Difference between revisions of "Street Fighter III: 3rd Strike"
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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}}). Personal Actions are similar to taunts but with unique effects for each character. | 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. | ||
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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. | 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), special moves (including Personal Actions), and parries. 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. | + | 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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| 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 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. | + | {{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. It can dissipate a two-hit projectile.}}}} | {{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 bash. He dashes further when a stronger button is used. | {{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. | ||
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{{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. | {{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 | + | {{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 move covers a wider arc when a stronger button is used. This is an overhead strike that can hit characters who are crouch blocking. | {{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. | ||
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{{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 | + | {{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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{{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. | {{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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{{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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{{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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{{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. | {{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 leaps forward and performs a dive kick. He jumps higher and further forward when a stronger button is used. When performed with {{ | + | {{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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{{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. The projectile moves faster when a stronger button is used. | {{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. He ascends higher when a stronger button is used. | {{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.}}}} | ||
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{{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 | 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. | {{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. The angle of the dive depends on the strength of the button used ({{ | + | {{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. He hops farther when a stronger button is used. | {{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. | ||
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{{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}} (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. | ||
{{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 | 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 | 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 | 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.}} | {{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.}} | ||
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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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{{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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{{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 (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.
Rival battle: Ryu
Final battle: Gill
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Akuma (Gouki) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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.
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Rival battle: Ryu
Final battle: Gill
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Alex | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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.
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Rival battle: Urien
Final battle: Gill
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Chun-Li | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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.
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Rival battle: Ryu
Final battle: Gill
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Dudley | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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).
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Rival battle: Makoto
Final battle: Gill
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Elena | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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).
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Rival battle: Ryu
Final battle: Gill
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Hugo | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Hugo is a giant man raised in Germany who became a professional wrestler after moving to the United States. He became a prominent member of the Mad Gear Gang, along with Poison, who accompanies him in the tournament. He is a large and slow grappler who can do heavy damage.
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Rival battle: Oro
Final battle: Gill
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Ibuki | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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.
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Rival battle: Urien
Final battle: Gill
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Ken | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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.
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Rival battle: Ryu
Final battle: Gill
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Makoto | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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.
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Rival battle: Twelve
Final battle: Gill
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Necro | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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.
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Rival battle: Akuma
Final battle: Gill
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Oro | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Oro is a Japanese hermit who has learned the secrets of immortality and used his longevity to master martial arts. He binds one arm to give his opponent a chance in battle. He has an unusual fighting style but powerful Super Arts.
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Rival battle: Akuma
Final battle: Gill
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Q | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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.
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Rival battle: Alex
Final battle: Gill
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Remy | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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.
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Rival battle: Akuma
Final battle: Gill
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Ryu | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Ryu is an experienced martial artist who is continually seeking improvement. He is a strong and versatile fighter.
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Rival battle: Ken
Final battle: Gill
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Sean | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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.
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Rival battle: Necro
Final battle: Gill
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Twelve | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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.
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Rival battle: Necro
Final battle: Gill
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Urien | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Urien is Gill's younger brother, who resents the role given to his brother and wants to overthrow him. He is creating an army of super-soldier clones. He is a powerful character with similar moves to Gill. His Aegis Reflector Super Art gives him a unique degree of cornering and juggling ability.
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Rival battle: Yun
Final battle: Gill
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Yang | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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.
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Rival battle: Yang
Final battle: Gill
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Yun | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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.
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Bosses
Gill can be unlocked to play.
Rival battle: Urien
Final battle: Alex
|
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.
|
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 | |
---|---|
Main page | Comparisons | Hidden content | Development | Magazine articles | Video coverage | Reception | Technical information |
Street Fighter games for Sega systems | |
---|---|
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) | |
Street Fighter Zero 3 Upper (2001) | |
Sampler discs | |
Street Fighter Zero 2 Taikenban (199x) | Street Fighter Collection Taikenban (1997) | |
Street Fighter Zero 3 Tentou Taikenban (199x) | |
Unlicensed Street Fighter games for Sega systems | |
Jang Pung II (1993) | |
X-Men vs. Street Fighter (Mega Drive) (1998) |
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