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, which results in a 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.
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''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 consisting of multiple hits, in which case the character flashes red.
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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.
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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.
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{{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 projectile travels farther before dissipating when a stronger button is used.
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{{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 his arm into a backfist (Oiura Ken) by pressing {{HP}} again.}}
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{{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.
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{{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.}}
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{{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 {{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.
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{{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 ({{LP}} for closest to horizontal and {{HP}} for closest to vertical).}}
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{{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 shoots an energy orb that travels across the screen in a zigzag pattern. It can hit opponents multiple times.}}
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{{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 {{HP}}, it knocks over his opponent.
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{{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 Hadoken, a flaming fireball that hits multiple times and knocks his opponent over.}}}}
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{{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 ({{LP}} for closest to vertical and {{HP}} for closest to horizontal).
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{{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 ({{LP}} for closest to vertical and {{HP}} for closest to horizontal). This is an overhead strike that can hit characters who are crouch blocking.
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{{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. The distance of the roll depends on the strength of the button 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.
+
{{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 Kobukushi or Byakko Soushouda but does not. This move recovers more quickly than a real Kobokushi or Byakko Soushouda, so it can be used to bait a response from an opponent.}}
+
{{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 afterimages for a limited amount of time that echo his attacks with a short delay and can damage his opponent.}}
+
{{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====
+
 
 +
===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|
Line 810: Line 811:
 
*'''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}}
===ROM dump status===
 
{{romtable|
 
{{rom|DC|sha1=|md5=|crc32=|size=|date=|source=GD-ROM (JP)|comments=|quality=|prototype=}}
 
{{rom|DC|sha1=|md5=|crc32=|size=|date=|source=GD-ROM (US)|comments=|quality=|prototype=}}
 
{{rom|DC|sha1=|md5=|crc32=|size=|date=|source=GD-ROM (EU)|comments=|quality=|prototype=}}
 
{{rom|DC|sha1=|md5=|crc32=|size=|date=2000-06-07|source=GD-R|comments=|quality=|prototype=yes}}
 
{{rom|DC|sha1=|md5=|crc32=|size=|date=2000-08-10|source=GD-R|comments=|quality=|prototype=yes}}
 
}}
 
  
 
==External links==
 
==External links==

Latest revision as of 19:48, 28 October 2024

n/a

SFIII3rdStrike title.png

Street Fighter III: 3rd Strike
System(s): Sega Dreamcast
Publisher: Capcom (Japan, US), Virgin Interactive (Europe)
Developer:
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
Release Date RRP Code
Sega Dreamcast
JP
¥5,800 (6,090)5,800e[2] T-1209M
Sega Rating: All Ages
Sega Dreamcast
US
$39.9539.95[4] T-1213N
ESRB: Teen
Sega Dreamcast
EU
T-7013D-50
ELSPA: 11+ OK
Sega Dreamcast
DE
T-7013D-50
USK: 12
Sega Dreamcast
ES
T-7013D-50
ELSPA: 11+ OK
Sega Dreamcast
FR
T-7013D-50
SELL: 12+
Sega Dreamcast
UK
£39.9939.99[8] T-7013D-50
ELSPA: 11+ OK
Sega Dreamcast
AU
Non-Sega versions

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).

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

Street Fighter III 3rd Strike DC, Character Select.png

Character select

Street Fighter III 3rd Strike DC, Gameplay.png

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 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 Up-left and Up-right. 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) 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 (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, 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, Left and Right 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.

Street Fighter III Third Strike DC, Characters.png
Street Fighter III DC, Sprites, Akuma.gif
Rival battle:
Ryu
Final battle:
Gill



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.
Move list (Special moves)
Name Command Description
Gou Hadouken Down Down-right Right P Akuma channels his ki into his hands, then thrusts it from his palms in the form of a fireball. The projectile moves faster when a stronger button is used.
Zankuu Hadouken Down Down-right Right P Akuma shoots a single-handed Hadouken at a diagonal angle downward in midair. The projectile moves faster when a stronger button is used.
Shakunetsu Hadouken Right Down-right Down Down-left Left P Akuma shoots a flaming variant of the Hadouken, which hits multiple times and knocks opponents down on impact. The projectile hits more times but has slower startup when a stronger button is used.
Gou Shouryuuken Right Down Down-right P Akuma jumps into the air with a flying uppercut, which knocks his opponent over on impact. The move ascends higher and hits more times when a stronger button is used.
Tatsumaki Zankuukyaku Down Down-left Left K Akuma spins on an axis while gliding forward through the air and kicking. This move juggles his opponent into the air, hitting multiple times before the opponent hits the ground. The move travels further and hits more times when a stronger button is used.
Hyakki Shuu Right Down Down-right K 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 P for a palm strike (Hyakki Goushou) or K for a falling kick (Hyakki Goujin). Or Akuma can throw the opponent by pressing  LP + LK  when near (Hyakki Gousai).
Ashura Senkuu Forward Right Down Down-right + two P or K simultaneously Akuma glides forward. He is invulnerable in this state. He moves across the entire screen with P or half the screen with K.
Ashura Senkuu Backward Left Down Down-left + two P or K simultaneously Akuma glides backward. He is invulnerable in this state. He moves across the entire screen with P or half the screen with K.
Move list (Command normals)
Name Command Description
Personal Action  HP + HK  Akuma adopts a more aggressive stance, which increases the attack power for all moves except throws and increases the stun damage inflicted by his attacks. The Shun Goku Satsu is not affected by this.
Straight  MP + MK  Akuma leaps forward with a downward punch. This is an overhead strike that can hit characters who are crouch blocking.
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.
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.
Move list (Super Arts)
Name Command Description
I. Messatsu Gou Hadou
(2-level meter)
Down Down-right Right Down Down-right Right P Akuma fires a more powerful version of the Gou Hadouken that can hit his opponent multiple times.
I. Tenma Gou Zankuu
(2-level meter)
Down Down-right Right Down Down-right Right P in midair Akuma fires a larger, more powerful Zankuu Hadouken at his opponent.
II. Messatsu Gou Shouryuu
(2-level meter)
Down Down-right Right Down Down-right Right P Akuma performs two low Gou Shouryuukens, followed by a high Gou Shouryuuken.
III. Messatsu Gou Rasen
(2-level meter)
Down Down-right Right Down Down-right Right K Akuma ascends high into the air while performing a Tatsumaki Zankuukyaku. This move can be performed in midair.
Shun Goku Satsu  LP   LP  Right  LK   HP  (at max level) Akuma glides to his opponent, then performs a series of attacks that cannot be seen as the screen flashes white. The Super meter must be completely filled at level 2 to perform this move. This move is treated as a grab and cannot be blocked.
Kongou Kokuretsuzan Down Down Down + two P simultaneously (at max level) Akuma holds his palm into the air and charges it with dark energy, then slams his fist into the ground, causing an explosion of dark energy to gush from the ground in a circle around him. The Super meter must be completely filled at level 2 to perform this move.
Street Fighter III Third Strike DC, Characters.png
Street Fighter III DC, Sprites, Alex.gif
Rival battle:
Ryu
Final battle:
Gill



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.
Move list (Special moves)
Name Command Description
Flash Chop Down Down-right Right P Alex chops his hand laterally while sliding forward a short distance. The move has longer range but slower startup when a stronger button is used. It can dissipate a single-hit projectile. When performed with  MP  or  HP , it back-turns the opponent on impact.
EX Special: Alex performs a variant of the move that has longer range, hits more times, and knocks his opponent over. It can dissipate a two-hit projectile.
Slash Elbow Hold Left for 2 seconds, then Right+K Alex dashes forward and performs an elbow bash. He dashes further when a stronger button is used.
EX Special: Alex performs a variant of the move that dashes faster, hits twice, and knocks his opponent over.
Power Bomb Right Down-right Down Down-left Left P (close) Alex tries to grab his opponent. If successful, he jumps into the air, then slams them against the ground. He jumps higher when a stronger button is used. If the opponent is back-turned, Alex performs a suplex instead.
Spiral DDT Right Down-right Down Down-left Left K 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.
Air Knee Smash Right Down Down-right K Alex leaps diagonally into the air with a knee smash that can hit airborne opponents. He leaps further when a stronger button is used.
EX Special: Alex performs a variant of the move that can hit standing opponents or grab airborne opponents.
Air Stampede Hold Down for 2 seconds, then Up+K Alex jumps into the air, then lands on the ground feet first, stomping his opponent if he lands on them. He jumps farther when a stronger button is used.
EX Special: Alex performs a variant of the move that lands wherever the opponent is rather than a set distance.
Move list (Command normals)
Name Command Description
Personal Action  HP + HK  Alex swings his arm around, which increases his attack power. Holding  HP + HK  for longer increases his attack power more, up to a certain limit.
Knee Attack  MP + MK  Alex leaps forward with a downward knee strike. This is an overhead strike that can hit characters who are crouch blocking.
Hand Chop Right+ MP  Alex strikes downward with an open-handed chop. This is an overhead strike that can hit characters who are crouch blocking.
Lariat Right+ HP  Alex swings his arm around like a hook.
Headbutt Left+ HP  (close) Alex holds his hand out to grab and then headbutt his opponent.
Sleeper Hold Left+ HP  on back-turned opponent (close) Alex puts his opponent in a sleeper hold.
Flying Cross Chop Down+ HP  in midair Alex dives downward with his hands crossed. If he hits the ground, he rolls forward.
Move list (Super Arts)
Name Command Description
I. Hyper Bomb
(1-level meter)
D-Pad in a 360° rotation, then P (close) Alex performs two rolling suplexes, followed by a powerbomb.
II. Boomerang Raid
(2-level meter)
Down Down-right Right Down Down-right Right P Alex advances with a series of punches and chops, then attempts to grab his opponent for a release suplex.
III. Stun Gun Headbutt
(1-level meter)
Down Down-right Right Down Down-right Right P Alex somersaults into the air, then tries to grab his opponent when he lands for multiple rapid headbutts.
Street Fighter III Third Strike DC, Characters.png
Street Fighter III DC, Sprites, Chun-Li.gif
Rival battle:
Urien
Final battle:
Gill



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.
Move list (Special moves)
Name Command Description
Hyakuretsu Kyaku KKKKK Chun-Li stands on one leg and kicks rapidly with the other leg. She kicks faster when a stronger button is used.
EX Special: Chun-Li performs a variant of the move with faster startup that can launch her opponent into the air.
Kikouken Left Down-left Down Down-right Right P 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).
EX Special: Chun-Li performs a variant of the move that travels the full width of the screen and inflicts more damage.
Hazan Shuu Right Down-right Down Down-left Left K 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.
EX Special: Chun-Li performs a variant of the move that knocks her opponent down.
Spinning Bird Kick Hold Down for 2 seconds, then Up+K Chun-Li flips upside down and spins her legs while moving forward. She travels farther when a stronger button is used.
EX Special: Chun-Li performs a variant of the move that is stationary and sucks opponents inward to hit multiple times.
Move list (Command normals)
Name Command Description
Personal Action  HP + HK  Chun-Li yawns, which increases the rate at which her stun meter recovers. This effect can be stacked up to three times by performing the move again. She may randomly perform one of three actions afterwards, each with different effects. If she cracks her neck, her attack power increases for all moves except throws. If she rubs her shoulder, her defense increases. If she arches her back and stretches, both her attack power and defense increase.
Kakushi Ken  MP + MK  Chun-Li leaps forward with a downward punch. This is an overhead strike that can hit characters who are crouch blocking.
Sankaku Tobi D-Pad in the opposite direction when jumping onto the edge of the screen Chun-Li can jump off the edges of the screen.
Souren Shou Left+ MP  Chun-Li performs two quick, alternating hand slaps.
Hakkei Left+ HP  Chun-Li shoves her opponent with two open palms.
Senjou Shuu Right+ MK  Chun-Li steps forward with a side kick.
Yoku Sen Kyaku Right+ HK  (close) Chun-Li spins in the air with a kick.
Tenshin Shuu Kyaku Down-right+ 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.
Yousou Kyaku Down+ MK  in midair Chun-Li holds a straight leg in a head stomp.
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.
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.
Move list (Super Arts)
Name Command Description
I. Kikoushou
(1-level meter)
Down Down-right Right Down Down-right Right P Chun-Li gathers a large ball of ki in front of her using both palms, which hits multiple times and knocks her opponent over.
II. Houyoku Sen
(2-level meter)
Down Down-right Right Down Down-right Right K Chun-Li steps forward and performs a Hyakuretsu Kyaku with one leg, then takes another step forward and performs a Hyakuretsu Kyaku with her other leg, then finishes with a high kick that knocks her opponent into the air.
III. Tensei Ranka
(3-level meter)
Down Down-right Right Down Down-right Right K Chun-Li jumps high with rolling kicks, juggling her opponent into the air with her, then drops to the ground with a split kick.
Street Fighter III Third Strike DC, Characters.png
Street Fighter III DC, Sprites, Dudley.gif
Rival battle:
Ryu
Final battle:
Gill



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).
Move list (Special moves)
Name Command Description
Jet Upper Right Down Down-right P Dudley jumps into the air with an uppercut that knocks his opponent over on impact. He jumps higher when a stronger button is used.
EX Special: Dudley performs a variant of the move that is faster and does more damage.
Machine Gun Blow Left Down-left Down Down-right Right P Dudley dashes forward, then performs a series of speed punches. He dashes farther when a stronger button is used ( LP  for no dash,  MP  for half of the screen, and  HP  for the entire screen), but he always stops dashing to attack when he reaches his opponent.
EX Special: Dudley performs a variant of the move that travels further and includes additional hits, with the final uppercut knocking the opponent into the air.
Duck Left Down-left Down Down-right Right K Dudley dashes a short distance forward while ducking his head, which can pass under high projectiles. He dashes farther when a stronger button is used. This move can be followed up with P for a straight punch (Ducking Straight) or K for an uppercut (Ducking Upper).
Cross Counter Right Down-right Down Down-left Left P Dudley drops his fists and taunts his opponent. If he is hit in this state, he takes damage but follows up with a fast, unblockable straight punch. The taunt lasts for longer when a stronger button is used. This move can be chained from a straight punch by pressing Right Down-right Down Down-left Left Right P instead.
EX Special: Dudley performs a variant of the move where he takes double damage but reacts with two fast, unblockable straight punches.
Short Swing Blow Down Down-left Left K Dudley draws back, then steps forward again with a body blow. He steps further when a stronger button is used.
EX Special: Dudley performs a variant of the move that throws three punches instead of one.
Move list (Command normals)
Name Command Description
Personal Action  HP + HK  Dudley turns around and tosses a rose behind him, which increases the attack power for all moves except throws. He can hit his opponent with the rose.
Jumping Elbow  MP + MK  Dudley leaps forward with a downward elbow strike. This is an overhead strike that can hit characters who are crouch blocking.
Slipping Jab Right+ LP  Dudley throws a low jab.
Stomach Blow Right+ MP  Dudley delivers a body blow.
Step Straight Right+ HP  Dudley slides forward with a straight punch.
Kidney Blow Right+ MK  Dudley delivers a body blow.
Dart Shot Right+ HK  Dudley punches downward. This is an overhead strike that can hit characters who are crouch blocking.
Move list (Super Arts)
Name Command Description
I. Rocket Uppercut
(2-level meter)
Down Down-right Right Down Down-right Right P Dudley performs two jumping uppercuts, then flies into the air with a spiraling uppercut.
II. Rolling Thunder
(1-level meter)
Down Down-right Right Down Down-right Right P Dudley assaults his opponent with a series of rolling punches, ending with an uppercut that knocks the opponent over.
III. Corkscrew Blow
(3-level meter)
Down Down-right Right Down Down-right Right P Dudley performs a straight punch that hits multiple times.
Street Fighter III Third Strike DC, Characters.png
Street Fighter III DC, Sprites, Elena.gif
Rival battle:
Makoto
Final battle:
Gill



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).
Move list (Special moves)
Name Command Description
Rhino Horn Left Down-left Down Down-right Right K Elena spins forward with a roundhouse followed by a side kick. She travels a longer distance when a stronger button is used.
EX Special: Elena performs a variant of the move that can hit more times.
Mallet Smash Right Down-right Down Down-left Left P Elena cartwheels into the air, dropping her leading foot onto her opponent. This is an overhead strike that can hit characters who are crouch blocking. The move covers a wider arc when a stronger button is used.
EX Special: Elena performs a variant of the move with faster startup and recovery.
Spin Scythe Down Down-left Left K Elena leans over and advances forward with two shoulder-height spinning kicks. She travels farther when a stronger button is used. It can be followed by an additional kick, using both legs, that knocks her opponent into the air by pressing Down Down-left Left K again.
EX Special: Elena performs three rapid spinning kicks, knocking her opponent into the air with the last one. This can be followed up with a final kick by pressing Down Down-left Left K again.
Scratch Wheel Right Down Down-right K Elena jumps up with a rolling kick. She jumps higher when a stronger button is used.
EX Special: Elena performs a variant of the move with faster startup that can hit more times.
Lynx Tail Left Down Down-left K 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.
EX Special: Elena performs a variant of the move with faster startup and an additional hit where she performs a handstand.
Move list (Command normals)
Name Command Description
Personal Action  HP + HK  Elena does a sweep kick and then a handstand, which increases the stun damage inflicted by her attacks. This effect can be stacked up to four times by performing the move again. She can attack opponents up to two times with this move (once with the sweep kick and again with the handstand).
Knee Attack  MP + MK  Elena leaps forward with a downward knee strike. This is an overhead strike that can hit characters who are crouch blocking.
Handstand Kick Right+ MP  Elena does a handstand and kicks with the heel of one foot.
Handstand Whip Right+ MK  Elena does a handstand and kicks with the front of one foot.
Round Arch Left+ HK  Elena kicks downward with her heel.
Slide Down-right+ HK  Elena does a sliding sweep.
Move list (Super Arts)
Name Command Description
I. Spinning Beat
(3-level meter)
Down Down-right Right Down Down-right Right K Elena performs three successive rolling kicks, the last of which knocks her opponent over.
II. Brave Dance
(2-level meter)
Down Down-right Right Down Down-right Right K Elena hits her opponent with a series of alternating high and low kicks, the last of which knocks her opponent over.
III. Healing
(1-level meter)
Down Down-right Right Down Down-right Right P Elena crouches, then glows and recovers lost health. She can heal herself for up to a quarter of her maximum vitality, but the healing ends if she is hit. The move also ends if she reaches full health or if the player presses all three P simultaneously.
Street Fighter III Third Strike DC, Characters.png
Street Fighter III DC, Sprites, Hugo.gif
Rival battle:
Ryu
Final battle:
Gill



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.
Move list (Special moves)
Name Command Description
Giant Palm Breaker Down Down-left Left P Hugo claps his hands together in front of him. This move can dissipate projectiles.
EX Special: Hugo performs a variant of the move that knocks over his opponent.
Monster Lariat Down Down-right Right K Hugo runs forward with a clothesline attack. He runs farther when a stronger button is used.
EX Special: Hugo performs a variant of the move that is faster and does more damage.
Ultra Throw Right Down-right Down Down-left Left K (close) Hugo tries to grab his opponent. If successful, he throws them, bouncing them off the side of the screen.
Moonsault Press D-Pad in a 360° rotation, then P (close) Hugo tries to grab his opponent. If successful, he spins high into the air with them, moonsaulting at the top and falling on top of the opponent when they hit the ground.
Meat Squasher D-Pad in a 360° rotation, then K 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.
Shootdown Backbreaker Right Down Down-right K Hugo leaps forward to grab an airborne opponent. If successful, he breaks their back on his shoulders, then tosses them aside. He leaps farther when a stronger button is used.
Move list (Command normals)
Name Command Description
Personal Action  HP + HK  Hugo flexes his arm muscles, which increases the attack power for all moves except throws. Holding  HP + HK  does a longer taunt that also increases throw damage. Each time either move is performed, his defense power increases, up to four times.
Knee Attack  MP + MK  Hugo leaps forward with a downward knee strike. This is an overhead strike that can hit characters who are crouch blocking.
Body Press Down+ HP  in midair Hugo holds his arms out in a body press.
Dropkick Left+ HK  or Right+ HK  Hugo jumps into the air and falls with a dropkick.
Move list (Super Arts)
Name Command Description
I. Gigas Breaker
(1-level meter)
D-Pad in a 360° rotation twice, then P (close) Hugo tries to grab his opponent. If successful, he spins into the air with them and performs a Shootdown Backbreaker, then repeats the maneuver a second time, then finishes by performing a Moonsault Press.
II. Megaton Press
(2-level meter)
Down Down-right Right Down Down-right Right K Hugo leaps into the air to grab an airborne opponent. If successful, he moonsaults high into the air with them, then drops them in midair and falls on top of them when he hits the ground.
III. Hammer Frenzy
(2-level meter)
Down Down-right Right Down Down-right Right P Hugo runs forward and hits his opponent with a punch with each hand, an elbow drop, a chest bump, and a Giant Palm Bomber.
Street Fighter III Third Strike DC, Characters.png
Street Fighter III DC, Sprites, Ibuki.gif
Rival battle:
Oro
Final battle:
Gill



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.
Move list (Special moves)
Name Command Description
Kunai Down Down-right Right P in midair Ibuki throws a kunai diagonally downward from the air. The angle of the throw depends on the strength of the button used ( LP  for closest to vertical and  HP  for closest to horizontal).
EX Special: Ibuki performs a variant of the move where she throws two kunai that fly faster.
Kubi Ori Down Down-right Right P Ibuki slides along the ground. If she comes in contact with her opponent, she jumps onto their shoulders and twists their head, knocking the opponent down. She slides farther when a stronger button is used, but she always stops sliding to attack when she reaches her opponent. This move can pass under projectiles.
EX Special: Ibuki performs a variant of the move that where she slides faster and twists her opponent's neck three times.
Kazekiri Right Down Down-right K Ibuki launches into the air with a high kick. She jumps higher when a stronger button is used.
EX Special: Ibuki performs a variant of the move with faster startup that can hit more times.
Hien Left Down Down-left K Ibuki leaps into the air, then performs two stomping kicks if she lands on her opponent's head. She leaps farther when a stronger button is used.
EX Special: Ibuki performs a variant of the move that lands wherever the opponent is rather than a set distance.
Raida Right Down-right Down Down-left Left P (close) Ibuki steps forward and tries to grab her opponent, then blasts the opponent with an explosion of ki from her fist.
Tsumuji Down Down-left Left K Ibuki performs two spinning heel kicks in quick succession. When performed with  MK  or  HK , she can perform a third kick by pressing K again. The kicks can be performed while crouching by holding Down.
EX Special: Ibuki performs a variant of the move with four fast kicks.
Tsuiji Goe Right Down Down-right P Ibuki flips forward high into the air. She flips farther when a stronger button is used.
Kasumi Gake Down Down-right Right K Ibuki performs a quick dash forward. She dashes farther when a stronger button is used.
Move list (Command normals)
Name Command Description
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.
Souken  MP + MK  Ibuki leaps forward with a downward punch. This is an overhead strike that can hit characters who are crouch blocking.
Rasen Chuu  HP  outside of close range Ibuki turns around with an elbow strike, which can be followed up by extending her arm into a backfist (Oiura Ken) by pressing  HP  again.
You Men Left+ MP  Ibuki does an upward palm strike.
Maki Geri Right+ LK  Ibuki does a standing low kick.
Ura Maki Geri Left+ MK  Ibuki does a reverse roundhouse kick.
Koube Kudaki Right+ MK  Ibuki hops forward and comes down with an axe kick. This is an overhead strike that can hit characters who are crouch blocking.
Sazan Down-right+ MK  Ibuki slides along the ground with a kick.
Bonshou Geri Right+ HK  Ibuki jumps into the air with a split-leg kick.
Move list (Super Arts)
Name Command Description
I. Kasumi Suzaku
(3-level meter)
Down Down-right Right Down Down-right Right PPPPP in midair Ibuki throws multiple spinning kunai diagonally downward from the air. The angle of the throw depends on the strength of the button used ( LP  for closest to horizontal and  HP  for closest to vertical). Pressing P repeatedly throws more kunai.
II. Yoroi Doushi
(1-level meter)
Down Down-right Right Down Down-right Right P Ibuki steps forward and tries to grab her opponent, then blasts the opponent with an explosion of ki from her fist. This move does more damage than the Raida. If she fails to grab her opponent, she instead fires a projectile about half the width of the screen that can hit multiple times and knock over her opponent.
III. Yami Shigure
(1-level meter)
Down Down-right Right Down Down-right Right P 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.
Street Fighter III Third Strike DC, Characters.png
Street Fighter III DC, Sprites, Ken.gif
Rival battle:
Urien
Final battle:
Gill



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.
Move list (Special moves)
Name Command Description
Hadouken Down Down-right Right P Ken channels his ki into his hands, then thrusts it from his palms in the form of a fireball. The projectile moves faster when a stronger button is used.
EX Special: Ken performs a variant of the move that hits two times and knocks his opponent over.
Shouryuuken Right Down Down-right P Ken jumps into the air with a flying uppercut. The move ascends higher and hits more times when a stronger button is used. When performed with  HP , Ken has a flaming fist and can hit his opponent up to three times.
EX Special: Ken performs a variant of the move that hits more times.
Tatsumaki Senpuukyaku Down Down-left Left K Ken spins on an axis while gliding forward through the air and kicking. This move can hit multiple times since it does not knock the opponent down. The move travels further and hits more times when a stronger button is used. This move can be performed in midair.
EX Special: Ken performs a variant of the move that hits more times.
Move list (Command normals)
Name Command Description
Personal Action  HP + HK  Ken taunts his opponent to attack him, which increases the attack power for all moves except throws.
Straight  MP + MK  Ken leaps forward with a downward punch. This is an overhead strike that can hit characters who are crouch blocking.
Inazuma Kakato Wari Left+ MK  or
Hold  MK  when standing
Ken kicks high into the air, then brings his leg down like an axe chop, hitting up to two times. This is an overhead strike that can hit characters who are crouch blocking.
Fumikomi Mae Geri Right+ MK  Ken steps forward with a front kick.
Shiden Kakato Otoshi Right+ HK  Ken raises his leg high into the air for an axe kick. Holding  HK  causes him to raise his knee but stop in order to fake-out opponents.
Move list (Super Arts)
Name Command Description
I. Shouryuu Reppa
(2-level meter)
Down Down-right Right Down Down-right Right P Ken performs two low Shouryuukens, then a high, flaming Shouryuuken.
II. Shinryuuken
(1-level meter)
Down Down-right Right Down Down-right Right KKKKK Ken ascends high into the air with multiple spinning Shouryuukens that draw opponents inward. Pressing K repeatedly increases the amount of hits.
III. Shippuujinrai Kyaku
(3-level meter)
Down Down-right Right Down Down-right Right K Ken moves forward while delivering a series of fast kicks before launching his opponent into the air with a rising Tatsumaki Senpuukyaku.
Street Fighter III Third Strike DC, Characters.png
Street Fighter III DC, Sprites, Makoto.gif
Rival battle:
Ryu
Final battle:
Gill



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.
Move list (Special moves)
Name Command Description
Tosshin Seiken-zuki "Hayate" Down Down-right Right P 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 P 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 K causes her to cancel the move and return to a normal stance.
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.
Chokujou Seiken-zuki "Fukiage" Right Down Down-right P Makoto punches upward, hitting opponents directly above her, which knocks the opponent back into the air.
EX Special: Makoto takes a step forward before performing the move.
Uchi Oroshi Shutou "Oroshi" Down Down-left Left P 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.
EX Special: Makoto performs a variant of the move with faster startup that knocks her opponent over.
Tsurushi Nodowa "Karakusa" Right Down-right Down Down-left Left K (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.
Senkou Kakato Otoshi "Tsurugi" Down Down-left Left K 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.
EX Special: Makoto performs a variant of the move that does more damage and knocks over her opponent.
Move list (Command normals)
Name Command Description
Personal Action  HP + HK  Makoto adopts a more aggressive stance, which increases the rate at which her stun meter recovers and increases the attack power for all moves except throws. Holding  HP + HK  extends the duration of the move and the amount that the effects increase. She can hit her opponent in close range with this move.
Tobi Ken "Chigusa"  MP + MK  Makoto leaps forward with a downward punch. This is an overhead strike that can hit characters who are crouch blocking.
Kote Tsuki "Kazami" Right+ LP  Makoto throws a straight punch.
Gezuki "Kaoruna" Right+ MP  Makoto slides forward with an upward punch.
Fumikomi Seiken-zuki "Shimaki" Right+ HP  HP  HP  HP  HP  Makoto takes a step, then hits with a jab. She can follow it up with a cross and another jab by pressing  HP  additional times. She steps back to her starting position after finishing the move.
Mae Geri "Shibuki" Right+ LK  Makoto does a front kick.
Fumikomi Joudan Mawashi Geri "Naruto" Right+ MK  Makoto steps forward with a reverse turning kick.
Fumikomi Soku Barai "Kuroshio" Right+ HK  Makoto steps forward with a foot sweep. Holding  HK  causes her to step forward but stop in order to fake-out opponents.
Move list (Super Arts)
Name Command Description
I. Seichuusen Godan-zuki
(1-level meter)
Down Down-right Right Down Down-right Right P Makoto punches downward. If it connects, she follows up with a flurry of quick punches, then finishes with an upward punch that sends her opponent flying away.
II. Abare Tosanami Kudaki
(2-level meter)
Down Down-right Right Down Down-right Right K Makoto leaps to the edge of the screen behind her, then falls with a dive kick. If it connects, she follows up with a knee strike, a side kick, and finally an upward punch that sends her opponent flying away.
III. Tanden Renki: Seme no Kata
(1-level meter)
Down Down-right Right Down Down-right Right P Makoto enters a blind rage and turns red, increasing the damage inflicted by all of her attacks for a duration. She cannot block while this effect is active but can still parry.
Street Fighter III Third Strike DC, Characters.png
Street Fighter III DC, Sprites, Necro.gif
Rival battle:
Twelve
Final battle:
Gill



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.
Move list (Special moves)
Name Command Description
Flying Viper Down Down-left Left P Necro leaps into the air, then slaps with both hands on his way down, knocking over his opponent on impact. He leaps farther when a stronger button is used.
EX Special: Necro performs a variant of the move that is faster and hits twice but does not knock his opponent down.
Rising Cobra Down Down-left Left K Necro falls back, then swings his leg down like an axe chop, knocking over his opponent on impact. This is an overhead strike that can hit characters who are crouch blocking.
EX Special: Necro performs a variant of the move that is faster and hits twice.
Denji Blast Right Down Down-right PPPPP Necro steps forward and holds his arms out as his upper body courses with electricity, electrifying his opponent on impact. Pressing P repeatedly extends the duration of the move.
Tornado Hook Left Down-left Down Down-right Right P Necro twists forward while performing a series of spinning punches. He spins more times when a stronger button is used ( LP  for once,  MP  for twice, and  HP  for three times). The move knocks down with  LP  and briefly stuns with  HP .
EX Special: Necro performs a variant of the move that is faster and hits up to five times.
Snake Fang Left Down-left Down Down-right Right K Necro crouches and tries to grab his opponent's ankle with a stretched arm, then tosses the opponent through the air. If the opponent is back-turned, Necro performs a suplex instead.
Move list (Command normals)
Name Command Description
Personal Action  HP + HK  Necro stretches his mouth open and flails his tongue out, which increases the attack power for all moves except throws. Holding  HP + HK  extends the duration of the move, and he can hit opponents with his tongue.
Finger Attack  MP + MK  Necro leaps forward with a downward, open-handed poke. This is an overhead strike that can hit characters who are crouch blocking.
Drill Kick Down+K 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).
Elbow Left+ LP  or  MP  Necro performs an elbow strike.
Necro Upper Left+ HP  Necro stretches his arm into a long uppercut that knocks his opponent over on impact.
Elbow Cannon Down-left+ HP  Necro performs an upward elbow strike.
Knee Dagger Left+ LK  Necro performs a low knee strike.
Knee Attack Left+ MK  Necro performs a mid-level knee strike.
Knee Missile Left+ HK  Necro stretches his knee high into the air.
Move list (Super Arts)
Name Command Description
I. Magnetic Storm
(1-level meter)
Down Down-right Right Down Down-right Right PPPPP Necro steps forward and holds his arms out as his entire body courses with electricity, electrifying his opponent on impact. This move has better damage and range than the Denji Blast. Pressing P repeatedly extends the duration of the move.
II. Slam Dance
(1-level meter)
Down Down-right Right Down Down-right Right P (close) Necro tries to grab his opponent. If successful, he performs two successive suplexes, followed by a headscissors takedown.
III. Electric Snake
(2-level meter)
Down Down-right Right Down Down-right Right P Necro pulls his arms back, then touches the ground in front of him, electrifying the ground and any opponent standing on it.
Street Fighter III Third Strike DC, Characters.png
Street Fighter III DC, Sprites, Oro.gif
Rival battle:
Akuma
Final battle:
Gill



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.
Move list (Special moves)
Name Command Description
Nichirin Shou Hold Left for 2 seconds, then Right+P Oro throws an energy orb with his hand. The angle of the projectile depends on the strength of the button used ( LP  for straight ahead,  MP  for 45° into the air,  HP  for 75° into the air).
EX Special: Oro throws a slow-moving energy orb that homes in on his opponent and can hit two times.
Oni Yanma Hold Down for 2 seconds, then Up+P Oro jumps into the air with a spinning elbow attack. He jumps higher and further forward when a stronger button is used.
EX Special: Oro performs a variant of the move that jumps higher and hits more times.
Niou Riki Right Down-right Down Down-left Left P (close) Oro tries to grab his opponent. If successful, he slams them back and forth on the ground three times.
Jinchuu Watari Down Down-right Right K Oro jumps high into the air, then falls down with a head stomp. He jumps higher and further forward when a stronger button is used.
EX Special: Oro performs a variant of the move that lands wherever the opponent is rather than a set distance.
Hitobashira Nobori Down Down-right Right KKKKK in midair Oro stomps repeatedly in midair. Pressing K repeatedly extends the duration of the move.
EX Special: Oro performs a variant of the move that can hit more times.
Move list (Command normals)
Name Command Description
Personal Action  HP + HK  Oro falls asleep, which decreases his stun meter. Holding  HP + HK  extends the duration of the move.
Tobi Hiza  MP + MK  Oro leaps forward with a downward knee strike. This is an overhead strike that can hit characters who are crouch blocking.
Double Jump Up in midair Oro can jump a second time in midair.
Mawashi Hiji Right+ MP  Oro turns sideways and throws a backfist.
Move list (Super Arts)
Name Command Description
I. Kishin Riki
(1-level meter)
Down Down-right Right Down Down-right Right P Oro glows for a duration. While the effect lasts, he can grab his opponent with P in close range. If he grabs his opponent on the ground, he slams them back and forth on the ground rapidly eight times, then tosses them aside. If he grabs his opponent in the air, he bashes his opponent into the ground with repeated knee strikes, then rolls back into the air with them and knees them into the ground again.
II. Yagyou Dama
(3-level meter)
Down Down-right Right Down Down-right Right P Oro picks an energy orb from his nose and flings it across the screen. It travels in a zigzag pattern and can hit opponents multiple times.
III. Tengu Stone
(1-level meter)
Down Down-right Right Down Down-right Right P Oro summons large stones that follow him and augment his attacks with additional hits for a duration.
Street Fighter III Third Strike DC, Characters.png
Street Fighter III DC, Sprites, Q.gif
Rival battle:
Akuma
Final battle:
Gill



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.
Move list (Special moves)
Name Command Description
Tosshin Toubu Dageki (Kari) Hold Left for 2 seconds, then Right+P Q charges forward with a punch. Pressing P performs a straight punch, while holding P for the duration of the move performs a hook punch. He runs further when a stronger button is used.
EX Special: Q performs a variant of the move that bounces his opponent off the side of the screen.
Tosshin Kashi Dageki (Kari) Hold Left for 2 seconds, then Right+K 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.
EX Special: Q performs a variant of the move that hits twice.
Kousokudo Renzoku Dageki (Kari) Down Down-left Left P Q swipes and claws at his opponent, hitting up to three times.
EX Special: Q performs a faster variant of the move that hits up to seven times and knocks the opponent over.
Hokaku Oyobi Tsuukon Dageki (Kari) Right Down-right Down Down-left Left K (close) Q tries to grab his opponent. If successful, he hits them with a powerful uppercut that launches them into the air.
Move list (Command normals)
Name Command Description
Personal Action  HP + HK  Q holds his arms up, which increases his attack power. This effect can be stacked up to three times by performing the move again.
Shippu ni yoru Ko-Chouyaku Kougeki (Kari)  MP + MK  Q leaps forward with a downward knee strike. This is an overhead strike that can hit characters who are crouch blocking.
Toubu ni yoru Jouhou Kougeki (Kari) Left+ MP  Q performs an uppercut.
Tentou kara no Toubu Tsuugeki (Kari) Left+ HK  Q performs a roundhouse kick, falling over in the process.
Move list (Super Arts)
Name Command Description
I. Critical Combo Attack
(2-level meter)
Down Down-right Right Down Down-right Right P Q charges across the screen, performing several punches along the way, the last of which bounces the opponent off the side of the screen.
II. Deadly Double Combination
(1-level meter)
Down Down-right Right Down Down-right Right P Q hits his opponent with a gut punch. If this connects, he follows up with a clasped hand bash, which bounces his opponent off the ground and high into the air.
III. Total Destruction
(1-level meter)
Down Down-right Right Down Down-right Right P, then
Down Down-right Right P or K (close)
Q glows with explosive energy for a duration. While this effect is active, he can perform one of two moves to grab his opponent and then explode with Down Down-right Right P or K. The P version has longer reach, while the K version does more damage but only works in close range. After Q explodes, he is knocked a distance away from his opponent and the effect ends.
Street Fighter III Third Strike DC, Characters.png
Street Fighter III DC, Sprites, Remy.gif
Rival battle:
Alex
Final battle:
Gill



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.
Move list (Special moves)
Name Command Description
Light of Virtue Hold Left for 2 seconds, then Right+P or K Remy throws a ring-like projectile across the screen. Pressing P throws a high projectile, and pressing K throws a low projectile. The projectile moves faster when a stronger button is used.
EX Special: Remy throws two projectiles at once. With P, he throws a high projectile and a projectile that wobbles in a downward arc. With K, he throws a low projectile and a projectile that wobbles in a high arc.
Rising Rage Flash Hold Down for 2 seconds, then Up+K 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.
EX Special: Remy performs a variant of the move that hits twice.
Cold Blue Kick Down Down-left Left K 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.
EX Special: Remy performs a variant of the move that hits twice.
Move list (Command normals)
Name Command Description
Personal Action  HP + HK  Remy holds his hand up his face, which increases the stun damage inflicted by his attacks. This effect can be stacked up to four times by performing the move again.
Izanai no Vague  MP + MK  Remy leaps forward with a downward knee strike. This is an overhead strike that can hit characters who are crouch blocking.
Excessive Pure Needle Right+ MK  Remy kicks downward.
Move list (Super Arts)
Name Command Description
I. Light of Justice
(2-level meter)
Down Down-right Right Down Down-right Right P Remy throws a barrage of ring-shaped projectiles across the screen.
II. Supreme Rising Rage Flash
(2-level meter)
Down Down-right Right Down Down-right Right K Remy performs two Rising Rage Flash attacks that hit three times each, then performs a Rising Rage Flash that hits four times and rises high into the air.
III. Blue Nocturne
(1-level meter)
Down Down-right Right Down Down-right Right K Remy lifts his knee in a defensive posture. If his opponent attacks him while he is holding this stance, he immediately counters with a series of punches and kicks, finishing with a Rising Rage Flash.
Street Fighter III Third Strike DC, Characters.png
Street Fighter III DC, Sprites, Ryu.gif
Rival battle:
Akuma
Final battle:
Gill



Ryu
Ryu is an experienced martial artist who is continually seeking improvement. He is a strong and versatile fighter.
Move list (Special moves)
Name Command Description
Hadouken Down Down-right Right P Ryu channels his ki into his hands, then thrusts it from his palms in the form of a fireball. The projectile moves faster when a stronger button is used.
EX Special: Ryu throws a Shakunetsu Hadouken, a flaming fireball that hits multiple times and knocks his opponent over.
Shouryuuken Right Down Down-right P Ryu jumps into the air with a flying uppercut, which knocks his opponent over on impact. He ascends higher when a stronger button is used.
EX Special: Ryu performs a variant of the move that does slightly more damage.
Tatsumaki Senpuukyaku Down Down-left Left K Ryu spins on an axis while gliding forward through the air and kicking, which knocks his opponent over on impact. The move travels further when a stronger button is used. This move can be performed in midair.
EX Special: Ryu performs a Shinkuu Tatsumaki Senpuukyaku, a variant of the move that is stationary and sucks opponents inward to hit multiple times.
Joudan Sokutou Geri Left Down-left Down Down-right Right K Ryu steps forward with a back kick (also called a donkey kick) that knocks his opponent back on impact. He steps further when a stronger button is used.
EX Special: Ryu performs a variant of the move that can knock the opponent off the side of the screen and to the other side of him.
Move list (Command normals)
Name Command Description
Personal Action  HP + HK  Ryu adopts a more aggressive stance, which increases the rate at which his stun meter recovers. This effect can be stacked up to three times by performing the move again.
Straight  MP + MK  Ryu leaps forward with a downward punch. This is an overhead strike that can hit characters who are crouch blocking.
Sakotsu Wari Right+ MP  Ryu pulls his fist back and strikes forward and down, potentially hitting twice. This is an overhead strike that can hit characters who are crouch blocking.
Kyuubi Kudaki Right+ HP  Ryu steps forward and punches his opponent in the stomach, potentially hitting twice.
Move list (Super Arts)
Name Command Description
I. Shinkuu Hadouken
(2-level meter)
Down Down-right Right Down Down-right Right P Ryu shoots a Hadouken across the screen that can hit his opponent multiple times.
II. Shin Shouryuuken
(1-level meter)
Down Down-right Right Down Down-right Right P Ryu performs an uppercut with each hand (if his opponent is in close range), then follows it up with a powerful Shouryuuken.
III. Denjin Hadouken
(1-level meter)
Down Down-right Right Down Down-right Right, then hold P to charge Ryu charges then throws an electrified Hadouken that cannot be blocked. Charging the move for longer increases the hits, damage, and stun it inflicts. Rotating the D-Pad in a 360° motion charges the move faster.
Street Fighter III Third Strike DC, Characters.png
Street Fighter III DC, Sprites, Sean.gif
Rival battle:
Ken
Final battle:
Gill



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.
Move list (Special moves)
Name Command Description
Sean Tackle Left Down-left Down Down-right Right P, then P Sean slides forward, then tries to grab his opponent with P. If successful, he sweeps the opponent with his arms, then pounds them with his clasped fists. He slides further when a stronger button is used.
EX Special: Sean performs a variant of the move that travels faster and further.
Dragon Smash Right Down Down-right P Sean jumps into the air with a two-fisted flying uppercut. He ascends higher when a stronger button is used.
EX Special: Sean performs a variant of the move with faster startup that hits twice.
Tornado Down Down-left Left K Sean leaps forward with multiple spinning kicks. He travels further when a stronger button is used.
EX Special: Sean performs a variant of the move that travels faster and further.
Ryuubi Kyaku Down Down-right Right K Sean tumbles forward with a rolling kick. The move covers a wider arc when a stronger button is used. This is an overhead strike that can hit characters who are crouch blocking.
EX Special: Sean performs a variant of the move that hits twice and lands wherever the opponent is rather than a set distance.
Zenten Down Down-left Left P Sean curls into a ball and rolls forward. He rolls farther when a stronger button is used. This move can pass under projectiles.
Move list (Command normals)
Name Command Description
Personal Action  HP + HK  Sean throws a basketball, which increases the stun damage inflicted by his attacks. This effect can be stacked up to three times by performing the move again. He can hit his opponent with the basketball.
Straight  MP + MK  Sean leaps forward with a downward punch. This is an overhead strike that can hit characters who are crouch blocking.
Sean Pachiki Right+ HP  Sean steps forward and performs a headbutt that can hit two times. This is an overhead strike that can hit characters who are crouch blocking.
Rolling Sobat Right+ HK  Sean hops toward his opponent with a turning kick.
Move list (Super Arts)
Name Command Description
I. Hadou Burst
(3-level meter)
Down Down-right Right Down Down-right Right P Sean launches a fireball from his hands that knocks over his opponent on impact.
II. Shouryuu Cannon
(3-level meter)
Down Down-right Right Down Down-right Right PPPPP Sean performs a low Shouryuuken, followed by a high Shouryuuken. Pressing P repeatedly increases the amount of hits.
III. Hyper Tornado
(2-level meter)
Down Down-right Right Down Down-right Right P Sean dashes at his opponent with a shoulder tackle, followed by multiple punches and kicks. He then launches his opponent upward with a rising Tornado and finishes off in midair with a Ryuubi Kyaku.
Street Fighter III Third Strike DC, Characters.png
Street Fighter III DC, Sprites, Twelve.gif
Rival battle:
Necro
Final battle:
Gill



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.
Move list (Special moves)
Name Command Description
N.D.L. Down Down-right Right P 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.
EX Special: Twelve performs a variant of the move that hits twice and appears wherever the opponent is rather than a set distance.
A.X.E. Down Down-left Left P Twelve transforms its arms into bladed weapons and flails them in a circle around them. This move can be performed in midair.
EX Special: Twelve performs a variant of the move with faster startup and recovery times.
D.R.A. Down Down-left Left K 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).
EX Special: Twelve performs a faster variant of the move that hits twice and knocks the opponent over.
Move list (Command normals)
Name Command Description
Personal Action  HP + HK  Twelve becomes invisible. The effect lasts until Twelve is hit (including blocked attacks), blocks (but not parries), performs a grab, performs a Super Art (but not EX Specials), or the player cancels it by pressing  HP + HK  again.
J.S.P.  MP + MK  Twelve leaps forward with a downward punch. This is an overhead strike that can hit characters who are crouch blocking.
Glide Left Left or Right Right in midair Twelve can glide through the air. Twelve can jump off the side of the screen after gliding into it by holding the D-Pad toward it, which causes Twelve to glide in the opposite direction.
B.M.K. Left+ MK  Twelve leans back and kicks into the air.
Move list (Super Arts)
Name Command Description
I. X.N.D.L.
(2-level meter)
Down Down-right Right Down Down-right Right P Twelve stabs its arms into the ground, which pop out of the ground as a wave of spikes that move across the screen.
II. X.F.L.A.T.
(1-level meter)
Down Down-right Right Down Down-right Right K in midair Twelve transforms into a plane and dives diagonally downward head first. If it hits its opponent, it follows up by flying into its opponent from multiple angles.
III. X.C.O.P.Y.
(1-level meter)
Down Down-right Right Down Down-right Right P Twelve hovers in the air and transforms into its opponent. It can perform any of its opponent's moves except EX Specials and Super Arts. Twelve takes reduced damage and its opponent takes increased damage while this effect is active. The effect lasts until the Super meter is drained.
Street Fighter III Third Strike DC, Characters.png
Street Fighter III DC, Sprites, Urien.gif
Rival battle:
Necro
Final battle:
Gill



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.
Move list (Special moves)
Name Command Description
Metallic Sphere Down Down-right Right P Urien fires a metallic sphere from his fists. The angle of the projectile depends on the strength of the button used ( LP  for straight ahead,  MP  for a 30° angle,  HP  for a 60° angle).
EX Special: Urien shoots two metallic spheres that wobble forward.
Chariot Tackle Hold Left for 2 seconds, then Right+K Urien rushes forward and rams his shoulder into his opponent. He runs further when a stronger button is used.
EX Special: Urien performs a variant of the move that moves faster and hits twice.
Violence Knee Drop Hold Down for 2 seconds, then Up+K Urien jumps straight up into the air, does a backflip, and dives down with his knees first. The angle of the dive depends on the strength of the button used ( LK  for closest to vertical and  HK  for closest to horizontal). This is an overhead strike that can hit characters who are crouch blocking.
EX Special: Urien performs a variant of the move that hits twice.
Dangerous Headbutt Hold Down for 2 seconds, then Up+P Urien hops forward with a headbutt that can hit airborne opponents. He hops farther when a stronger button is used.
EX Special: Urien performs a variant of the move that hits twice and electrifies and knocks down the opponent.
Move list (Command normals)
Name Command Description
Personal Action  HP + HK  Urien pounds the ground with his fist, which increases the attack power for all moves except throws. He can hit his opponent with this move, which knocks them over, but he does not receive the attack power bonus if this happens.
Elbow Attack  MP + MK  Urien leaps forward with a downward elbow strike. This is an overhead strike that can hit characters who are crouch blocking.
Quarrel Punch Right+ MP  Urien swings his fist in the air like a club.
Terrible Smash Right+ HP  Urien punches downward.
Quarrel Kick Right+ MK  Urien steps forward with a front kick.
Move list (Super Arts)
Name Command Description
I. Tyrant Slaughter
(2-level meter)
Down Down-right Right Down Down-right Right P Urien charges at his opponent with alternating shoulder strikes, followed by a takedown.
II. Temporal Thunder
(2-level meter)
Down Down-right Right Down Down-right Right P Urien fires a large metallic sphere from his fists. The sphere is tall but grows smaller as it travels across the screen. It hits multiple times and electrifies the opponent.
III. Aegis Reflector
(2-level meter)
Down Down-right Right Down Down-right Right P Urien generates a rectangular energy barrier in front of him, resembling a plate of glass, which lasts for a duration before shattering. The distance from Urien that the barrier is generated depends on the strength of the button used ( LP  is closest and  HP  is farthest), or it can be generated diagonally upwards from Urien by pressing all three P buttons simultaneously. The barrier moves forward a short distance before coming to a stop. Multiple barriers can be out at a time if Urien has enough Super meter. The barrier damages and electrifies opponents on contact, so it can be used to corner opponents and setup juggle combos. It also reflects most projectiles, but some projectiles (such as Ryu's Denjin Hadouken or Gill's Pyrokinesis or Cryokinesis) can destroy it. Urien can pass harmlessly through the barrier.
Street Fighter III Third Strike DC, Characters.png
Street Fighter III DC, Sprites, Yang.gif
Rival battle:
Yun
Final battle:
Gill



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.
Move list (Special moves)
Name Command Description
Tourou Zan Down Down-right Right P (up to 3 times) Yang steps forward with a lateral palm slash. This move can be chained into three strikes by pressing Down Down-right Right P more times. He moves slightly further when a stronger button is used.
EX Special: Yang starts a variant of the move that can be chained into five strikes by pressing Down Down-right Right P more times.
Senkyuutai Down Down-right Right K Yang rolls along the ground, then he flies into the air with an upward kick. He rolls farther when a stronger button is used ( LK  for no roll,  MK  for half of the screen, and  HK  for the entire screen), but he always stops rolling to kick when he reaches his opponent. This move can pass under projectiles.
EX Special: Yun performs a variant of the move that travels faster and further and does more damage.
Byakko Soushouda Down Down-left Left P Yang shoves with both open palms, knocking over his opponent on impact.
Fake Byakko Soushouda Down Down-left Left + two P 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.
Kaihou Right Down Down-right K Yang dashes forward in a blur. He dashes farther when a stronger button is used. He can move through his opponent with this move.
Zenpou Tenshin Right Down-right Down Down-left Left K (close) Yang flips over his opponent's shoulder, landing on the other side of his opponent. The opponent is very briefly stunned after doing this, so it can be followed up by a quick attack before the opponent can counterattack.
Move list (Command normals)
Name Command Description
Personal Action  HP + HK  Yang runs his hand through his hair, which increases the attack power for all moves except throws.
Toukuu Koushu  MP + MK  Yang leaps forward with a downward, open-handed poke. This is an overhead strike that can hit characters who are crouch blocking.
Raigeki Shuu Down-right+K in midair Yang falls with a stomping kick.
Senpuu Kyaku Right+ MK  Yang hops forward with a crescent kick.
Koushu Right+ HP  (close) Yang performs a straight punch.
Move list (Super Arts)
Name Command Description
I. Raishin Mahha Ken
(2-level meter)
Down Down-right Right Down Down-right Right P Yang does a hand thrust. If it connects, he walks through his opponent with a single hand thrust that does multiple hits.
II. Tenshin Senkyuutai
(2-level meter)
Down Down-right Right Down Down-right Right K Yang rolls along the ground until he reaches his opponent, then he flies into the air with an upward kick and follows up with additional kicks in midair. This move can pass under projectiles.
III. Sei'ei Enbu
(1-level meter)
Down Down-right Right Down Down-right Right P 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.
Street Fighter III Third Strike DC, Characters.png
Street Fighter III DC, Sprites, Yun.gif
Rival battle:
Yang
Final battle:
Gill



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.
Move list (Special moves)
Name Command Description
Zesshou Hohou Down Down-right Right P Yun lunges forward with a straight punch in a leaping stride. He leaps further when a stronger button is used.
EX Special: Yun performs a variant of the move that travels faster and further and does more damage (but has a longer startup time).
Tetsuzan Kou Right Down Down-right P Yun steps to his opponent while turning, then strikes his opponent with the back of his shoulder, knocking the opponent into the air. He moves farther when a stronger button is used.
EX Special: Yun performs a variant of the move that travels faster and further and does more damage.
Nishou Kyaku Right Down Down-right K Yun flies into the air with alternating jumping kicks. He jumps higher and further forward when a stronger button is used.
EX Special: Yun performs a variant of the move with faster startup that does more damage.
Kobokushi Down Down-left Left P Yun shoves with both open palms, knocking over his opponent on impact.
Fake Kobokushi Down Down-left Left + two P simultaneously Yun pulls back his arms as if to perform a Kobukushi but does not. This move recovers more quickly than a real Kobokushi, so it can be used to bait a response from an opponent.
Zenpou Tenshin Right Down-right Down Down-left Left K (close) Yun flips over his opponent's shoulder, landing on the other side of his opponent. The opponent is very briefly stunned after doing this, so it can be followed up by a quick attack before the opponent can counterattack.
Move list (Command normals)
Name Command Description
Personal Action  HP + HK  Yun spins his hat on his finger, which increases the attack power of his special moves. Holding  HP + HK  increases the attack power for all of his moves, including throws. He can hit opponents with his hat.
Gekihou Sui  MP + MK  Yun leaps forward with a downward punch. This is an overhead strike that can hit characters who are crouch blocking.
Raigeki Shuu Down-right+K in midair Yun falls with a stomping kick.
Senpuu Kyaku Right+ MK  Yun hops forward with a crescent kick.
Koushu Right+ HP  (close) Yun performs a straight punch.
Move list (Super Arts)
Name Command Description
I. Youhou
(1-level meter)
Down Down-right Right Down Down-right Right P Yun lashes his arms outward, then performs a Tetsuzan Kou, knocking the opponent into the air. He uppercuts them as they land.
II. Sourai Rengeki
(3-level meter)
Down Down-right Right Down Down-right Right P Yun performs a series of palm and elbow strikes, then kicks his opponent into the air and finishes with a midair kick.
III. Gen'ei Jin
(1-level meter)
Down Down-right Right Down Down-right Right P Yun gathers his ki, then he is followed by afterimages for a limited amount of time and can chain attacks together with much less recovery time. His special moves also hit more times while the effect is active. He cannot be hit out of this effect.

Bosses

Gill can be unlocked to play.

Street Fighter III Third Strike DC, Characters.png
Street Fighter III DC, Sprites, Gill.gif
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.
Move list (Special moves)
Name Command Description
Pyrokinesis Down Down-right Right P when facing right Gill fires a flaming sphere from his fists. The angle of the projectile depends on the strength of the button used ( LP  for straight ahead,  MP  for a 30° angle,  HP  for a 60° angle).
Cryokinesis Down Down-right Right P when facing left Gill fires a frozen sphere from his fists. The angle of the projectile depends on the strength of the button used ( LP  for straight ahead,  MP  for a 30° angle,  HP  for a 60° angle).
Pyro Cyber Lariat Right Down Down-right P when facing right Gill charges forward with a lariat, knocking his opponent over with a flaming fist.
Cryo Cyber Lariat Right Down Down-right P when facing left Gill charges forward with a lariat, knocking his opponent over with a frozen fist.
Moonsault Knee Drop Right Down-right Down Down-left Left K Gill jumps straight up into the air, does a backflip, and dives down with his knees first. He always drops down to the location of the opponent. This is an overhead strike that can hit characters who are crouch blocking.
Psycho Headbutt Down Down-left Left P Gill hops forward with a headbutt that can hit airborne opponents.
Move list (Command normals)
Name Command Description
Personal Action  HP + HK  Gill laughs, which increases his attack power.
Elbow Attack  MP + MK  Gill leaps forward with a downward elbow strike. This is an overhead strike that can hit characters who are crouch blocking.
Palm Upper Left+ MP  Gill does a standing uppercut.
Step Kick Right+ MK  Gill steps forward with a front kick.
Move list (Super Arts)
Name Command Description
Meteor Strike
(1-level)
Down Down-right Right Down Down-right Right P Gill calls down a shower of flaming and frozen spheres.
Seraphic Wing
(1-level)
Down Down-right Right Down Down-right Right K Gill floats to the center of the screen, then grows six white wings as energy waves radiate from him. This move cannot be avoided or parried but can be blocked.
Resurrection Automatically occurs when Gill is defeated with a full Super meter Gill levitates and replenishes his entire vitality meter. He can be hit out of this move, which prevents him from recovering the rest of his vitality, but it is difficult since he pushes his opponent away while channeling this move and the move starts with a brief period of invulnerability. Gill automatically performs this move if he has a full Super meter when he is defeated in the last round of the match. After using this ability once, Gill's Super meter no longer fills, so he can only resurrect once per round.

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.

Street Fighter III 3rd Strike DC, Stages, Akuma.png

Japan Kousyu Street
Akuma's stage.

Street Fighter III 3rd Strike DC, Stages, Alex.png

United States of America Subway Station
Alex's stage.

Street Fighter III 3rd Strike DC, Stages, Chun-Li.png

China Chinese Restaurant
Chun-Li's stage.

Street Fighter III 3rd Strike DC, Stages, Dudley.png

United Kingdom Main Street
Dudley's stage.

Street Fighter III 3rd Strike DC, Stages, Elena.png

Kenya Savanna
Elena's stage.

Street Fighter III 3rd Strike DC, Stages, Hugo.png

Germany Home Sweet Home
Hugo's stage.

Street Fighter III 3rd Strike DC, Stages, Ibuki.png

Japan A Road in Kyoto
Ibuki's stage.

Street Fighter III 3rd Strike DC, Stages, Ken.png

United States of America Subway Station
Ken's stage.

Street Fighter III 3rd Strike DC, Stages, Makoto.png

Japan The Dojo of Rindo-Kan
Makoto's stage.

Street Fighter III 3rd Strike DC, Stages, Necro.png

Russia Mosque
Necro's stage.

Street Fighter III 3rd Strike DC, Stages, Oro.png

Brazil Santos Harbor
Oro's stage.

Street Fighter III 3rd Strike DC, Stages, Remy.png

France Club Metro
Remy's stage.

Street Fighter III 3rd Strike DC, Stages, Ryu.png

Japan Suzaku Castle Rooftop
Ryu's stage.

Street Fighter III 3rd Strike DC, Stages, Sean.png

Brazil Santos Harbor
Sean's stage.

Street Fighter III 3rd Strike DC, Stages, Twelve.png

Russia Mosque
Twelve's stage.

Street Fighter III 3rd Strike DC, Stages, Urien.png

Mexico Ormeca Ruins
Urien's stage.

Street Fighter III 3rd Strike DC, Stages, Yang.png

Hong Kong Shopping District
Yang's stage.

Street Fighter III 3rd Strike DC, Stages, Yun.png

Hong Kong Shopping District
Yun's stage.

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.

Street Fighter III 3rd Strike DC, Bonus Stage 1.png

Crush the Car!
Characters destroy a car, similar to the first bonus stage in Street Fighter II.

Street Fighter III 3rd Strike DC, Bonus Stage 2.png

Parry the Ball!
Characters must parry basketballs that Seans throws at them.

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

Arcade Original Staff
  • 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
Consumer Staff
  • 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
Source:
In-game credits
Street Fighter III 3rd Strike DC credits.pdf
[12]

  • Network: Shin., Ichiro Yunde, Net Man, Mineyuki Noda, Kentaro✰Kaneko, Hideaki Itsuno
  • Homepage Design: Ika★chan, momo‑mo
Source:
Other credits


Magazine articles

Main article: Street Fighter III: 3rd Strike/Magazine articles.

Promotional material

Logo-pdf.svg
Print advert in (JP) #2000-22ex: "2000-22 extra (2000-07-07ex)" (2000-06-23)
Logo-pdf.svg
Logo-pdf.svg
Print advert in (US) #147: "December 2000" (2000-1x-xx)
Logo-pdf.svg

Physical scans

Sega Retro Average 
Publication Score Source
{{{{{icon}}}|L}} Division by zero.
Based on
0 review
Sega Retro Average 
Publication Version Score
(BR)
75
[13]
(FR) PAL
86
[14]
(UK) PAL
70
[8]
(UK)
40
[15]
(JP) NTSC-J
87
[16]
(UK) PAL
71
[17]
(JP) NTSC-J
87
[18]
(FR) NTSC-J
92
[19]
(UK) NTSC-J
60
[20]
(US) NTSC-U
78
[21]
(RU)
88
[22]
(JP) NTSC-J
85
[23]
(DE) NTSC-U
82
[24]
(US) NTSC-J
87
[25]
(US) NTSC-U
84
[26]
(US) NTSC-U
73
[27]
(US) NTSC-U
81
[28]
(US) NTSC-U
75
[29]
(DE) NTSC-J
86
[30]
(DE) PAL
86
[31]
(PL)
80
[32]
(US) NTSC-U
50
[33]
(UK) PAL
80
[34]
(US) NTSC-U
90
[35]
(FR) NTSC-J
68
[36]
(PL)
87
[37]
(DE) NTSC-J
80
[38]
(DE) PAL
84
[39]
Sega Dreamcast
78
Based on
28 reviews

Street Fighter III: 3rd Strike

Dreamcast, JP
StreetFighterIII3rdStrike DC JP Box Back.jpgStreetFighterIII3rdStrike DC JP Box Front.jpg
Cover
StreetFighterIII3rdStrike DC JP Spinecard.jpg
Spinecard
StreetFighterIII3rd DC JP Manual.pdf
Manual
Dreamcast, US
StreetFighterIII3rdStrike DC US Box Back.jpgStreetFighterIII3rdStrike DC US Box Front.jpg
Cover
SF33S DC US Manual.pdf
Manual
StreetFighterIIIThirdStrikeDCUSInlay.jpg
Inlay
Dreamcast, EU
StreetFighterIII3rdStrike DC EU Box Back.jpgStreetFighterIII3rdStrike DC EU Box Front.jpg
Cover

Technical information

Main article: Street Fighter III: 3rd Strike/Technical information.

External links

References

  1. File:StreetFighterIII3rdStrike DC JP Box Back.jpg
  2. 2.0 2.1 2.2 http://sega.jp/dc/000608/ (Wayback Machine: 2014-08-03 22:34)
  3. https://sega.jp/history/hard/dreamcast/software_l.html#tab01 (Wayback Machine: 2020-02-01 22:57)
  4. 4.0 4.1 Press release: 2000-10-04: Street Fighter III: Third Strike Now Available
  5. http://www.capcom.com/xpml/game.xpml?gameid=550026 (Wayback Machine: 2000-12-19 17:16)
  6. http://www.chipsworld.co.uk/detProd.asp?ProductCode=3168 (Wayback Machine: 2003-11-27 09:46)
  7. http://www.amazon.co.uk/exec/obidos/tg/browse/-/300724/ (Wayback Machine: 2001-06-23 23:00)
  8. 8.0 8.1 DC-UK, "December 2000" (UK; 2000-10-23), page 72
  9. http://www.micromania.fr/zooms/?ref=17519 (Wayback Machine: 2002-11-04 12:38)
  10. http://www.centromail.es/top/ficha.asp?codmail=16155&codprov= (Wayback Machine: 2001-09-17 09:30)
  11. http://www.futuregamez.net:80/outnow/dc.html (Wayback Machine: 2001-07-31 23:17)
  12. File:Street Fighter III 3rd Strike DC credits.pdf
  13. Ação Games, "Setembro 2000" (BR; 2000-xx-xx), page 67
  14. Consoles +, "Août 2000" (FR; 2000-07-xx), page 102
  15. Digitiser (UK) (2001-01-22)
  16. Dreamcast Magazine, "2000-22 extra (2000-07-07ex)" (JP; 2000-06-23), page 37
  17. Dreamcast Magazine, "No. 14" (UK; 2000-10-05), page 60
  18. Dorimaga, "2002-18 (2002-10-11)" (JP; 2002-09-27), page 34
  19. Dreamzone, "Juillet/Août 2000" (FR; 2000-07-15), page 104
  20. Edge, "September 2000" (UK; 2000-08-14), page 105
  21. Electronic Gaming Monthly, "December 2000" (US; 2000-10-30), page 208
  22. Entsiklopediya igr dlya Dreamcast, "Izdaniye chetvertoye, dopolnennoye" (RU; 2002-xx-xx), page 240
  23. Famitsu, "2000-07-07" (JP; 2000-06-23), page 35
  24. Fun Generation, "09/2000" (DE; 2000-08-23), page 99
  25. GameFan, "Volume 8, Issue 9: September 2000" (US; 2000-xx-xx), page 22
  26. GameFan, "Volume 8, Issue 12: December 2000" (US; 2000-1x-xx), page 26
  27. GamePro, "December 2000" (US; 2000-1x-xx), page 153
  28. Game Informer, "November 2000" (US; 2000-1x-xx), page 125
  29. Gamers' Republic, "November 2000" (US; 2000-xx-xx), page 71
  30. MAN!AC, "09/2000" (DE; 2000-08-02), page 43
  31. MAN!AC, "01/2000" (DE; 2000-12-06), page 87
  32. Neo Plus, "Marzec 2001" (PL; 2001-xx-xx), page 43
  33. Next Generation, "December 2000" (US; 2000-11-21), page 115
  34. Official Dreamcast Magazine, "December 2000" (UK; 2000-11-02), page 98
  35. Official Dreamcast Magazine, "November 2000" (US; 2000-10-03), page 117
  36. Playmag, "Septembre 2000" (FR; 2000-xx-xx), page 39
  37. PSX Extreme, "03/2001" (PL; 2001-0x-xx), page 41
  38. Video Games, "09/2000" (DE; 2000-08-02), page 107
  39. Video Games, "12/2000" (DE; 2000-11-02), page 73


Street Fighter III: 3rd Strike

SFIII3rdStrike title.png

Main page | Comparisons | Hidden content | Development | Magazine articles | Video coverage | Reception | Technical information


Sega Dreamcast
Prototypes: 2000-06-07 | 08-10



Street Fighter games for Sega systems
Sega Mega Drive
Street Fighter II': Champion Edition (unreleased) | Street Fighter II': Special Champion Edition (1993) | Super Street Fighter II: The New Challengers (1994)
Sega Saturn
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)
Sega Master System
Street Fighter II' (1997)
Sega Dreamcast
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)
Arcade
Street Fighter Zero 3 Upper (2001)
Sampler discs
Sega Saturn
Street Fighter Zero 2 Taikenban (199x) | Street Fighter Collection Taikenban (1997)
Sega Dreamcast
Street Fighter Zero 3 Tentou Taikenban (199x)
Unlicensed Street Fighter games for Sega systems
Sega Master System
Sega Game Gear
Jang Pung II (1993)
Sega Mega Drive
X-Men vs. Street Fighter (Mega Drive) (1998)