Street Fighter 3: 3rd Strike
- 1 Introduction
- 2 Notation
- 3 Game Mechanics
- 4 Tiers
- 5 Strategy
- 6 The Characters
- 7 Miscellaneous
Street Fighter III: 3rd Strike is the last revision of the SF3 series, the two previous games being SF3: New Generation and SF3: Second Impact. The main differences found in 3rd Strike include: a new way of performing throws (done by pressing LP+LK), universal overheads (MP+MK), a "choose your opponent"-style path in Arcade mode, the return of the "Crush the Car" bonus round, a new soundtrack, new stages and 5 new characters: Chun-Li, Q, Twelve, Remy and Makoto. 3rd Strike is considered by many to be the greatest fighting game of all time, let alone in the Street Fighter series, for it's depth, parrying system and unique, engaging roster.
Home versions of Street fighter 3: 3rd Strike can be found on the Dreamcast, PS2 and Xbox. The Dreamcast version was released in 2000 with slight differences to the arcade version. In 2004, Capcom released 3rd Strike as part of the "Street Fighter Anniversary Collection" for the Xbox and PlayStation 2 which also included Hyper Street Fighter 2. The current tournament standard is the Xbox 360/PlayStation 3 versions, which were released with new features, extras and online play with GGPO.
- F - Forward - Tilt stick forward/towards the opponent. (X-axis)
- B - Backward/Back - Tilt stick backward/away from the opponent. (X-axis)
- U - Up - Tilt stick upwards. (Y-axis)
- D - Down - Tilt stick downwards. (Y-axis)
- QCF - Quarter circle forward/Hadouken/Fireball - Tilt stick downwards, then to downwards and forward, then forward.
- QCB - Quarter circle backward - Tilt stick downwards, then to downwards and backward, then backward.
- HCF - Half circle forward - Tilt stick backwards, then to downwards and backward, then to downward, then to downwards and forward, then forward.
- HCB - Half circle backward - Tilt stick forwards, then to downwards and forward, then to downward, then to downwards and backward, then backward.
- DP - Dragon punch - Tilt stick forwards, then to downward, then to downward and forward.
- 360/FC - Full circle - Complete a full rotation of the stick.
- 720 - N/A - Complete a 720 degree rotation of the stick.
- Charge - Hold a tilt - Hold the stick in either B or D (Depending) then move to F or U respectively.
X-axis functions can be used interchangeably with Y-axis functions and vice versa. X-axis functions cannot be used in conjunction with another X-axis function and vice versa.
Six Button Notation
Expressed in the form: Notation - Move - (X-box Default Map) - (PS2 Default Map)
- LP - Weak/Light/Low/Jab Punch - (X) - (Square)
- MP - Medium/Middle/Strong Punch - (Y) - (Triangle)
- HP - Heavy/Hard/High/Fierce Punch - (Right Trigger/White) - (R1)
- P - Any punch - (X/Y/Right Trigger/White) - (Square/Triangle/R1)
- LK - Weak/Light/Low/short Kick - (A) - (X)
- MK - Medium/Middle/Strong Kick - (B) - (Circle)
- HK - Heavy/Hard/High/Roundhouse Kick - (Left Trigger/Black) - (R2)
- K = Any kick - (A/B/Left Trigger/Black) - (C/Circle/R2)
Occasionally people may use "Notation" and "Move" interchangeably.
- +: Used between two other pieces of notation to signify that they should be performed at the same time. i.e. "X" + "Y", "X" should be performed at the same time as "Y".
e.g. F + MP
- -> (Sometimes > or ,): Indicates the next part of a sequence. i.e. "X" -> "Y" -> "Z", After "X" is performed, "Y" should follow, then "Z".
e.g. Dash -> Fierce Jet Uppercut
- xx (Sometimes x): Used between two other pieces of notation to signify that the first should be cancelled (Interrupted earlier than it would finish otherwise) into the second. i.e. "X" xx "Y", "X" should be cancelled into "Y". Moves can be cancelled from in ascending manner in this way: Normals > Specials > Supers.
e.g. MP, HP xx SA III
- ~: Indicates that the preceding action should link (immediately follow with) into the next action. i.e. "X" ~ "Y", "X" should be followed immediately by "Y"
e.g. LK ~ MP ~ HP
- /: Used to show when two or more options are available at that point in a sequence, invariably to show that they both produce similar if not identical results.
- s. - The following move should be performed in the standing position (neutral in the Y-axis). i.e. s."X", perform "X" whilst standing.
- c. - The following move should be performed in the crouched position (held down in the Y-axis). i.e. c."X", perform "X" whilst crouching.
- j. - The following move should be performed in the "in the air" position (After having held up in the Y-axis). i.e. j."X", perform "X" whilst in the air.
- SA (I, II, III) - Short for "Super Art", and the number indicates which Super Art it is for each respective character.
- EX - EX Special - Used to show that a special move can be "EX-ed". i.e. Two of the same appendage buttons pressed at the same time during a special motion to produce a better version of it. (Consumes Super Meter)
- Twds/Twd - Towards or forward in the direction in which your character is facing.
- x(Integer) - Number of times - Shows how many times that particular part of a sequence can be repeated.
- xx - Cancelling a move into another, usually used for canceling a move into a super art (example: Ken mp, hpxxSA III)
- Tap/Rapidly - Repeatedly press a button.
- Deep/Close - How close a move is performed - When the sprites are overlapping.
- Far - How close a move is performed - When the sprites aren't overlapping.
- Tick - Refers to it's viability for tick throw attempts (throwing immediately after a safe attack, to confuse)
- Reversal - Executing a move in the exact frame that you are granted the ability to do so.
(Also known as "Blocking" or "Teching" in Japan) A defense mechanic that gives a slight frame advantage to the defender and leaves the opponent open for a counterattack. The Parry can also be done in the air.
As a general rule:
- Against High/Mid attacks: Tap Forward
- Against Low attacks: Tap Down
- Against Air attacks: Tap Forward
However some moves can be parried with either.
When an attack is parried, the parrier and the object being parried are frozen for 16 frames. Note that the object may actually be a projectile, in which case the projectile would be frozen and not the character who threw it. During this 16 frames, the parrier can cancel into block and parry, and can tech throws (note that since you cannot intitiate a throw, you can only tech after the throw connects). In addition to this intial 16 frames, the object is frozen for another few frames, depending on the attack: Jabs/Shorts--4 more frames; Strongs/Forwards--3 more frames; Fierces/Roundhouses--2 more frames; Specials/Supers--0 more frames. Once the object is unfrozen, the attack resumes its animation and can be cancelled into another attack as if it had connected.
(Some projectile attacks do not seem to freeze when parried because they are actually several individual attacks that approach you at the same time, rather than one multi-hit attack as is the case with Akuma's Red Fireball for example. Oro's EX Yagyou Dama and Akuma's KKZ act in this way, even though they seem like one big projectile.)
If a parry is successful, your character will automatically parry any other attack that hits you within the next 2 frames.
The game ingnores your inputs during the freeze for air parries. However, you can still buffer inputs during the freeze for ground parries.
If a jumping attack is parried, the attacker is reset to a neutral state upon recovery of the attack if it recovers before he lands. This means he is once again free to attack or parry, and even block low upon landing (trip guard). If it does not recover before he lands, he will be stuck in a small recovery upon landing.
Parry resets the juggle count (and thus resets all scaling).
You cannot parry 1 frame before the end of YOUR attack's recovery
- Red parry windows for all moves: 3 for normal moves, 2 for specials/supers.
A close-ranged grappling maneuver. Throws can be also be Teched (avoided) by pressing the throw command when your opponent reaches for a throw. Holding a direction while doing the command launches the opponent in that direction.
- (B/F + LP+LK)
Every character normal throws have 2 frames of startup, 1 active hitting frame, and 21 frames of recovery if the throw misses.
A normal throw can be teched during the 5 frames after it connects by inputting LP+LK. A normal throw that connects while the opponent is in the startup of a normal throw will cause a tech. You cannot tech a throw if you were grabbed out of an attack.
You cannot be grabbed while you are in blockstun. You cannot be grabbed while you are airborne or in prejump. And in general, you cannot be grabbed during hitstun.
This is a special version of a normal throw which makes your character move forward by cancelling the first few frames of a normal move into the throw.
Kara-throws are very useful. They seize your throw range.
Not every character has got a (useful) Kara-Throw.
How to perform : In Alex's case: Fierce cancelled into Jab + Short (this has to be done very quickly).
Legend for the table: S=Standing C=Crouching F=Forward B=Back
|Character||Standard Throw Range (pixels)||Moves allowing Kara-Throw||Kara-Throw Range (pixels)|
|Hugo||32||S.MK / S.HP||?? / ??|
|Alex||30||C.LP/ F.HP / S.LK||46 / 46 / 38|
|Necro||26||B.HK / S.MP / B.MK||34 / 32 / 30|
|Chun-Li||26||Far S.MK / Close S.HK||58 / ??|
|Oro||25||Far S.MK / S.HK / Close S.MP / Close S.MK||53 / 39 / 35 / 35|
|Ryu||24||F.MP / C.MK / C.HK||40 / 37 / 37|
|Ken||24||C.MK / C.HK / B.MK / S.MK / S.HK||37 / 37 / 34 / 32 / 32|
|Akuma||24||F.MP / C.MK / C.HK||44 / 37 / 37|
|Q||24||B.MP / S.MP||58 / 49|
|Remy||24||Far S.HK / Far S.MP||51 / 45|
|Elena||22||F.MK / S.MP||50 / 34|
|Dudley||20||F.LP / F.MP||32 / 32|
|Makoto||20||S.LK / S.HK||?? / ??|
|Yun||18||S.LK / S.MP(Genei-Jin)||28 / ??|
|Yang||18||S.HK / S.LK||31 / 28|
A quick mid/overhead attack that hits crouching opponents. Low attacks will miss your character when the UOH is performed.
Stamina (or defense) is the term used for explain how much health or life a character have. The health bars are all the same lenght, but this doesn't mean that every character can take the same amount of damage. Every character have different stamina values (defense ratings). Remember, the more stamina a character have, the more damage they can take. Here's the ranking, from the higher to the lower in terms of stamina (numbers are a very close aproximation of the damage they can take, and are when their health bar are empty, but they aren't KO yet)
- 1. 2050 - Q (with 3 taunts)
- 2. 1870 - Hugo (with 4 taunts)
- 3. 1705 - Q (with 2 taunts)
- 4. 1670 - Hugo (with 3 taunts)
- 5. 1535 - Hugo (with 2 taunts)
- 6. 1400 - Q (with 1 taunt) / Hugo (with 1 taunt) / Chun-Li (with 1 "back stretch" or "shoulder tap" taunt)
- 7. 1385 - Hugo
- 8. 1300 - Gill
- 9. 1285 - Urien
- 10. 1200 - Alex / Q / Ryu / Ken / Dudley / Makoto
- 11. 1120 - Sean / Chun-Li / Oro / Elena / Necro / Remy
- 12. 1050 - Twelve
- 13. 1035 - Ibuki
- 14. 1020 - Yun / Yang
- 15. 985 - Akuma
Under the health bar, there is a black little bar. This is the "Stun Bar". When you take a hit, this bar will fill at different rates, and depend on what attack you've been hit, some attacks will fill the bar a lot, others not so much, and even others don't will fit it at all. When the bar is full, you're stunned or dizzy, and you cannot move in a short period of time. Like with stamina, not all the characters have the same lenght in the Stun Bar. There are 3 types of Stun Bars, the long (72), the normal (64) and the short (52). With the long Stun Bar you will not be dizzy easily, while the short one means "be careful". Here's a list of what Stun Bar the characters have:
- Long Stun Bar (72) - Hugo / Gill / Alex / Q / Dudley / Oro
- Normal Stun Bar (64) - Urien / Ryu / Ken / Makoto / Sean / Elena / Chun-Li / Necro / Twelve / Yun / Yang / Ibuki
- Short Stun Bar (52) - Remy / Akuma
Like any other Capcom game, a direction or button (not including start) reduces dizzy time by one frame per input. With a programmable pad, you can shave down stun time to 1/7th of the figures given below.
Depending on the last attack that you ate before the stars/birdies/angels/reapers appear, the game will randomly choose one out of 4 numbers. This number is the number of frames you would be dizzy without mashing.
- Normal move - 90 or 110 or 130 or 150 frames
- Normal throw - 120 or 140 or 160 or 180 frames
- Special hit - 150 or 170 or 190 or 210 frames
- Special throw - 120 or 160 or 200 or 240 frames
- Super hit - 120 or 160 or 200 or 240 frames
- Super throw - 150 or 190 or 230 or 270 frames
UOH's and taunts aren't mentioned, but I'd assume they count as special moves.
(Commonly abbreviated as "PA") A taunt that gives your character a stat bonus in either attack power, defense, stun ability, etc. The bonus is different for each character and only lasts until the round is over.
Unheld taunt - Increases damage for the next hit/combo by 9.4% for the first taunt and 6.3% for each additional taunt. Maximum: 6 taunts, 37.5% bonus.
Held taunt - Increases damage for the next hit/combo or throw by 6.3% per extra arm turn. Maximum: 8 turns, 50% bonus.
Increases damage for the next hit/combo by 43.8% and increases stun damage for the next hit/combo by 28.1%. One taunt is the maximum.
Yawn (happens 100% of the time) - Increases stun recovery rate by 10% for the first yawn and an additional 21% for the second yawn. Lasts the whole round. Maximum 2 yawns, 33% bonus.
Shoulder tap (happens 21% of the time) - Increases defense by 18.8%. Lasts for the whole round. Maximum one shoulder tap.
Neck stretch (happens 38% of the time) - Increases damage for the next hit/combo by 31.3%. Maximum one neck stretch.
Back stretch (happens 15% of the time) - Increases defense by 31.3% (more than the shoulder tap) for the whole round. Also increases damage for the next hit/combo by 31.3%. Maximum one back stretch.
Increases damage for the next hit/combo by 25% if a rose is thrown. Like Sean, there's no bonus if the rose isn't actually thrown. One taunt is the maximum.
Increases stun damage for the next hit/combo by 18.8% per taunt. Maximum 4 taunts, 75% bonus.
Unheld taunt - Increases damage for the next hit/combo by 18.8% (maximum 1 taunt). Also increases defence for the rest of the round by 6.3% per taunt (maximum 4 taunts, 25% bonus).
Held taunt - Increases damage for the next hit/combo/throw by 25%. One taunt is the maximum.
Poison - No bonus.
Increases damage for the next hit/combo/throw by 43.8% only if she gets the leapfrog. Otherwise you get nothing. Maximum one taunt.
Increases damage for the next hit/combo by 31.3%. One taunt is the maximum.
Part 1 - Increases damage for the next hit/combo by 31.3% per taunt. Maximum 2 taunts, 62.5% damage.
Part 2 - Replaces a second Part 1 taunt. One two-part taunt is the maximum.
Part 3 - Increases stun recovery rate by 10% for the first full taunt and an additional 21% for the second full taunt. Lasts the whole round. Maximum 2 full taunt, 33% bonus.
Hayate taunt - No bonus.
Increases damage for the next hit/combo by 31.3%. Holding the taunt does nothing bonus-wise. One taunt is the maximum.
Recovers stun by 600-800% as the taunt is held longer.
Increases defense for the whole round by 12.5% (maximum 3 taunts, 37.5% bonus). Also increases stun recovery rate for the whole round by 10% (one taunt is the maximum).
Increases stun damage for the next hit/combo by 18.8% per taunt. Maximum 4 taunts, 75% bonus.
Increases stun recovery rate by 10% for the first taunt and an additional 21% for the second taunt. Lasts the whole round. Maximum 2 taunts, 33% bonus.
Increases stun damage for the next hit/combo by 12.5% per ball thrown. If Sean throws nothing (ie. another ball on the screen), there is no bonus. Maximum 3 balls thrown, 37.5% bonus.
It turns you invisible for a while.
Increases damage for the next hit/combo by 31.3%. One taunt is the maximum.
Increases damage for the next hit/combo by 31.3% and increases damage for the next throw by 6.3%. One taunt is the maximum.
Unheld taunt (works for held too) - Increases damage for the next hit/combo by 6.4% for each taunt/hat twirl. Maximum 8 taunts/twirls, 50% bonus.
Held taunt only - Increases damage for the next throw by 6.3% for the first extra twirl and 3.1% for every additional twirl. Maximum 7 extra twirls, 25% bonus.
A method of moving your character quickly over a short distance. You cannot block whilst you are dashing.
- Forward Dash: Tap Forward, Forward
- Backward Dash: Tap Back, Back
Every character have different speeds and moving distances. The bigger the "moving distance" number, the larger the distance they travel. Frames means how much time they need for a dash. For the speed of a dash, you should compare the moving distance with the frames from the different characters to see who is quicker than another. Here's the information about the characters:
|Character||Dash Forward (frames)||Moving Distance||Dash Backwards (frames)||Moving Distance|
Similar to a regular jump, except that it carries you further, and takes longer to start up.
- Tap D,U
Wake Up and Quick Stand
When falling to the ground, your character enters in a "Wake Up" state, and they will wake up at the character standart speed. However, you have the option to perform a "Quick Stand". A "Quick Stand" will make your character roll backwards into a standing position, and you will wake up faster than the character normal wake up. Extremely useful in avoiding wakeup games after you are knocked down, where you must guess in order to defend properly against an opponent's attack (i.e. high, low, throw). Do not quick stand in the corner, because your opponent may be able to dash through the roll and cross you up, making it extremely confusing to defend properly.
Note: You cannot quick stand after being knocked down by a super.
- To perform a quick stand tap D as soon as your character hits the ground
Every character wakes up at different speeds, this is also for "Quick Stand". All the information below are in frames, a higher number of frames means a slow wakeup, and a small number of frames, a faster wakeup.
|Character||Normal Wake up (frames)||Quick Stand (frames)|
Please note: Tiers are HIGHLY debatable so all lists should be taken with a grain of salt. If a character is only a place or two away from where they "should" be, please refrain from wildly editing this section.
(Formatted from matchup chart, large gaps in points change the tier)
When considering a tournament, with a large number of competitors, you find that there is invariably more people playing the higher tier characters. Almost to the point where very few (if any) lower tiers appear.
As such, it is sometimes improper to base a Top level tournament tier list on ALL the match-ups. After taking a flat tier list, and selecting those characters with the highest frequency of appearance (In this case, Yun, Chun-Li, Ken and Makoto). By ranking every character by their match-ups against those four characters, you end up with a more tournament based tier-list.
This list, essentially, ranks characters on their ability to place in a large scale tournament.
- Characters who have ranked up are marked by a bold font.
- Characters who have ranked down are marked by an italic font.
New Arcadia Tier List
S+ - Chun-Li
S - Yun
A+ - Ken, Dudley
A - Makoto, Yang
A- - Urien, Akuma, Ryu, Oro
B+ - Hugo
B - Elena, Ibuki, Alex
C - Necro, Twelve, Remy, Q
D - Sean
2014 Arcadia Tier List
|S||Ken, Yun, Makoto|
|A||Dudley, Urien, Akuma, Yang, Ryu, Oro|
|B||Elena, Ibuki, Necro|
|C||Alex, Hugo, Q, Remy|
Strategy is a very basic concept. It is the principle of using X to beat Y, where X has some sort of advantage over Y. Be it a flat statistic superiority, or a mind game.
Here are some general tips to help you begin.
- Know your options (and your opponent's). Consider how easy a move might be to super counter. If you keep doing a c.HK with Ryu, sooner or later, your opponent will catch on and punish you, and you DON'T want it to be a super that they choose to punish with.
- Super after Parry, if you have been parried by someone, hope is not all lost! Try supering. If you are against someone who parry-counters excessively, it can really throw them off, as invariably a super will beat the move they attempt. This is very risky however, as the opponent always has the option to block.
- Bait Throws. Particularily basic players will try to throw whenever you are close to them. So get close to them, avoid their throw, then punish it. Justin Wong, to name just one name, does that all the time.
- Mix-up can roughly be interpreted as: "Doing something that is different to what you have just done, to force the opponent to change his block zone". If you aren't hitting high, try hitting low! A mix-up is a using a variety of moves that make your strategy unpredictable.