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]] | ||
+ | | distributor={{company|[[Halifax]]|region=IT}} | ||
| system=[[Sega Dreamcast]] | | system=[[Sega Dreamcast]] | ||
| sounddriver= | | sounddriver= | ||
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Characters can parry incoming attacks by pressing the D-Pad toward the opponent to parry a standing or a jumping attack or pressing {{down}} to parry a 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. | 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. After selecting a character, the player can choose from one of three "Super Arts," which are super moves that can be performed once the Super meter is full. Only one Super Art can be chosen at a time, and the choice is permanent until the game ends. The length of the Super meter as well as the number of levels varies depending on the Super Art chosen, but every Super Art only costs one level of meter to perform (and there is only one level of strength for each Super Art, regardless of the strength of the button used to execute it). Generally, more powerful Super Arts require filling a longer meter while less powerful Super Arts have a shorter meter and allow the player to store multiple levels so that the move can be performed more. Normal and special moves can be canceled into Super Arts for combination attacks. Super meter power is carried over between rounds but not between matches. | + | As in previous games, characters have a Super meter that fills as they perform normal moves (except for light attacks), special moves (including Personal Actions), and parries. Attacks that are parried by the opponent do not build the meter. After selecting a character, the player can choose from one of three "Super Arts," which are super moves that can be performed once the Super meter is full. Only one Super Art can be chosen at a time, and the choice is permanent until the game ends. The length of the Super meter as well as the number of levels varies depending on the Super Art chosen, but every Super Art only costs one level of meter to perform (and there is only one level of strength for each Super Art, regardless of the strength of the button used to execute it). Generally, more powerful Super Arts require filling a longer meter while less powerful Super Arts have a shorter meter and allow the player to store multiple levels so that the move can be performed more. Normal and special moves can be canceled into Super Arts for combination attacks. Super meter power is carried over between rounds but not between matches. |
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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| 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. | | 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 while sliding forward a short distance. The move has longer range but slower startup when a stronger button is used. It can dissipate a single-hit projectile. | + | {{MoveListRow | Flash Chop | {{QCF}} {{punch}} | Alex chops his hand laterally while sliding forward a short distance. The move has longer range but slower startup when a stronger button is used. It can dissipate a single-hit projectile. When performed with {{MP}} or {{HP}}, it back-turns the opponent on impact. |
{{ESMove | desc=EX Special | Alex performs a variant of the move that has longer range, hits more times, and knocks his opponent over. It can dissipate a two-hit projectile.}}}} | {{ESMove | desc=EX Special | Alex performs a variant of the move that has longer range, hits more times, and knocks his opponent over. It can dissipate a two-hit projectile.}}}} | ||
{{MoveListRow | Slash Elbow<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. | {{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. | ||
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{{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 | 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 | + | {{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.}} | ||
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{{MoveListTable | desc=Super Arts | | {{MoveListTable | desc=Super Arts | | ||
{{MoveListRow | I. Kishin Riki<br>(1-level meter) | {{QCF}} {{QCF}} {{punch}} | Oro glows for a duration. While the effect lasts, he can grab his opponent with {{punch}} in close range. If he grabs his opponent on the ground, he slams them back and forth on the ground rapidly eight times, then tosses them aside. If he grabs his opponent in the air, he bashes his opponent into the ground with repeated knee strikes, then rolls back into the air with them and knees them into the ground again.}} | {{MoveListRow | I. Kishin Riki<br>(1-level meter) | {{QCF}} {{QCF}} {{punch}} | Oro glows for a duration. While the effect lasts, he can grab his opponent with {{punch}} in close range. If he grabs his opponent on the ground, he slams them back and forth on the ground rapidly eight times, then tosses them aside. If he grabs his opponent in the air, he bashes his opponent into the ground with repeated knee strikes, then rolls back into the air with them and knees them into the ground again.}} | ||
− | {{MoveListRow | II. Yagyou Dama<br>(3-level meter) | {{QCF}} {{QCF}} {{punch}} | Oro | + | {{MoveListRow | II. Yagyou Dama<br>(3-level meter) | {{QCF}} {{QCF}} {{punch}} | Oro picks an energy orb from his nose and flings it across the screen. It travels in a zigzag pattern and can hit opponents multiple times.}} |
{{MoveListRow | III. Tengu Stone<br>(1-level meter) | {{QCF}} {{QCF}} {{punch}} | Oro summons large stones that follow him and augment his attacks with additional hits for a duration.}} | {{MoveListRow | III. Tengu Stone<br>(1-level meter) | {{QCF}} {{QCF}} {{punch}} | Oro summons large stones that follow him and augment his attacks with additional hits for a duration.}} | ||
}} | }} | ||
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*'''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 | ||
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*'''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 | ||
Line 748: | Line 755: | ||
| 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 | ||
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==Technical information== | ==Technical information== | ||
{{mainArticle|{{PAGENAME}}/Technical information}} | {{mainArticle|{{PAGENAME}}/Technical information}} | ||
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==External links== | ==External links== |
Revision as of 00:03, 12 November 2024
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Street Fighter III: Double Impact | ||||||||||||||||||||||||||||||||||||||||||||||||||
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System(s): Sega Dreamcast | ||||||||||||||||||||||||||||||||||||||||||||||||||
Publisher: Capcom (Japan, US), Virgin Interactive (Europe) | ||||||||||||||||||||||||||||||||||||||||||||||||||
Developer: Capcom | ||||||||||||||||||||||||||||||||||||||||||||||||||
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
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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.
Contents
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
Like the Street Fighter II and Street Fighter Alpha series that preceded it, Street Fighter III is a 2D fighting game. Two fighters must employ a variety of attacks and special moves to try to knock each other out in matches played to the best of three rounds. Character sprites are more detailed and have more fluid animation than in previous entries. Gameplay incorporates some features from previous Street Fighter games, as well as Capcom's Darkstalkers series and Marvel-based fighting games such as X-Men: Children of the Atom. New Generation introduced parrying (called "blocking" in the Japanese version), which can be used to deflect incoming attacks without receiving damage; leap attacks, which are small jumping attacks used against crouching opponents; and Super Arts, which are powerful special moves similar to the Super Combos of previous games. 2nd Impact added new characters, new moves for existing characters, Personal Actions, and EX Specials, while refining existing mechanics.
Characters move with and and crouch with . They dash with or . They jump with and flip back and forth with and . Characters can perform a high jump with (which varies in height depending on the character). Each character has a set of normal attacks with differing properties such as speed or range. Punches are performed with (jab), (medium), and (fierce), while kicks are performed with (short), (medium), and (roundhouse). Light attacks start up and recover faster and have a higher likelihood of connecting to an opponent. Hard attacks deal more damage but have lower attack priority and leave the character vulnerable for longer while the move starts up and recovers. Characters can additionally perform unique special moves using particular button combinations. In 2nd Impact, characters can perform a Personal Action by pressing the hard punch and kick buttons simultaneously (+). Personal Actions are similar to taunts but with unique effects for each character.
Throws and grabs are done by holding or when next to an opponent and pressing a medium or hard punch or kick button. Different characters have different throws available to them, and some characters can throw in midair. Throws cannot be blocked, but characters can recover more quickly after being knocked down (from a throw or other attack) by pressing upon landing on the ground. In 2nd Impact, characters can also recover from throws in the air by performing the same inputs as a throw, as in Super Street Fighter II Turbo.
Guarding is done by holding the D-Pad away from the opponent, which negates incoming damage. Special moves and Super Arts still do a small amount of tick damage when guarded. Characters can guard while standing or crouching, but not while jumping (unlike the Street Fighter Alpha games). Some attacks can only be guarded while crouching (such as sweeps) or while standing (such as jumping attacks and overhead strikes). Every character has a leap attack, performed with and any attack button, which can hit characters who are guarding while crouched. Characters have visible stun meters under their vitality meters that fill as they take repeated attacks (and empty as they avoid attacks). If the meter fills, the character becomes stunned and vulnerable to attack for a moment. Players can recover from stuns and escape grabs more quickly by rapidly pressing back and forth on the D-Pad along with the attack buttons.
Characters can parry incoming attacks by pressing the D-Pad toward the opponent to parry a standing or a jumping attack or pressing to parry a low or crouching attack. If executed at the exact moment that the attack is about to hit the character, the character flashes blue and averts the incoming attack; however, if the timing is wrong, the character is instead hit by the attack. Since performing a parry requires foregoing the option to guard because of the mutually exclusive controls, it is considered a high risk maneuver. The parrying character recovers much more quickly than attacking character, creating an opening for a counterattack. Parrying can be used against normal and special moves as well as some Super Arts, but not against throws or grabs. In 2nd Impact, characters can parry in midair; pressing the D-Pad forward causes the character to fall back and away from the opponent, while pressing causes the character to fall downward and close to the opponent.
As in previous games, characters have a Super meter that fills as they perform normal moves (except for light attacks), special moves (including Personal Actions), and parries. Attacks that are parried by the opponent do not build the meter. After selecting a character, the player can choose from one of three "Super Arts," which are super moves that can be performed once the Super meter is full. Only one Super Art can be chosen at a time, and the choice is permanent until the game ends. The length of the Super meter as well as the number of levels varies depending on the Super Art chosen, but every Super Art only costs one level of meter to perform (and there is only one level of strength for each Super Art, regardless of the strength of the button used to execute it). Generally, more powerful Super Arts require filling a longer meter while less powerful Super Arts have a shorter meter and allow the player to store multiple levels so that the move can be performed more. Normal and special moves can be canceled into Super Arts for combination attacks. Super meter power is carried over between rounds but not between matches.
In 2nd Impact, characters can also perform slightly more powerful versions of their special moves called EX Specials, which are similar to the ES moves introduced in Darkstalkers. These moves are performed by inputting the command for the special move and pressing two attack buttons of the same type (such as two punch buttons) instead of one. Using an EX Special costs a portion of the Super meter, depending on the move performed.
If a match goes three rounds without a victor (because of a draw or a double knockout), rather than continuing to a fourth round, three "Judgment Girls," female judges with different designs, walk out and decide the winner (based on unknown criteria).
Modes
Both games contain the same modes:
- Arcade: A single-player mode where the player faces a series of challengers in best of three matches before facing a final boss. A second player can challenge the first by pressing START , with the victor of the match continuing the game. There are eight difficulty levels for computer-controlled opponents. The game ends if the player loses a match but can be continued an unlimited number of times. In New Generation, the player faces six opponents, then Gill. In 2nd Impact, the player faces eight opponents, with the last opponent varying depending on the selected character; it is usually Gill, but Gill is fought as the second-to-last opponent when it is someone else. The player can also face a rival character or Akuma if certain requirements are met. There is a bonus stage that is played after the third battle where Sean throws basketballs that the player must parry.
- Versus: A two-player mode where each player chooses a character, their Super Arts, and a handicap and can pick any stage. Players can choose a different Super Art for each round.
- Training: A practice mode where the player chooses a character and a Super Art for both fighters. The player can set the opponent to stand, crouch, jump, or fight and also toggle guarding and enable infinite Super meter.
- Parrying Attack: This mode is exclusive to 2nd Impact. It allows the player to play the bonus stage from the Arcade Mode to practice parrying.
Characters
Note: Move lists assume that the character is facing right. When facing left, and should be reversed.
P | Any punch button |
LP | Light punch |
MP | Medium punch |
HP | Hard punch |
K | Any kick button |
LK | Light kick |
MK | Medium kick |
HK | Hard kick |
Playable
In New Generation, Ryu and Ken are the only characters to return from previous entries. In 2nd Impact, Akuma returns as well, as a hidden character.
Hugo and Urien were added in 2nd Impact. Yun and Yang are the same character in New Generation (P selects Yun and K selects Yang), but they were split into separate characters for 2nd Impact, with differentiated movesets.
EX Specials and Personal Actions are only present in 2nd Impact. Rival battles and final battles also only apply to 2nd Impact (as New Generation lacks rival battles and always ends with Gill).
Rival battle: Sean
Final battle: Ken
|
Ryu |
Ryu seeks to find worthy opponents and better his skills. | |
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. | |
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. | |
Rival battle: Ibuki
Final battle: Gill
|
Necro |
Necro is a Russian man who was kidnapped and experimented on by Gill's organization. | |
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. | |
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. | |
Rival battle: Yang
Final battle: Ken
|
Sean |
Sean is a young Japanese-Brazilian fighter who becomes Ken's self-appointed apprentice. | |
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. | |
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). | |
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. | |
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. | |
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). | |
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. |
Bosses
Gill is playable in 2nd Impact with the use of a cheat code.
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.
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.
|
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 2nd Impact: Giant Attack
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
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
- Presented by: Capcom
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
- Presented by: Capcom
Magazine articles
- Main article: Street Fighter III: Double Impact/Magazine articles.
Promotional material
also published in:
- Official Dreamcast Magazine (US) #7: "September/October 2000" (2000-08-01)[17]
- Electronic Gaming Monthly (US) #134: "September 2000" (2000-08-08)[18]
- Official Dreamcast Magazine (US) #10: "Holiday 2000" (2000-11-28)[19]
- GamePro (US) #145: "October 2000" (2000-xx-xx)[20]
- Official Dreamcast Magazine (US) #12: "March 2001" (2001-01-28)[21]
Physical scans
Sega Retro Average | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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73 | |
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Based on 33 reviews |
Dreamcast, JP |
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File:SF3DI DC JP RegCard.pdf Registration Card File:SF3DI DC JP ASCIIPadFT+CapcomCatalogLeaflet.pdf.pdf Promotional Pamphlet |
Dreamcast, EU |
---|
Technical information
- Main article: Street Fighter III: Double Impact/Technical information.
External links
- Capcom USA webpage: Dreamcast
- Sega of America webpage: Dreamcast
- Sega of Japan catalogue pages (Japanese): Dreamcast
References
- ↑ File:SF3DI DC JP Box Back.jpg
- ↑ 2.0 2.1 2.2 http://sega.jp/dc/991030/ (Wayback Machine: 2014-08-03 22:38)
- ↑ https://sega.jp/history/hard/dreamcast/software_l.html#tab01 (Wayback Machine: 2020-02-01 22:57)
- ↑ http://www.sega.com:80/pc/catalog/SegaProduct.jhtml?PRODID=204&CATID=71 (Wayback Machine: 2003-11-25 13:58)
- ↑ Official Dreamcast Magazine, "May/June 2000" (US; 2000-04-04), page 95
- ↑ http://www.chipsworld.co.uk/detProd.asp?ProductCode=2869 (Wayback Machine: 2003-11-26 06:05)
- ↑ 7.0 7.1 Computer & Video Games, "June 2000" (UK; 2000-05-17), page 92
- ↑ 8.0 8.1 Dreamcast Magazine, "No. 8" (UK; 2000-04-20), page 68
- ↑ http://www.amazon.de:80/exec/obidos/ASIN/B00004TNWG (Wayback Machine: 2004-10-28 04:44)
- ↑ 10.0 10.1 Sega Magazin, "August 2000" (DE; 2000-07-03), page 16
- ↑ http://www.micromania.fr/zooms/?ref=17913 (Wayback Machine: 2003-02-24 17:08)
- ↑ http://www.centromail.es/top/ficha.asp?codmail=15139 (Wayback Machine: 2002-05-04 16:23)
- ↑ http://www.futuregamez.net:80/outnow/dc.html (Wayback Machine: 2001-07-31 23:17)
- ↑ 14.0 14.1 Hyper, "October 2000" (AU; 2000-08-23), page 73
- ↑ File:Street Fighter III New Generation DC credits.pdf
- ↑ File:Street Fighter III 2nd Impact DC credits.pdf
- ↑ Official Dreamcast Magazine, "September/October 2000" (US; 2000-08-01), page 45
- ↑ Electronic Gaming Monthly, "September 2000" (US; 2000-08-08), page 87
- ↑ Official Dreamcast Magazine, "Holiday 2000" (US; 2000-11-28), page 116
- ↑ GamePro, "October 2000" (US; 2000-xx-xx), page 59
- ↑ Official Dreamcast Magazine, "March 2001" (US; 2001-01-28), page 49
- ↑ Ação Games, "Fevereiro 2000" (BR; 2000-xx-xx), page 30
- ↑ Arcade, "May 2000" (UK; 2000-04-24), page 87
- ↑ Consoles +, "Février 2000" (FR; 2000-0x-xx), page 114
- ↑ Dreamcast Monthly, "April 2000" (UK; 2000-03-16), page 72
- ↑ DC-UK, "April 2000" (UK; 2000-03-16), page 16
- ↑ Dreamcast: Le Magazine Officiel, "Septembre/Octobre 2000" (FR; 2000-0x-xx), page 68
- ↑ Dreamcast Magazine, "1999-39 extra (1999-12-24ex)" (JP; 1999-12-10), page 26
- ↑ Dreamcast Magazine, "No. 5" (UK; 2000-01-27), page 76
- ↑ Dorimaga, "2002-18 (2002-10-11)" (JP; 2002-09-27), page 34
- ↑ Dreamzone, "Février 2000" (FR; 2000-01-xx), page 110
- ↑ Dreamzone, "Juillet/Août 2000" (FR; 2000-07-15), page 82
- ↑ Edge, "February 2000" (UK; 2000-01-26), page 83
- ↑ Electronic Gaming Monthly, "September 2000" (US; 2000-08-08), page 156
- ↑ Entsiklopediya igr dlya Dreamcast, "Izdaniye chetvertoye, dopolnennoye" (RU; 2002-xx-xx), page 245
- ↑ Famitsu, "1999-12-24" (JP; 1999-12-10), page 31
- ↑ Fun Generation, "02/2000" (DE; 2000-01-19), page 98
- ↑ GamePro, "May 2000" (US; 2000-0x-xx), page 104
- ↑ GameWEEK, "January 17, 2000" (US; 2000-01-17), page 16
- ↑ Joypad, "Febbraio 2000" (IT; 2000-0x-xx), page 73
- ↑ MAN!AC, "03/2000" (DE; 2000-02-02), page 38
- ↑ MAN!AC, "08/2000" (DE; 2000-07-05), page 55
- ↑ Mr. Dreamcast, "June 2000" (UK; 2000-04-27), page 70
- ↑ Neo Plus, "Listopad 2000" (PL; 2000-xx-xx), page 46
- ↑ Next Generation, "October 2000" (US; 2000-09-19), page 112
- ↑ Official Dreamcast Magazine, "June 2000" (UK; 2000-05-11), page 84
- ↑ Official Dreamcast Magazine, "May/June 2000" (US; 2000-04-04), page 94
- ↑ Play, "Styczeń 2001" (PL; 2001-xx-xx), page 40
- ↑ Play, "Lipiec 2001" (PL; 2001-xx-xx), page 20
- ↑ Video Games, "06/2000" (DE; 2000-05-04), page 84
Street Fighter III: Double Impact | |
---|---|
Main page | Comparisons | Hidden content | Development | Magazine articles | Reception | Compliance | Technical information | Bootlegs
Demos: Street Fighter III: W Impact Tentou Taikenban (1999)
Prototypes: 2000-01-13
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