Difference between revisions of "Street Fighter III: Double Impact"

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| publisher={{company|[[Capcom]]|region=Japan, US}}, {{company|[[Virgin Interactive]]|region=Europe}}
 
| publisher={{company|[[Capcom]]|region=Japan, US}}, {{company|[[Virgin Interactive]]|region=Europe}}
 
| developer=[[Capcom]]
 
| developer=[[Capcom]]
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| distributor={{company|[[Halifax]]|region=IT}}
 
| system=[[Sega Dreamcast]]
 
| system=[[Sega Dreamcast]]
 
| sounddriver=
 
| sounddriver=
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}}
 
}}
 
| properties={{Properties|DC|adx|flash|qsound}}
 
| properties={{Properties|DC|adx|flash|qsound}}
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| savetype={{SaveType
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|DC|vmu
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}}
 
}}
 
}}
 
'''''{{PAGENAME}}''''', known as '''''Street Fighter III: W Impact''''' (ストリートファイターIII Wインパクト) in Japan, is a competitive fighting game compilation produced by [[Capcom]], released exclusively for the [[Sega Dreamcast]] in Japan in 1999 and worldwide in 2000.
 
'''''{{PAGENAME}}''''', known as '''''Street Fighter III: W Impact''''' (ストリートファイターIII Wインパクト) in Japan, is a competitive fighting game compilation produced by [[Capcom]], released exclusively for the [[Sega Dreamcast]] in Japan in 1999 and worldwide in 2000.
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Like the ''[[Street Fighter II]]'' and ''[[Street Fighter Alpha]]'' series that preceded it, ''Street Fighter III'' is a 2D fighting game. Two fighters must employ a variety of attacks and special moves to try to knock each other out in matches played to the best of three rounds. Character sprites are more detailed and have more fluid animation than in previous entries. Gameplay incorporates some features from previous ''[[:Category:Street Fighter|Street Fighter]]'' games, as well as Capcom's ''[[:Category:Darkstalkers|Darkstalkers]]'' series and [[Marvel]]-based fighting games such as ''[[X-Men: Children of the Atom]]''. ''New Generation'' introduced parrying (called "blocking" in the Japanese version), which can be used to deflect incoming attacks without receiving damage; leap attacks, which are small jumping attacks used against crouching opponents; and Super Arts, which are powerful special moves similar to the Super Combos of previous games. ''2nd Impact'' added new characters, new moves for existing characters, Personal Actions, and EX Specials, while refining existing mechanics.
 
Like the ''[[Street Fighter II]]'' and ''[[Street Fighter Alpha]]'' series that preceded it, ''Street Fighter III'' is a 2D fighting game. Two fighters must employ a variety of attacks and special moves to try to knock each other out in matches played to the best of three rounds. Character sprites are more detailed and have more fluid animation than in previous entries. Gameplay incorporates some features from previous ''[[:Category:Street Fighter|Street Fighter]]'' games, as well as Capcom's ''[[:Category:Darkstalkers|Darkstalkers]]'' series and [[Marvel]]-based fighting games such as ''[[X-Men: Children of the Atom]]''. ''New Generation'' introduced parrying (called "blocking" in the Japanese version), which can be used to deflect incoming attacks without receiving damage; leap attacks, which are small jumping attacks used against crouching opponents; and Super Arts, which are powerful special moves similar to the Super Combos of previous games. ''2nd Impact'' added new characters, new moves for existing characters, Personal Actions, and EX Specials, while refining existing mechanics.
  
Characters move with {{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. In ''2nd Impact'', characters can perform a Personal Action by pressing the hard punch and kick buttons simultaneously ({{L}}+{{R}} by default). 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. In ''2nd Impact'', 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 holding {{left}} or {{right}} when next to an opponent and pressing a medium or hard punch or kick button. Different characters have different throws available to them, and some characters can throw in midair. Throws cannot be blocked, but characters can recover more quickly after being knocked down (from a throw or other attack) by pressing {{down}} upon landing on the ground. In ''2nd Impact'', characters can also recover from throws in the air by performing the same inputs as a throw, as in ''[[Super Street Fighter II Turbo]]''.
 
Throws and grabs are done by holding {{left}} or {{right}} when next to an opponent and pressing a medium or hard punch or kick button. Different characters have different throws available to them, and some characters can throw in midair. Throws cannot be blocked, but characters can recover more quickly after being knocked down (from a throw or other attack) by pressing {{down}} upon landing on the ground. In ''2nd Impact'', characters can also recover from throws in the air by performing the same inputs as a throw, as in ''[[Super Street Fighter II Turbo]]''.
  
Guarding is done by holding the D-Pad away from the opponent, which negates incoming damage. Special moves and Super Arts still do a small amount of tick damage when guarded. Characters can guard while standing or crouching, but not while jumping (unlike the ''Street Fighter Alpha'' games). Some attacks can only be guarded while crouching (such as sweeps) or while standing (called overheads). Every character has a leap attack, performed with {{down}} {{down}} and any attack button, which can hit characters who are guarding while crouched. Characters have visible stun meters under their vitality meters that fill as they take repeated attacks (and empty as they avoid attacks). If the meter fills, the character becomes stunned and vulnerable to attack for a moment. Players can recover from stuns and escape grabs more quickly by rapidly pressing back and forth on the D-Pad along with the attack buttons.
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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 with {{down}} {{down}} and any attack button, which can hit characters who are guarding while crouched. Characters have visible stun meters under their vitality meters that fill as they take repeated attacks (and empty as they avoid attacks). If the meter fills, the character becomes stunned and vulnerable to attack for a moment. Players can recover from stuns and escape grabs more quickly by rapidly pressing back and forth on the D-Pad along with the attack buttons.
  
Characters can now 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. 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. Parrying can be used against normal and special moves as well as some Super Arts, but not against throws or grabs. The parrying character recovers much more quickly than attacking character, creating an opening for a counterattack. In ''2nd Impact'', characters can parry in midair.
+
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 low or crouching attack. If executed at the exact moment that the attack is about to hit the character, the character flashes blue and averts the incoming attack; however, if the timing is wrong, the character is instead hit by the attack. Since performing a parry requires foregoing the option to guard because of the mutually exclusive controls, it is considered a high risk maneuver. The parrying character recovers much more quickly than attacking character, creating an opening for a counterattack. Parrying can be used against normal and special moves as well as some Super Arts, but not against throws or grabs. In ''2nd Impact'', characters can parry in midair; pressing the D-Pad forward causes the character to fall back and away from the opponent, while pressing {{down}} causes the character to fall downward and close to the opponent.
  
As in previous games, characters have a Super meter that fills as they perform normal moves (except for light attacks) or special moves (including Personal Actions). 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. Generally, more powerful Super Arts require filling a longer meter while less powerful Super Arts have a shorter meter and allow the player to store multiple levels so that the move can be performed more. Normal and special moves can be canceled into Super Arts for combination attacks. Super meter power is carried over between rounds but not between matches.
+
As in previous games, characters have a Super meter that fills as they perform normal moves (except for light attacks), special moves (including Personal Actions), and parries. Attacks that are parried by the opponent do not build the meter. After selecting a character, the player can choose from one of three "Super Arts," which are super moves that can be performed once the Super meter is full. Only one Super Art can be chosen at a time, and the choice is permanent until the game ends. The length of the Super meter as well as the number of levels varies depending on the Super Art chosen, but every Super Art only costs one level of meter to perform (and there is only one level of strength for each Super Art, regardless of the strength of the button used to execute it). Generally, more powerful Super Arts require filling a longer meter while less powerful Super Arts have a shorter meter and allow the player to store multiple levels so that the move can be performed more. Normal and special moves can be canceled into Super Arts for combination attacks. Super meter power is carried over between rounds but not between matches.
  
 
In ''2nd Impact'', characters can also perform slightly more powerful versions of their special moves called EX Specials, which are similar to the ES moves introduced in ''Darkstalkers''. These moves are performed by inputting the command for the special move and pressing two attack buttons of the same type (such as two punch buttons) instead of one. Using an EX Special costs a portion of the Super meter, depending on the move performed.
 
In ''2nd Impact'', characters can also perform slightly more powerful versions of their special moves called EX Specials, which are similar to the ES moves introduced in ''Darkstalkers''. These moves are performed by inputting the command for the special move and pressing two attack buttons of the same type (such as two punch buttons) instead of one. Using an EX Special costs a portion of the Super meter, depending on the move performed.
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{{ScreenThumb|Street Fighter III 2nd Impact DC, Parrying Practice.png|width=200|Bonus stage}}
 
{{ScreenThumb|Street Fighter III 2nd Impact DC, Parrying Practice.png|width=200|Bonus stage}}
 
Both games contain the same modes:
 
Both games contain the same modes:
*'''Arcade:''' A single-player mode where the player faces a series of challengers in best of three matches before facing a final boss. A second player can challenge the first by pressing {{Start}}, with the victor of the match continuing the game. There are eight difficulty levels for computer-controlled opponents. In ''New Generation'', the player faces six opponents, then Gill. In ''2nd Impact'', the player faces eight opponents, with the last opponent varying depending on the selected character; it is usually Gill, but Gill is fought as the second-to-last opponent when it is someone else. The player can also face a rival character or Akuma if certain requirements are met. There is a bonus stage that is played after the third battle where Sean throws basketballs that the player must parry.
+
*'''Arcade:''' A single-player mode where the player faces a series of challengers in best of three matches before facing a final boss. A second player can challenge the first by pressing {{Start}}, with the victor of the match continuing the game. There are eight difficulty levels for computer-controlled opponents. The game ends if the player loses a match but can be continued an unlimited number of times. In ''New Generation'', the player faces six opponents, then Gill. In ''2nd Impact'', the player faces eight opponents, with the last opponent varying depending on the selected character; it is usually Gill, but Gill is fought as the second-to-last opponent when it is someone else. The player can also face a rival character or Akuma if certain requirements are met. There is a bonus stage that is played after the third battle where Sean throws basketballs that the player must parry.
 
*'''Versus:''' A two-player mode where each player chooses a character, their Super Arts, and a handicap and can pick any stage. Players can choose a different Super Art for each round.
 
*'''Versus:''' A two-player mode where each player chooses a character, their Super Arts, and a handicap and can pick any stage. Players can choose a different Super Art for each round.
 
*'''Training:''' A practice mode where the player chooses a character and a Super Art for both fighters. The player can set the opponent to stand, crouch, jump, or fight and also toggle guarding and enable infinite Super meter.
 
*'''Training:''' A practice mode where the player chooses a character and a Super Art for both fighters. The player can set the opponent to stand, crouch, jump, or fight and also toggle guarding and enable infinite Super meter.
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===Characters===
 
===Characters===
Move lists assume the player is facing right. If facing left, {{left}} and {{right}} should be reversed. {{punch}} refers to any of the punch buttons, while {{kick}} refers to any of the kick buttons.
+
{{MoveListNote|legend=StreetFighter}}
 
+
====Playable====
 
In ''New Generation'', Ryu and Ken are the only characters to return from previous entries. In ''2nd Impact'', Akuma returns as well, as a hidden character.
 
In ''New Generation'', Ryu and Ken are the only characters to return from previous entries. In ''2nd Impact'', Akuma returns as well, as a hidden character.
  
Hugo and Urien were added in ''2nd Impact''. Additionally, Yun and Yang are the same character in ''New Generation'' ({{punch}} selects Yun and {{kick}} selects Yang), but they were split into separate characters for ''2nd Impact'', with differentiated movesets.
+
Hugo and Urien were added in ''2nd Impact''. Yun and Yang are the same character in ''New Generation'' ({{punch}} selects Yun and {{kick}} selects Yang), but they were split into separate characters for ''2nd Impact'', with differentiated movesets.
  
 
EX Specials and Personal Actions are only present in ''2nd Impact''. Rival battles and final battles also only apply to ''2nd Impact'' (as ''New Generation'' lacks rival battles and always ends with Gill).
 
EX Specials and Personal Actions are only present in ''2nd Impact''. Rival battles and final battles also only apply to ''2nd Impact'' (as ''New Generation'' lacks rival battles and always ends with Gill).
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| name=Ryu
 
| name=Ryu
 
| portrait={{sprite | Street Fighter III Double Impact DC, Characters.png | crop_width=180 | crop_height=224 | crop_x=0 | crop_y=224}}
 
| portrait={{sprite | Street Fighter III Double Impact DC, Characters.png | crop_width=180 | crop_height=224 | crop_x=0 | crop_y=224}}
| sprite={{sprite | Street Fighter III DC, Sprites, Ryu.png}}
+
| sprite={{sprite | Street Fighter III DC, Sprites, Ryu.gif}}
 
| info1name=Rival battle
 
| info1name=Rival battle
 
| info1=Sean
 
| info1=Sean
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| desc=Ryu seeks to find worthy opponents and better his skills.
 
| desc=Ryu seeks to find worthy opponents and better his skills.
 
{{MoveListTable | desc=Special moves |
 
{{MoveListTable | desc=Special moves |
{{MoveListRow | Hadouken | {{QCF}} {{punch}} | Ryu channels his ki into his hands, then thrusts it from his palms in the form of a fireball.
+
{{MoveListRow | Hadouken | {{QCF}} {{punch}} | Ryu channels his ki into his hands, then thrusts it from his palms in the form of a fireball. The projectile moves faster when a stronger button is used.
{{ESMove | desc=EX Special | Ryu throws a Shakunetsu 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.
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{{MoveListRow | Shouryuuken | {{DPF}} {{punch}} | Ryu jumps into the air with a flying uppercut, which knocks his opponent over on impact. He ascends higher when a stronger button is used.
 
{{ESMove | desc=EX Special | Ryu performs a variant of the move that does slightly more damage.}}}}
 
{{ESMove | desc=EX Special | Ryu performs a variant of the move that does slightly more damage.}}}}
{{MoveListRow | Tatsumaki Senpuukyaku | {{QCB}} {{kick}} | Ryu spins on an axis while gliding forward through the air and kicking. This move knocks his opponent over on impact. This move can be performed in midair.
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{{MoveListRow | Tatsumaki Senpuukyaku | {{QCB}} {{kick}} | Ryu spins on an axis while gliding forward through the air and kicking, which knocks his opponent over on impact. The move travels further when a stronger button is used. This move can be performed in midair.
 
{{ESMove | desc=EX Special | Ryu performs a Shinkuu Tatsumaki Senpuukyaku, a variant of the move that is stationary and sucks opponents inward to hit multiple times.}}}}
 
{{ESMove | desc=EX Special | Ryu performs a Shinkuu Tatsumaki Senpuukyaku, a variant of the move that is stationary and sucks opponents inward to hit multiple times.}}}}
{{MoveListRow | Joudan Sokutou Geri | {{HCF}} {{kick}} | Ryu steps forward with a back kick (also called a donkey kick) that knocks his opponent back on impact.
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{{MoveListRow | Joudan Sokutou Geri | {{HCF}} {{kick}} | Ryu steps forward with a back kick (also called a donkey kick) that knocks his opponent back on impact. He steps further when a stronger button is used.
 
{{ESMove | desc=EX Special | Ryu performs a variant of the move that can knock the opponent off the side of the screen and to the other side of him.}}}}
 
{{ESMove | desc=EX Special | Ryu performs a variant of the move that can knock the opponent off the side of the screen and to the other side of him.}}}}
 
}}
 
}}
 
{{MoveListTable | desc=Command normals |
 
{{MoveListTable | desc=Command normals |
{{MoveListRow | Personal Action<br>(''2nd Impact'' only) | {{MP}}+{{MK}} | Ryu adopts a more aggressive stance, which increases the rate at which his stun meter recovers. This move can be repeated up to three times before the effect no longer increases.}}
+
{{MoveListRow | Personal Action<br>(''2nd Impact'' only) | {{HP}}+{{HK}} | Ryu adopts a more aggressive stance, which increases the rate at which his stun meter recovers. This move can be repeated up to three times before the effect no longer increases.}}
 
{{MoveListRow | Straight | {{down}} {{down}} {{punch}} or {{kick}} | Ryu leaps forward with a downward punch. This is an overhead strike that can hit characters who are crouch blocking.}}
 
{{MoveListRow | Straight | {{down}} {{down}} {{punch}} or {{kick}} | Ryu leaps forward with a downward punch. This is an overhead strike that can hit characters who are crouch blocking.}}
 
{{MoveListRow | 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.}}
 
{{MoveListRow | 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.}}
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| name=Alex
 
| name=Alex
 
| portrait={{sprite | Street Fighter III Double Impact DC, Characters.png | crop_width=180 | crop_height=224 | crop_x=360 | crop_y=224}}
 
| portrait={{sprite | Street Fighter III Double Impact DC, Characters.png | crop_width=180 | crop_height=224 | crop_x=360 | crop_y=224}}
| sprite={{sprite | Street Fighter III DC, Sprites, Alex.png}}
+
| sprite={{sprite | Street Fighter III DC, Sprites, Alex.gif}}
 
| info1name=Rival battle
 
| info1name=Rival battle
 
| info1=Ken
 
| info1=Ken
 
| info2name=Final battle
 
| info2name=Final battle
 
| info2=Gill
 
| info2=Gill
| desc=Alex is a grappler who wants to avenge the defeat of his friend Tom at the hands of Gill.
+
| desc=Alex is a grappler who wants to avenge the defeat of his friend Tom at the hands of Gill. He is the protagonist of the ''Street Fighter III'' series and prominently featured in promotional art.
 
{{MoveListTable | desc=Special moves |
 
{{MoveListTable | desc=Special moves |
{{MoveListRow | Flash Chop | {{QCF}} {{punch}} | Alex chops his hand laterally.
+
{{MoveListRow | Flash Chop | {{QCF}} {{punch}} | Alex chops his hand laterally while sliding forward a short distance. The move has longer range but slower startup when a stronger button is used. It can dissipate a single-hit projectile. When performed with {{MP}} or {{HP}}, it back-turns the opponent on impact.
{{ESMove | desc=EX Special | Alex performs a variant of the move that has longer range, hits more times, and knocks his opponent over.}}}}
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{{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<br>(''2nd Impact'' only) | Hold {{left}} for 2 seconds, then {{right}}+{{kick}} | Alex dashes forward and performs an elbow strike.
+
{{MoveListRow | Slash Elbow<br>(''2nd Impact'' only) | Hold {{left}} for 2 seconds, then {{right}}+{{kick}} | Alex dashes forward and performs an elbow bash. He dashes further when a stronger button is used.
 
{{ESMove | desc=EX Special | Alex performs a variant of the move that dashes faster and hits twice.}}}}
 
{{ESMove | desc=EX Special | Alex performs a variant of the move that dashes faster and hits twice.}}}}
{{MoveListRow | Power Bomb | {{HCB}} {{punch}} (close) | Alex tries to grab his opponent. If successful, he jumps into the air, then slams them against the ground. If the opponent is back-turned, Alex performs a suplex instead.}}
+
{{MoveListRow | Power Bomb | {{HCB}} {{punch}} (close) | Alex tries to grab his opponent. If successful, he jumps into the air, then slams them against the ground. He jumps higher when a stronger button is used. If the opponent is back-turned, Alex performs a suplex instead.}}
{{MoveListRow | Air Knee Smash | {{DPF}} {{kick}} | Alex leaps diagonally into the air with a knee smash that can hit airborne opponents.
+
{{MoveListRow | Air Knee Smash | {{DPF}} {{kick}} | Alex leaps diagonally into the air with a knee smash that can hit airborne opponents. He leaps further when a stronger button is used.
 
{{ESMove | desc=EX Special | Alex performs a variant of the move that can hit standing opponents or grab airborne opponents.}}}}
 
{{ESMove | desc=EX Special | Alex performs a variant of the move that can hit standing opponents or grab airborne opponents.}}}}
{{MoveListRow | Air Stampede | Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | Alex jumps into the air, then lands on the ground feet first, stomping his opponent if he lands on them.
+
{{MoveListRow | Air Stampede | Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | Alex jumps into the air, then lands on the ground feet first, stomping his opponent if he lands on them. He jumps farther when a stronger button is used.
 
{{ESMove | desc=EX Special | Alex performs a variant of the move that lands wherever the opponent is rather than a set distance.}}}}
 
{{ESMove | desc=EX Special | Alex performs a variant of the move that lands wherever the opponent is rather than a set distance.}}}}
 
}}
 
}}
 
{{MoveListTable | desc=Command normals |
 
{{MoveListTable | desc=Command normals |
{{MoveListRow | Personal Action<br>(''2nd Impact'' only) | {{MP}}+{{MK}} | Alex swings his arm around, which increases his attack power. Holding {{MP}}+{{MK}} for longer increases his attack power more, up to a certain limit.}}
+
{{MoveListRow | Personal Action<br>(''2nd Impact'' only) | {{HP}}+{{HK}} | Alex swings his arm around, which increases his attack power. Holding {{HP}}+{{HK}} for longer increases his attack power more, up to a certain limit.}}
 
{{MoveListRow | Hand Stamp | {{down}} {{down}} {{punch}} or {{kick}} | Alex leaps forward with a downward palm strike. This is an overhead strike that can hit characters who are crouch blocking.}}
 
{{MoveListRow | Hand Stamp | {{down}} {{down}} {{punch}} or {{kick}} | Alex leaps forward with a downward palm strike. This is an overhead strike that can hit characters who are crouch blocking.}}
 
{{MoveListRow | 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.}}
 
{{MoveListRow | 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.}}
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| name=Yun
 
| name=Yun
 
| portrait={{sprite | Street Fighter III Double Impact DC, Characters.png | crop_width=180 | crop_height=224 | crop_x=540 | crop_y=224}}
 
| portrait={{sprite | Street Fighter III Double Impact DC, Characters.png | crop_width=180 | crop_height=224 | crop_x=540 | crop_y=224}}
| sprite={{sprite | Street Fighter III DC, Sprites, Yun.png}}
+
| sprite={{sprite | Street Fighter III DC, Sprites, Yun.gif}}
 
| info1name=Rival battle
 
| info1name=Rival battle
 
| info1=Urien
 
| info1=Urien
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| desc=Yun is a kung fu expert from Hong Kong. He and his twin brother Yang are guardians of their hometown. In ''New Generation'', the two brothers are the same character and have the same moves; Yun is selected with {{punch}}.
 
| desc=Yun is a kung fu expert from Hong Kong. He and his twin brother Yang are guardians of their hometown. In ''New Generation'', the two brothers are the same character and have the same moves; Yun is selected with {{punch}}.
 
{{MoveListTable | desc=Special moves |
 
{{MoveListTable | desc=Special moves |
{{MoveListRow | Zesshou Hohou | {{QCF}} {{punch}} | Yun lunges forward with a straight punch.
+
{{MoveListRow | Zesshou Hohou | {{QCF}} {{punch}} | Yun lunges forward with a straight punch in a leaping stride. He leaps further when a stronger button is used.
 
{{ESMove | desc=EX Special | Yun performs a variant of the move that travels faster and further and does more damage (but has a longer startup time).}}}}
 
{{ESMove | desc=EX Special | Yun performs a variant of the move that travels faster and further and does more damage (but has a longer startup time).}}}}
{{MoveListRow | Senkyuutai | {{QCF}} {{kick}} | Yun 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 attack when he reaches his opponent. This move can pass under projectiles.
+
{{MoveListRow | Senkyuutai | {{QCF}} {{kick}} | Yun rolls along the ground, then he flies into the air with an upward kick. He rolls farther when a stronger button is used ({{LK}} for no roll, {{MK}} for half of the screen, and {{HK}} for the entire screen), but he always stops rolling to kick when he reaches his opponent. This move can pass under projectiles.
 
{{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 | Kobokushi | {{QCB}} {{punch}} | Yun shoves with both open palms, knocking over his opponent on impact.}}
 
{{MoveListRow | Kobokushi | {{QCB}} {{punch}} | Yun shoves with both open palms, knocking over his opponent on impact.}}
 
{{MoveListRow | Fake Kobokushi | {{QCB}} + two {{punch}} simultaneously | Yun pulls back his arms as if to perform a Kobukushi but does not. This move recovers more quickly than a real Kobokushi, so it can be used to bait a response from an opponent.}}
 
{{MoveListRow | Fake Kobokushi | {{QCB}} + two {{punch}} simultaneously | Yun pulls back his arms as if to perform a Kobukushi but does not. This move recovers more quickly than a real Kobokushi, so it can be used to bait a response from an opponent.}}
{{MoveListRow | Zenpou Tenshin | {{HCB}} {{kick}} (close) | Yun flips over his opponent's shoulder, landing on the other side of his opponent.}}
+
{{MoveListRow | Zenpou Tenshin | {{HCB}} {{kick}} (close) | Yun flips over his opponent's shoulder, landing on the other side of his opponent. The opponent is very briefly stunned after doing this, so it can be followed up by a quick attack before the opponent can counterattack.}}
{{MoveListRow | Tetsuzan Kou<br>(''2nd Impact'' only) | {{DPF}} {{punch}} | Yun steps to his opponent while turns, then strikes his opponent with the back of his shoulder, knocking the opponent into the air. The distance traveled depends on the strength of the button used.
+
{{MoveListRow | Tetsuzan Kou<br>(''2nd Impact'' only) | {{DPF}} {{punch}} | Yun steps to his opponent while turning, then strikes his opponent with the back of his shoulder, knocking the opponent into the air. He moves farther when a stronger button is used.
 
{{ESMove | desc=EX Special | Yun performs a variant of the move that travels faster and further and does more damage.}}}}
 
{{ESMove | desc=EX Special | Yun performs a variant of the move that travels faster and further and does more damage.}}}}
 
}}
 
}}
 
{{MoveListTable | desc=Command normals |
 
{{MoveListTable | desc=Command normals |
{{MoveListRow | Personal Action<br>(''2nd Impact'' only) | {{MP}}+{{MK}} | Yun spins his hat on his finger, which increases the attack power of his special moves. Holding {{MP}}+{{MK}} increases the attack power for all of his moves, including throws. He can hit opponents with his hat.}}
+
{{MoveListRow | Personal Action<br>(''2nd Impact'' only) | {{HP}}+{{HK}} | Yun spins his hat on his finger, which increases the attack power of his special moves. Holding {{HP}}+{{HK}} increases the attack power for all of his moves, including throws. He can hit opponents with his hat.}}
 
{{MoveListRow | Gekihou Sui | {{down}} {{down}} {{punch}} or {{kick}} | Yun leaps forward with a downward punch. This is an overhead strike that can hit characters who are crouch blocking.}}
 
{{MoveListRow | Gekihou Sui | {{down}} {{down}} {{punch}} or {{kick}} | Yun leaps forward with a downward punch. This is an overhead strike that can hit characters who are crouch blocking.}}
 
{{MoveListRow | Raigeki Shuu | {{downright}}+{{kick}} in midair | Yun falls with a stomping kick.}}
 
{{MoveListRow | Raigeki Shuu | {{downright}}+{{kick}} in midair | Yun falls with a stomping kick.}}
Line 195: Line 199:
 
| name=Necro
 
| name=Necro
 
| portrait={{sprite | Street Fighter III Double Impact DC, Characters.png | crop_width=180 | crop_height=224 | crop_x=180 | crop_y=0}}
 
| portrait={{sprite | Street Fighter III Double Impact DC, Characters.png | crop_width=180 | crop_height=224 | crop_x=180 | crop_y=0}}
| sprite={{sprite | Street Fighter III DC, Sprites, Necro.png}}
+
| sprite={{sprite | Street Fighter III DC, Sprites, Necro.gif}}
 
| info1name=Rival battle
 
| info1name=Rival battle
 
| info1=Ibuki
 
| info1=Ibuki
Line 202: Line 206:
 
| desc=Necro is a Russian man who was kidnapped and experimented on by Gill's organization.
 
| desc=Necro is a Russian man who was kidnapped and experimented on by Gill's organization.
 
{{MoveListTable | desc=Special moves |
 
{{MoveListTable | desc=Special moves |
{{MoveListRow | Flying Viper | {{QCB}} {{punch}} | Necro leaps into the air, then slaps with both hands on his way down, knocking over his opponent on impact.
+
{{MoveListRow | Flying Viper | {{QCB}} {{punch}} | Necro leaps into the air, then slaps with both hands on his way down, knocking over his opponent on impact. He leaps farther when a stronger button is used.
 
{{ESMove | desc=EX Special | Necro performs a variant of the move that is faster and hits twice but does not knock his opponent down.}}}}
 
{{ESMove | desc=EX Special | Necro performs a variant of the move that is faster and hits twice but does not knock his opponent down.}}}}
 
{{MoveListRow | Rising Cobra | {{QCB}} {{kick}} | Necro falls back, then swings his leg down like an axe chop, knocking over his opponent on impact. This is an overhead strike that can hit characters who are crouch blocking.
 
{{MoveListRow | Rising Cobra | {{QCB}} {{kick}} | Necro falls back, then swings his leg down like an axe chop, knocking over his opponent on impact. This is an overhead strike that can hit characters who are crouch blocking.
 
{{ESMove | desc=EX Special | Necro performs a variant of the move that is faster and hits twice.}}}}
 
{{ESMove | desc=EX Special | Necro performs a variant of the move that is faster and hits twice.}}}}
 
{{MoveListRow | Denji Blast | {{DPF}} {{repeat|{{punch}}}} | Necro steps forward and holds his arms out as his upper body courses with electricity, electrifying his opponent on impact. Pressing {{punch}} repeatedly extends the duration of the move.}}
 
{{MoveListRow | Denji Blast | {{DPF}} {{repeat|{{punch}}}} | Necro steps forward and holds his arms out as his upper body courses with electricity, electrifying his opponent on impact. Pressing {{punch}} repeatedly extends the duration of the move.}}
{{MoveListRow | Tornado Hook | {{HCF}} {{punch}} | Necro twists forward while performing a series of spinning punches. The number of spins performed depends on the strength of the button used ({{LP}} for one, {{MP}} for two, and {{HP}} for three). The move knocks down with {{LP}} and briefly stuns with {{HP}}.
+
{{MoveListRow | Tornado Hook | {{HCF}} {{punch}} | Necro twists forward while performing a series of spinning punches. He spins more times when a stronger button is used ({{LP}} for once, {{MP}} for twice, and {{HP}} for three times). The move knocks down with {{LP}} and briefly stuns with {{HP}}.
 
{{ESMove | desc=EX Special | Necro performs a variant of the move that is faster and hits up to five times.}}}}
 
{{ESMove | desc=EX Special | Necro performs a variant of the move that is faster and hits up to five times.}}}}
{{MoveListRow | Snake Fang | {{HCF}} {{kick}} | Necro crouches and tries to grab his opponent's ankle with a stretched arm, then tosses the opponent into the air. If the opponent is back-turned, Necro performs a suplex instead.}}
+
{{MoveListRow | Snake Fang | {{HCF}} {{kick}} | Necro crouches and tries to grab his opponent's ankle with a stretched arm, then tosses the opponent through the air. If the opponent is back-turned, Necro performs a suplex instead.}}
 
}}
 
}}
 
{{MoveListTable | desc=Command normals |
 
{{MoveListTable | desc=Command normals |
{{MoveListRow | Personal Action<br>(''2nd Impact'' only) | {{MP}}+{{MK}} | Necro stretches his mouth open and flails his tongue out, which increases the attack power for all moves except throws. Holding {{MP}}+{{MK}} extends the duration of the move, and he can hit opponents with his tongue.}}
+
{{MoveListRow | Personal Action<br>(''2nd Impact'' only) | {{HP}}+{{HK}} | Necro stretches his mouth open and flails his tongue out, which increases the attack power for all moves except throws. Holding {{HP}}+{{HK}} extends the duration of the move, and he can hit opponents with his tongue.}}
 
{{MoveListRow | Finger Attack | {{down}} {{down}} {{punch}} or {{kick}} | 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 | {{down}} {{down}} {{punch}} or {{kick}} | 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}}+{{MP}} or {{HP}} in midair (''New Generation'')<br>{{down}}+{{kick}} (''2nd Impact'') | Necro dives downward with a kick while spinning on an axis. In ''2nd Impact'', the angle of the dive depends on the strength of the button used ({{LP}} for closest to and {{HP}} for closest to 270°).}}
+
{{MoveListRow | Drill Kick | {{down}}+{{MK}} or {{HK}} in midair (''New Generation'')<br>{{down}}+{{kick}} (''2nd Impact'') | Necro dives downward with a kick while spinning on an axis. In ''New Generation'', he always falls at a 45° angle. In ''2nd Impact'', the angle of the dive depends on the strength of the button used ({{LK}} for closest to horizontal and {{HK}} for closest to vertical).}}
 
{{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 | {{downleft}}+{{HP}} | Necro stretches his arm into a long uppercut that knocks his opponent over on impact.}}
 
{{MoveListRow | Necro Upper | {{downleft}}+{{HP}} | Necro stretches his arm into a long uppercut that knocks his opponent over on impact.}}
Line 230: Line 234:
 
| name=Ibuki
 
| name=Ibuki
 
| portrait={{sprite | Street Fighter III Double Impact DC, Characters.png | crop_width=180 | crop_height=224 | crop_x=0 | crop_y=0}}
 
| portrait={{sprite | Street Fighter III Double Impact DC, Characters.png | crop_width=180 | crop_height=224 | crop_x=0 | crop_y=0}}
| sprite={{sprite | Street Fighter III DC, Sprites, Ibuki.png}}
+
| sprite={{sprite | Street Fighter III DC, Sprites, Ibuki.gif}}
 
| info1name=Rival battle
 
| info1name=Rival battle
 
| info1=Elena
 
| info1=Elena
Line 237: Line 241:
 
| desc=Ibuki is an aspiring ninja who was sent to retrieve the "G File" from Gill's organization, which documents all of their plans. She is always accompanied by her pet tanuki Don-chan.
 
| desc=Ibuki is an aspiring ninja who was sent to retrieve the "G File" from Gill's organization, which documents all of their plans. She is always accompanied by her pet tanuki Don-chan.
 
{{MoveListTable | desc=Special moves |
 
{{MoveListTable | desc=Special moves |
{{MoveListRow | Kunai | {{QCF}} {{punch}} in midair | Ibuki throws a kunai diagonally downward from the air. The angle of the throw depends on the strength of the button used ({{LP}} for closest to 270° and {{HP}} for closest to ).
+
{{MoveListRow | Kunai | {{QCF}} {{punch}} in midair | Ibuki throws a kunai diagonally downward from the air. The angle of the throw depends on the strength of the button used ({{LP}} for closest to vertical and {{HP}} for closest to horizontal).
 
{{ESMove | desc=EX Special | Ibuki performs a variant of the move where she throws two kunai that fly faster.}}}}
 
{{ESMove | desc=EX Special | Ibuki performs a variant of the move where she throws two kunai that fly faster.}}}}
{{MoveListRow | Kubi Ori | {{QCF}} {{kick}} | 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. The distance of the slide depends on the strength of the button used, but she always stops sliding to attack when she reaches her opponent. This move can pass under projectiles.
+
{{MoveListRow | Kubi Ori | {{QCF}} {{kick}} | Ibuki slides along the ground. If she comes in contact with her opponent, she jumps onto their shoulders and twists their head, knocking the opponent down. She slides farther when a stronger button is used, but she always stops sliding to attack when she reaches her opponent. This move can pass under projectiles.
 
{{ESMove | desc=EX Special | Ibuki performs a variant of the move that where she slides faster and twists her opponent's neck three times.}}}}
 
{{ESMove | desc=EX Special | Ibuki performs a variant of the move that where she slides faster and twists her opponent's neck three times.}}}}
{{MoveListRow | Kazekiri | {{DPF}} {{kick}} | Ibuki launches into the air with a high kick.
+
{{MoveListRow | Kazekiri | {{DPF}} {{kick}} | Ibuki launches into the air with a high kick. She jumps higher when a stronger button is used.
 
{{ESMove | desc=EX Special | Ibuki performs a variant of the move with faster startup that can hit more times.}}}}
 
{{ESMove | desc=EX Special | Ibuki performs a variant of the move with faster startup that can hit more times.}}}}
{{MoveListRow | Hien | {{RDP}} {{kick}} | Ibuki leaps into the air, then performs two stomping kicks if she lands on her opponent's head. The distance of the leap depends on the strength of the button used.
+
{{MoveListRow | Hien | {{RDP}} {{kick}} | Ibuki leaps into the air, then performs two stomping kicks if she lands on her opponent's head. She leaps farther when a stronger button is used.
 
{{ESMove | desc=EX Special | Ibuki performs a variant of the move that lands wherever the opponent is rather than a set distance.}}}}
 
{{ESMove | desc=EX Special | Ibuki performs a variant of the move that lands wherever the opponent is rather than a set distance.}}}}
 
{{MoveListRow | Raida | {{HCB}} {{punch}} (close) | Ibuki steps forward and tries to grab her opponent, then blasts the opponent with an explosion of ki from her fist.}}
 
{{MoveListRow | Raida | {{HCB}} {{punch}} (close) | Ibuki steps forward and tries to grab her opponent, then blasts the opponent with an explosion of ki from her fist.}}
{{MoveListRow | Tsumuji | {{QCB}} {{kick}} | Ibuki performs two spinning heel kicks in quick succession. When executed with {{MK}} or {{HK}}, she can perform a third kick by pressing {{kick}} again. The kicks can be performed while crouching by holding {{down}}.
+
{{MoveListRow | Tsumuji | {{QCB}} {{kick}} | Ibuki performs two spinning heel kicks in quick succession. When performed with {{MK}} or {{HK}}, she can perform a third kick by pressing {{kick}} again. The kicks can be performed while crouching by holding {{down}}.
 
{{ESMove | desc=EX Special | Ibuki performs a variant of the move with four fast kicks.}}}}
 
{{ESMove | desc=EX Special | Ibuki performs a variant of the move with four fast kicks.}}}}
 
}}
 
}}
 
{{MoveListTable | desc=Command normals |
 
{{MoveListTable | desc=Command normals |
{{MoveListRow | Personal Action<br>(''2nd Impact'' only) | {{MP}}+{{MK}} | 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<br>(''2nd Impact'' only) | {{HP}}+{{HK}} | Ibuki hops forward. If she lands on her opponent, she hops off their shoulders with her arms, which increases her attack power. She does not receive the attack power benefit if the move does not connect.}}
 
{{MoveListRow | Souken | {{down}} {{down}} {{punch}} or {{kick}} | Ibuki leaps forward with a downward punch. This is an overhead strike that can hit characters who are crouch blocking.}}
 
{{MoveListRow | Souken | {{down}} {{down}} {{punch}} or {{kick}} | Ibuki leaps forward with a downward punch. This is an overhead strike that can hit characters who are crouch blocking.}}
 +
{{MoveListRow | Rasen Chuu | {{HP}} outside of close range | Ibuki turns around with an elbow strike, which can be followed up by extending her arm into a backfist (Oiura Ken) by pressing {{HP}} again.}}
 
{{MoveListRow | You Men<br>(''2nd Impact'' only) | {{left}}+{{MP}} | Ibuki does an upward palm strike.}}
 
{{MoveListRow | You Men<br>(''2nd Impact'' only) | {{left}}+{{MP}} | Ibuki does an upward palm strike.}}
 
{{MoveListRow | 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.}}
 
{{MoveListRow | 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.}}
Line 257: Line 262:
 
}}
 
}}
 
{{MoveListTable | desc=Super Arts |
 
{{MoveListTable | desc=Super Arts |
{{MoveListRow | I. Kasumi Suzaku<br>(2-level meter in ''New Generation'',<br>3-level meter in ''2nd Impact'') | {{QCF}} {{QCF}} {{repeat|{{punch}}}} in midair | Ibuki throws multiple spinning kunai diagonally downward from the air. The angle of the throw depends on the strength of the button used. Pressing {{punch}} repeatedly throws more kunai.}}
+
{{MoveListRow | I. Kasumi Suzaku<br>(2-level meter in ''New Generation'',<br>3-level meter in ''2nd Impact'') | {{QCF}} {{QCF}} {{repeat|{{punch}}}} in midair | Ibuki throws multiple spinning kunai diagonally downward from the air. The angle of the throw depends on the strength of the button used ({{LP}} for closest to horizontal and {{HP}} for closest to vertical). Pressing {{punch}} repeatedly throws more kunai.}}
 
{{MoveListRow | II. Yoroi Doushi<br>(1-level meter) | {{QCF}} {{QCF}} {{punch}} | Ibuki steps forward and tries to grab her opponent, then blasts the opponent with an explosion of ki from her fist. This move does more damage than the Raida. If she fails to grab her opponent, she instead fires a projectile about half the width of the screen that can hit multiple times and knock over her opponent.}}
 
{{MoveListRow | II. Yoroi Doushi<br>(1-level meter) | {{QCF}} {{QCF}} {{punch}} | Ibuki steps forward and tries to grab her opponent, then blasts the opponent with an explosion of ki from her fist. This move does more damage than the Raida. If she fails to grab her opponent, she instead fires a projectile about half the width of the screen that can hit multiple times and knock over her opponent.}}
 
{{MoveListRow | III. Hashin Shou<br>(2-level meter) | {{QCF}} {{QCF}} {{punch}} | Ibuki slides forward with an elbow strike, then performs a series of kicks, ending with a high kick that knocks her opponent into the air.}}
 
{{MoveListRow | III. Hashin Shou<br>(2-level meter) | {{QCF}} {{QCF}} {{punch}} | Ibuki slides forward with an elbow strike, then performs a series of kicks, ending with a high kick that knocks her opponent into the air.}}
Line 265: Line 270:
 
| name=Hugo
 
| name=Hugo
 
| portrait={{sprite | Street Fighter III Double Impact DC, Characters.png | crop_width=180 | crop_height=224 | crop_x=900 | crop_y=224}}
 
| portrait={{sprite | Street Fighter III Double Impact DC, Characters.png | crop_width=180 | crop_height=224 | crop_x=900 | crop_y=224}}
| sprite={{sprite | Street Fighter III DC, Sprites, Hugo.png}}
+
| sprite={{sprite | Street Fighter III DC, Sprites, Hugo.gif}}
 
| info1name=Rival battle
 
| info1name=Rival battle
 
| info1=Yun
 
| info1=Yun
 
| info2name=Final battle
 
| info2name=Final battle
 
| info2=Ryu, Necro, Elena, or Gill
 
| info2=Ryu, Necro, Elena, or Gill
| desc=Hugo is a professional wrestler from Germany who seeks a strong tag team partner for an upcoming tournament. He is often accompanied by his manager, Poison. Hugo is based on Andore, an enemy character from ''[[Final Fight]]''.
+
| desc=Hugo is a professional wrestler from Germany who seeks a strong tag team partner for an upcoming tournament. He is often accompanied by his manager, Poison. Both Hugo (called Andore) and Poison originate as enemy characters from ''[[Final Fight]]''. The player can choose his final opponent.
 
{{MoveListTable | desc=Special moves |
 
{{MoveListTable | desc=Special moves |
{{MoveListRow | Giant Palm Breaker | {{QCB}} {{punch}} | Hugo claps his hands together in front of him.
+
{{MoveListRow | Giant Palm Breaker | {{QCB}} {{punch}} | Hugo claps his hands together in front of him. This move can dissipate projectiles.
 
{{ESMove | desc=EX Special | Hugo performs a variant of the move that knocks over his opponent.}}}}
 
{{ESMove | desc=EX Special | Hugo performs a variant of the move that knocks over his opponent.}}}}
{{MoveListRow | Monster Lariat | {{QCF}} {{kick}} | Hugo runs forward with a clothesline attack.
+
{{MoveListRow | Monster Lariat | {{QCF}} {{kick}} | Hugo runs forward with a clothesline attack. He runs farther when a stronger button is used.
 
{{ESMove | desc=EX Special | Hugo performs a variant of the move that is faster and does more damage.}}}}
 
{{ESMove | desc=EX Special | Hugo performs a variant of the move that is faster and does more damage.}}}}
 
{{MoveListRow | Ultra Throw | {{HCB}} {{kick}} (close) | Hugo tries to grab his opponent. If successful, he throws them, bouncing them off the side of the screen.}}
 
{{MoveListRow | Ultra Throw | {{HCB}} {{kick}} (close) | Hugo tries to grab his opponent. If successful, he throws them, bouncing them off the side of the screen.}}
 
{{MoveListRow | Moonsault Press | D-Pad in a 360° rotation, then {{punch}} (close) | Hugo tries to grab his opponent. If successful, he spins high into the air with them, moonsaulting at the top and falling on top of the opponent when they hit the ground.}}
 
{{MoveListRow | Moonsault Press | D-Pad in a 360° rotation, then {{punch}} (close) | Hugo tries to grab his opponent. If successful, he spins high into the air with them, moonsaulting at the top and falling on top of the opponent when they hit the ground.}}
{{MoveListRow | Shootdown Backbreaker | {{DPF}} {{kick}} | Hugo leaps into the air to grab an airborne opponent. If successful, he breaks their back on his shoulders, then tosses them aside.}}
+
{{MoveListRow | Shootdown Backbreaker | {{DPF}} {{kick}} | Hugo leaps forward to grab an airborne opponent. If successful, he breaks their back on his shoulders, then tosses them aside. He leaps farther when a stronger button is used.}}
 
}}
 
}}
 
{{MoveListTable | desc=Command normals |
 
{{MoveListTable | desc=Command normals |
{{MoveListRow | Personal Action | {{MP}}+{{MK}} | Hugo flexes his arm muscles, which increases the attack power for all moves except throws. Holding {{MP}}+{{MK}} does a longer taunt that also increases throw damage. Each time either move is performed, his defense power increases, up to four times.}}
+
{{MoveListRow | 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.}}
 
{{MoveListRow | Knee Attack | {{down}} {{down}} {{punch}} or {{kick}} | Hugo leaps forward with a downward knee strike. This is an overhead strike that can hit characters who are crouch blocking.}}
 
{{MoveListRow | Knee Attack | {{down}} {{down}} {{punch}} or {{kick}} | Hugo leaps forward with a downward knee strike. This is an overhead strike that can hit characters who are crouch blocking.}}
 
{{MoveListRow | Body Press | {{down}}+{{HP}} in midair | Hugo holds his arms out in a body press.}}
 
{{MoveListRow | Body Press | {{down}}+{{HP}} in midair | Hugo holds his arms out in a body press.}}
Line 295: Line 300:
 
| name=Sean
 
| name=Sean
 
| portrait={{sprite | Street Fighter III Double Impact DC, Characters.png | crop_width=180 | crop_height=224 | crop_x=360 | crop_y=0}}
 
| portrait={{sprite | Street Fighter III Double Impact DC, Characters.png | crop_width=180 | crop_height=224 | crop_x=360 | crop_y=0}}
| sprite={{sprite | Street Fighter III DC, Sprites, Sean.png}}
+
| sprite={{sprite | Street Fighter III DC, Sprites, Sean.gif}}
 
| info1name=Rival battle
 
| info1name=Rival battle
 
| info1=Yang
 
| info1=Yang
Line 302: Line 307:
 
| desc=Sean is a young Japanese-Brazilian fighter who becomes Ken's self-appointed apprentice.
 
| desc=Sean is a young Japanese-Brazilian fighter who becomes Ken's self-appointed apprentice.
 
{{MoveListTable | desc=Special moves |
 
{{MoveListTable | desc=Special moves |
{{MoveListRow | Sean Tackle | {{HCF}} {{punch}}, then {{punch}} | Sean slides forward, then tries to grab his opponent with {{punch}}. If successful, he sweeps the opponent with his arms, then pounds them with his clasped fists.
+
{{MoveListRow | Sean Tackle | {{HCF}} {{punch}}, then {{punch}} | Sean slides forward, then tries to grab his opponent with {{punch}}. If successful, he sweeps the opponent with his arms, then pounds them with his clasped fists. He slides further when a stronger button is used.
 
{{ESMove | desc=EX Special | Sean performs a variant of the move that travels faster and further.}}}}
 
{{ESMove | desc=EX Special | Sean performs a variant of the move that travels faster and further.}}}}
{{MoveListRow | Dragon Smash | {{DPF}} {{punch}} | Sean jumps into the air with a flying uppercut, then smashes his opponent back down with his fist.
+
{{MoveListRow | Dragon Smash | {{DPF}} {{punch}} | Sean jumps into the air with a flying uppercut, then smashes his opponent back down with his fist. He jumps further forward when a stronger button is used.
 
{{ESMove | desc=EX Special | Sean performs a variant of the move with faster startup.}}}}
 
{{ESMove | desc=EX Special | Sean performs a variant of the move with faster startup.}}}}
{{MoveListRow | Tornado | {{QCB}} {{kick}} | Sean leaps forward with multiple spinning kicks.
+
{{MoveListRow | Tornado | {{QCB}} {{kick}} | Sean leaps forward with multiple spinning kicks. He travels further when a stronger button is used.
 
{{ESMove | desc=EX Special | Sean performs a variant of the move that travels faster and further.}}}}
 
{{ESMove | desc=EX Special | Sean performs a variant of the move that travels faster and further.}}}}
{{MoveListRow | Ryuubi Kyaku | {{QCF}} {{kick}} | Sean tumbles forward with a rolling kick. The distance of the move depends on the strength of the button used. This is an overhead strike that can hit characters who are crouch blocking.
+
{{MoveListRow | Ryuubi Kyaku | {{QCF}} {{kick}} | Sean tumbles forward with a rolling kick. The move covers a wider arc when a stronger button is used. This is an overhead strike that can hit characters who are crouch blocking.
 
{{ESMove | desc=EX Special | Sean performs a variant of the move that hits twice and lands wherever the opponent is rather than a set distance.}}}}
 
{{ESMove | desc=EX Special | Sean performs a variant of the move that hits twice and lands wherever the opponent is rather than a set distance.}}}}
{{MoveListRow | Zenten | {{QCB}} {{punch}} | Sean curls into a ball and rolls forward. The distance of the roll depends on the strength of the button used. This move can pass under projectiles.}}
+
{{MoveListRow | Zenten | {{QCB}} {{punch}} | Sean curls into a ball and rolls forward. He rolls farther when a stronger button is used. This move can pass under projectiles.}}
 
}}
 
}}
 
{{MoveListTable | desc=Command normals |
 
{{MoveListTable | desc=Command normals |
{{MoveListRow | Personal Action<br>(''2nd Impact'' only) | {{MP}}+{{MK}} | Sean throws a basketball, which increases the stun damage inflicted by his attacks. This move can be repeated up to three times before the effect no longer increases. He can hit his opponent with the basketball.}}
+
{{MoveListRow | Personal Action<br>(''2nd Impact'' only) | {{HP}}+{{HK}} | Sean throws a basketball, which increases the stun damage inflicted by his attacks. This move can be repeated up to three times before the effect no longer increases. He can hit his opponent with the basketball.}}
 
{{MoveListRow | Straight | {{down}} {{down}} {{punch}} or {{kick}} | Sean leaps forward with a downward punch. This is an overhead strike that can hit characters who are crouch blocking.}}
 
{{MoveListRow | Straight | {{down}} {{down}} {{punch}} or {{kick}} | Sean leaps forward with a downward punch. This is an overhead strike that can hit characters who are crouch blocking.}}
 
{{MoveListRow | Sean Pachiki<br>(''2nd Impact'' only) | {{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.}}
 
{{MoveListRow | Sean Pachiki<br>(''2nd Impact'' only) | {{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.}}
Line 326: Line 331:
 
| name=Urien
 
| name=Urien
 
| portrait={{sprite | Street Fighter III Double Impact DC, Characters.png | crop_width=180 | crop_height=224 | crop_x=1080 | crop_y=0}}
 
| portrait={{sprite | Street Fighter III Double Impact DC, Characters.png | crop_width=180 | crop_height=224 | crop_x=1080 | crop_y=0}}
| sprite={{sprite | Street Fighter III DC, Sprites, Urien.png}}
+
| sprite={{sprite | Street Fighter III DC, Sprites, Urien.gif}}
 
| info1name=Rival battle
 
| info1name=Rival battle
 
| info1=Alex
 
| info1=Alex
Line 335: Line 340:
 
{{MoveListRow | Metallic Sphere | {{QCF}} {{punch}} | Urien fires a metallic sphere from his fists. The angle of the projectile depends on the strength of the button used ({{LP}} for straight ahead, {{MP}} for a 30° angle, {{HP}} for a 60° angle).
 
{{MoveListRow | Metallic Sphere | {{QCF}} {{punch}} | Urien fires a metallic sphere from his fists. The angle of the projectile depends on the strength of the button used ({{LP}} for straight ahead, {{MP}} for a 30° angle, {{HP}} for a 60° angle).
 
{{ESMove | desc=EX Special | Urien shoots two metallic spheres that wobble forward.}}}}
 
{{ESMove | desc=EX Special | Urien shoots two metallic spheres that wobble forward.}}}}
{{MoveListRow | Chariot Tackle | Hold {{left}} for 2 seconds, then {{right}}+{{kick}} | Urien rushes forward and rams his shoulder into his opponent.
+
{{MoveListRow | Chariot Tackle | Hold {{left}} for 2 seconds, then {{right}}+{{kick}} | Urien rushes forward and rams his shoulder into his opponent. He runs further when a stronger button is used.
 
{{ESMove | desc=EX Special | Urien performs a variant of the move that moves faster and hits twice..}}}}
 
{{ESMove | desc=EX Special | Urien performs a variant of the move that moves faster and hits twice..}}}}
{{MoveListRow | Violence Knee Drop | Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | Urien jumps straight up into the air, does a backflip, and dives down with his knees first. This is an overhead strike that can hit characters who are crouch blocking.
+
{{MoveListRow | Violence Knee Drop | Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | Urien jumps straight up into the air, does a backflip, and dives down with his knees first. The angle of the dive depends on the strength of the button used ({{LK}} for closest to vertical and {{HK}} for closest to horizontal). This is an overhead strike that can hit characters who are crouch blocking.
 
{{ESMove | desc=EX Special | Urien performs a variant of the move that hits twice.}}}}
 
{{ESMove | desc=EX Special | Urien performs a variant of the move that hits twice.}}}}
{{MoveListRow | Dangerous Headbutt | Hold {{down}} for 2 seconds, then {{up}}+{{punch}} | Urien hops forward with a headbutt that can hit airborne opponents.
+
{{MoveListRow | Dangerous Headbutt | Hold {{down}} for 2 seconds, then {{up}}+{{punch}} | Urien hops forward with a headbutt that can hit airborne opponents. He hops farther when a stronger button is used.
 
{{ESMove | desc=EX Special | Urien performs a variant of the move that hits twice and electrifies and knocks down the opponent.}}}}
 
{{ESMove | desc=EX Special | Urien performs a variant of the move that hits twice and electrifies and knocks down the opponent.}}}}
 
}}
 
}}
 
{{MoveListTable | desc=Command normals |
 
{{MoveListTable | desc=Command normals |
{{MoveListRow | Personal Action | {{MP}}+{{MK}} | 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.}}
+
{{MoveListRow | 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.}}
 
{{MoveListRow | Elbow Attack | {{down}} {{down}} {{punch}} or {{kick}} | Urien leaps forward with a downward elbow strike. This is an overhead strike that can hit characters who are crouch blocking.}}
 
{{MoveListRow | Elbow Attack | {{down}} {{down}} {{punch}} or {{kick}} | Urien leaps forward with a downward elbow strike. This is an overhead strike that can hit characters who are crouch blocking.}}
 
{{MoveListRow | Maul Punch | {{right}}+{{MP}} | Urien swings his fist in the air like a club.}}
 
{{MoveListRow | Maul Punch | {{right}}+{{MP}} | Urien swings his fist in the air like a club.}}
Line 357: Line 362:
 
| name=Elena
 
| name=Elena
 
| portrait={{sprite | Street Fighter III Double Impact DC, Characters.png | crop_width=180 | crop_height=224 | crop_x=720 | crop_y=0}}
 
| portrait={{sprite | Street Fighter III Double Impact DC, Characters.png | crop_width=180 | crop_height=224 | crop_x=720 | crop_y=0}}
| sprite={{sprite | Street Fighter III DC, Sprites, Elena.png}}
+
| sprite={{sprite | Street Fighter III DC, Sprites, Elena.gif}}
 
| info1name=Rival battle
 
| info1name=Rival battle
 
| info1=Ryu
 
| info1=Ryu
Line 364: Line 369:
 
| desc=Elena is an African princess from Kenya who uses the fighting style of capoeira. She seeks to make new friends. All of her attacks use her legs or feet (including punch button attacks).
 
| desc=Elena is an African princess from Kenya who uses the fighting style of capoeira. She seeks to make new friends. All of her attacks use her legs or feet (including punch button attacks).
 
{{MoveListTable | desc=Special moves |
 
{{MoveListTable | desc=Special moves |
{{MoveListRow | Rhino Horn | {{HCF}} {{kick}} | Elena spins forward with a roundhouse followed by a side kick. The distance traveled depends on the strength of the button used.
+
{{MoveListRow | Rhino Horn | {{HCF}} {{kick}} | Elena spins forward with a roundhouse followed by a side kick. She travels a longer distance when a stronger button is used.
 
{{ESMove | desc=EX Special | Elena performs a variant of the move that can hit more times.}}}}
 
{{ESMove | desc=EX Special | Elena performs a variant of the move that can hit more times.}}}}
{{MoveListRow | Mallet Smash | {{HCB}} {{punch}} | Elena cartwheels into the air, dropping one foot into her opponent. This is an overhead strike that can hit characters who are crouch blocking.
+
{{MoveListRow | Mallet Smash | {{HCB}} {{punch}} | Elena cartwheels into the air, dropping her leading foot onto her opponent. This is an overhead strike that can hit characters who are crouch blocking. The move covers a wider arc when a stronger button is used.
 
{{ESMove | desc=EX Special | Elena performs a variant of the move with faster startup and recovery.}}}}
 
{{ESMove | desc=EX Special | Elena performs a variant of the move with faster startup and recovery.}}}}
{{MoveListRow | Scratch Wheel | {{DPF}} {{kick}} | Elena jumps up with a rolling kick.
+
{{MoveListRow | Scratch Wheel | {{DPF}} {{kick}} | Elena jumps up with a rolling kick. She jumps higher when a stronger button is used.
 
{{ESMove | desc=EX Special | Elena performs a variant of the move with faster startup that can hit more times.}}}}
 
{{ESMove | desc=EX Special | Elena performs a variant of the move with faster startup that can hit more times.}}}}
{{MoveListRow | Spin Scythe<br>(''2nd Impact'' only) | {{QCB}} {{kick}} | Elena advances forward with two shoulder-height spinning kicks. It can be followed by an additional kick, using both legs, that knocks her opponent into the air by pressing {{QCB}} {{kick}} again.
+
{{MoveListRow | Spin Scythe<br>(''2nd Impact'' only) | {{QCB}} {{kick}} | Elena leans over and advances forward with two shoulder-height spinning kicks. She travels farther when a stronger button is used. It can be followed by an additional kick, using both legs, that knocks her opponent into the air by pressing {{QCB}} {{kick}} again.
 
{{ESMove | desc=EX Special | Elena performs three rapid spinning kicks, knocking her opponent into the air with the last one. This can be followed up with a final kick by pressing {{QCB}} {{kick}} again.}}}}
 
{{ESMove | desc=EX Special | Elena performs three rapid spinning kicks, knocking her opponent into the air with the last one. This can be followed up with a final kick by pressing {{QCB}} {{kick}} again.}}}}
 
}}
 
}}
 
{{MoveListTable | desc=Command normals |
 
{{MoveListTable | desc=Command normals |
{{MoveListRow | Personal Action<br>(''2nd Impact'' only) | {{MP}}+{{MK}} | Elena does a sweep kick and then a handstand, which increases the stun damage inflicted by her attacks. This move can be repeated up to three times before the effect no longer increases. She can attack opponents up to two times with this move (once with the sweep kick and again with the handstand).}}
+
{{MoveListRow | Personal Action<br>(''2nd Impact'' only) | {{HP}}+{{HK}} | Elena does a sweep kick and then a handstand, which increases the stun damage inflicted by her attacks. This move can be repeated up to three times before the effect no longer increases. She can attack opponents up to two times with this move (once with the sweep kick and again with the handstand).}}
 
{{MoveListRow | Knee Attack | {{down}} {{down}} {{punch}} or {{kick}} | Elena leaps forward with a downward knee strike. This is an overhead strike that can hit characters who are crouch blocking.}}
 
{{MoveListRow | Knee Attack | {{down}} {{down}} {{punch}} or {{kick}} | Elena leaps forward with a downward knee strike. This is an overhead strike that can hit characters who are crouch blocking.}}
 
{{MoveListRow | Handstand Kick | {{right}}+{{MP}} | Elena does a handstand and kicks forward with one leg.}}
 
{{MoveListRow | Handstand Kick | {{right}}+{{MP}} | Elena does a handstand and kicks forward with one leg.}}
Line 388: Line 393:
 
| name=Oro
 
| name=Oro
 
| portrait={{sprite | Street Fighter III Double Impact DC, Characters.png | crop_width=180 | crop_height=224 | crop_x=540 | crop_y=0}}
 
| portrait={{sprite | Street Fighter III Double Impact DC, Characters.png | crop_width=180 | crop_height=224 | crop_x=540 | crop_y=0}}
| sprite={{sprite | Street Fighter III DC, Sprites, Oro.png}}
+
| sprite={{sprite | Street Fighter III DC, Sprites, Oro.gif}}
 
| info1name=Rival battle
 
| info1name=Rival battle
 
| info1=Necro
 
| info1=Necro
Line 397: Line 402:
 
{{MoveListRow | Nichirin Shou | Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | Oro throws an energy orb with his hand. The angle of the projectile depends on the strength of the button used ({{LP}} for straight ahead, {{MP}} for 45° into the air, {{HP}} for 75° into the air).
 
{{MoveListRow | Nichirin Shou | Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | Oro throws an energy orb with his hand. The angle of the projectile depends on the strength of the button used ({{LP}} for straight ahead, {{MP}} for 45° into the air, {{HP}} for 75° into the air).
 
{{ESMove | desc=EX Special | Oro throws a slow-moving energy orb that homes in on his opponent and can hit two times.}}}}
 
{{ESMove | desc=EX Special | Oro throws a slow-moving energy orb that homes in on his opponent and can hit two times.}}}}
{{MoveListRow | Oni Yanma | Hold {{down}} for 2 seconds, then {{up}}+{{punch}} | Oro jumps into the air with a spinning elbow attack. The distance of the jump depends on the strength of the button used.
+
{{MoveListRow | Oni Yanma | Hold {{down}} for 2 seconds, then {{up}}+{{punch}} | Oro jumps into the air with a spinning elbow attack. He jumps higher and further forward when a stronger button is used.
 
{{ESMove | desc=EX Special | Oro performs a variant of the move that jumps higher and hits more times.}}}}
 
{{ESMove | desc=EX Special | Oro performs a variant of the move that jumps higher and hits more times.}}}}
 
{{MoveListRow | Niou Riki | {{HCB}} {{punch}} (close) | Oro tries to grab his opponent. If successful, he slams them back and forth on the ground three times.}}
 
{{MoveListRow | Niou Riki | {{HCB}} {{punch}} (close) | Oro tries to grab his opponent. If successful, he slams them back and forth on the ground three times.}}
{{MoveListRow | Jinchuu Watari | {{QCF}} {{kick}} | Oro jumps high into the air, then falls down with a head stomp. The distance of the move depends on the strength of the button used.
+
{{MoveListRow | Jinchuu Watari | {{QCF}} {{kick}} | Oro jumps high into the air, then falls down with a head stomp. He jumps higher and further forward when a stronger button is used.
 
{{ESMove | desc=EX Special | Oro performs a variant of the move that lands wherever the opponent is rather than a set distance.}}}}
 
{{ESMove | desc=EX Special | Oro performs a variant of the move that lands wherever the opponent is rather than a set distance.}}}}
 
{{MoveListRow | Hitobashira Nobori<br>(''2nd Impact'' only) | {{QCF}} {{repeat|{{kick}}}} in midair | Oro stomps repeatedly in midair. Pressing {{kick}} repeatedly extends the duration of the move.
 
{{MoveListRow | Hitobashira Nobori<br>(''2nd Impact'' only) | {{QCF}} {{repeat|{{kick}}}} in midair | Oro stomps repeatedly in midair. Pressing {{kick}} repeatedly extends the duration of the move.
Line 406: Line 411:
 
}}
 
}}
 
{{MoveListTable | desc=Command normals |
 
{{MoveListTable | desc=Command normals |
{{MoveListRow | Personal Action<br>(''2nd Impact'' only) | {{MP}}+{{MK}} | Oro falls asleep, which decreases his stun meter. Holding {{MP}}+{{MK}} extends the duration of the move.}}
+
{{MoveListRow | Personal Action<br>(''2nd Impact'' only) | {{HP}}+{{HK}} | Oro falls asleep, which decreases his stun meter. Holding {{HP}}+{{HK}} extends the duration of the move.}}
 
{{MoveListRow | Tobi Hiza | {{down}} {{down}} {{punch}} or {{kick}} | Oro leaps forward with a downward knee strike. This is an overhead strike that can hit characters who are crouch blocking.}}
 
{{MoveListRow | Tobi Hiza | {{down}} {{down}} {{punch}} or {{kick}} | Oro leaps forward with a downward knee strike. This is an overhead strike that can hit characters who are crouch blocking.}}
 
}}
 
}}
 
{{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.}}
+
{{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.}}
 
}}
 
}}
Line 418: Line 423:
 
| name=Yang
 
| name=Yang
 
| portrait={{sprite | Street Fighter III Double Impact DC, Characters.png | crop_width=180 | crop_height=224 | crop_x=900 | crop_y=0}}
 
| portrait={{sprite | Street Fighter III Double Impact DC, Characters.png | crop_width=180 | crop_height=224 | crop_x=900 | crop_y=0}}
| sprite={{sprite | Street Fighter III DC, Sprites, Yang.png}}
+
| sprite={{sprite | Street Fighter III DC, Sprites, Yang.gif}}
 
| info1name=Rival battle
 
| info1name=Rival battle
 
| info1=Oro
 
| info1=Oro
Line 425: Line 430:
 
| desc=Yang is a kung fu expert from Hong Kong. He and his twin brother Yun are guardians of their hometown. In ''New Generation'', the two brothers are the same character and have the same moves; Yun is selected with {{kick}}.
 
| desc=Yang is a kung fu expert from Hong Kong. He and his twin brother Yun are guardians of their hometown. In ''New Generation'', the two brothers are the same character and have the same moves; Yun is selected with {{kick}}.
 
{{MoveListTable | desc=Special moves |
 
{{MoveListTable | desc=Special moves |
{{MoveListRow | Zesshou Hohou<br>(''New Generation'' only) | {{QCF}} {{punch}} | Yang lunges forward with a straight punch.}}
+
{{MoveListRow | Zesshou Hohou<br>(''New Generation'' only) | {{QCF}} {{punch}} | Yang lunges forward with a straight punch in a leaping stride. He leaps further when a stronger button is used.}}
{{MoveListRow | Tourou Zan<br>(''2nd Impact'' only) | {{QCF}} {{punch}} | Yang steps forward with a lateral palm slash. This move can be chained into three strikes by pressing {{QCF}} {{punch}} more times.
+
{{MoveListRow | Tourou Zan<br>(''2nd Impact'' only) | {{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 | Kobokushi (''New Generation'')<br>Byakko Soushouda (''2nd Impact'') | {{QCB}} {{punch}} | Yang shoves with both open palms, knocking over his opponent on impact. This move has longer range in ''2nd Impact''.}}
 
{{MoveListRow | Kobokushi (''New Generation'')<br>Byakko Soushouda (''2nd Impact'') | {{QCB}} {{punch}} | Yang shoves with both open palms, knocking over his opponent on impact. This move has longer range in ''2nd Impact''.}}
 
{{MoveListRow | Fake Kobokushi (''New Generation'')<br>Fake Byakko Soushouda (''2nd Impact'') | {{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 Kobokushi (''New Generation'')<br>Fake Byakko Soushouda (''2nd Impact'') | {{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 | Zenpou Tenshin | {{HCB}} {{kick}} (close) | Yang flips over his opponent's shoulder, landing on the other side of his opponent.}}
+
{{MoveListRow | Zenpou Tenshin | {{HCB}} {{kick}} (close) | Yang flips over his opponent's shoulder, landing on the other side of his opponent. The opponent is very briefly stunned after doing this, so it can be followed up by a quick attack before the opponent can counterattack.}}
 
}}
 
}}
 
{{MoveListTable | desc=Command normals |
 
{{MoveListTable | desc=Command normals |
{{MoveListRow | Personal Action<br>(''2nd Impact'' only) | {{MP}}+{{MK}} | Yang runs his hand through his hair, which increases the attack power for all moves except throws.}}
+
{{MoveListRow | Personal Action<br>(''2nd Impact'' only) | {{HP}}+{{HK}} | Yang runs his hand through his hair, which increases the attack power for all moves except throws.}}
 
{{MoveListRow | Toukuu Koushu | {{down}} {{down}} {{punch}} or {{kick}} | Yang leaps forward with a downward, open-handed poke. This is an overhead strike that can hit characters who are crouch blocking.}}
 
{{MoveListRow | Toukuu Koushu | {{down}} {{down}} {{punch}} or {{kick}} | Yang leaps forward with a downward, open-handed poke. This is an overhead strike that can hit characters who are crouch blocking.}}
 
{{MoveListRow | Raigeki Shuu | {{downright}}+{{kick}} in midair | Yang falls with a stomping kick.}}
 
{{MoveListRow | Raigeki Shuu | {{downright}}+{{kick}} in midair | Yang falls with a stomping kick.}}
Line 452: Line 457:
 
| name=Dudley
 
| name=Dudley
 
| portrait={{sprite | Street Fighter III Double Impact DC, Characters.png | crop_width=180 | crop_height=224 | crop_x=180 | crop_y=224}}
 
| portrait={{sprite | Street Fighter III Double Impact DC, Characters.png | crop_width=180 | crop_height=224 | crop_x=180 | crop_y=224}}
| sprite={{sprite | Street Fighter III DC, Sprites, Dudley.png}}
+
| sprite={{sprite | Street Fighter III DC, Sprites, Dudley.gif}}
 
| info1name=Rival battle
 
| info1name=Rival battle
 
| info1=Hugo
 
| info1=Hugo
Line 459: Line 464:
 
| desc=Dudley is a gentleman British boxer who seeks to recover his late father's antique Jaguar convertible from Gill. All of his attacks use his arms or fists (including kick button attacks).
 
| desc=Dudley is a gentleman British boxer who seeks to recover his late father's antique Jaguar convertible from Gill. All of his attacks use his arms or fists (including kick button attacks).
 
{{MoveListTable | desc=Special moves |
 
{{MoveListTable | desc=Special moves |
{{MoveListRow | Jet Upper | {{DPF}} {{punch}} | Dudley jumps into the air with an uppercut.
+
{{MoveListRow | Jet Upper | {{DPF}} {{punch}} | Dudley jumps into the air with an uppercut that knocks his opponent over on impact. He jumps higher when a stronger button is used.
 
{{ESMove | desc=EX Special | Dudley performs a variant of the move that is faster and does more damage.}}}}
 
{{ESMove | desc=EX Special | Dudley performs a variant of the move that is faster and does more damage.}}}}
{{MoveListRow | Machine Gun Blow | {{HCF}} {{punch}} | Dudley dashes forward, then performs a series of speed punches. The distance of the dash depends on the strength of the button 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.
+
{{MoveListRow | Machine Gun Blow | {{HCF}} {{punch}} | Dudley dashes forward, then performs a series of speed punches. He dashes farther when a stronger button is used ({{LP}} for no dash, {{MP}} for half of the screen, and {{HP}} for the entire screen), but he always stops dashing to attack when he reaches his opponent.
 
{{ESMove | desc=EX Special | Dudley performs a variant of the move that travels further and includes additional hits, with the final uppercut knocking the opponent into the air.}}}}
 
{{ESMove | desc=EX Special | Dudley performs a variant of the move that travels further and includes additional hits, with the final uppercut knocking the opponent into the air.}}}}
{{MoveListRow | Duck | {{HCF}} {{kick}} | Dudley dashes a short distance forward while ducking his head, which can pass under high projectiles. The distance of the dash depends on the strength of the button used. This move can be followed up with {{punch}} for a straight punch or {{kick}} for an uppercut.}}
+
{{MoveListRow | Duck | {{HCF}} {{kick}} | Dudley dashes a short distance forward while ducking his head, which can pass under high projectiles. He dashes farther when a stronger button is used. This move can be followed up with {{punch}} for a straight punch (Ducking Straight) or {{kick}} for an uppercut (Ducking Upper).}}
 
{{MoveListRow | Thunderbolt<br>(''2nd Impact'' only) | {{QCB}} {{kick}} | Dudley somersaults high into the air, then twists down with a diving fist. The distance and height of the move depends on the strength of the button used.
 
{{MoveListRow | Thunderbolt<br>(''2nd Impact'' only) | {{QCB}} {{kick}} | Dudley somersaults high into the air, then twists down with a diving fist. The distance and height of the move depends on the strength of the button used.
 
{{ESMove | desc=EX Special | Dudley performs a variant of the move that hits more times and lands wherever the opponent is rather than a set distance.}}}}
 
{{ESMove | desc=EX Special | Dudley performs a variant of the move that hits more times and lands wherever the opponent is rather than a set distance.}}}}
{{MoveListRow | Cross Counter | {{HCB}} {{punch}} | Dudley drops his fists and taunts his opponent. If he is hit in this state, he takes damage but follows up with a fast, unblockable straight punch. The duration of the taunt depends on the strength of the button used ({{LP}} for longest and {{HP}} for shortest).
+
{{MoveListRow | Cross Counter | {{HCB}} {{punch}} | Dudley drops his fists and taunts his opponent. If he is hit in this state, he takes damage but follows up with a fast, unblockable straight punch. The taunt lasts for longer when a stronger button is used.
 
{{ESMove | desc=EX Special | Dudley performs a variant of the move where he takes double damage but reacts with two fast, unblockable straight punches.}}}}
 
{{ESMove | desc=EX Special | Dudley performs a variant of the move where he takes double damage but reacts with two fast, unblockable straight punches.}}}}
 
}}
 
}}
 
{{MoveListTable | desc=Command normals |
 
{{MoveListTable | desc=Command normals |
{{MoveListRow | Personal Action<br>(''2nd Impact'' only) | {{MP}}+{{MK}} | 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.}}
+
{{MoveListRow | Personal Action<br>(''2nd Impact'' only) | {{HP}}+{{HK}} | Dudley turns around and tosses a rose behind him, which increases the attack power for all moves except throws. He can hit his opponent with the rose.}}
 
{{MoveListRow | Jumping Elbow | {{down}} {{down}} {{punch}} or {{kick}} | Dudley leaps forward with a downward elbow strike. This is an overhead strike that can hit characters who are crouch blocking.}}
 
{{MoveListRow | Jumping Elbow | {{down}} {{down}} {{punch}} or {{kick}} | Dudley leaps forward with a downward elbow strike. This is an overhead strike that can hit characters who are crouch blocking.}}
 
{{MoveListRow | Slipping Jab | {{right}}+{{LP}} | Dudley throws a low jab.}}
 
{{MoveListRow | Slipping Jab | {{right}}+{{LP}} | Dudley throws a low jab.}}
Line 486: Line 491:
 
| name=Ken
 
| name=Ken
 
| portrait={{sprite | Street Fighter III Double Impact DC, Characters.png | crop_width=180 | crop_height=224 | crop_x=720 | crop_y=224}}
 
| portrait={{sprite | Street Fighter III Double Impact DC, Characters.png | crop_width=180 | crop_height=224 | crop_x=720 | crop_y=224}}
| sprite={{sprite | Street Fighter III DC, Sprites, Ken.png}}
+
| sprite={{sprite | Street Fighter III DC, Sprites, Ken.gif}}
 
| info1name=Rival battle
 
| info1name=Rival battle
 
| info1=Sean
 
| info1=Sean
Line 493: Line 498:
 
| desc=Ken is the current American martial arts champion. He seeks to test his strength against his old friend and rival Ryu once again.
 
| desc=Ken is the current American martial arts champion. He seeks to test his strength against his old friend and rival Ryu once again.
 
{{MoveListTable | desc=Special moves |
 
{{MoveListTable | desc=Special moves |
{{MoveListRow | Hadouken | {{QCF}} {{punch}} | Ken channels his ki into his hands, then thrusts it from his palms in the form of a fireball.
+
{{MoveListRow | Hadouken | {{QCF}} {{punch}} | Ken channels his ki into his hands, then thrusts it from his palms in the form of a fireball. The projectile moves faster when a stronger button is used.
 
{{ESMove | desc=EX Special | Ken performs a variant of the move that hits two times and knocks his opponent over.}}}}
 
{{ESMove | desc=EX Special | Ken performs a variant of the move that hits two times and knocks his opponent over.}}}}
{{MoveListRow | Shouryuuken | {{DPF}} {{punch}} | Ken jumps into the air with a flying uppercut. When performed with {{HP}}, Ken has a flaming fist and can hit his opponent up to three times.
+
{{MoveListRow | Shouryuuken | {{DPF}} {{punch}} | Ken jumps into the air with a flying uppercut. The move ascends higher and hits more times when a stronger button is used. When performed with {{HP}}, Ken has a flaming fist and can hit his opponent up to three times.
 
{{ESMove | desc=EX Special | Ken performs a variant of the move that hits more times.}}}}
 
{{ESMove | desc=EX Special | Ken performs a variant of the move that hits more times.}}}}
{{MoveListRow | Tatsumaki Senpuukyaku | {{QCB}} {{kick}} | Ken spins on an axis while gliding forward through the air and kicking. This move can hit multiple times since it does not knock the opponent down. This move can be performed in midair.
+
{{MoveListRow | Tatsumaki Senpuukyaku | {{QCB}} {{kick}} | Ken spins on an axis while gliding forward through the air and kicking. This move can hit multiple times since it does not knock the opponent down. The move travels further and hits more times when a stronger button is used. This move can be performed in midair.
 
{{ESMove | desc=EX Special | Ken performs a variant of the move that hits more times.}}}}
 
{{ESMove | desc=EX Special | Ken performs a variant of the move that hits more times.}}}}
 
}}
 
}}
 
{{MoveListTable | desc=Command normals |
 
{{MoveListTable | desc=Command normals |
{{MoveListRow | Personal Action<br>(''2nd Impact'' only) | {{MP}}+{{MK}} | Ken taunts his opponent to attack him, which increases the attack power for all moves except throws.}}
+
{{MoveListRow | Personal Action<br>(''2nd Impact'' only) | {{HP}}+{{HK}} | Ken taunts his opponent to attack him, which increases the attack power for all moves except throws.}}
 
{{MoveListRow | Straight | {{down}} {{down}} {{punch}} or {{kick}} | Ken leaps forward with a downward punch. This is an overhead strike that can hit characters who are crouch blocking.}}
 
{{MoveListRow | Straight | {{down}} {{down}} {{punch}} or {{kick}} | Ken leaps forward with a downward punch. This is an overhead strike that can hit characters who are crouch blocking.}}
 
{{MoveListRow | Inazuma Kakato Wari | {{right}}+{{MK}} or<br>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.}}
 
{{MoveListRow | Inazuma Kakato Wari | {{right}}+{{MK}} or<br>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.}}
Line 518: Line 523:
 
| name=Gill
 
| name=Gill
 
| portrait={{sprite | Street Fighter III Double Impact DC, Characters.png | crop_width=180 | crop_height=224 | crop_x=1080 | crop_y=224}}
 
| portrait={{sprite | Street Fighter III Double Impact DC, Characters.png | crop_width=180 | crop_height=224 | crop_x=1080 | crop_y=224}}
| sprite={{sprite | Street Fighter III DC, Sprites, Gill.png}}
+
| sprite={{sprite | Street Fighter III DC, Sprites, Gill Original.gif}}
 
| info1name=Rival battle
 
| info1name=Rival battle
 
| info1=Alex
 
| info1=Alex
 
| info2name=Final battle
 
| info2name=Final battle
 
| info2=Urien
 
| info2=Urien
| desc=The leader of a clandestine organization called the Illuminati that seeks to turn the Earth into a utopia. He can manipulate fire and ice. He is the final opponent for all the characters in ''New Generation'' and for most of the characters in ''2nd Impact''.
+
| desc=Gill is the leader of a clandestine organization called the Illuminati that seeks to turn the Earth into a utopia. He can manipulate fire and ice. He is the final opponent for all the characters in ''New Generation'' and for most of the characters in ''2nd Impact''.
 
{{MoveListTable | desc=Special moves |
 
{{MoveListTable | desc=Special moves |
 
{{MoveListRow | Pyrokinesis | {{QCF}} {{punch}} 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).}}
 
{{MoveListRow | Pyrokinesis | {{QCF}} {{punch}} 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).}}
Line 529: Line 534:
 
{{MoveListRow | Pyro Cyber Lariat | {{DPF}} {{punch}} when facing right | Gill charges forward with a lariat, knocking his opponent over with a flaming fist.}}
 
{{MoveListRow | Pyro Cyber Lariat | {{DPF}} {{punch}} when facing right | Gill charges forward with a lariat, knocking his opponent over with a flaming fist.}}
 
{{MoveListRow | Cryo Cyber Lariat | {{DPF}} {{punch}} when facing left | Gill charges forward with a lariat, knocking his opponent over with a frozen fist.}}
 
{{MoveListRow | Cryo Cyber Lariat | {{DPF}} {{punch}} when facing left | Gill charges forward with a lariat, knocking his opponent over with a frozen fist.}}
{{MoveListRow | Moonsault Knee Drop | {{HCB}} {{kick}} | Gill jumps straight up into the air, does a backflip, and dives down with his knees first. This is an overhead strike that can hit characters who are crouch blocking.}}
+
{{MoveListRow | Moonsault Knee Drop | {{HCB}} {{kick}} | Gill jumps straight up into the air, does a backflip, and dives down with his knees first. He always drops down to the location of the opponent. This is an overhead strike that can hit characters who are crouch blocking.}}
 
{{MoveListRow | Psycho Headbutt | {{QCB}} {{punch}} | Gill hops forward with a headbutt that can hit airborne opponents.}}
 
{{MoveListRow | Psycho Headbutt | {{QCB}} {{punch}} | Gill hops forward with a headbutt that can hit airborne opponents.}}
 
}}
 
}}
 
{{MoveListTable | desc=Command normals |
 
{{MoveListTable | desc=Command normals |
{{MoveListRow | Personal Action | {{MP}}+{{MK}} | Gill laughs, which increases his attack power.}}
+
{{MoveListRow | Personal Action | {{HP}}+{{HK}} | Gill laughs, which increases his attack power.}}
 
{{MoveListRow | Elbow Attack | {{down}} {{down}} {{punch}} or {{kick}} | Gill leaps forward with a downward elbow strike. This is an overhead strike that can hit characters who are crouch blocking.}}
 
{{MoveListRow | Elbow Attack | {{down}} {{down}} {{punch}} or {{kick}} | Gill leaps forward with a downward elbow strike. This is an overhead strike that can hit characters who are crouch blocking.}}
 
{{MoveListRow | Palm Upper | {{left}}+{{MP}} | Gill does a standing uppercut.}}
 
{{MoveListRow | Palm Upper | {{left}}+{{MP}} | Gill does a standing uppercut.}}
Line 551: Line 556:
 
| name=Akuma (Gouki)
 
| name=Akuma (Gouki)
 
| portrait={{sprite | Street Fighter III Double Impact DC, Characters.png | crop_width=212 | crop_height=224 | crop_x=1260 | crop_y=224}}
 
| portrait={{sprite | Street Fighter III Double Impact DC, Characters.png | crop_width=212 | crop_height=224 | crop_x=1260 | crop_y=224}}
| sprite={{sprite | Street Fighter III DC, Sprites, Akuma.png}}
+
| sprite={{sprite | Street Fighter III DC, Sprites, Akuma.gif}}
 
| info1name=Rival battle
 
| info1name=Rival battle
 
| info1=Sean
 
| info1=Sean
Line 558: Line 563:
 
| desc=Akuma is an emotionless and powerful warrior who is obsessed with obtaining power and battling stronger foes. Akuma and Shin Akuma can be fought in the single-player game if certain conditions or met, and they are also playable.
 
| desc=Akuma is an emotionless and powerful warrior who is obsessed with obtaining power and battling stronger foes. Akuma and Shin Akuma can be fought in the single-player game if certain conditions or met, and they are also playable.
 
{{MoveListTable | desc=Special moves |
 
{{MoveListTable | desc=Special moves |
{{MoveListRow | Gou Hadouken | {{QCF}} {{punch}} | Akuma channels his ki into his hands, then thrusts it from his palms in the form of a fireball.}}
+
{{MoveListRow | Gou Hadouken | {{QCF}} {{punch}} | Akuma channels his ki into his hands, then thrusts it from his palms in the form of a fireball. The projectile moves faster when a stronger button is used.}}
{{MoveListRow | Zankuu Hadouken | {{QCF}} {{punch}} | Akuma shoots a single-handed Hadouken at a diagonal angle downward in midair.}}
+
{{MoveListRow | Zankuu Hadouken | {{QCF}} {{punch}} | Akuma shoots a single-handed Hadouken at a diagonal angle downward in midair. The projectile moves faster when a stronger button is used.}}
{{MoveListRow | Shakunetsu Hadouken | {{HCB}} {{punch}} | Akuma shoots a flaming variant of the Hadouken, which hits multiple times and knocks opponents down on impact.}}
+
{{MoveListRow | Shakunetsu Hadouken | {{HCB}} {{punch}} | Akuma shoots a flaming variant of the Hadouken, which hits multiple times and knocks opponents down on impact. The projectile hits more times but has slower startup when a stronger button is used.}}
{{MoveListRow | Gou Shouryuuken | {{DPF}} {{punch}} | Akuma jumps into the air with a flying uppercut, which knocks his opponent over on impact.}}
+
{{MoveListRow | Gou Shouryuuken | {{DPF}} {{punch}} | Akuma jumps into the air with a flying uppercut, which knocks his opponent over on impact. The move ascends higher and hits more times when a stronger button is used.}}
{{MoveListRow | Tatsumaki Zankuukyaku | {{QCB}} {{kick}} | Akuma spins on an axis while gliding forward through the air and kicking. This move juggles his opponent into the air, hitting multiple times before the opponent hits the ground.}}
+
{{MoveListRow | Tatsumaki Zankuukyaku | {{QCB}} {{kick}} | Akuma spins on an axis while gliding forward through the air and kicking. This move juggles his opponent into the air, hitting multiple times before the opponent hits the ground. The move travels further and hits more times when a stronger button is used.}}
 
{{MoveListRow | Zenten | {{HCF}} {{kick}} | Akuma curls into a ball and rolls forward. The distance of the roll depends on the strength of the button used. This move can pass under projectiles.}}
 
{{MoveListRow | Zenten | {{HCF}} {{kick}} | Akuma curls into a ball and rolls forward. The distance of the roll depends on the strength of the button used. This move can pass under projectiles.}}
{{MoveListRow | Ashura Senkuu Forward | {{DPF}} + all three {{punch}} or {{kick}} simultaneously | Akuma glides forward. He is invulnerable in this state. He moves across the entire screen with {{punch}} or half the screen with {{kick}}.}}
+
{{MoveListRow | Ashura Senkuu Forward | {{DPF}} + two {{punch}} or {{kick}} simultaneously | Akuma glides forward. He is invulnerable in this state. He moves across the entire screen with {{punch}} or half the screen with {{kick}}.}}
{{MoveListRow | Ashura Senkuu Backward | {{RDP}} + all three {{punch}} or {{kick}} simultaneously | Akuma glides backward. He is invulnerable in this state. He moves across the entire screen with {{punch}} or half the screen with {{kick}}.}}
+
{{MoveListRow | Ashura Senkuu Backward | {{RDP}} + two {{punch}} or {{kick}} simultaneously | Akuma glides backward. He is invulnerable in this state. He moves across the entire screen with {{punch}} or half the screen with {{kick}}.}}
 
}}
 
}}
 
{{MoveListTable | desc=Command normals |
 
{{MoveListTable | desc=Command normals |
{{MoveListRow | Personal Action<br>(''2nd Impact'' only) | {{MP}}+{{MK}} | 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.}}
+
{{MoveListRow | Personal Action<br>(''2nd Impact'' only) | {{HP}}+{{HK}} | Akuma adopts a more aggressive stance, which increases the attack power for all moves except throws and increases the stun damage inflicted by his attacks. The Shun Goku Satsu is not affected by this.}}
 
{{MoveListRow | Straight | {{down}} {{down}} {{punch}} or {{kick}} | Akuma leaps forward with a downward punch. This is an overhead strike that can hit characters who are crouch blocking.}}
 
{{MoveListRow | Straight | {{down}} {{down}} {{punch}} or {{kick}} | Akuma leaps forward with a downward punch. This is an overhead strike that can hit characters who are crouch blocking.}}
 
{{MoveListRow | Zugai Hasatsu | {{right}}+{{MP}} | Akuma performs an open-handed chop, potentially hitting twice. This is an overhead strike that can hit characters who are crouch blocking.}}
 
{{MoveListRow | Zugai Hasatsu | {{right}}+{{MP}} | Akuma performs an open-handed chop, potentially hitting twice. This is an overhead strike that can hit characters who are crouch blocking.}}
{{MoveListRow | Tenma Kuujin Kyaku | {{down}}+{{MK}} before the apex of the jump while flipping forward in the air | Akuma dive kicks diagonally downward.}}
+
{{MoveListRow | Tenma Kuujin Kyaku | {{down}}+{{MK}} before the apex of the jump while flipping forward in the air | Akuma dive kicks diagonally downward. This is an overhead strike that can hit characters who are crouch blocking.}}
 
}}
 
}}
 
{{MoveListTable | desc=Super Arts |
 
{{MoveListTable | desc=Super Arts |
Line 587: Line 592:
 
====''Street Fighter III: New Generation''====
 
====''Street Fighter III: New Generation''====
 
{{gallery|widths=200|screens=yes|
 
{{gallery|widths=200|screens=yes|
{{ginfo|Street Fighter III New Generation DC, Stages, Ryu.png|Tokyo (Ryu)|Ryu's stage for the second round. The second round takes place in Ken's stage.}}
+
{{ginfo|Street Fighter III New Generation DC, Stages, Ryu.png|Tokyo (Ryu)|Ryu's stage for the first round. The second round takes place in Ken's stage.}}
 
{{ginfo|Street Fighter III New Generation DC, Stages, Alex.png|New York (Alex)|Alex's stage.}}
 
{{ginfo|Street Fighter III New Generation DC, Stages, Alex.png|New York (Alex)|Alex's stage.}}
 
{{ginfo|Street Fighter III New Generation DC, Stages, Yun.png|Hong Kong (Yun)|Yun's stage for the first round. The second round takes place in Yang's stage.}}
 
{{ginfo|Street Fighter III New Generation DC, Stages, Yun.png|Hong Kong (Yun)|Yun's stage for the first round. The second round takes place in Yang's stage.}}
Line 654: Line 659:
 
*'''CP-SystemⅢ Programmer:''' Yoji "X68k" Mikami
 
*'''CP-SystemⅢ Programmer:''' Yoji "X68k" Mikami
 
*'''Planner:''' Yasuhiro Seto, Numach the Nikolist, S.Obata AE-86 Trueno, Malachie du Marais, Neo_G -H.Ishizawa-
 
*'''Planner:''' Yasuhiro Seto, Numach the Nikolist, S.Obata AE-86 Trueno, Malachie du Marais, Neo_G -H.Ishizawa-
*'''Voice Actor:''' Yuri Amano, [[Wataru Takagi]], Isshin Chiba, Kan Tokumaru, Koji Tobe, Kahoru Fujino, Bruce Robertson, Michael Sommers
+
*'''Voice Actor:''' [[Yuri Amano]], [[Wataru Takagi]], [[Isshin Chiba]], [[Kan Tokumaru]], Koji Tobe, [[Kaoru Fujino|Kahoru Fujino]], Bruce Robertson, Michael Sommers
 
*'''Special Thanks:''' Takuya Shiraiwa, Naoki Fukushima, Sayuri Shintani, Shoei, Sakomizu, Rita Rokos
 
*'''Special Thanks:''' Takuya Shiraiwa, Naoki Fukushima, Sayuri Shintani, Shoei, Sakomizu, Rita Rokos
 
*'''Translator:''' Matt Taylor, Erik Suzuki, Jesus Rodriguez Bueno, Harumi Yamashita
 
*'''Translator:''' Matt Taylor, Erik Suzuki, Jesus Rodriguez Bueno, Harumi Yamashita
Line 679: Line 684:
 
*'''Music Arrangement:''' Hideki Okugawa
 
*'''Music Arrangement:''' Hideki Okugawa
 
*'''Planning:''' Yasuhiro Seto, Neo.G - H.Ishizawa -, Numach
 
*'''Planning:''' Yasuhiro Seto, Neo.G - H.Ishizawa -, Numach
*'''Voice Actor:''' Yuji Ueda, [[Wataru Takagi]], Tomomichi Nishimura, Kahoru Fujino, Yuri Amano, Isshin Chiba, Kan Tokumaru, Koji Tobe, Bruce Robertson, Michael Sommers
+
*'''Voice Actor:''' [[Yuji Ueda]], [[Wataru Takagi]], [[Tomomichi Nishimura]], [[Kaoru Fujino|Kahoru Fujino]], [[Yuri Amano]], [[Isshin Chiba]], [[Kan Tokumaru]], Koji Tobe, Bruce Robertson, Michael Sommers
 
*'''Message Translator:''' Erik Suzuki, Dan Okada, [[Chris Tang]], [[Yumiko Nishi]], Karka Oshiro de Freitas
 
*'''Message Translator:''' Erik Suzuki, Dan Okada, [[Chris Tang]], [[Yumiko Nishi]], Karka Oshiro de Freitas
 
*'''Special Thanks:''' Tsuyoshi, Mayano, Tomo, Blbon, Takafumi Sagata, M.Aoki, N.Akei, H.Nakamura, H.Ojima, Yoji "X68k" Mikami, Takuya Shiraiwa, Rita Rokos, Ryoji, Hard・Yas -Follow-
 
*'''Special Thanks:''' Tsuyoshi, Mayano, Tomo, Blbon, Takafumi Sagata, M.Aoki, N.Akei, H.Nakamura, H.Ojima, Yoji "X68k" Mikami, Takuya Shiraiwa, Rita Rokos, Ryoji, Hard・Yas -Follow-
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| spinecard=StreetFighterIIIWImpact DC JP Spinecard.jpg
 
| spinecard=StreetFighterIIIWImpact DC JP Spinecard.jpg
 
| manual=SF3DI DC JP Manual.pdf
 
| manual=SF3DI DC JP Manual.pdf
 +
| item1=SF3DI DC JP DreamPointBankCard.pdf
 +
| item1name=[[Dream Point Bank]] Card
 +
| item2=SF3DI DC JP RegCard.pdf
 +
| item2name=Registration Card
 +
| item3=SF3DI DC JP ASCIIPadFT+CapcomCatalogLeaflet.pdf.pdf
 +
| item3name=Promotional Pamphlet
 
}}{{Scanbox
 
}}{{Scanbox
 
| console=Dreamcast
 
| console=Dreamcast
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| square=yes
 
| square=yes
 
| disc=SF3DI DC EU Disc.jpg
 
| disc=SF3DI DC EU Disc.jpg
 +
| manual=StreetFighter3DoubleImpact-DC-EU-Manual.pdf
 
}}{{Scanbox
 
}}{{Scanbox
 
| console=Dreamcast
 
| console=Dreamcast
Line 755: Line 767:
 
==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=2000-01-13|source=GD-R|comments=|quality=|prototype=yes}}
 
}}
 
  
 
==External links==
 
==External links==

Latest revision as of 00:03, 12 November 2024

n/a

  • NTSC-U
  • NTSC-J

StreetFighter3DI title.png

StreetFighterIIIWImpact DC JP Title.png

Street Fighter III: Double Impact
System(s): Sega Dreamcast
Publisher: Capcom (Japan, US), Virgin Interactive (Europe)
Developer:
Distributor: Halifax (IT)
Original system(s): Capcom CPS-3
Game total: 2
Peripherals supported: Dreamcast Arcade Stick, Jump Pack, 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
¥6,800 (7,140)6,800e[2] T-1211M
Sega Rating: All Ages
Sega Dreamcast
US
$49.9949.99[5] T-1210N
ESRB: Teen
Sega Dreamcast
EU
T-7006D-50
ELSPA: 11+ OK
Sega Dreamcast
EU
(White Label)
Sega Dreamcast
DE
DM 8989[10] T-7006D-50
USK: 12
Sega Dreamcast
ES
T-7006D-50
ELSPA: 11+ OK
Sega Dreamcast
FR
T-7006D-50
SELL: 12+
Sega Dreamcast
UK
£39.9939.99[7][8] T-7006D-50
ELSPA: 11+ OK
Sega Dreamcast
AU
$89.9589.95[14]

Street Fighter III: Double Impact, known as Street Fighter III: W Impact (ストリートファイターIII Wインパクト) in Japan, is a competitive fighting game compilation produced by Capcom, released exclusively for the Sega Dreamcast in Japan in 1999 and worldwide in 2000.

It collects the first two versions of Street Fighter III, the long-awaited numbered sequel to Street Fighter II, originally released in arcades for Capcom's CPS-3 arcade board in 1997. Because of the advanced capabilities of the CPS-3, neither game could be ported to consoles until the Dreamcast was released over two years later.

Games included

  • Street Fighter III: New Generation
  • Street Fighter III 2nd Impact: Giant Attack

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 New Generation DC, Gameplay.png

New Generation

Street Fighter III Second Impact DC, Gameplay.png

2nd Impact

Street Fighter III Second Impact DC, Judgment Girls.png

Judgment Girls

Like the Street Fighter II and Street Fighter Alpha series that preceded it, Street Fighter III is a 2D fighting game. Two fighters must employ a variety of attacks and special moves to try to knock each other out in matches played to the best of three rounds. Character sprites are more detailed and have more fluid animation than in previous entries. Gameplay incorporates some features from previous Street Fighter games, as well as Capcom's Darkstalkers series and Marvel-based fighting games such as X-Men: Children of the Atom. New Generation introduced parrying (called "blocking" in the Japanese version), which can be used to deflect incoming attacks without receiving damage; leap attacks, which are small jumping attacks used against crouching opponents; and Super Arts, which are powerful special moves similar to the Super Combos of previous games. 2nd Impact added new characters, new moves for existing characters, Personal Actions, and EX Specials, while refining existing mechanics.

Characters move with 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. In 2nd Impact, 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 holding Left or Right when next to an opponent and pressing a medium or hard punch or kick button. Different characters have different throws available to them, and some characters can throw in midair. Throws cannot be blocked, but characters can recover more quickly after being knocked down (from a throw or other attack) by pressing Down upon landing on the ground. In 2nd Impact, characters can also recover from throws in the air by performing the same inputs as a throw, as in Super Street Fighter II Turbo.

Guarding is done by holding the D-Pad away from the opponent, which negates incoming damage. Special moves and Super Arts still do a small amount of tick damage when guarded. Characters can guard while standing or crouching, but not while jumping (unlike the Street Fighter Alpha games). Some attacks can only be guarded while crouching (such as sweeps) or while standing (such as jumping attacks and overhead strikes). Every character has a leap attack, performed with Down Down and any attack button, which can hit characters who are guarding while crouched. Characters have visible stun meters under their vitality meters that fill as they take repeated attacks (and empty as they avoid attacks). If the meter fills, the character becomes stunned and vulnerable to attack for a moment. Players can recover from stuns and escape grabs more quickly by rapidly pressing back and forth on the D-Pad along with the attack buttons.

Characters can parry incoming attacks by pressing the D-Pad toward the opponent to parry a standing or a jumping attack or pressing Down to parry a low or crouching attack. If executed at the exact moment that the attack is about to hit the character, the character flashes blue and averts the incoming attack; however, if the timing is wrong, the character is instead hit by the attack. Since performing a parry requires foregoing the option to guard because of the mutually exclusive controls, it is considered a high risk maneuver. The parrying character recovers much more quickly than attacking character, creating an opening for a counterattack. Parrying can be used against normal and special moves as well as some Super Arts, but not against throws or grabs. In 2nd Impact, characters can parry in midair; pressing the D-Pad forward causes the character to fall back and away from the opponent, while pressing Down causes the character to fall downward and close to the opponent.

As in previous games, characters have a Super meter that fills as they perform normal moves (except for light attacks), special moves (including Personal Actions), and parries. Attacks that are parried by the opponent do not build the meter. After selecting a character, the player can choose from one of three "Super Arts," which are super moves that can be performed once the Super meter is full. Only one Super Art can be chosen at a time, and the choice is permanent until the game ends. The length of the Super meter as well as the number of levels varies depending on the Super Art chosen, but every Super Art only costs one level of meter to perform (and there is only one level of strength for each Super Art, regardless of the strength of the button used to execute it). Generally, more powerful Super Arts require filling a longer meter while less powerful Super Arts have a shorter meter and allow the player to store multiple levels so that the move can be performed more. Normal and special moves can be canceled into Super Arts for combination attacks. Super meter power is carried over between rounds but not between matches.

In 2nd Impact, characters can also perform slightly more powerful versions of their special moves called EX Specials, which are similar to the ES moves introduced in Darkstalkers. These moves are performed by inputting the command for the special move and pressing two attack buttons of the same type (such as two punch buttons) instead of one. Using an EX Special costs a portion of the Super meter, depending on the move performed.

If a match goes three rounds without a victor (because of a draw or a double knockout), rather than continuing to a fourth round, three "Judgment Girls," female judges with different designs, walk out and decide the winner (based on unknown criteria).

Modes

Street Fighter III 2nd Impact DC, Parrying Practice.png

Bonus stage

Both games contain the same modes:

  • Arcade: A single-player mode where the player faces a series of challengers in best of three matches before facing a final boss. A second player can challenge the first by pressing  START , with the victor of the match continuing the game. There are eight difficulty levels for computer-controlled opponents. The game ends if the player loses a match but can be continued an unlimited number of times. In New Generation, the player faces six opponents, then Gill. In 2nd Impact, the player faces eight opponents, with the last opponent varying depending on the selected character; it is usually Gill, but Gill is fought as the second-to-last opponent when it is someone else. The player can also face a rival character or Akuma if certain requirements are met. There is a bonus stage that is played after the third battle where Sean throws basketballs that the player must parry.
  • Versus: A two-player mode where each player chooses a character, their Super Arts, and a handicap and can pick any stage. Players can choose a different Super Art for each round.
  • Training: A practice mode where the player chooses a character and a Super Art for both fighters. The player can set the opponent to stand, crouch, jump, or fight and also toggle guarding and enable infinite Super meter.
  • Parrying Attack: This mode is exclusive to 2nd Impact. It allows the player to play the bonus stage from the Arcade Mode to practice parrying.

Characters

Note: Move lists assume that the character is facing right. When facing left, 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

In New Generation, Ryu and Ken are the only characters to return from previous entries. In 2nd Impact, Akuma returns as well, as a hidden character.

Hugo and Urien were added in 2nd Impact. Yun and Yang are the same character in New Generation (P selects Yun and K selects Yang), but they were split into separate characters for 2nd Impact, with differentiated movesets.

EX Specials and Personal Actions are only present in 2nd Impact. Rival battles and final battles also only apply to 2nd Impact (as New Generation lacks rival battles and always ends with Gill).

Street Fighter III Double Impact DC, Characters.png
Street Fighter III DC, Sprites, Ryu.gif
Rival battle:
Sean
Final battle:
Ken



Ryu
Ryu seeks to find worthy opponents and better his skills.
Move list (Special moves)
Name Command Description
Hadouken 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
(2nd Impact only)
 HP + HK  Ryu adopts a more aggressive stance, which increases the rate at which his stun meter recovers. This move can be repeated up to three times before the effect no longer increases.
Straight Down Down P or K Ryu leaps forward with a downward punch. This is an overhead strike that can hit characters who are crouch blocking.
Sakotsu Wari 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.
Move list (Super Arts)
Name Command Description
I. Shinkuu Hadouken
(1-level meter in New Generation,
2-level meter in 2nd Impact)
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 Double Impact DC, Characters.png
Street Fighter III DC, Sprites, Alex.gif
Rival battle:
Ken
Final battle:
Gill



Alex
Alex is a grappler who wants to avenge the defeat of his friend Tom at the hands of Gill. He is the protagonist of the Street Fighter III series and prominently featured in promotional art.
Move list (Special moves)
Name Command Description
Flash Chop 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
(2nd Impact only)
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 and hits twice.
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.
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
(2nd Impact only)
 HP + HK  Alex swings his arm around, which increases his attack power. Holding  HP + HK  for longer increases his attack power more, up to a certain limit.
Hand Stamp Down Down P or K Alex leaps forward with a downward palm strike. This is an overhead strike that can hit characters who are crouch blocking.
Hand Chop Right+ MP  Alex strikes downward with an open-handed chop. This is an overhead strike that can hit characters who are crouch blocking.
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 Double Impact DC, Characters.png
Street Fighter III DC, Sprites, Yun.gif
Rival battle:
Urien
Final battle:
Yang



Yun
Yun is a kung fu expert from Hong Kong. He and his twin brother Yang are guardians of their hometown. In New Generation, the two brothers are the same character and have the same moves; Yun is selected with P.
Move list (Special moves)
Name Command Description
Zesshou Hohou 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).
Senkyuutai Down Down-right Right K Yun rolls along the ground, then he flies into the air with an upward kick. He rolls farther when a stronger button is used ( LK  for no roll,  MK  for half of the screen, and  HK  for the entire screen), but he always stops rolling to kick when he reaches his opponent. This move can pass under projectiles.
EX Special: Yun performs a variant of the move that travels faster and further and does more damage.
Kobokushi 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.
Tetsuzan Kou
(2nd Impact only)
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.
Move list (Command normals)
Name Command Description
Personal Action
(2nd Impact only)
 HP + HK  Yun spins his hat on his finger, which increases the attack power of his special moves. Holding  HP + HK  increases the attack power for all of his moves, including throws. He can hit opponents with his hat.
Gekihou Sui Down Down P or K Yun leaps forward with a downward punch. This is an overhead strike that can hit characters who are crouch blocking.
Raigeki Shuu 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. Tenshin Senkyuutai
(2-level meter)
(New Generation only)
Down Down-right Right Down Down-right Right K Yun rolls along the ground until he reaches his opponent, then he flies into the air with an upward kick and follows up with additional kicks in midair. This move can pass under projectiles.
I. Youhou
(1-level meter)
(2nd Impact only)
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.
Street Fighter III Double Impact DC, Characters.png
Street Fighter III DC, Sprites, Necro.gif
Rival battle:
Ibuki
Final battle:
Gill



Necro
Necro is a Russian man who was kidnapped and experimented on by Gill's organization.
Move list (Special moves)
Name Command Description
Flying Viper 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
(2nd Impact only)
 HP + HK  Necro stretches his mouth open and flails his tongue out, which increases the attack power for all moves except throws. Holding  HP + HK  extends the duration of the move, and he can hit opponents with his tongue.
Finger Attack Down Down P or K Necro leaps forward with a downward, open-handed poke. This is an overhead strike that can hit characters who are crouch blocking.
Drill Kick Down+ MK  or  HK  in midair (New Generation)
Down+K (2nd Impact)
Necro dives downward with a kick while spinning on an axis. In New Generation, he always falls at a 45° angle. In 2nd Impact, the angle of the dive depends on the strength of the button used ( LK  for closest to horizontal and  HK  for closest to vertical).
Elbow Left+ LP  or  MP  Necro performs an elbow strike.
Necro Upper Down-left+ HP  Necro stretches his arm into a long uppercut that knocks his opponent over on impact.
Knee Dagger
(2nd Impact only)
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
(2-level meter in New Generation,
1-level meter in 2nd Impact)
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 Double Impact DC, Characters.png
Street Fighter III DC, Sprites, Ibuki.gif
Rival battle:
Elena
Final battle:
Gill



Ibuki
Ibuki is an aspiring ninja who was sent to retrieve the "G File" from Gill's organization, which documents all of their plans. She is always accompanied by her pet tanuki Don-chan.
Move list (Special moves)
Name Command Description
Kunai 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 K Ibuki slides along the ground. If she comes in contact with her opponent, she jumps onto their shoulders and twists their head, knocking the opponent down. She slides farther when a stronger button is used, but she always stops sliding to attack when she reaches her opponent. This move can pass under projectiles.
EX Special: Ibuki performs a variant of the move that where she slides faster and twists her opponent's neck three times.
Kazekiri 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.
Move list (Command normals)
Name Command Description
Personal Action
(2nd Impact only)
 HP + HK  Ibuki hops forward. If she lands on her opponent, she hops off their shoulders with her arms, which increases her attack power. She does not receive the attack power benefit if the move does not connect.
Souken Down Down P or K Ibuki leaps forward with a downward punch. This is an overhead strike that can hit characters who are crouch blocking.
Rasen Chuu  HP  outside of close range Ibuki turns around with an elbow strike, which can be followed up by extending her arm into a backfist (Oiura Ken) by pressing  HP  again.
You Men
(2nd Impact only)
Left+ MP  Ibuki does an upward palm strike.
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.
Bonshou Geri Right+ HK  Ibuki jumps into the air with a split-leg kick.
Move list (Super Arts)
Name Command Description
I. Kasumi Suzaku
(2-level meter in New Generation,
3-level meter in 2nd Impact)
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. Hashin Shou
(2-level meter)
Down Down-right Right Down Down-right Right P Ibuki slides forward with an elbow strike, then performs a series of kicks, ending with a high kick that knocks her opponent into the air.
Street Fighter III Double Impact DC, Characters.png
Street Fighter III DC, Sprites, Hugo.gif
Rival battle:
Yun
Final battle:
Ryu, Necro, Elena, or Gill



Hugo
Hugo is a professional wrestler from Germany who seeks a strong tag team partner for an upcoming tournament. He is often accompanied by his manager, Poison. Both Hugo (called Andore) and Poison originate as enemy characters from Final Fight. The player can choose his final opponent.
Move list (Special moves)
Name Command Description
Giant Palm Breaker 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.
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 Down Down P or K Hugo leaps forward with a downward knee strike. This is an overhead strike that can hit characters who are crouch blocking.
Body Press 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 Double Impact DC, Characters.png
Street Fighter III DC, Sprites, Sean.gif
Rival battle:
Yang
Final battle:
Ken



Sean
Sean is a young Japanese-Brazilian fighter who becomes Ken's self-appointed apprentice.
Move list (Special moves)
Name Command Description
Sean Tackle 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 flying uppercut, then smashes his opponent back down with his fist. He jumps further forward when a stronger button is used.
EX Special: Sean performs a variant of the move with faster startup.
Tornado 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
(2nd Impact only)
 HP + HK  Sean throws a basketball, which increases the stun damage inflicted by his attacks. This move can be repeated up to three times before the effect no longer increases. He can hit his opponent with the basketball.
Straight Down Down P or K Sean leaps forward with a downward punch. This is an overhead strike that can hit characters who are crouch blocking.
Sean Pachiki
(2nd Impact only)
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.
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 Double Impact DC, Characters.png
Street Fighter III DC, Sprites, Urien.gif
Rival battle:
Alex
Final battle:
Gill



Urien
Urien is Gill's younger brother, who seeks to usurp his brother's leadership. He can manipulate electricity and metal.
Move list (Special moves)
Name Command Description
Metallic Sphere 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 Down Down P or K Urien leaps forward with a downward elbow strike. This is an overhead strike that can hit characters who are crouch blocking.
Maul Punch Right+ MP  Urien swings his fist in the air like a club.
Step 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 Double Impact DC, Characters.png
Street Fighter III DC, Sprites, Elena.gif
Rival battle:
Ryu
Final battle:
Gill



Elena
Elena is an African princess from Kenya who uses the fighting style of capoeira. She seeks to make new friends. All of her attacks use her legs or feet (including punch button attacks).
Move list (Special moves)
Name Command Description
Rhino Horn 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.
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.
Spin Scythe
(2nd Impact only)
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.
Move list (Command normals)
Name Command Description
Personal Action
(2nd Impact only)
 HP + HK  Elena does a sweep kick and then a handstand, which increases the stun damage inflicted by her attacks. This move can be repeated up to three times before the effect no longer increases. She can attack opponents up to two times with this move (once with the sweep kick and again with the handstand).
Knee Attack Down Down P or K Elena leaps forward with a downward knee strike. This is an overhead strike that can hit characters who are crouch blocking.
Handstand Kick Right+ MP  Elena does a handstand and kicks forward with one leg.
Slide Down-right+ HK  Elena does a sliding sweep.
Move list (Super Arts)
Name Command Description
I. Spinning Beat
(2-level meter in New Generation,
3-level meter in 2nd Impact)
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
(1-level meter in New Generation,
2-level meter in 2nd Impact)
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
(2-level meter in New Generation),
1-level meter in 2nd Impact)
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 Double Impact DC, Characters.png
Street Fighter III DC, Sprites, Oro.gif
Rival battle:
Necro
Final battle:
Gill



Oro
Oro is a seclusive hermit who seeks a fighter worthy to inherit his fighting style. He binds one arm while fighting to keep from accidentally killing his opponent.
Move list (Special moves)
Name Command Description
Nichirin Shou Hold 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
(2nd Impact only)
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
(2nd Impact only)
 HP + HK  Oro falls asleep, which decreases his stun meter. Holding  HP + HK  extends the duration of the move.
Tobi Hiza Down Down P or K Oro leaps forward with a downward knee strike. This is an overhead strike that can hit characters who are crouch blocking.
Move list (Super Arts)
Name Command Description
I. Kishin Riki
(1-level meter)
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 Double Impact DC, Characters.png
Street Fighter III DC, Sprites, Yang.gif
Rival battle:
Oro
Final battle:
Yun



Yang
Yang is a kung fu expert from Hong Kong. He and his twin brother Yun are guardians of their hometown. In New Generation, the two brothers are the same character and have the same moves; Yun is selected with K.
Move list (Special moves)
Name Command Description
Zesshou Hohou
(New Generation only)
Down Down-right Right P Yang lunges forward with a straight punch in a leaping stride. He leaps further when a stronger button is used.
Tourou Zan
(2nd Impact only)
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.
Kobokushi (New Generation)
Byakko Soushouda (2nd Impact)
Down Down-left Left P Yang shoves with both open palms, knocking over his opponent on impact. This move has longer range in 2nd Impact.
Fake Kobokushi (New Generation)
Fake Byakko Soushouda (2nd Impact)
Down Down-left Left + two P simultaneously Yang pulls back his arms as if to perform a Kobukushi or Byakko Soushouda but does not. This move recovers more quickly than a real Kobokushi or Byakko Soushouda, so it can be used to bait a response from an opponent.
Zenpou Tenshin 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
(2nd Impact only)
 HP + HK  Yang runs his hand through his hair, which increases the attack power for all moves except throws.
Toukuu Koushu Down Down P or K Yang leaps forward with a downward, open-handed poke. This is an overhead strike that can hit characters who are crouch blocking.
Raigeki Shuu 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)
(2nd Impact only)
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.
I. Tenshin Senkyuutai (New Generation)
II. Tenshin Senkyuutai (2nd Impact)
(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.
II. Sourai Rengeki
(3-level meter)
(New Generation only)
Down Down-right Right Down Down-right Right P Yang performs a series of palm and elbow strikes, then kicks his opponent into the air and finishes with a midair kick.
III. Gen'ei Jin
(1-level meter)
(New Generation only)
Down Down-right Right Down Down-right Right P Yang gathers his ki, then he is followed by afterimages for a limited amount of time and can chain attacks together with much less recovery time. His special moves also hit more times while the effect is active.
III. Sei'ei Enbu
(1-level meter)
(2nd Impact only)
Down Down-right Right Down Down-right Right P Yang gathers his ki, then he is followed by afterimages for a limited amount of time that echo his attacks with a short delay and can damage his opponent.
Street Fighter III Double Impact DC, Characters.png
Street Fighter III DC, Sprites, Dudley.gif
Rival battle:
Hugo
Final battle:
Gill



Dudley
Dudley is a gentleman British boxer who seeks to recover his late father's antique Jaguar convertible from Gill. All of his attacks use his arms or fists (including kick button attacks).
Move list (Special moves)
Name Command Description
Jet Upper 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).
Thunderbolt
(2nd Impact only)
Down Down-left Left K Dudley somersaults high into the air, then twists down with a diving fist. The distance and height of the move depends on the strength of the button used.
EX Special: Dudley performs a variant of the move that hits more times and lands wherever the opponent is rather than a set distance.
Cross Counter 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.
EX Special: Dudley performs a variant of the move where he takes double damage but reacts with two fast, unblockable straight punches.
Move list (Command normals)
Name Command Description
Personal Action
(2nd Impact only)
 HP + HK  Dudley turns around and tosses a rose behind him, which increases the attack power for all moves except throws. He can hit his opponent with the rose.
Jumping Elbow Down Down P or K Dudley leaps forward with a downward elbow strike. This is an overhead strike that can hit characters who are crouch blocking.
Slipping Jab Right+ LP  Dudley throws a low jab.
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 Double Impact DC, Characters.png
Street Fighter III DC, Sprites, Ken.gif
Rival battle:
Sean
Final battle:
Ryu



Ken
Ken is the current American martial arts champion. He seeks to test his strength against his old friend and rival Ryu once again.
Move list (Special moves)
Name Command Description
Hadouken 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
(2nd Impact only)
 HP + HK  Ken taunts his opponent to attack him, which increases the attack power for all moves except throws.
Straight Down Down P or K Ken leaps forward with a downward punch. This is an overhead strike that can hit characters who are crouch blocking.
Inazuma Kakato Wari Right+ MK  or
Hold  MK  when standing
Ken kicks high into the air, then brings his leg down like an axe chop, hitting up to two times. This is an overhead strike that can hit characters who are crouch blocking.
Move list (Super Arts)
Name Command Description
I. Shouryuu Reppa
(1-level meter in New Generation,
2-level meter in 2nd Impact)
Down Down-right Right Down Down-right Right P Ken performs two low Shouryuukens, then a high, flaming Shouryuuken.
II. Shinryuuken
(2-level meter in New Generation,
1-level meter in 2nd Impact)
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
(2-level meter in New Generation,
3-level meter in 2nd Impact)
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.

Bosses

Gill is playable in 2nd Impact with the use of a cheat code.

Street Fighter III Double Impact DC, Characters.png
Street Fighter III DC, Sprites, Gill Original.gif
Rival battle:
Alex
Final battle:
Urien



Gill
Gill is the leader of a clandestine organization called the Illuminati that seeks to turn the Earth into a utopia. He can manipulate fire and ice. He is the final opponent for all the characters in New Generation and for most of the characters in 2nd Impact.
Move list (Special moves)
Name Command Description
Pyrokinesis 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 Down Down P or K Gill leaps forward with a downward elbow strike. This is an overhead strike that can hit characters who are crouch blocking.
Palm Upper 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)
(2nd Impact only)
Down Down-right Right Down Down-right Right P Gill calls down a shower of flaming and frozen spheres. This is Gill's only selectable Super Art.
Resurrection Automatically occurs when Gill is defeated with a full Super meter Gill levitates and replenishes his entire vitality meter. He can be hit out of this move, which prevents him from recovering the rest of his vitality, but it is difficult since he pushes his opponent away while channeling this move and the move starts with a brief period of invulnerability. Gill automatically performs this move if he has a full Super meter when he is defeated in the last round of the match. After using this ability once, Gill's Super meter no longer fills, so he can only resurrect once per round.

Hidden

Main article: Street Fighter III: Double Impact/Hidden content.

Akuma and Shin Akuma are only present in 2nd Impact and playable through the use of cheat codes.

Street Fighter III Double Impact DC, Characters.png
Street Fighter III DC, Sprites, Akuma.gif
Rival battle:
Sean
Final battle:
Gill



Akuma (Gouki)
Akuma is an emotionless and powerful warrior who is obsessed with obtaining power and battling stronger foes. Akuma and Shin Akuma can be fought in the single-player game if certain conditions or met, and they are also playable.
Move list (Special moves)
Name Command Description
Gou Hadouken 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.
Zenten Left Down-left Down Down-right Right K Akuma curls into a ball and rolls forward. The distance of the roll depends on the strength of the button used. This move can pass under projectiles.
Ashura Senkuu Forward 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
(2nd Impact only)
 HP + HK  Akuma adopts a more aggressive stance, which increases the attack power for all moves except throws and increases the stun damage inflicted by his attacks. The Shun Goku Satsu is not affected by this.
Straight Down Down P or K Akuma leaps forward with a downward punch. This is an overhead strike that can hit characters who are crouch blocking.
Zugai Hasatsu 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 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. Akuma can perform this move regardless of which Super Art is selected.

Stages

Each character has his or her own stage where matches are hosted. The stage can be manually chosen in the two-player mode.

Street Fighter III: New Generation

Street Fighter III New Generation DC, Stages, Ryu.png

Tokyo (Ryu)
Ryu's stage for the first round. The second round takes place in Ken's stage.

Street Fighter III New Generation DC, Stages, Alex.png

New York (Alex)
Alex's stage.

Street Fighter III New Generation DC, Stages, Yun.png

Hong Kong (Yun)
Yun's stage for the first round. The second round takes place in Yang's stage.

Street Fighter III New Generation DC, Stages, Necro.png

Moscow
Necro's stage.

Street Fighter III New Generation DC, Stages, Ibuki.png

Kyoto
Ibuki's stage for the first round.

Street Fighter III New Generation DC, Stages, Ibuki 2.png

Kyoto 2
Ibuki's stage for the second round.

Street Fighter III New Generation DC, Stages, Ibuki 3.png

Kyoto 3
Ibuki's stage for the third round.

Street Fighter III New Generation DC, Stages, Sean.png

New York (Sean)
Sean's stage.

Street Fighter III New Generation DC, Stages, Elena.png

Nairobi
Elena's stage for the first round.

Street Fighter III New Generation DC, Stages, Elena 2.png

Nairobi 2
Elena's stage for the second round.

Street Fighter III New Generation DC, Stages, Oro.png

Amazon
Oro's stage.

Street Fighter III New Generation DC, Stages, Yang.png

Hong Kong (Yang)
Yang's stage for the first round. The second round takes place in Yun's stage.

Street Fighter III New Generation DC, Stages, Dudley.png

London
Dudley's stage for the first round.

Street Fighter III New Generation DC, Stages, Dudley 2.png

London 2
Dudley's stage for the second round.

Street Fighter III New Generation DC, Stages, Ken.png

Tokyo (Ken)
Ken's stage for the first round. The second round takes place in Ryu's stage.

Street Fighter III New Generation DC, Stages, Gill.png

Mediterranean Sea
Gill's stage.

Street Fighter III 2nd Impact: Giant Attack

Street Fighter III 2nd Impact DC, Stages, Ryu.png

Tokyo
Ryu's stage.

Street Fighter III 2nd Impact DC, Stages, Alex.png

New York
Alex's stage.

Street Fighter III 2nd Impact DC, Stages, Yun.png

Hong Kong (Yun)
Yun's stage.

Street Fighter III 2nd Impact DC, Stages, Necro.png

Moscow
Necro's stage.

Street Fighter III 2nd Impact DC, Stages, Ibuki.png

Kyoto
Ibuki's stage.

Street Fighter III 2nd Impact DC, Stages, Hugo.png

Munich
Hugo's stage.

Street Fighter III 2nd Impact DC, Stages, Sean.png

São Paulo
Sean's stage.

Street Fighter III 2nd Impact DC, Stages, Urien.png

Egypt
Urien's stage.

Street Fighter III 2nd Impact DC, Stages, Elena.png

Nairobi
Elena's stage for the first round.

Street Fighter III 2nd Impact DC, Stages, Elena 2.png

Nairobi 2
Elena's stage for the second round.

Street Fighter III 2nd Impact DC, Stages, Oro.png

Amazon
Oro's stage.

Street Fighter III 2nd Impact DC, Stages, Yang.png

Hong Kong (Yang)
Yang's stage.

Street Fighter III 2nd Impact DC, Stages, Dudley.png

London
Dudley's stage.

Street Fighter III 2nd Impact DC, Stages, Ken.png

San Francisco
Ken's stage.

Street Fighter III 2nd Impact DC, Stages, Gill.png

Hidden Shrine
Gill's stage.

Street Fighter III 2nd Impact DC, Stages, Akuma.png

Mt. Fuji
Akuma's stage.

History

Development

Main article: Street Fighter III: Double Impact/Development.

Legacy

The third and final game in the series, Street Fighter III: 3rd Strike, was released to arcades in 1999. The Dreamcast would receive a standalone port of it in 2000.

Though 3rd Strike would be re-released for several other platforms (including the PlayStation 2 and the Xbox in the same console generation), this compilation was the only console port of New Generation and 2nd Impact until the release of Street Fighter 30th Anniversary Collection for the Nintendo Switch, PlayStation 4, Xbox One, and Windows PCs in 2018.

Capcom has retroactively changed the story from taking place during the third World Warrior tournament to the fifth, since Street Fighter IV (2008) and Street Fighter V (2016) are supposed to have taken place in between Street Fighter II and Street Fighter III. Street Fighter 6 (2023) is the first game to take place after the events of Street Fighter III.

Versions

Localised names

Also known as
Language Localised Name English Translation
English Street Fighter III: Double Impact Street Fighter III: Double Impact
Japanese ストリートファイターIII Wインパクト Street Fighter III: W Impact

Production credits

Street Fighter III: New Generation

  • Character Design: Hitoshi "T" Nishio, Ball Boy, Q, Yu‑Suke, Who, Toru Takaoka, G.Kamina, D‑Kurita, Shibaki, Tuyoshi, Yoshioka, Chun, Norihide, Chimorin Shogun, Yuki Ishikawa, Syuucyan, Ken, Koki. K, Seiji Yano, Jun Ikawa, Otokonoyama
  • Scroll Design: Hiroyuki Imahori, Hiroki Ohnishi, Yoko Fukumoto, Yuki Kyotani, Tama, Chie Morisaki, Hiroshi Sugiyama, Koji Yamamoto, Yumiko. N, Takako Nakamura, Yasuto Takahashi, Kazumi Teramoto, Yoichi Tanoue, Shinnosuke. N, Naoko Niiyama
  • Original Art Work: Akiman, Kinu Nishimura
  • Sound Effect: Satoshi Ise
  • Music Compose: Hideki Okugawa, Yuki Iwai
  • Programmer: Kazuhito Nakai, Nobuya "LT1" Yoshizumi, Yuko Kawamura (Tate), Hiroshi Nakagawa, Hard・Yas -Assist-, Akihiro Yokoyama
  • CP-SystemⅢ Programmer: Yoji "X68k" Mikami
  • Planner: Yasuhiro Seto, Numach the Nikolist, S.Obata AE-86 Trueno, Malachie du Marais, Neo_G -H.Ishizawa-
  • Voice Actor: Yuri Amano, Wataru Takagi, Isshin Chiba, Kan Tokumaru, Koji Tobe, Kahoru Fujino, Bruce Robertson, Michael Sommers
  • Special Thanks: Takuya Shiraiwa, Naoki Fukushima, Sayuri Shintani, Shoei, Sakomizu, Rita Rokos
  • Translator: Matt Taylor, Erik Suzuki, Jesus Rodriguez Bueno, Harumi Yamashita
  • Producer: Tomoshi Sadamoto
  • General Producer: Noritaka Funamizu, Yoshiki Okamoto
And Capcom All Staff
Source:
In-game credits
Street Fighter III New Generation DC credits.pdf
[15]

Street Fighter III 2nd Impact: Giant Attack

  • Character Design: Who, D‑Kurita, Chimorin Shogun, Shibaki, Chun, Jun Ikawa, Seiji Yano, Yuki Ishikawa, Shinnosuke. N
  • Scroll Design: Hiroshi Sugiyama, Yoko Fukumoto, Hiroyuki Imahori, Ojiji, Naobei, Akemi Kohama, Tama, Koji Yamamoto, Kouichi Takeda
  • Original Art Work: Akiman, Kinu Nishimura, NK
  • Title Logo Design: Shoei
  • Instruction Design: Sakomizu
  • Programming: Kazuhito Nakai, Nobuya "LT1" Yoshizumi, Yuko Kawamura (Tate), Hiroshi Nakagawa, Yoshinobu Inada (Ine), Masahito Oh!Ya!, Akihiro Yokoyama
  • Sound Effect Design: Satoshi Ise, Hiroaki "X68k" Kondo
  • Music Compose: Hideki Okugawa, Yuki Iwai
  • Music Arrangement: Hideki Okugawa
  • Planning: Yasuhiro Seto, Neo.G - H.Ishizawa -, Numach
  • Voice Actor: Yuji Ueda, Wataru Takagi, Tomomichi Nishimura, Kahoru Fujino, Yuri Amano, Isshin Chiba, Kan Tokumaru, Koji Tobe, Bruce Robertson, Michael Sommers
  • Message Translator: Erik Suzuki, Dan Okada, Chris Tang, Yumiko Nishi, Karka Oshiro de Freitas
  • Special Thanks: Tsuyoshi, Mayano, Tomo, Blbon, Takafumi Sagata, M.Aoki, N.Akei, H.Nakamura, H.Ojima, Yoji "X68k" Mikami, Takuya Shiraiwa, Rita Rokos, Ryoji, Hard・Yas -Follow-
  • Special Thanks (CS Bug Checkers ): Kunishige Matsubara, Manabu Matsumoto, Tomoyuki Yokota, Tetsuya Haze, Katsusuke Miura, Masahiro Kajitani, Takashi Hashimoto, Toshihiko Kurata, Yoshihiro Tomita, Daisuke Sasaki, Akinori Murata
  • Special Thanks (Skill Smith - Test Play ): TTK-K.S, Hiroshi Sugimoto-Bug, Gon, Kohsuke-Arai (Tko)
  • Producer: Tomoshi Sadamoto
  • General Producer: Noritaka Funamizu, Yoshiki Okamoto
And Capcom All Staff
Source:
In-game credits
Street Fighter III 2nd Impact DC credits.pdf
[16]

Magazine articles

Main article: Street Fighter III: Double Impact/Magazine articles.

Promotional material

VirginE3PressKit SF3WI UK pr.pdf

PDF
E3 2000 UK press release
VirginE3PressKit SF3WI UK pr.pdf

VirginE3PressKit SF3WI FR pr.pdf

PDF
E3 2000 FR press release
VirginE3PressKit SF3WI FR pr.pdf

VirginE3PressKit SF3WI DE pr.pdf

PDF
E3 2000 DE press release
VirginE3PressKit SF3WI DE pr.pdf

VirginE3PressKit SF3WI SP pr.pdf

PDF
E3 2000 ES press release
VirginE3PressKit SF3WI SP pr.pdf
Logo-pdf.svg
Print advert in Dreamcast Magazine (JP) #1999-39ex: "1999-39 extra (1999-12-24ex)" (1999-12-10)
Logo-pdf.svg
Logo-pdf.svg
Print advert in GamePro (US) #143: "August 2000" (2000-0x-xx)
also published in:
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Print advert in 576 Konzol (HU) #35: "Január 2001" (2001-xx-xx)
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Physical scans

Sega Retro Average 
Publication Score Source
{{{{{icon}}}|L}} Division by zero.
Based on
0 review
Sega Retro Average 
Publication Version Score
Ação Games (BR)
95
[22]
Arcade (UK) PAL
50
[23]
Consoles + (FR) NTSC-J
84
[24]
Computer & Video Games (UK)
75
[7]
Dreamcast Monthly (UK) PAL
70
[25]
DC-UK (UK) PAL
80
[26]
Dreamcast: Le Magazine Officiel (FR) PAL
60
[27]
Dreamcast Magazine (JP) NTSC-J
77
[28]
Dreamcast Magazine (UK) NTSC-J
44
[29]
Dreamcast Magazine (UK) PAL
74
[8]
Dorimaga (JP) NTSC-J
77
[30]
Dreamzone (FR) NTSC-J
90
[31]
Dreamzone (FR) PAL
85
[32]
Edge (UK) NTSC-J
70
[33]
Electronic Gaming Monthly (US) NTSC-U
80
[34]
Entsiklopediya igr dlya Dreamcast (RU)
74
[35]
Famitsu (JP) NTSC-J
78
[36]
Fun Generation (DE) NTSC-J
90
[37]
GamePro (US) NTSC-U
83
[38]
GameWEEK (US) NTSC-U
75
[39]
Hyper (AU) PAL
91
[14]
Joypad (IT) NTSC-J
70
[40]
MAN!AC (DE) NTSC-J
85
[41]
MAN!AC (DE) PAL
85
[42]
Mr. Dreamcast (UK) PAL
60
[43]
Neo Plus (PL)
70
[44]
Next Generation (US) NTSC-U
50
[45]
Official Dreamcast Magazine (UK) PAL
70
[46]
Official Dreamcast Magazine (US) NTSC-U
70
[47]
Play (PL)
72
[48]
Play (PL)
75
[49]
Sega Magazin (DE) PAL
19
[10]
Video Games (DE) PAL
76
[50]
Sega Dreamcast
73
Based on
33 reviews

Street Fighter III: Double Impact

Dreamcast, US
StreetFighterIIIDoubleImpactDCUSBack.jpgStreetFighterIIIDoubleImpactDCUSFront.jpg
Cover
SF3DI DC US Disc.jpg
Disc
SF3DI DC US Manual.pdf
Manual
StreetFighterIIIDoubleImpactDCUSInlay.jpg
Inlay
Dreamcast, EU
SF3DI DC EU Box Back.jpgSF3DI DC EU Box Front.jpg
Cover
Dreamcast, EU (White Label)
SFIII-DIDCEUFrontWL.jpg
Cover

Technical information

Main article: Street Fighter III: Double Impact/Technical information.

External links

References

  1. File:SF3DI DC JP Box Back.jpg
  2. 2.0 2.1 2.2 http://sega.jp/dc/991030/ (Wayback Machine: 2014-08-03 22:38)
  3. https://sega.jp/history/hard/dreamcast/software_l.html#tab01 (Wayback Machine: 2020-02-01 22:57)
  4. http://www.sega.com:80/pc/catalog/SegaProduct.jhtml?PRODID=204&CATID=71 (Wayback Machine: 2003-11-25 13:58)
  5. Official Dreamcast Magazine, "May/June 2000" (US; 2000-04-04), page 95
  6. http://www.chipsworld.co.uk/detProd.asp?ProductCode=2869 (Wayback Machine: 2003-11-26 06:05)
  7. 7.0 7.1 Computer & Video Games, "June 2000" (UK; 2000-05-17), page 92
  8. 8.0 8.1 Dreamcast Magazine, "No. 8" (UK; 2000-04-20), page 68
  9. http://www.amazon.de:80/exec/obidos/ASIN/B00004TNWG (Wayback Machine: 2004-10-28 04:44)
  10. 10.0 10.1 Sega Magazin, "August 2000" (DE; 2000-07-03), page 16
  11. http://www.micromania.fr/zooms/?ref=17913 (Wayback Machine: 2003-02-24 17:08)
  12. http://www.centromail.es/top/ficha.asp?codmail=15139 (Wayback Machine: 2002-05-04 16:23)
  13. http://www.futuregamez.net:80/outnow/dc.html (Wayback Machine: 2001-07-31 23:17)
  14. 14.0 14.1 Hyper, "October 2000" (AU; 2000-08-23), page 73
  15. File:Street Fighter III New Generation DC credits.pdf
  16. File:Street Fighter III 2nd Impact DC credits.pdf
  17. Official Dreamcast Magazine, "September/October 2000" (US; 2000-08-01), page 45
  18. Electronic Gaming Monthly, "September 2000" (US; 2000-08-08), page 87
  19. Official Dreamcast Magazine, "Holiday 2000" (US; 2000-11-28), page 116
  20. GamePro, "October 2000" (US; 2000-xx-xx), page 59
  21. Official Dreamcast Magazine, "March 2001" (US; 2001-01-28), page 49
  22. Ação Games, "Fevereiro 2000" (BR; 2000-xx-xx), page 30
  23. Arcade, "May 2000" (UK; 2000-04-24), page 87
  24. Consoles +, "Février 2000" (FR; 2000-0x-xx), page 114
  25. Dreamcast Monthly, "April 2000" (UK; 2000-03-16), page 72
  26. DC-UK, "April 2000" (UK; 2000-03-16), page 16
  27. Dreamcast: Le Magazine Officiel, "Septembre/Octobre 2000" (FR; 2000-0x-xx), page 68
  28. Dreamcast Magazine, "1999-39 extra (1999-12-24ex)" (JP; 1999-12-10), page 26
  29. Dreamcast Magazine, "No. 5" (UK; 2000-01-27), page 76
  30. Dorimaga, "2002-18 (2002-10-11)" (JP; 2002-09-27), page 34
  31. Dreamzone, "Février 2000" (FR; 2000-01-xx), page 110
  32. Dreamzone, "Juillet/Août 2000" (FR; 2000-07-15), page 82
  33. Edge, "February 2000" (UK; 2000-01-26), page 83
  34. Electronic Gaming Monthly, "September 2000" (US; 2000-08-08), page 156
  35. Entsiklopediya igr dlya Dreamcast, "Izdaniye chetvertoye, dopolnennoye" (RU; 2002-xx-xx), page 245
  36. Famitsu, "1999-12-24" (JP; 1999-12-10), page 31
  37. Fun Generation, "02/2000" (DE; 2000-01-19), page 98
  38. GamePro, "May 2000" (US; 2000-0x-xx), page 104
  39. GameWEEK, "January 17, 2000" (US; 2000-01-17), page 16
  40. Joypad, "Febbraio 2000" (IT; 2000-0x-xx), page 73
  41. MAN!AC, "03/2000" (DE; 2000-02-02), page 38
  42. MAN!AC, "08/2000" (DE; 2000-07-05), page 55
  43. Mr. Dreamcast, "June 2000" (UK; 2000-04-27), page 70
  44. Neo Plus, "Listopad 2000" (PL; 2000-xx-xx), page 46
  45. Next Generation, "October 2000" (US; 2000-09-19), page 112
  46. Official Dreamcast Magazine, "June 2000" (UK; 2000-05-11), page 84
  47. Official Dreamcast Magazine, "May/June 2000" (US; 2000-04-04), page 94
  48. Play, "Styczeń 2001" (PL; 2001-xx-xx), page 40
  49. Play, "Lipiec 2001" (PL; 2001-xx-xx), page 20
  50. Video Games, "06/2000" (DE; 2000-05-04), page 84


Street Fighter III: Double Impact

StreetFighter3DI title.png

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



Sega Dreamcast
Prototypes: 2000-01-13



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)