the following modes: | ||
− | *'''Arcade:''' A single-player mode where the player ten opponents, which includes a character-specific rival as the penultimate opponent and Gill as the final boss for each of the characters except for Gill himself (whose final boss is Alex). With the exception of these predetermined fights, the player is given a choice of two opponents to face before each match. 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 "Parry the Ball!" bonus stage from ''2nd Impact'' returns as well as a new version of the "Crush the Car!" bonus stage from ''[[Final Fight]]'' and ''[[Street Fighter II]]''. | + | *'''Arcade:''' A single-player mode where the player ten opponents, which includes a character-specific rival as the penultimate opponent and Gill as the final boss for each of the characters except for Gill himself (whose final boss is Alex). With the exception of these predetermined fights, the player is given a choice of two opponents to face before each match. 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. The "Parry the Ball!" bonus stage from ''2nd Impact'' returns as well as a new version of the "Crush the Car!" bonus stage from ''[[Final Fight]]'' and ''[[Street Fighter II]]''. |
*'''Versus:''' A two-player mode where each player chooses a character, their Super Arts, and a handicap and can pick any stage. | *'''Versus:''' A two-player mode where each player chooses a character, their Super Arts, and a handicap and can pick any stage. | ||
*'''Training:''' A practice mode where the player chooses a character and a Super Art for both fighters. There is a normal training mode where the player can practice moves against a dummy opponent and can set the opponent to stand, crouch, jump, or fight and also toggle guarding and enable infinite Super meter. The player also record practice sessions and play them back. There is also a parrying training mode where the player records attacks for the opponent, then practices parrying them as the other fighter. | *'''Training:''' A practice mode where the player chooses a character and a Super Art for both fighters. There is a normal training mode where the player can practice moves against a dummy opponent and can set the opponent to stand, crouch, jump, or fight and also toggle guarding and enable infinite Super meter. The player also record practice sessions and play them back. There is also a parrying training mode where the player records attacks for the opponent, then practices parrying them as the other fighter. | ||
===Characters=== | ===Characters=== | ||
− | + | {{MoveListNote|legend=StreetFighter}} | |
− | + | ====Playable==== | |
The entire cast from ''2nd Impact'' returns. Akuma is no longer a hidden character. | The entire cast from ''2nd Impact'' returns. Akuma is no longer a hidden character. | ||
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| info2name=Final battle | | info2name=Final battle | ||
| info2=Gill | | info2=Gill | ||
− | | desc=Akuma is a murderous warrior who has mastered a dark energy force called the Satsui no | + | | desc=Akuma is a murderous warrior who has mastered a dark energy force called the Satsui no Hadou. Though he has powerful offensive potential, he has weak defense and can be easily stunned. All of his Super Arts have the same length meter and two levels. He has no EX Specials, but he has two special Super Arts that can be used regardless of which Super Art the player has chosen for him. |
{{MoveListTable | desc=Special moves | | {{MoveListTable | desc=Special moves | | ||
− | {{MoveListRow | Gou Hadouken | {{QCF}} {{punch}} | Akuma channels his ki into his hands, then thrusts it from his palms in the form of a fireball.}} | + | {{MoveListRow | Gou Hadouken | {{QCF}} {{punch}} | 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.}} |
− | {{MoveListRow | Zankuu Hadouken | {{QCF}} {{punch}} | Akuma shoots a single-handed Hadouken at a diagonal angle downward in midair.}} | + | {{MoveListRow | Zankuu Hadouken | {{QCF}} {{punch}} | Akuma shoots a single-handed Hadouken at a diagonal angle downward in midair. The projectile moves faster when a stronger button is used.}} |
− | {{MoveListRow | Shakunetsu Hadouken | {{HCB}} {{punch}} | Akuma shoots a flaming variant of the Hadouken, which hits multiple times and knocks opponents down on impact.}} | + | {{MoveListRow | Shakunetsu Hadouken | {{HCB}} {{punch}} | 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.}} |
− | {{MoveListRow | Gou Shouryuuken | {{DPF}} {{punch}} | Akuma jumps into the air with a flying uppercut, which knocks his opponent over on impact.}} | + | {{MoveListRow | Gou Shouryuuken | {{DPF}} {{punch}} | 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.}} |
− | {{MoveListRow | Tatsumaki Zankuukyaku | {{QCB}} {{kick}} | 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.}} | + | {{MoveListRow | Tatsumaki Zankuukyaku | {{QCB}} {{kick}} | 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.}} |
− | {{MoveListRow | Hyakki Shuu | {{ | + | {{MoveListRow | Hyakki Shuu | {{DPF}} {{kick}} | Akuma somersaults forward. He leaps farther when a stronger button is used. He performs a sliding sweep when he lands (Hyakki Gouzan). Alternatively, the move can be followed up with {{punch}} for a palm strike (Hyakki Goushou) or {{kick}} for a falling kick (Hyakki Goujin). Or Akuma can throw the opponent by pressing {{LP}}+{{LK}} when near (Hyakki Gousai).}} |
− | {{MoveListRow | Ashura Senkuu Forward | {{DPF}} + | + | {{MoveListRow | Ashura Senkuu Forward | {{DPF}} + two {{punch}} or {{kick}} simultaneously | Akuma glides forward. He is invulnerable in this state. He moves across the entire screen with {{punch}} or half the screen with {{kick}}.}} |
− | {{MoveListRow | Ashura Senkuu Backward | {{RDP}} + | + | {{MoveListRow | Ashura Senkuu Backward | {{RDP}} + two {{punch}} or {{kick}} simultaneously | Akuma glides backward. He is invulnerable in this state. He moves across the entire screen with {{punch}} or half the screen with {{kick}}.}} |
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
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{{MoveListRow | Straight | {{MP}}+{{MK}} | Akuma leaps forward with a downward punch. This is an overhead strike that can hit characters who are crouch blocking.}} | {{MoveListRow | Straight | {{MP}}+{{MK}} | Akuma leaps forward with a downward punch. This is an overhead strike that can hit characters who are crouch blocking.}} | ||
{{MoveListRow | Zugai Hasatsu | {{right}}+{{MP}} | Akuma performs an open-handed chop, potentially hitting twice. This is an overhead strike that can hit characters who are crouch blocking.}} | {{MoveListRow | Zugai Hasatsu | {{right}}+{{MP}} | Akuma performs an open-handed chop, potentially hitting twice. This is an overhead strike that can hit characters who are crouch blocking.}} | ||
− | {{MoveListRow | Tenma Kuujin Kyaku | {{down}}+{{MK}} before the apex of the jump while flipping forward in the air | Akuma dive kicks diagonally downward.}} | + | {{MoveListRow | Tenma Kuujin Kyaku | {{down}}+{{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.}} |
}} | }} | ||
{{MoveListTable | desc=Super Arts | | {{MoveListTable | desc=Super Arts | | ||
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| desc=Alex grew up in New York as an orphan. He was raised by Tom, a friend of his father, who trained him to fight. He holds a grudge against Gill for defeating Tom in a fight. He is a grappler with several wrestling moves, though he is faster than most other grappler characters. | | desc=Alex grew up in New York as an orphan. He was raised by Tom, a friend of his father, who trained him to fight. He holds a grudge against Gill for defeating Tom in a fight. He is a grappler with several wrestling moves, though he is faster than most other grappler characters. | ||
{{MoveListTable | desc=Special moves | | {{MoveListTable | desc=Special moves | | ||
− | {{MoveListRow | Flash Chop | {{QCF}} {{punch}} | Alex chops his hand laterally. | + | {{MoveListRow | Flash Chop | {{QCF}} {{punch}} | 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. |
− | {{ESMove | desc=EX Special | Alex performs a variant of the move that has longer range, hits more times, and knocks his opponent over.}}}} | + | {{ESMove | desc=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.}}}} |
− | {{MoveListRow | Slash Elbow | Hold {{left}} for 2 seconds, then {{right}}+{{kick}} | Alex dashes forward and performs an elbow | + | {{MoveListRow | Slash Elbow | Hold {{left}} for 2 seconds, then {{right}}+{{kick}} | Alex dashes forward and performs an elbow bash. He dashes further when a stronger button is used. |
{{ESMove | desc=EX Special | Alex performs a variant of the move that dashes faster, hits twice, and knocks his opponent over.}}}} | {{ESMove | desc=EX Special | Alex performs a variant of the move that dashes faster, hits twice, and knocks his opponent over.}}}} | ||
− | {{MoveListRow | Power Bomb | {{HCB}} {{punch}} (close) | Alex tries to grab his opponent. If successful, he jumps into the air, then slams them against the ground. If the opponent is back-turned, Alex performs a suplex instead.}} | + | {{MoveListRow | Power Bomb | {{HCB}} {{punch}} (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.}} |
− | {{MoveListRow | Spiral DDT | {{HCB}} {{kick}} | + | {{MoveListRow | Spiral DDT | {{HCB}} {{kick}} | Alex jumps forward and tries to grab his opponent. If successful, he swings around the opponent, then pulls them down to the ground. He jumps farther when a stronger button is used.}} |
− | {{MoveListRow | Air Knee Smash | {{DPF}} {{kick}} | Alex leaps diagonally into the air with a knee smash that can hit airborne opponents. | + | {{MoveListRow | Air Knee Smash | {{DPF}} {{kick}} | Alex leaps diagonally into the air with a knee smash that can hit airborne opponents. He leaps further when a stronger button is used. |
{{ESMove | desc=EX Special | Alex performs a variant of the move that can hit standing opponents or grab airborne opponents.}}}} | {{ESMove | desc=EX Special | Alex performs a variant of the move that can hit standing opponents or grab airborne opponents.}}}} | ||
− | {{MoveListRow | Air Stampede | Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | Alex jumps into the air, then lands on the ground feet first, stomping his opponent if he lands on them. | + | {{MoveListRow | Air Stampede | Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | 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. |
{{ESMove | desc=EX Special | Alex performs a variant of the move that lands wherever the opponent is rather than a set distance.}}}} | {{ESMove | desc=EX Special | Alex performs a variant of the move that lands wherever the opponent is rather than a set distance.}}}} | ||
}} | }} | ||
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| desc=Chun-Li retired from street fighting after the fall of Shadaloo to teach martial arts to orphans. One of her students was kidnapped by Urien for his science experiments, and Chun-Li goes out in search of her. She has high speed and good range. | | desc=Chun-Li retired from street fighting after the fall of Shadaloo to teach martial arts to orphans. One of her students was kidnapped by Urien for his science experiments, and Chun-Li goes out in search of her. She has high speed and good range. | ||
{{MoveListTable | desc=Special moves | | {{MoveListTable | desc=Special moves | | ||
− | {{MoveListRow | Hyakuretsu Kyaku | {{repeat|{{kick}}}} | Chun-Li | + | {{MoveListRow | Hyakuretsu Kyaku | {{repeat|{{kick}}}} | Chun-Li stands on one leg and kicks rapidly with the other leg. She kicks faster when a stronger button is used. |
{{ESMove | desc=EX Special | Chun-Li performs a variant of the move with faster startup that can launch her opponent into the air.}}}} | {{ESMove | desc=EX Special | Chun-Li performs a variant of the move with faster startup that can launch her opponent into the air.}}}} | ||
{{MoveListRow | Kikouken | {{HCF}} {{punch}} | Chun-Li releases a ki blast from her palm. The distance it travels before dissipating depends on the strength of the button used ({{LP}} for furthest and {{HP}} for closest). | {{MoveListRow | Kikouken | {{HCF}} {{punch}} | Chun-Li releases a ki blast from her palm. The distance it travels before dissipating depends on the strength of the button used ({{LP}} for furthest and {{HP}} for closest). | ||
{{ESMove | desc=EX Special | Chun-Li performs a variant of the move that travels the full width of the screen and inflicts more damage.}}}} | {{ESMove | desc=EX Special | Chun-Li performs a variant of the move that travels the full width of the screen and inflicts more damage.}}}} | ||
− | {{MoveListRow | Hazan Shuu | {{HCB}} {{kick}} | Chun-Li flips high into the air and comes down with a split kick. The | + | {{MoveListRow | Hazan Shuu | {{HCB}} {{kick}} | Chun-Li flips high into the air and comes down with a split 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. |
{{ESMove | desc=EX Special | Chun-Li performs a variant of the move that knocks her opponent down.}}}} | {{ESMove | desc=EX Special | Chun-Li performs a variant of the move that knocks her opponent down.}}}} | ||
− | {{MoveListRow | Spinning Bird Kick | Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | Chun-Li flips upside down and spins her legs while moving forward. | + | {{MoveListRow | Spinning Bird Kick | Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | Chun-Li flips upside down and spins her legs while moving forward. She travels farther when a stronger button is used. |
{{ESMove | desc=EX Special | Chun-Li performs a variant of the move that is stationary and sucks opponents inward to hit multiple times.}}}} | {{ESMove | desc=EX Special | Chun-Li performs a variant of the move that is stationary and sucks opponents inward to hit multiple times.}}}} | ||
}} | }} | ||
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{{MoveListRow | Yoku Sen Kyaku | {{right}}+{{HK}} (close) | Chun-Li spins in the air with a kick.}} | {{MoveListRow | Yoku Sen Kyaku | {{right}}+{{HK}} (close) | Chun-Li spins in the air with a kick.}} | ||
{{MoveListRow | Tenshin Shuu Kyaku | {{downright}}+{{HK}} | Chun-Li flips forward high into the air, then kicks in the opposite direction before she lands. This move can be used to jump over her opponent and hit them from the opposite side.}} | {{MoveListRow | Tenshin Shuu Kyaku | {{downright}}+{{HK}} | Chun-Li flips forward high into the air, then kicks in the opposite direction before she lands. This move can be used to jump over her opponent and hit them from the opposite side.}} | ||
− | {{MoveListRow | | + | {{MoveListRow | Yousou Kyaku | {{down}}+{{MK}} in midair | Chun-Li holds a straight leg in a head stomp.}} |
{{MoveListRow | Kakushu Raku Kyaku | Hold {{MK}} (close) | Chun-Li kicks high, then drops her heel and stomps into her opponent's face, hitting up to three times.}} | {{MoveListRow | Kakushu Raku Kyaku | Hold {{MK}} (close) | Chun-Li kicks high, then drops her heel and stomps into her opponent's face, hitting up to three times.}} | ||
{{MoveListRow | Suitotsu Da | {{down}}+{{HP}} while flipping forward in the air | Chun-Li hooks her arm and uses it to bash her opponent in the head.}} | {{MoveListRow | Suitotsu Da | {{down}}+{{HP}} while flipping forward in the air | Chun-Li hooks her arm and uses it to bash her opponent in the head.}} | ||
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| desc=Dudley is an English champion boxer. He is well mannered and drinks tea while wearing his boxing gloves. He is fast and strong. All of his attacks use his arms or fists (including kick button attacks). | | desc=Dudley is an English champion boxer. He is well mannered and drinks tea while wearing his boxing gloves. He is fast and strong. All of his attacks use his arms or fists (including kick button attacks). | ||
{{MoveListTable | desc=Special moves | | {{MoveListTable | desc=Special moves | | ||
− | {{MoveListRow | Jet Upper | {{DPF}} {{punch}} | Dudley jumps into the air with an uppercut. | + | {{MoveListRow | Jet Upper | {{DPF}} {{punch}} | Dudley jumps into the air with an uppercut that knocks his opponent over on impact. He jumps higher when a stronger button is used. |
{{ESMove | desc=EX Special | Dudley performs a variant of the move that is faster and does more damage.}}}} | {{ESMove | desc=EX Special | Dudley performs a variant of the move that is faster and does more damage.}}}} | ||
− | {{MoveListRow | Machine Gun Blow | {{HCF}} {{punch}} | Dudley dashes forward, then performs a series of speed punches. | + | {{MoveListRow | Machine Gun Blow | {{HCF}} {{punch}} | 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. |
{{ESMove | desc=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.}}}} | {{ESMove | desc=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.}}}} | ||
− | {{MoveListRow | Duck | {{HCF}} {{kick}} | Dudley dashes a short distance forward while ducking his head, which can pass under high projectiles. | + | {{MoveListRow | Duck | {{HCF}} {{kick}} | 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 {{punch}} for a straight punch (Ducking Straight) or {{kick}} for an uppercut (Ducking Upper).}} |
− | {{MoveListRow | Cross Counter | {{HCB}} {{punch}} | 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 | + | {{MoveListRow | Cross Counter | {{HCB}} {{punch}} | 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. This move can be chained from a straight punch by pressing {{HCB}} {{right}} {{punch}} instead. |
{{ESMove | desc=EX Special | Dudley performs a variant of the move where he takes double damage but reacts with two fast, unblockable straight punches.}}}} | {{ESMove | desc=EX Special | Dudley performs a variant of the move where he takes double damage but reacts with two fast, unblockable straight punches.}}}} | ||
− | {{MoveListRow | Short Swing Blow | {{QCB}} {{kick}} | Dudley draws back, then steps forward again with a body blow. | + | {{MoveListRow | Short Swing Blow | {{QCB}} {{kick}} | Dudley draws back, then steps forward again with a body blow. He steps further when a stronger button is used. |
{{ESMove | desc=EX Special | Dudley performs a variant of the move that throws three punches instead of one.}}}} | {{ESMove | desc=EX Special | Dudley performs a variant of the move that throws three punches instead of one.}}}} | ||
}} | }} | ||
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| desc=Elena is a good-natured Kenyan princess and practitioner of capoeira. She is an exchange student in Japan and joined the tournament to travel around the world and make new friends. All of her attacks use her legs or feet (including punch button attacks). | | desc=Elena is a good-natured Kenyan princess and practitioner of capoeira. She is an exchange student in Japan and joined the tournament to travel around the world and make new friends. All of her attacks use her legs or feet (including punch button attacks). | ||
{{MoveListTable | desc=Special moves | | {{MoveListTable | desc=Special moves | | ||
− | {{MoveListRow | Rhino Horn | {{HCF}} {{kick}} | Elena spins forward with a roundhouse followed by a side kick. | + | {{MoveListRow | Rhino Horn | {{HCF}} {{kick}} | Elena spins forward with a roundhouse followed by a side kick. She travels a longer distance when a stronger button is used. |
{{ESMove | desc=EX Special | Elena performs a variant of the move that can hit more times.}}}} | {{ESMove | desc=EX Special | Elena performs a variant of the move that can hit more times.}}}} | ||
− | {{MoveListRow | Mallet Smash | {{HCB}} {{punch}} | Elena cartwheels into the air, dropping | + | {{MoveListRow | Mallet Smash | {{HCB}} {{punch}} | 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. |
{{ESMove | desc=EX Special | Elena performs a variant of the move with faster startup and recovery.}}}} | {{ESMove | desc=EX Special | Elena performs a variant of the move with faster startup and recovery.}}}} | ||
− | {{MoveListRow | Spin Scythe | {{QCB}} {{kick}} | Elena advances forward with two shoulder-height spinning kicks. It can be followed by an additional kick, using both legs, that knocks her opponent into the air by pressing {{QCB}} {{kick}} again. | + | {{MoveListRow | Spin Scythe | {{QCB}} {{kick}} | 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 {{QCB}} {{kick}} again. |
{{ESMove | desc=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 {{QCB}} {{kick}} again.}}}} | {{ESMove | desc=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 {{QCB}} {{kick}} again.}}}} | ||
− | {{MoveListRow | Scratch Wheel | {{DPF}} {{kick}} | Elena jumps up with a rolling kick. | + | {{MoveListRow | Scratch Wheel | {{DPF}} {{kick}} | Elena jumps up with a rolling kick. She jumps higher when a stronger button is used. |
{{ESMove | desc=EX Special | Elena performs a variant of the move with faster startup that can hit more times.}}}} | {{ESMove | desc=EX Special | Elena performs a variant of the move with faster startup that can hit more times.}}}} | ||
− | {{MoveListRow | Lynx Tail | {{RDP}} {{kick}} | Elena stands on her hands and rolls her body around with flailing low kicks. | + | {{MoveListRow | Lynx Tail | {{RDP}} {{kick}} | Elena stands on her hands and rolls her body around with flailing low kicks. The move hits more times when a stronger button is used. |
{{ESMove | desc=EX Special | Elena performs a variant of the move with faster startup and an additional hit where she performs a handstand.}}}} | {{ESMove | desc=EX Special | Elena performs a variant of the move with faster startup and an additional hit where she performs a handstand.}}}} | ||
}} | }} | ||
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{{MoveListRow | Giant Palm Breaker | {{QCB}} {{punch}} | Hugo claps his hands together in front of him. This move can dissipate projectiles. | {{MoveListRow | Giant Palm Breaker | {{QCB}} {{punch}} | Hugo claps his hands together in front of him. This move can dissipate projectiles. | ||
{{ESMove | desc=EX Special | Hugo performs a variant of the move that knocks over his opponent.}}}} | {{ESMove | desc=EX Special | Hugo performs a variant of the move that knocks over his opponent.}}}} | ||
− | {{MoveListRow | Monster Lariat | {{QCF}} {{kick}} | Hugo runs forward with a clothesline attack. | + | {{MoveListRow | Monster Lariat | {{QCF}} {{kick}} | Hugo runs forward with a clothesline attack. He runs farther when a stronger button is used. |
{{ESMove | desc=EX Special | Hugo performs a variant of the move that is faster and does more damage.}}}} | {{ESMove | desc=EX Special | Hugo performs a variant of the move that is faster and does more damage.}}}} | ||
{{MoveListRow | Ultra Throw | {{HCB}} {{kick}} (close) | Hugo tries to grab his opponent. If successful, he throws them, bouncing them off the side of the screen.}} | {{MoveListRow | Ultra Throw | {{HCB}} {{kick}} (close) | Hugo tries to grab his opponent. If successful, he throws them, bouncing them off the side of the screen.}} | ||
{{MoveListRow | Moonsault Press | D-Pad in a 360° rotation, then {{punch}} (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.}} | {{MoveListRow | Moonsault Press | D-Pad in a 360° rotation, then {{punch}} (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.}} | ||
− | {{MoveListRow | Meat Squasher | D-Pad in a 360° rotation, then {{kick}} | Hugo runs across the screen and tries to grab his opponent. If successful, he turns and around and jumps, smashing the opponent in between his body and the edge of the screen.}} | + | {{MoveListRow | Meat Squasher | D-Pad in a 360° rotation, then {{kick}} | Hugo runs across the screen and tries to grab his opponent. If successful, he turns and around and jumps, smashing the opponent in between his body and the edge of the screen. He runs farther when a stronger button is used.}} |
− | {{MoveListRow | Shootdown Backbreaker | {{DPF}} {{kick}} | Hugo leaps | + | {{MoveListRow | Shootdown Backbreaker | {{DPF}} {{kick}} | 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.}} |
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
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| desc=Ibuki is a teenaged girl who was trained by her clan in the deadly art of ninjutsu since she was a child. She longs to live the life of an ordinary Japanese schoolgirl. She has a pet tanuki named Don-chan, who accompanies her in her matches. She is fast and has high mobility. Her third Super Art was changed from the previous entries. | | desc=Ibuki is a teenaged girl who was trained by her clan in the deadly art of ninjutsu since she was a child. She longs to live the life of an ordinary Japanese schoolgirl. She has a pet tanuki named Don-chan, who accompanies her in her matches. She is fast and has high mobility. Her third Super Art was changed from the previous entries. | ||
{{MoveListTable | desc=Special moves | | {{MoveListTable | desc=Special moves | | ||
− | {{MoveListRow | Kunai | {{QCF}} {{punch}} 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 | + | {{MoveListRow | Kunai | {{QCF}} {{punch}} 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). |
{{ESMove | desc=EX Special | Ibuki performs a variant of the move where she throws two kunai that fly faster.}}}} | {{ESMove | desc=EX Special | Ibuki performs a variant of the move where she throws two kunai that fly faster.}}}} | ||
− | {{MoveListRow | Kubi Ori | {{QCF}} {{punch}} | 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. | + | {{MoveListRow | Kubi Ori | {{QCF}} {{punch}} | 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. |
{{ESMove | desc=EX Special | Ibuki performs a variant of the move that where she slides faster and twists her opponent's neck three times.}}}} | {{ESMove | desc=EX Special | Ibuki performs a variant of the move that where she slides faster and twists her opponent's neck three times.}}}} | ||
− | {{MoveListRow | Kazekiri | {{DPF}} {{kick}} | Ibuki launches into the air with a high kick. | + | {{MoveListRow | Kazekiri | {{DPF}} {{kick}} | Ibuki launches into the air with a high kick. She jumps higher when a stronger button is used. |
{{ESMove | desc=EX Special | Ibuki performs a variant of the move with faster startup that can hit more times.}}}} | {{ESMove | desc=EX Special | Ibuki performs a variant of the move with faster startup that can hit more times.}}}} | ||
− | {{MoveListRow | Hien | {{RDP}} {{kick}} | Ibuki leaps into the air, then performs two stomping kicks if she lands on her opponent's head. | + | {{MoveListRow | Hien | {{RDP}} {{kick}} | 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. |
{{ESMove | desc=EX Special | Ibuki performs a variant of the move that lands wherever the opponent is rather than a set distance.}}}} | {{ESMove | desc=EX Special | Ibuki performs a variant of the move that lands wherever the opponent is rather than a set distance.}}}} | ||
{{MoveListRow | Raida | {{HCB}} {{punch}} (close) | Ibuki steps forward and tries to grab her opponent, then blasts the opponent with an explosion of ki from her fist.}} | {{MoveListRow | Raida | {{HCB}} {{punch}} (close) | Ibuki steps forward and tries to grab her opponent, then blasts the opponent with an explosion of ki from her fist.}} | ||
− | {{MoveListRow | Tsumuji | {{QCB}} {{kick}} | Ibuki performs two spinning heel kicks in quick succession. When | + | {{MoveListRow | Tsumuji | {{QCB}} {{kick}} | Ibuki performs two spinning heel kicks in quick succession. When performed with {{MK}} or {{HK}}, she can perform a third kick by pressing {{kick}} again. The kicks can be performed while crouching by holding {{down}}. |
{{ESMove | desc=EX Special | Ibuki performs a variant of the move with four fast kicks.}}}} | {{ESMove | desc=EX Special | Ibuki performs a variant of the move with four fast kicks.}}}} | ||
− | {{MoveListRow | Tsuiji Goe | {{DPF}} {{punch}} | Ibuki flips forward high into the air. | + | {{MoveListRow | Tsuiji Goe | {{DPF}} {{punch}} | Ibuki flips forward high into the air. She flips farther when a stronger button is used.}} |
− | {{MoveListRow | Kasumi Gake | {{QCF}} {{kick}} | Ibuki performs a quick dash forward. | + | {{MoveListRow | Kasumi Gake | {{QCF}} {{kick}} | Ibuki performs a quick dash forward. She dashes farther when a stronger button is used.}} |
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
{{MoveListRow | Personal Action | {{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.}} | {{MoveListRow | Personal Action | {{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.}} | ||
{{MoveListRow | Souken | {{MP}}+{{MK}} | Ibuki leaps forward with a downward punch. This is an overhead strike that can hit characters who are crouch blocking.}} | {{MoveListRow | Souken | {{MP}}+{{MK}} | Ibuki leaps forward with a downward punch. This is an overhead strike that can hit characters who are crouch blocking.}} | ||
+ | {{MoveListRow | 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.}} | ||
{{MoveListRow | You Men | {{left}}+{{MP}} | Ibuki does an upward palm strike.}} | {{MoveListRow | You Men | {{left}}+{{MP}} | Ibuki does an upward palm strike.}} | ||
{{MoveListRow | Maki Geri | {{right}}+{{LK}} | Ibuki does a standing low kick.}} | {{MoveListRow | Maki Geri | {{right}}+{{LK}} | Ibuki does a standing low kick.}} | ||
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}} | }} | ||
{{MoveListTable | desc=Super Arts | | {{MoveListTable | desc=Super Arts | | ||
− | {{MoveListRow | I. Kasumi Suzaku<br>(3-level meter) | {{QCF}} {{QCF}} {{repeat|{{punch}}}} 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. Pressing {{punch}} repeatedly throws more kunai.}} | + | {{MoveListRow | I. Kasumi Suzaku<br>(3-level meter) | {{QCF}} {{QCF}} {{repeat|{{punch}}}} 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 {{punch}} repeatedly throws more kunai.}} |
{{MoveListRow | II. Yoroi Doushi<br>(1-level meter) | {{QCF}} {{QCF}} {{punch}} | 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.}} | {{MoveListRow | II. Yoroi Doushi<br>(1-level meter) | {{QCF}} {{QCF}} {{punch}} | 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.}} | ||
{{MoveListRow | III. Yami Shigure<br>(1-level meter) | {{QCF}} {{QCF}} {{punch}} | Ibuki throws a trio of kunai at the feet of her opponent. If they connect, she dashes back and forth at high speed, striking the opponent each time she passes.}} | {{MoveListRow | III. Yami Shigure<br>(1-level meter) | {{QCF}} {{QCF}} {{punch}} | Ibuki throws a trio of kunai at the feet of her opponent. If they connect, she dashes back and forth at high speed, striking the opponent each time she passes.}} | ||
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| desc=Ken is a karate champion, now living in the United States with his wife and child. He has taken the Brazilian teenager Sean as a student. He is a strong and versatile fighter. | | desc=Ken is a karate champion, now living in the United States with his wife and child. He has taken the Brazilian teenager Sean as a student. He is a strong and versatile fighter. | ||
{{MoveListTable | desc=Special moves | | {{MoveListTable | desc=Special moves | | ||
− | {{MoveListRow | Hadouken | {{QCF}} {{punch}} | Ken channels his ki into his hands, then thrusts it from his palms in the form of a fireball. | + | {{MoveListRow | Hadouken | {{QCF}} {{punch}} | 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. |
{{ESMove | desc=EX Special | Ken performs a variant of the move that hits two times and knocks his opponent over.}}}} | {{ESMove | desc=EX Special | Ken performs a variant of the move that hits two times and knocks his opponent over.}}}} | ||
− | {{MoveListRow | Shouryuuken | {{DPF}} {{punch}} | Ken jumps into the air with a flying uppercut. When performed with {{HP}}, Ken has a flaming fist and can hit his opponent up to three times. | + | {{MoveListRow | Shouryuuken | {{DPF}} {{punch}} | 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. |
{{ESMove | desc=EX Special | Ken performs a variant of the move that hits more times.}}}} | {{ESMove | desc=EX Special | Ken performs a variant of the move that hits more times.}}}} | ||
− | {{MoveListRow | Tatsumaki Senpuukyaku | {{QCB}} {{kick}} | 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. This move can be performed in midair. | + | {{MoveListRow | Tatsumaki Senpuukyaku | {{QCB}} {{kick}} | 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. |
{{ESMove | desc=EX Special | Ken performs a variant of the move that hits more times.}}}} | {{ESMove | desc=EX Special | Ken performs a variant of the move that hits more times.}}}} | ||
}} | }} | ||
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| desc=Makoto is a brash and competitive Japanese teenager who wants to restore glory to her late father's dojo. Unlike most female characters in fighting games, her fighting style is focused on strength and stamina rather than speed. | | desc=Makoto is a brash and competitive Japanese teenager who wants to restore glory to her late father's dojo. Unlike most female characters in fighting games, her fighting style is focused on strength and stamina rather than speed. | ||
{{MoveListTable | desc=Special moves | | {{MoveListTable | desc=Special moves | | ||
− | {{MoveListRow | Tosshin Seiken-zuki "Hayate" | {{QCF}} {{punch}} | Makoto draws her fist back like a bow, then dashes forward with a punch at lightning speed. | + | {{MoveListRow | Tosshin Seiken-zuki "Hayate" | {{QCF}} {{punch}} | Makoto draws her fist back like a bow, then dashes forward with a punch at lightning speed. She dashes further when a stronger button is used. Holding {{punch}} for longer causes her to stand for longer with her fist drawn back, which increases the damage inflicted if the move connects. She automatically performs the move after a short duration if the button is not released. Pressing {{kick}} causes her to cancel the move and return to a normal stance. |
{{ESMove | desc=EX Special | Makoto performs a variant of the move that launches immediately instead of being charged. It travels the same distance as the {{HP}} version and does the same damage as the {{MP}} version, and it knocks down the opponent on impact.}}}} | {{ESMove | desc=EX Special | Makoto performs a variant of the move that launches immediately instead of being charged. It travels the same distance as the {{HP}} version and does the same damage as the {{MP}} version, and it knocks down the opponent on impact.}}}} | ||
− | {{MoveListRow | Chokujou Seiken-zuki "Fukiage" | {{DPF}} {{punch}} | Makoto punches upward, hitting opponents directly above her. | + | {{MoveListRow | Chokujou Seiken-zuki "Fukiage" | {{DPF}} {{punch}} | Makoto punches upward, hitting opponents directly above her, which knocks the opponent back into the air. |
{{ESMove | desc=EX Special | Makoto takes a step forward before performing the move.}}}} | {{ESMove | desc=EX Special | Makoto takes a step forward before performing the move.}}}} | ||
{{MoveListRow | Uchi Oroshi Shutou "Oroshi" | {{QCB}} {{punch}} | Makoto hits the ground with an open-handed chop. When performed with {{HP}}, it knocks over her opponent. This is an overhead strike that can hit characters who are crouch blocking. It can also hit airborne opponents. | {{MoveListRow | Uchi Oroshi Shutou "Oroshi" | {{QCB}} {{punch}} | Makoto hits the ground with an open-handed chop. When performed with {{HP}}, it knocks over her opponent. This is an overhead strike that can hit characters who are crouch blocking. It can also hit airborne opponents. | ||
{{ESMove | desc=EX Special | Makoto performs a variant of the move with faster startup that knocks her opponent over.}}}} | {{ESMove | desc=EX Special | Makoto performs a variant of the move with faster startup that knocks her opponent over.}}}} | ||
− | {{MoveListRow | Tsurushi Nodowa "Karakusa" | {{HCB}} {{kick}} (close) | Makoto grabs her opponent by the throat and holds them in the air. This move does light damage but momentarily stuns the opponent.}} | + | {{MoveListRow | Tsurushi Nodowa "Karakusa" | {{HCB}} {{kick}} (close) | Makoto grabs her opponent by the throat and holds them in the air. This move does light damage but momentarily stuns the opponent, which can be used to set up combos since it is a grab that cannot be parried.}} |
− | {{MoveListRow | Senkou Kakato Otoshi "Tsurugi" | {{QCB}} {{kick}} in midair | Makoto does a heel drop kick in midair. When performed with {{ | + | {{MoveListRow | Senkou Kakato Otoshi "Tsurugi" | {{QCB}} {{kick}} in midair | Makoto does a heel drop kick in midair. When performed with {{HK}}, it knocks over her opponent. This is an overhead strike that can hit characters who are crouch blocking. It can also hit airborne opponents. |
{{ESMove | desc=EX Special | Makoto performs a variant of the move that does more damage and knocks over her opponent.}}}} | {{ESMove | desc=EX Special | Makoto performs a variant of the move that does more damage and knocks over her opponent.}}}} | ||
}} | }} | ||
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| desc=Necro is a Russian man who gained the ability to stretch his limbs like rubber and generate electric currents throughout his body after being experimented on by Gill's Secret Society. Similar to Dhalsim from previous games, many of his normal moves have extended range because of his stretchable limbs, and he has floaty, slow movement. | | desc=Necro is a Russian man who gained the ability to stretch his limbs like rubber and generate electric currents throughout his body after being experimented on by Gill's Secret Society. Similar to Dhalsim from previous games, many of his normal moves have extended range because of his stretchable limbs, and he has floaty, slow movement. | ||
{{MoveListTable | desc=Special moves | | {{MoveListTable | desc=Special moves | | ||
− | {{MoveListRow | Flying Viper | {{QCB}} {{punch}} | Necro leaps into the air, then slaps with both hands on his way down, knocking over his opponent on impact. | + | {{MoveListRow | Flying Viper | {{QCB}} {{punch}} | 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. |
{{ESMove | desc=EX Special | Necro performs a variant of the move that is faster and hits twice but does not knock his opponent down.}}}} | {{ESMove | desc=EX Special | Necro performs a variant of the move that is faster and hits twice but does not knock his opponent down.}}}} | ||
{{MoveListRow | Rising Cobra | {{QCB}} {{kick}} | 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. | {{MoveListRow | Rising Cobra | {{QCB}} {{kick}} | 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. | ||
{{ESMove | desc=EX Special | Necro performs a variant of the move that is faster and hits twice.}}}} | {{ESMove | desc=EX Special | Necro performs a variant of the move that is faster and hits twice.}}}} | ||
{{MoveListRow | Denji Blast | {{DPF}} {{repeat|{{punch}}}} | Necro steps forward and holds his arms out as his upper body courses with electricity, electrifying his opponent on impact. Pressing {{punch}} repeatedly extends the duration of the move.}} | {{MoveListRow | Denji Blast | {{DPF}} {{repeat|{{punch}}}} | Necro steps forward and holds his arms out as his upper body courses with electricity, electrifying his opponent on impact. Pressing {{punch}} repeatedly extends the duration of the move.}} | ||
− | {{MoveListRow | Tornado Hook | {{HCF}} {{punch}} | Necro twists forward while performing a series of spinning punches. | + | {{MoveListRow | Tornado Hook | {{HCF}} {{punch}} | 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}}. |
{{ESMove | desc=EX Special | Necro performs a variant of the move that is faster and hits up to five times.}}}} | {{ESMove | desc=EX Special | Necro performs a variant of the move that is faster and hits up to five times.}}}} | ||
− | {{MoveListRow | Snake Fang | {{HCF}} {{kick}} | Necro crouches and tries to grab his opponent's ankle with a stretched arm, then tosses the opponent | + | {{MoveListRow | Snake Fang | {{HCF}} {{kick}} | 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.}} |
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
{{MoveListRow | Personal Action | {{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.}} | {{MoveListRow | Personal Action | {{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.}} | ||
{{MoveListRow | Finger Attack | {{MP}}+{{MK}} | Necro leaps forward with a downward, open-handed poke. This is an overhead strike that can hit characters who are crouch blocking.}} | {{MoveListRow | Finger Attack | {{MP}}+{{MK}} | Necro leaps forward with a downward, open-handed poke. This is an overhead strike that can hit characters who are crouch blocking.}} | ||
− | {{MoveListRow | Drill Kick | {{down}}+{{kick}} | Necro dives downward with a kick while spinning on an axis. The angle of the dive depends on the strength of the button used ({{ | + | {{MoveListRow | Drill Kick | {{down}}+{{kick}} | Necro dives downward with a kick while spinning on an axis. The angle of the dive depends on the strength of the button used ({{LK}} for closest to horizontal and {{HK}} for closest to vertical).}} |
{{MoveListRow | Elbow | {{left}}+{{LP}} or {{MP}} | Necro performs an elbow strike.}} | {{MoveListRow | Elbow | {{left}}+{{LP}} or {{MP}} | Necro performs an elbow strike.}} | ||
{{MoveListRow | Necro Upper | {{left}}+{{HP}} | Necro stretches his arm into a long uppercut that knocks his opponent over on impact.}} | {{MoveListRow | Necro Upper | {{left}}+{{HP}} | Necro stretches his arm into a long uppercut that knocks his opponent over on impact.}} | ||
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{{MoveListRow | Nichirin Shou | Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | 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). | {{MoveListRow | Nichirin Shou | Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | 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). | ||
{{ESMove | desc=EX Special | Oro throws a slow-moving energy orb that homes in on his opponent and can hit two times.}}}} | {{ESMove | desc=EX Special | Oro throws a slow-moving energy orb that homes in on his opponent and can hit two times.}}}} | ||
− | {{MoveListRow | Oni Yanma | Hold {{down}} for 2 seconds, then {{up}}+{{punch}} | Oro jumps into the air with a spinning elbow attack. | + | {{MoveListRow | Oni Yanma | Hold {{down}} for 2 seconds, then {{up}}+{{punch}} | Oro jumps into the air with a spinning elbow attack. He jumps higher and further forward when a stronger button is used. |
{{ESMove | desc=EX Special | Oro performs a variant of the move that jumps higher and hits more times.}}}} | {{ESMove | desc=EX Special | Oro performs a variant of the move that jumps higher and hits more times.}}}} | ||
{{MoveListRow | Niou Riki | {{HCB}} {{punch}} (close) | Oro tries to grab his opponent. If successful, he slams them back and forth on the ground three times.}} | {{MoveListRow | Niou Riki | {{HCB}} {{punch}} (close) | Oro tries to grab his opponent. If successful, he slams them back and forth on the ground three times.}} | ||
− | {{MoveListRow | Jinchuu Watari | {{QCF}} {{kick}} | Oro jumps high into the air, then falls down with a head stomp. | + | {{MoveListRow | Jinchuu Watari | {{QCF}} {{kick}} | 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. |
{{ESMove | desc=EX Special | Oro performs a variant of the move that lands wherever the opponent is rather than a set distance.}}}} | {{ESMove | desc=EX Special | Oro performs a variant of the move that lands wherever the opponent is rather than a set distance.}}}} | ||
{{MoveListRow | Hitobashira Nobori | {{QCF}} {{repeat|{{kick}}}} in midair | Oro stomps repeatedly in midair. Pressing {{kick}} repeatedly extends the duration of the move. | {{MoveListRow | Hitobashira Nobori | {{QCF}} {{repeat|{{kick}}}} in midair | Oro stomps repeatedly in midair. Pressing {{kick}} repeatedly extends the duration of the move. | ||
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{{MoveListTable | desc=Super Arts | | {{MoveListTable | desc=Super Arts | | ||
{{MoveListRow | I. Kishin Riki<br>(1-level meter) | {{QCF}} {{QCF}} {{punch}} | Oro glows for a duration. While the effect lasts, he can grab his opponent with {{punch}} 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.}} | {{MoveListRow | I. Kishin Riki<br>(1-level meter) | {{QCF}} {{QCF}} {{punch}} | Oro glows for a duration. While the effect lasts, he can grab his opponent with {{punch}} 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.}} | ||
− | {{MoveListRow | II. Yagyou Dama<br>(3-level meter) | {{QCF}} {{QCF}} {{punch}} | Oro | + | {{MoveListRow | II. Yagyou Dama<br>(3-level meter) | {{QCF}} {{QCF}} {{punch}} | 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.}} |
{{MoveListRow | III. Tengu Stone<br>(1-level meter) | {{QCF}} {{QCF}} {{punch}} | Oro summons large stones that follow him and augment his attacks with additional hits for a duration.}} | {{MoveListRow | III. Tengu Stone<br>(1-level meter) | {{QCF}} {{QCF}} {{punch}} | Oro summons large stones that follow him and augment his attacks with additional hits for a duration.}} | ||
}} | }} | ||
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| desc=Q is a mysterious figure who wears a trenchcoat, a hat, and a metallic mask to obscure his identity. His origin and motives are unknown, and it is even unclear if he is a man or a machine. Though he is a regularly selectable character, Q can only be fought in the single-player mode as a secret challenger when certain conditions are met. He is a slow character but has high damage output. | | desc=Q is a mysterious figure who wears a trenchcoat, a hat, and a metallic mask to obscure his identity. His origin and motives are unknown, and it is even unclear if he is a man or a machine. Though he is a regularly selectable character, Q can only be fought in the single-player mode as a secret challenger when certain conditions are met. He is a slow character but has high damage output. | ||
{{MoveListTable | desc=Special moves | | {{MoveListTable | desc=Special moves | | ||
− | {{MoveListRow | Tosshin Toubu Dageki (Kari) | Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | Q charges forward with a | + | {{MoveListRow | Tosshin Toubu Dageki (Kari) | Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | Q charges forward with a punch. Pressing {{punch}} performs a straight punch, while holding {{punch}} for the duration of the move performs a hook punch. He runs further when a stronger button is used. |
{{ESMove | desc=EX Special | Q performs a variant of the move that bounces his opponent off the side of the screen.}}}} | {{ESMove | desc=EX Special | Q performs a variant of the move that bounces his opponent off the side of the screen.}}}} | ||
− | {{MoveListRow | Tosshin Kashi Dageki (Kari) | Hold {{left}} for 2 seconds, then {{right}}+{{kick}} | Q charges forward with a low punch. This move is a sweep that must be blocked low. | + | {{MoveListRow | Tosshin Kashi Dageki (Kari) | Hold {{left}} for 2 seconds, then {{right}}+{{kick}} | Q charges forward with a low punch. This move is a sweep attack that must be blocked low. He runs further when a stronger button is used. |
{{ESMove | desc=EX Special | Q performs a variant of the move that hits twice.}}}} | {{ESMove | desc=EX Special | Q performs a variant of the move that hits twice.}}}} | ||
{{MoveListRow | Kousokudo Renzoku Dageki (Kari) | {{QCB}} {{punch}} | Q swipes and claws at his opponent, hitting up to three times. | {{MoveListRow | Kousokudo Renzoku Dageki (Kari) | {{QCB}} {{punch}} | Q swipes and claws at his opponent, hitting up to three times. | ||
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| desc=Remy is a French savate expert. He hates fighters because his father abandoned him and his sister to fight. His playstyle resembles that of Guile and Charlie from previous games. | | desc=Remy is a French savate expert. He hates fighters because his father abandoned him and his sister to fight. His playstyle resembles that of Guile and Charlie from previous games. | ||
{{MoveListTable | desc=Special moves | | {{MoveListTable | desc=Special moves | | ||
− | {{MoveListRow | Light of Virtue | Hold {{left}} for 2 seconds, then {{right}}+{{punch}} or {{kick}} | Remy throws a ring-like projectile across the screen. Pressing {{punch}} throws a high projectile, and pressing {{kick}} throws a low projectile. | + | {{MoveListRow | Light of Virtue | Hold {{left}} for 2 seconds, then {{right}}+{{punch}} or {{kick}} | Remy throws a ring-like projectile across the screen. Pressing {{punch}} throws a high projectile, and pressing {{kick}} throws a low projectile. The projectile moves faster when a stronger button is used. |
{{ESMove | desc=EX Special | Remy throws two projectiles at once. With {{punch}}, he throws a high projectile and a projectile that wobbles in a downward arc. With {{kick}}, he throws a low projectile and a projectile that wobbles in a high arc.}}}} | {{ESMove | desc=EX Special | Remy throws two projectiles at once. With {{punch}}, he throws a high projectile and a projectile that wobbles in a downward arc. With {{kick}}, he throws a low projectile and a projectile that wobbles in a high arc.}}}} | ||
− | {{MoveListRow | Rising Rage Flash | Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | Remy backflips into the air, kicking with both heels and knocking his opponent over on impact. | + | {{MoveListRow | Rising Rage Flash | Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | Remy backflips into the air, kicking with both heels and knocking his opponent over on impact. He jumps higher and further forward when a stronger button is used. |
{{ESMove | desc=EX Special | Remy performs a variant of the move that hits twice.}}}} | {{ESMove | desc=EX Special | Remy performs a variant of the move that hits twice.}}}} | ||
− | {{MoveListRow | Cold Blue Kick | {{QCB}} {{kick}} | Remy | + | {{MoveListRow | Cold Blue Kick | {{QCB}} {{kick}} | Remy leaps forward and performs a dive kick. He jumps higher and further forward when a stronger button is used. When performed with {{HK}}, it knocks over his opponent. |
{{ESMove | desc=EX Special | Remy performs a variant of the move that hits twice.}}}} | {{ESMove | desc=EX Special | Remy performs a variant of the move that hits twice.}}}} | ||
}} | }} | ||
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| desc=Ryu is an experienced martial artist who is continually seeking improvement. He is a strong and versatile fighter. | | desc=Ryu is an experienced martial artist who is continually seeking improvement. He is a strong and versatile fighter. | ||
{{MoveListTable | desc=Special moves | | {{MoveListTable | desc=Special moves | | ||
− | {{MoveListRow | Hadouken | {{QCF}} {{punch}} | Ryu channels his ki into his hands, then thrusts it from his palms in the form of a fireball. | + | {{MoveListRow | Hadouken | {{QCF}} {{punch}} | 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. |
− | {{ESMove | desc=EX Special | Ryu throws a Shakunetsu | + | {{ESMove | desc=EX Special | Ryu throws a Shakunetsu Hadouken, a flaming fireball that hits multiple times and knocks his opponent over.}}}} |
− | {{MoveListRow | Shouryuuken | {{DPF}} {{punch}} | Ryu jumps into the air with a flying uppercut, which knocks his opponent over on impact. | + | {{MoveListRow | Shouryuuken | {{DPF}} {{punch}} | 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. |
{{ESMove | desc=EX Special | Ryu performs a variant of the move that does slightly more damage.}}}} | {{ESMove | desc=EX Special | Ryu performs a variant of the move that does slightly more damage.}}}} | ||
− | {{MoveListRow | Tatsumaki Senpuukyaku | {{QCB}} {{kick}} | Ryu spins on an axis while gliding forward through the air and kicking | + | {{MoveListRow | Tatsumaki Senpuukyaku | {{QCB}} {{kick}} | 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. |
{{ESMove | desc=EX Special | Ryu performs a Shinkuu Tatsumaki Senpuukyaku, a variant of the move that is stationary and sucks opponents inward to hit multiple times.}}}} | {{ESMove | desc=EX Special | Ryu performs a Shinkuu Tatsumaki Senpuukyaku, a variant of the move that is stationary and sucks opponents inward to hit multiple times.}}}} | ||
− | {{MoveListRow | Joudan Sokutou Geri | {{HCF}} {{kick}} | Ryu steps forward with a back kick (also called a donkey kick) that knocks his opponent back on impact. | + | {{MoveListRow | Joudan Sokutou Geri | {{HCF}} {{kick}} | 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. |
{{ESMove | desc=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.}}}} | {{ESMove | desc=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.}}}} | ||
}} | }} | ||
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| desc=Sean is a Brazilian teenager who has become Ken's apprentice and fights with similar moves, though with his own style. His Dragon Smash has been changed from the previous entries and works differently. | | desc=Sean is a Brazilian teenager who has become Ken's apprentice and fights with similar moves, though with his own style. His Dragon Smash has been changed from the previous entries and works differently. | ||
{{MoveListTable | desc=Special moves | | {{MoveListTable | desc=Special moves | | ||
− | {{MoveListRow | Sean Tackle | {{HCF}} {{punch}}, then {{punch}} | Sean slides forward, then tries to grab his opponent with {{punch}}. If successful, he sweeps the opponent with his arms, then pounds them with his clasped fists. | + | {{MoveListRow | Sean Tackle | {{HCF}} {{punch}}, then {{punch}} | Sean slides forward, then tries to grab his opponent with {{punch}}. 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. |
{{ESMove | desc=EX Special | Sean performs a variant of the move that travels faster and further.}}}} | {{ESMove | desc=EX Special | Sean performs a variant of the move that travels faster and further.}}}} | ||
− | {{MoveListRow | Dragon Smash | {{DPF}} {{punch}} | Sean jumps into the air with a two-fisted flying uppercut. | + | {{MoveListRow | Dragon Smash | {{DPF}} {{punch}} | Sean jumps into the air with a two-fisted flying uppercut. He ascends higher when a stronger button is used. |
{{ESMove | desc=EX Special | Sean performs a variant of the move with faster startup that hits twice.}}}} | {{ESMove | desc=EX Special | Sean performs a variant of the move with faster startup that hits twice.}}}} | ||
− | {{MoveListRow | Tornado | {{QCB}} {{kick}} | Sean leaps forward with multiple spinning kicks. | + | {{MoveListRow | Tornado | {{QCB}} {{kick}} | Sean leaps forward with multiple spinning kicks. He travels further when a stronger button is used. |
{{ESMove | desc=EX Special | Sean performs a variant of the move that travels faster and further.}}}} | {{ESMove | desc=EX Special | Sean performs a variant of the move that travels faster and further.}}}} | ||
− | {{MoveListRow | Ryuubi Kyaku | {{QCF}} {{kick}} | Sean tumbles forward with a rolling kick. The | + | {{MoveListRow | Ryuubi Kyaku | {{QCF}} {{kick}} | 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. |
{{ESMove | desc=EX Special | Sean performs a variant of the move that hits twice and lands wherever the opponent is rather than a set distance.}}}} | {{ESMove | desc=EX Special | Sean performs a variant of the move that hits twice and lands wherever the opponent is rather than a set distance.}}}} | ||
− | {{MoveListRow | Zenten | {{QCB}} {{punch}} | Sean curls into a ball and rolls forward. | + | {{MoveListRow | Zenten | {{QCB}} {{punch}} | Sean curls into a ball and rolls forward. He rolls farther when a stronger button is used. This move can pass under projectiles.}} |
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
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| desc=Twelve is a shapeshifting humanoid, developed and mass produced by Gill's Secret Society. It can morph its body into different shapes and weapons or even replicate other fighters. It has good mobility but poor health and damage output. | | desc=Twelve is a shapeshifting humanoid, developed and mass produced by Gill's Secret Society. It can morph its body into different shapes and weapons or even replicate other fighters. It has good mobility but poor health and damage output. | ||
{{MoveListTable | desc=Special moves | | {{MoveListTable | desc=Special moves | | ||
− | {{MoveListRow | N.D.L. | {{QCF}} {{punch}} | Twelve plunges its arms into the ground, which poke out of the ground a distance in front of it in the form of spikes. The range of the attack | + | {{MoveListRow | N.D.L. | {{QCF}} {{punch}} | Twelve plunges its arms into the ground, which poke out of the ground a distance in front of it in the form of spikes. The range of the attack is farther when a stronger button is used. |
{{ESMove | desc=EX Special | Twelve performs a variant of the move that hits twice and appears wherever the opponent is rather than a set distance.}}}} | {{ESMove | desc=EX Special | Twelve performs a variant of the move that hits twice and appears wherever the opponent is rather than a set distance.}}}} | ||
{{MoveListRow | A.X.E. | {{QCB}} {{punch}} | Twelve transforms its arms into bladed weapons and flails them in a circle around them. This move can be performed in midair. | {{MoveListRow | A.X.E. | {{QCB}} {{punch}} | Twelve transforms its arms into bladed weapons and flails them in a circle around them. This move can be performed in midair. | ||
{{ESMove | desc=EX Special | Twelve performs a variant of the move with faster startup and recovery times.}}}} | {{ESMove | desc=EX Special | Twelve performs a variant of the move with faster startup and recovery times.}}}} | ||
− | {{MoveListRow | D.R.A. | {{QCB}} {{kick}} in midair | Twelve dives downward head first. The angle of the dive depends on the strength of the button used ({{ | + | {{MoveListRow | D.R.A. | {{QCB}} {{kick}} in midair | Twelve dives downward head 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). |
{{ESMove | desc=EX Special | Twelve performs a faster variant of the move that hits twice and knocks the opponent over.}}}} | {{ESMove | desc=EX Special | Twelve performs a faster variant of the move that hits twice and knocks the opponent over.}}}} | ||
}} | }} | ||
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{{MoveListRow | Metallic Sphere | {{QCF}} {{punch}} | 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). | {{MoveListRow | Metallic Sphere | {{QCF}} {{punch}} | 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). | ||
{{ESMove | desc=EX Special | Urien shoots two metallic spheres that wobble forward.}}}} | {{ESMove | desc=EX Special | Urien shoots two metallic spheres that wobble forward.}}}} | ||
− | {{MoveListRow | Chariot Tackle | Hold {{left}} for 2 seconds, then {{right}}+{{kick}} | Urien rushes forward and rams his shoulder into his opponent. | + | {{MoveListRow | Chariot Tackle | Hold {{left}} for 2 seconds, then {{right}}+{{kick}} | Urien rushes forward and rams his shoulder into his opponent. He runs further when a stronger button is used. |
− | {{ESMove | desc=EX Special | Urien performs a variant of the move that moves faster and hits twice | + | {{ESMove | desc=EX Special | Urien performs a variant of the move that moves faster and hits twice.}}}} |
− | {{MoveListRow | Violence Knee Drop | Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | Urien jumps straight up into the air, does a backflip, and dives down with his knees first. This is an overhead strike that can hit characters who are crouch blocking. | + | {{MoveListRow | Violence Knee Drop | Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | 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. |
{{ESMove | desc=EX Special | Urien performs a variant of the move that hits twice.}}}} | {{ESMove | desc=EX Special | Urien performs a variant of the move that hits twice.}}}} | ||
− | {{MoveListRow | Dangerous Headbutt | Hold {{down}} for 2 seconds, then {{up}}+{{punch}} | Urien hops forward with a headbutt that can hit airborne opponents. | + | {{MoveListRow | Dangerous Headbutt | Hold {{down}} for 2 seconds, then {{up}}+{{punch}} | Urien hops forward with a headbutt that can hit airborne opponents. He hops farther when a stronger button is used. |
{{ESMove | desc=EX Special | Urien performs a variant of the move that hits twice and electrifies and knocks down the opponent.}}}} | {{ESMove | desc=EX Special | Urien performs a variant of the move that hits twice and electrifies and knocks down the opponent.}}}} | ||
}} | }} | ||
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| desc=Yang is a young inline skater from Hong Kong. As with his twin brother Yun, he is skilled with kung fu. He is the more quiet and cocky of the two brothers. He has high mobility and speed but low health and range. | | desc=Yang is a young inline skater from Hong Kong. As with his twin brother Yun, he is skilled with kung fu. He is the more quiet and cocky of the two brothers. He has high mobility and speed but low health and range. | ||
{{MoveListTable | desc=Special moves | | {{MoveListTable | desc=Special moves | | ||
− | + | {{MoveListRow | Tourou Zan | {{QCF}} {{punch}} (up to 3 times) | Yang steps forward with a lateral palm slash. This move can be chained into three strikes by pressing {{QCF}} {{punch}} more times. He moves slightly further when a stronger button is used. | |
− | {{MoveListRow | Tourou Zan | {{QCF}} {{punch}} | Yang steps forward with a lateral palm slash. This move can be chained into three strikes by pressing {{QCF}} {{punch}} more times. | ||
{{ESMove | desc=EX Special | Yang starts a variant of the move that can be chained into five strikes by pressing {{QCF}} {{punch}} more times.}}}} | {{ESMove | desc=EX Special | Yang starts a variant of the move that can be chained into five strikes by pressing {{QCF}} {{punch}} more times.}}}} | ||
− | {{MoveListRow | Senkyuutai | {{QCF}} {{kick}} | Yang rolls along the ground, then he flies into the air with an upward kick. | + | {{MoveListRow | Senkyuutai | {{QCF}} {{kick}} | 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. |
{{ESMove | desc=EX Special | Yun performs a variant of the move that travels faster and further and does more damage.}}}} | {{ESMove | desc=EX Special | Yun performs a variant of the move that travels faster and further and does more damage.}}}} | ||
{{MoveListRow | Byakko Soushouda | {{QCB}} {{punch}} | Yang shoves with both open palms, knocking over his opponent on impact.}} | {{MoveListRow | Byakko Soushouda | {{QCB}} {{punch}} | Yang shoves with both open palms, knocking over his opponent on impact.}} | ||
− | {{MoveListRow | Fake Byakko Soushouda | {{QCB}} + two {{punch}} simultaneously | Yang pulls back his arms as if to perform a | + | {{MoveListRow | Fake Byakko Soushouda | {{QCB}} + two {{punch}} simultaneously | Yang pulls back his arms as if to perform a Byakko Soushouda but does not. This move recovers more quickly than a real Byakko Soushouda, so it can be used to bait a response from an opponent.}} |
− | {{MoveListRow | | + | {{MoveListRow | Kaihou | {{DPF}} {{kick}} | Yang dashes forward in a blur. He dashes farther when a stronger button is used. He can move through his opponent with this move.}} |
− | {{MoveListRow | | + | {{MoveListRow | Zenpou Tenshin | {{HCB}} {{kick}} (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.}} |
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
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{{MoveListRow | I. Raishin Mahha Ken<br>(2-level meter) | {{QCF}} {{QCF}} {{punch}} | Yang does a hand thrust. If it connects, he walks through his opponent with a single hand thrust that does multiple hits.}} | {{MoveListRow | I. Raishin Mahha Ken<br>(2-level meter) | {{QCF}} {{QCF}} {{punch}} | Yang does a hand thrust. If it connects, he walks through his opponent with a single hand thrust that does multiple hits.}} | ||
{{MoveListRow | II. Tenshin Senkyuutai<br>(2-level meter) | {{QCF}} {{QCF}} {{kick}} | 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.}} | {{MoveListRow | II. Tenshin Senkyuutai<br>(2-level meter) | {{QCF}} {{QCF}} {{kick}} | 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.}} | ||
− | {{MoveListRow | III. Sei'ei Enbu<br>(1-level meter) | {{QCF}} {{QCF}} {{punch}} | Yang gathers his ki, then he is followed by | + | {{MoveListRow | III. Sei'ei Enbu<br>(1-level meter) | {{QCF}} {{QCF}} {{punch}} | Yang gathers his ki, then he is followed by two shadows for a limited amount of time that echo his attacks with a short delay and can damage his opponent. He cannot be hit out of this effect.}} |
}} | }} | ||
}} | }} | ||
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| desc=Yun is a young skateboarder from Hong Kong. As with his twin brother Yun, he is skilled with kung fu. He is the more playful and easy-going of the two brothers. He has high mobility and speed but low health and range. | | desc=Yun is a young skateboarder from Hong Kong. As with his twin brother Yun, he is skilled with kung fu. He is the more playful and easy-going of the two brothers. He has high mobility and speed but low health and range. | ||
{{MoveListTable | desc=Special moves | | {{MoveListTable | desc=Special moves | | ||
− | {{MoveListRow | Zesshou Hohou | {{QCF}} {{punch}} | Yun lunges forward with a straight punch. | + | {{MoveListRow | Zesshou Hohou | {{QCF}} {{punch}} | Yun lunges forward with a straight punch in a leaping stride. He leaps further when a stronger button is used. |
{{ESMove | desc=EX Special | Yun performs a variant of the move that travels faster and further and does more damage (but has a longer startup time).}}}} | {{ESMove | desc=EX Special | Yun performs a variant of the move that travels faster and further and does more damage (but has a longer startup time).}}}} | ||
− | {{MoveListRow | Tetsuzan Kou | {{DPF}} {{punch}} | Yun steps to his opponent while | + | {{MoveListRow | Tetsuzan Kou | {{DPF}} {{punch}} | 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. |
{{ESMove | desc=EX Special | Yun performs a variant of the move that travels faster and further and does more damage.}}}} | {{ESMove | desc=EX Special | Yun performs a variant of the move that travels faster and further and does more damage.}}}} | ||
− | {{MoveListRow | Nishou Kyaku | {{ | + | {{MoveListRow | Nishou Kyaku | {{DPF}} {{kick}} | Yun flies into the air with alternating jumping kicks. He jumps higher and further forward when a stronger button is used. |
{{ESMove | desc=EX Special | Yun performs a variant of the move with faster startup that does more damage.}}}} | {{ESMove | desc=EX Special | Yun performs a variant of the move with faster startup that does more damage.}}}} | ||
{{MoveListRow | Kobokushi | {{QCB}} {{punch}} | Yun shoves with both open palms, knocking over his opponent on impact.}} | {{MoveListRow | Kobokushi | {{QCB}} {{punch}} | Yun shoves with both open palms, knocking over his opponent on impact.}} | ||
{{MoveListRow | Fake Kobokushi | {{QCB}} + two {{punch}} 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.}} | {{MoveListRow | Fake Kobokushi | {{QCB}} + two {{punch}} 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.}} | ||
− | {{MoveListRow | Zenpou Tenshin | {{HCB}} {{kick}} (close) | Yun flips over his opponent's shoulder, landing on the other side of his opponent.}} | + | {{MoveListRow | Zenpou Tenshin | {{HCB}} {{kick}} (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.}} |
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
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{{MoveListRow | I. Youhou<br>(1-level meter) | {{QCF}} {{QCF}} {{punch}} | Yun lashes his arms outward, then performs a Tetsuzan Kou, knocking the opponent into the air. He uppercuts them as they land.}} | {{MoveListRow | I. Youhou<br>(1-level meter) | {{QCF}} {{QCF}} {{punch}} | Yun lashes his arms outward, then performs a Tetsuzan Kou, knocking the opponent into the air. He uppercuts them as they land.}} | ||
{{MoveListRow | II. Sourai Rengeki<br>(3-level meter) | {{QCF}} {{QCF}} {{punch}} | Yun performs a series of palm and elbow strikes, then kicks his opponent into the air and finishes with a midair kick.}} | {{MoveListRow | II. Sourai Rengeki<br>(3-level meter) | {{QCF}} {{QCF}} {{punch}} | Yun performs a series of palm and elbow strikes, then kicks his opponent into the air and finishes with a midair kick.}} | ||
− | {{MoveListRow | III. Gen'ei Jin<br>(1-level meter) | {{QCF}} {{QCF}} {{punch}} | 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.}} | + | {{MoveListRow | III. Gen'ei Jin<br>(1-level meter) | {{QCF}} {{QCF}} {{punch}} | 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. He cannot be hit out of this effect.}} |
}} | }} | ||
}} | }} | ||
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{{MoveListRow | Pyro Cyber Lariat | {{DPF}} {{punch}} when facing right | Gill charges forward with a lariat, knocking his opponent over with a flaming fist.}} | {{MoveListRow | Pyro Cyber Lariat | {{DPF}} {{punch}} when facing right | Gill charges forward with a lariat, knocking his opponent over with a flaming fist.}} | ||
{{MoveListRow | Cryo Cyber Lariat | {{DPF}} {{punch}} when facing left | Gill charges forward with a lariat, knocking his opponent over with a frozen fist.}} | {{MoveListRow | Cryo Cyber Lariat | {{DPF}} {{punch}} when facing left | Gill charges forward with a lariat, knocking his opponent over with a frozen fist.}} | ||
− | {{MoveListRow | Moonsault Knee Drop | {{HCB}} {{kick}} | Gill jumps straight up into the air, does a backflip, and dives down with his knees first. This is an overhead strike that can hit characters who are crouch blocking.}} | + | {{MoveListRow | Moonsault Knee Drop | {{HCB}} {{kick}} | 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.}} |
{{MoveListRow | Psycho Headbutt | {{QCB}} {{punch}} | Gill hops forward with a headbutt that can hit airborne opponents.}} | {{MoveListRow | Psycho Headbutt | {{QCB}} {{punch}} | Gill hops forward with a headbutt that can hit airborne opponents.}} | ||
}} | }} | ||
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{{ginfo|Street Fighter III 3rd Strike DC, Stages, Gill.png|Unknown|Gill's stage.}} | {{ginfo|Street Fighter III 3rd Strike DC, Stages, Gill.png|Unknown|Gill's stage.}} | ||
}} | }} | ||
− | + | ||
+ | ===Bonus stages=== | ||
A bonus stage appears in the single-player game after every three matches won. | A bonus stage appears in the single-player game after every three matches won. | ||
{{gallery|widths=200|screens=yes| | {{gallery|widths=200|screens=yes| | ||
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*'''Assistant Engineer:''' Vladimir Nikolic | *'''Assistant Engineer:''' Vladimir Nikolic | ||
*'''Artist Management:''' Cain (Lock Down Entertainment Inc.) | *'''Artist Management:''' Cain (Lock Down Entertainment Inc.) | ||
− | *'''Voice Actor:''' Touru Ohkawa, Yuji Kishi, [[Mitsuo Iwata]], Kentarou Itou, Masakazu Suzuki, Yuri Amano, Mie Midori, Takashi Matsuyama, Tomomichi Nishimura, Makoto Tsumura, Eiji Sekiguchi, Atsuko Tanaka, Lawrence Bayne, Patrick Gallagan, Francis Diakewsky, Len Carlson | + | *'''Voice Actor:''' [[Toru Okawa|Touru Ohkawa]], [[Yuji Kishi]], [[Mitsuo Iwata]], [[Kentaro Ito|Kentarou Itou]], Masakazu Suzuki, [[Yuri Amano]], Mie Midori, [[Takashi Matsuyama]], [[Tomomichi Nishimura]], [[Makoto Tsumura]], [[Eiji Sekiguchi]], [[Atsuko Tanaka]], Lawrence Bayne, Patrick Gallagan, Francis Diakewsky, Len Carlson |
*'''Planning:''' Neo_G H.Ishizawa, Haruo Murata, Numach (T.O), Yasunori Ichinose, Sada 36 | *'''Planning:''' Neo_G H.Ishizawa, Haruo Murata, Numach (T.O), Yasunori Ichinose, Sada 36 | ||
*'''Special Thanks:''' Youichi Egawa, T.Shiraiwa, Abu, Tomoaki Tsuji, Tobuto (MAM2) Dezaki, Mitsuaki (TIM2) Araki, Takechan, Oni-Suzuki, Kaeru, Bug (H.Sugimoto), K.Shinano, Gon, Syachi (S.Ohoka), Yng.J.Matsubara, Miura Cuberick, Tetsuya Haze, Yoshihiro Tomita, HMX‑12 Hamada, Masayasu Mukai, Punch Kubozono, Tetsuya Iijima, Lisa E. Jones, Masayuki Fukumoto, Lance Luu, Nate Williams | *'''Special Thanks:''' Youichi Egawa, T.Shiraiwa, Abu, Tomoaki Tsuji, Tobuto (MAM2) Dezaki, Mitsuaki (TIM2) Araki, Takechan, Oni-Suzuki, Kaeru, Bug (H.Sugimoto), K.Shinano, Gon, Syachi (S.Ohoka), Yng.J.Matsubara, Miura Cuberick, Tetsuya Haze, Yoshihiro Tomita, HMX‑12 Hamada, Masayasu Mukai, Punch Kubozono, Tetsuya Iijima, Lisa E. Jones, Masayuki Fukumoto, Lance Luu, Nate Williams | ||
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| square=yes | | square=yes | ||
| disc=StreetFighterIII3rdStrike DC EU Disc.jpg | | disc=StreetFighterIII3rdStrike DC EU Disc.jpg | ||
+ | | manual=StreetFighter3rdStrike-DC-EU-Manual.pdf | ||
}} | }} | ||
==Technical information== | ==Technical information== | ||
{{mainArticle|{{PAGENAME}}/Technical information}} | {{mainArticle|{{PAGENAME}}/Technical information}} | ||
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==External links== | ==External links== |
Latest revision as of 19:48, 28 October 2024
Street Fighter III: 3rd Strike | |||||||||||||||||||||||||||||||||||||||||||||
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System(s): Sega Dreamcast | |||||||||||||||||||||||||||||||||||||||||||||
Publisher: Capcom (Japan, US), Virgin Interactive (Europe) | |||||||||||||||||||||||||||||||||||||||||||||
Developer: Capcom | |||||||||||||||||||||||||||||||||||||||||||||
Original system(s): Capcom CPS-3 | |||||||||||||||||||||||||||||||||||||||||||||
Peripherals supported: Dreamcast Arcade Stick, Jump Pack, Dreamcast Keyboard, Dreamcast Modem, Visual Memory Unit, Dreamcast VGA Box | |||||||||||||||||||||||||||||||||||||||||||||
Genre: Fighting/Taisen Kakutou (対戦格闘)[1][2], Action[3] | |||||||||||||||||||||||||||||||||||||||||||||
Number of players: 1-2 | |||||||||||||||||||||||||||||||||||||||||||||
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Street Fighter III: 3rd Strike (ストリートファイターIII サードストライク), alternatively spelled Street Fighter III: Third Strike, is a one-on-one fighting game released for the arcades by Capcom in 1999. It was the third installment of the Street Fighter III sub-series and ran on the same CPS-3 arcade board as the first two entries. In 2000, Capcom released a standalone port of 3rd Strike for the Sega Dreamcast (following Street Fighter III: Double Impact, a compilation of the first two games).
Contents
Story
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
3rd Strike was the third and final release in the Street Fighter III series of fighting games. Four new characters were added (Makoto, Q, Remy, and Twelve), Akuma was made a regular character, and Chun-Li was brought back from Street Fighter II. All returning characters received new moves, stages, and endings. The behaviors of existing moves (such reach, strength, and speed) were modified to improve the balance of the game. Throws and universal overheads are now performed by pressing a punch and kick of the same strength simultaneously, like Personal Actions. The series-unique parry maneuver can now also be performed while guarding, called a "guard parry" or a "red parry" (for its red flashing effect). This allows characters to parry an attack that hits multiple times even after blocking one or more hits. All music and sound effects were changed (including character voice lines and the announcer). The game also introduces a grading system in which the victorious player of a match is graded afterwards on offense, defense, techniques, and extra points.
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. 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 pressing the light punch and kick buttons simultaneously (+) when next to an opponent. This can optionally be paired with or to throw in a particular direction. The character can "whiff" a grab by attempting it outside of range, leaving the character vulnerable to counterattack. Different characters have different throws available to them, and some characters can throw in midair. Throws cannot be blocked, but characters can recover for reduced damage by performing the same inputs as a throw immediately after being thrown. Characters can recover more quickly after being knocked down (from a throw or other attack) by pressing upon landing on the ground.
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 by pressing the medium punch and kick buttons simultaneously (+), 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 crouching attack. Parries can be done in midair by pressing the D-Pad toward the opponent (regardless of the type of attack that is being parried). 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. However, 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. Parries can be done while guarding an attack, in which case the character flashes red, which allows it to interrupt attacks that hit multiple times or combos. However, the window for executing a guard parry is much shorter, so the timing required is more precise.
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.
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
The game contains the following modes:
- Arcade: A single-player mode where the player ten opponents, which includes a character-specific rival as the penultimate opponent and Gill as the final boss for each of the characters except for Gill himself (whose final boss is Alex). With the exception of these predetermined fights, the player is given a choice of two opponents to face before each match. 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. The "Parry the Ball!" bonus stage from 2nd Impact returns as well as a new version of the "Crush the Car!" bonus stage from Final Fight and Street Fighter II.
- Versus: A two-player mode where each player chooses a character, their Super Arts, and a handicap and can pick any stage.
- Training: A practice mode where the player chooses a character and a Super Art for both fighters. There is a normal training mode where the player can practice moves against a dummy opponent and can set the opponent to stand, crouch, jump, or fight and also toggle guarding and enable infinite Super meter. The player also record practice sessions and play them back. There is also a parrying training mode where the player records attacks for the opponent, then practices parrying them as the other fighter.
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
The entire cast from 2nd Impact returns. Akuma is no longer a hidden character.
Chun-Li returns from the Street Fighter II and Street Fighter Alpha series. Makoto, Q, Remy, and Twelve are new characters.
Bosses
Gill can be unlocked to play.
Rival battle: Urien
Final battle: Alex
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Gill | |||||||||||||||||||||||||||||||||||||||||||||||
Gill is the leader of the Secret Society, also known as the Illuminati, a mysterious, cult-like organization that has manipulated world events for ages. He is the final opponent in the third World Warrior tournament. He resembles a Greek god, and his body is bifurcated into a blue half and a red half. The blue half has mastery over cryokinetic abilities, while the red half has mastery over pyrokinetic abilities, giving his attacks different properties depending on which direction he is facing.
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Stages
Each character has his or her own stage where matches are hosted (with the exception of Q, who fights in the stage of the previous opponent). Some characters share the same stage but have their own unique color variations. The stage can be manually chosen in the two-player mode.
Bonus stages
A bonus stage appears in the single-player game after every three matches won.
Versions
The Dreamcast port adds a "System Direction" mode, a special options menu that allows users to customize numerous aspects of how the game works. The feature would be carried over to the later PlayStation 2 and Xbox versions of the game, as well as 3rd Strike Online Edition on the PlayStation 3 and Xbox 360. Aside from that, this port has a remixed soundtrack and the final boss Gill was made playable (same as Double Impact).
The PAL version supports 50Hz and 60Hz modes.
History
Legacy
For a while, this was the only home version of 3rd Strike available to consumers, although it was later ported to the PlayStation 2 and the Xbox a few years later.
Production credits
- Character Design: Who, Ikusan Z, D=Kurita, Chimorin Shogun, Sibaki♥, Chunzenji & Rute, Tsuyoshi, Jun-Ikawa, Toshihiro Suzuki, Noya‑T, Seiji Yano, Ryosuke "Hell" Naoi, Tomo, Hirano=Daichi, Izumi.N, Akiman
- Scroll Design: Imahori 75%, Sugiyama 50%, ♥Youko Fukumoto♥, Yuki Kyoutani, ☆Sawatch, Atushi, Ryo Uno, Yusuke Saiwai※, Kenichi Yamahashi
- Original Art Work: Daigoro, Harumaru
- Title Logo Design: Y.Uchida
- Instruction Design: Sakomizu
- Programming: Kazuhito Nakai, Nobuya "LT1" Yoshizumi, Yuko Kawamura (Tate), Hiroshi Nakagawa (Raoh), Y&M.Inada (Ine), Masahito Oh!Ya!, Akihiro ☆ Yokoyama
- Sound Effect Design: Satoshi Ise, Y.Sandou
- Music Compose: H. Okugawa
- Sound Editor: Kazuya Takimoto
- Sound Management Director: Yoshinori Ono
- Third Strike (Opening Theme Song)
- Let's Get It On (Event Theme Song)
- Moving On (Ending Song)
- Song Written by: Infinite/hideki
- Arranged by: hideki
- Vocals: Infinite (Courtesy of Lock Down Entertainment Inc.)
- Recording Engineer: Yutaka Shimoyama (Victor St.)
- Mix Engineer: Paul Shubat
- Assistant Engineer: Vladimir Nikolic
- Artist Management: Cain (Lock Down Entertainment Inc.)
- Voice Actor: Touru Ohkawa, Yuji Kishi, Mitsuo Iwata, Kentarou Itou, Masakazu Suzuki, Yuri Amano, Mie Midori, Takashi Matsuyama, Tomomichi Nishimura, Makoto Tsumura, Eiji Sekiguchi, Atsuko Tanaka, Lawrence Bayne, Patrick Gallagan, Francis Diakewsky, Len Carlson
- Planning: Neo_G H.Ishizawa, Haruo Murata, Numach (T.O), Yasunori Ichinose, Sada 36
- Special Thanks: Youichi Egawa, T.Shiraiwa, Abu, Tomoaki Tsuji, Tobuto (MAM2) Dezaki, Mitsuaki (TIM2) Araki, Takechan, Oni-Suzuki, Kaeru, Bug (H.Sugimoto), K.Shinano, Gon, Syachi (S.Ohoka), Yng.J.Matsubara, Miura Cuberick, Tetsuya Haze, Yoshihiro Tomita, HMX‑12 Hamada, Masayasu Mukai, Punch Kubozono, Tetsuya Iijima, Lisa E. Jones, Masayuki Fukumoto, Lance Luu, Nate Williams
- Message Translator: Erik Suzuki, Dan Okada, Chris Tang
- Producer: Noritaka Funamizu, Kouji Nakajima
- General Producer: Yoshiki Okamoto
- Character Design: Jun Ikawa, Yuji Imamura, Pu✰Chimorin, Toshihiro Suzuki, Tomo, Daichi=Hirano, Naonee, D-Kurita
- Scroll Design: Sawatch‑again, Yuki♥Kyoutani, Yusuke-Saiwai
- Original Art Work: Ikeno☆Mie
- Instruction Design: M.ru, Miduho☆, Y.Uchida
- Programming: Kazuhito Nakai, Nobuya "Gentle" Yoshizumi, Hiroshi "Raoh" Nakagawa, MaSaHiTo Oh!Ya! (MSHTOY), Kohei Akiyama, Tomohiro Ueno, Batayon, Meijin
- Sound: Hiro "X68k" Kondo, Yoshiki Sandou
- Music: 8bit@okugawa
- Recorded: Kazuya Takimoto
- Planning: Neo_G H.Ishizawa, Haruo Murata, Tomonori Ohnuma
- Special Thanks: Hideki Ohnuki, Keiko Harakawa, Michiyo Aoki, Hiromitsu Furubeppu, Toshiaki Matsuda, Takako Akutagawa, Ryosuke Hagiwara, Abu, Yoshinori Ono, Shin., Ichiro Yunde, Net Man, Mineyuki Noda, Kentaro✰Kaneko, Hideaki Itsuno, Ika★chan, momo‑mo, Takuya Shiraiwa, Erik (ESX) Suzuki
- (Bug Checkers): Katusuke F Miura, Minoru A Horike, Masayasu Y Mukai, Yoshihiro 775 Tomita, HMX-12 Hamada, Tetsuya Rappayar Takagi, Shutaro Jerry Kobayashi, Taizo "Tom" Iwata, SS・Tsu・Ten・Kaku, Yng J Matsubara, Kuroe K・K Yasushi QChan, MatMan-Boo!, nosetake, Chikahiro Kawanishi, Haya (Shi) 2Nji, Kouichi Takemoto, "Urien" hirata, Akihide Maeda, Natsuko Ozaki, Minako Murakami, Masatoshi Inuino, Kouki Mori, noseyumi, Terumas@ Iwaki, Syoji Araki, Ume-Zono
- Director: Hidetoshi Ishizawa
- Producer: Yoshihiro Sudo
- General Producer: Noritaka Funamizu
- Executive Producer: Yoshiki Okamoto
- And Capcom All Staff
- Presented by: Capcom
- Network: Shin., Ichiro Yunde, Net Man, Mineyuki Noda, Kentaro✰Kaneko, Hideaki Itsuno
- Homepage Design: Ika★chan, momo‑mo
Magazine articles
- Main article: Street Fighter III: 3rd Strike/Magazine articles.
Promotional material
Physical scans
Sega Retro Average | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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78 | |
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Based on 28 reviews |
Dreamcast, EU |
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Technical information
- Main article: Street Fighter III: 3rd Strike/Technical information.
External links
References
- ↑ File:StreetFighterIII3rdStrike DC JP Box Back.jpg
- ↑ 2.0 2.1 2.2 http://sega.jp/dc/000608/ (Wayback Machine: 2014-08-03 22:34)
- ↑ https://sega.jp/history/hard/dreamcast/software_l.html#tab01 (Wayback Machine: 2020-02-01 22:57)
- ↑ 4.0 4.1 Press release: 2000-10-04: Street Fighter III: Third Strike Now Available
- ↑ http://www.capcom.com/xpml/game.xpml?gameid=550026 (Wayback Machine: 2000-12-19 17:16)
- ↑ http://www.chipsworld.co.uk/detProd.asp?ProductCode=3168 (Wayback Machine: 2003-11-27 09:46)
- ↑ http://www.amazon.co.uk/exec/obidos/tg/browse/-/300724/ (Wayback Machine: 2001-06-23 23:00)
- ↑ 8.0 8.1 DC-UK, "December 2000" (UK; 2000-10-23), page 72
- ↑ http://www.micromania.fr/zooms/?ref=17519 (Wayback Machine: 2002-11-04 12:38)
- ↑ http://www.centromail.es/top/ficha.asp?codmail=16155&codprov= (Wayback Machine: 2001-09-17 09:30)
- ↑ http://www.futuregamez.net:80/outnow/dc.html (Wayback Machine: 2001-07-31 23:17)
- ↑ File:Street Fighter III 3rd Strike DC credits.pdf
- ↑ Ação Games, "Setembro 2000" (BR; 2000-xx-xx), page 67
- ↑ Consoles +, "Août 2000" (FR; 2000-07-xx), page 102
- ↑ Digitiser (UK) (2001-01-22)
- ↑ Dreamcast Magazine, "2000-22 extra (2000-07-07ex)" (JP; 2000-06-23), page 37
- ↑ Dreamcast Magazine, "No. 14" (UK; 2000-10-05), page 60
- ↑ Dorimaga, "2002-18 (2002-10-11)" (JP; 2002-09-27), page 34
- ↑ Dreamzone, "Juillet/Août 2000" (FR; 2000-07-15), page 104
- ↑ Edge, "September 2000" (UK; 2000-08-14), page 105
- ↑ Electronic Gaming Monthly, "December 2000" (US; 2000-10-30), page 208
- ↑ Entsiklopediya igr dlya Dreamcast, "Izdaniye chetvertoye, dopolnennoye" (RU; 2002-xx-xx), page 240
- ↑ Famitsu, "2000-07-07" (JP; 2000-06-23), page 35
- ↑ Fun Generation, "09/2000" (DE; 2000-08-23), page 99
- ↑ GameFan, "Volume 8, Issue 9: September 2000" (US; 2000-xx-xx), page 22
- ↑ GameFan, "Volume 8, Issue 12: December 2000" (US; 2000-1x-xx), page 26
- ↑ GamePro, "December 2000" (US; 2000-1x-xx), page 153
- ↑ Game Informer, "November 2000" (US; 2000-1x-xx), page 125
- ↑ Gamers' Republic, "November 2000" (US; 2000-xx-xx), page 71
- ↑ MAN!AC, "09/2000" (DE; 2000-08-02), page 43
- ↑ MAN!AC, "01/2000" (DE; 2000-12-06), page 87
- ↑ Neo Plus, "Marzec 2001" (PL; 2001-xx-xx), page 43
- ↑ Next Generation, "December 2000" (US; 2000-11-21), page 115
- ↑ Official Dreamcast Magazine, "December 2000" (UK; 2000-11-02), page 98
- ↑ Official Dreamcast Magazine, "November 2000" (US; 2000-10-03), page 117
- ↑ Playmag, "Septembre 2000" (FR; 2000-xx-xx), page 39
- ↑ PSX Extreme, "03/2001" (PL; 2001-0x-xx), page 41
- ↑ Video Games, "09/2000" (DE; 2000-08-02), page 107
- ↑ Video Games, "12/2000" (DE; 2000-11-02), page 73
Street Fighter III: 3rd Strike | |
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Main page | Comparisons | Hidden content | Development | Magazine articles | Video coverage | Reception | Technical information |
Street Fighter games for Sega systems | |
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Street Fighter II': Champion Edition (unreleased) | Street Fighter II': Special Champion Edition (1993) | Super Street Fighter II: The New Challengers (1994) | |
Street Fighter: The Movie (1995) | Street Fighter Alpha: Warriors' Dreams (1996) | Street Fighter II Movie (1996) | Street Fighter Alpha 2 (Dash) (1996) | Super Puzzle Fighter II Turbo (1996) | Street Fighter Collection (1997) | X-Men vs. Street Fighter (1997) | Pocket Fighter (1998) | Marvel Super Heroes vs. Street Fighter (1998) | Capcom Generation: Dai 5 Shuu Kakutouka-tachi (1998) | Street Fighter Zero 3 (1999) | |
Street Fighter II' (1997) | |
Street Fighter Alpha 3 (1999) | Street Fighter III: Double Impact (1999) | Street Fighter III: 3rd Strike (2000) | Super Street Fighter II X for Matching Service (2000) | Street Fighter Zero 3 for Matching Service (2001) | Super Puzzle Fighter II X for Matching Service (2001) | |
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Unlicensed Street Fighter games for Sega systems | |
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X-Men vs. Street Fighter (Mega Drive) (1998) |
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- Dreamcast games
- 2000 Dreamcast games
- All 2000 games
- Dreamcast fighting games
- All fighting games
- Dreamcast games with ADX audio
- Dreamcast games using Flash
- Use romtable template
- All games
- Credits without reference
- Street Fighter III: 3rd Strike
- Street Fighter