Street Fighter III: 3rd Strike is a legendary 2D fighting game where you master the art of the parry and unleash devastating Super Arts. You'll face off against a diverse cast of characters, each with unique fighting styles, in intense one-on-one battles. It’s a game that rewards precise timing and strategic thinking, making it a staple for fighting game enthusiasts on PlayStation 2 and Dreamcast.
This guide is your ticket to becoming a legend. We’ll break down fundamental controls, advanced strategies, and provide crucial tips for overcoming challenging opponents, including the formidable Gill. Get ready to master the parry and dominate the competition.
Part 1
Dive into Street Fighter III: 3rd Strike! Learn basic controls, button layouts, and essential notation for moves like qcf, hcf, and charges. Get ready to fight!
Hey there! Welcome to the wild world of Street Fighter III: 3rd Strike. Before we get into the nitty-gritty of characters and combos, let's make sure you've got the fundamentals down. Think of this as your quick-start guide to understanding how to actually play the game.
First off, let's talk about how you move your character around. You've got your standard directions:
- ub, u, uf: These are your jump directions – Up-Back, straight Up, and Up-Forward. Essential for getting around attacks or closing the distance.
- b, n, f: Back, Neutral, and Forward. 'b' is also how you block standing attacks, and 'n' is just standing still. 'f' is walking forward.
- db, d, df: Down-Back, Down, and Down-Forward. 'db' is your low block, and 'd' is crouching. Crouching can help you dodge high attacks and set up your own offense.
Remember, if you're on the other side of the screen, these directions are reversed! It's a common thing to forget when you're starting out.
Now, for the buttons. You've got six main attack buttons:
- LP, MP, HP: Light, Medium, and Hard Punch. Each has a different range and speed.
- LK, MK, HK: Light, Medium, and Hard Kick. Similar to punches, these vary in speed and reach.
On the Dreamcast controller, the left trigger is mapped to Hard Kick (HK) and the right trigger is Hard Punch (HP). It's good to get used to using these triggers, as they can be really useful for certain moves and combos.
You'll also see some special notation in move lists, and it's super important to understand:
- qcf / hcf: These mean 'quarter-circle forward' (down, down-forward, forward) and 'half-circle forward' (back, down-back, down, down-forward, forward). You'll be doing these motions a LOT.
- qcb / hcb: Same idea, but backwards – 'quarter-circle back' and 'half-circle back'.
- Rotate 360 / 720: This means spinning the joystick in a full circle (360) or two full circles (720). There's a specific way to input it: (forward, down-forward, down, down-back, back) or the reverse. A 720 is just doing that twice.
- Charge b,f / d,u: This means you hold a direction (like Back or Down) for about two seconds, then quickly move to the opposite direction (Forward or Up) and press the attack button.
- MP~HK: This just means you can use Medium Punch, Hard Punch, Medium Kick, or Hard Kick for that particular move.
- EX: If you see 'EX', it means the special move can be 'EX'ed, usually by spending a stock of Super Art meter for a more powerful version.
- PA / SA: Personal Action / Super Art. These are your big, flashy moves!
- I / II / III: These refer to Super Art I, II, or III. You'll choose one before a match.
- x#: This indicates how many stocks of that Super Art you can hold.
- ?: If you see a question mark, it means the author wasn't sure if a specific trick or move actually worked.
Just a heads-up, this guide uses US terms like 'blocking' and 'parrying' even though it covers the Japanese version. It's just for consistency!
Finally, let's cover the absolute basics of defense:
- Standing Block: Hold 'b' (back) when an attack is coming.
- Crouching Block: Hold 'db' (down-back) when an attack is coming. This blocks low attacks.
- Mid-Air Block: You can actually block in the air by holding 'b', but it has some specific conditions (check the full guide for details!).
- Parry: This is a super important technique! Tap forward just as an attack hits you. It's tricky but incredibly rewarding.
Getting these basics down will make a huge difference. Practice them, and you'll be ready for anything 3rd Strike throws at you!
Part 2
Learn advanced techniques in Street Fighter III: 3rd Strike, including parries, dashes, jumps, quick stands, and character-specific command attacks and Super Arts.
This section covers advanced techniques and character-specific moves in Street Fighter III: 3rd Strike. Master these to improve your gameplay and unlock your character's full potential.
Advanced Techniques:
- Parries: Tap towards the attack just as it hits to negate damage and gain an advantage. This includes Crouching Parry (vs. low attacks), Standing Guard Parry (vs. multi-hits while blocking), Crouching Guard Parry (vs. multi-hits while blocking), Air Parry (vs. aerial attacks), and Air Guard Parry (vs. aerial attacks while blocking).
- Movement: Forward Dash (tap f,f), Backward Dash (tap b,b), High Jump (tap db,uf / d,u / df,ub).
- Recovery: Quick Standing (tap d as you land when knocked down).
- Defense: Grap Defense (press LP + LK when thrown in air).
- Offense: Throws and Holds (press (b / f +) LP + LK when close), Leap Attack (press MP + MK), Personal Action (press HP + HK).
Character Movelists:
Characters are listed alphabetically, with their unique command attacks and Super Arts. Special notations like 'EX' indicate enhanced versions of moves.
Example: Alex, Power Edge
- Throws: Body Slam ((b / f +) LP + LK), Hand Stamp (MP + MK)
- Special Moves: EX Flash Chop (qcf + P), Power Bomb (hcb + P close), Spiral D.D.T. (hcb + K), EX Air Knee Smash (f,d,df + K), EX Air Stampede (Charge d,u + K), EX Slash Elbow (Charge b,f + K), Flying Cross Chop (Jump u or uf, d + HP)
- Command Attacks: Chop (f + MP), Lariat (f + HP), Headbutt (b + HP)
- Special Command Attacks: Sleeper Hold (Headbutt a back-turned opponent), Power Backdrop (Power Bomb a back-turned opponent), Backdrop Bomb (Hyper Bomb a back-turned opponent)
- Super Arts: I. Hyper Bomb (Rotate 360 + P), II. Boomerang Raid (qcf,qcf + P), III. Stun Gun Headbutt (qcf,qcf + P)
Example: Chun-Li, Beautiful Leg Lines Come Again
- Throws: Koshuu Tou ((b / f +) LP + LK), Ryuusei Raku ((b / f +) LP + LK in air)
- Command Attack: Kakushi Ken (MP + MK)
- Special Moves: EX Kikou Ken (hcf + P), EX Hazan Shuu (hcb + K), EX Spinning Bird Kick (Charge d,u + K), EX Hyakuretsu Kyaku (Tap K rapidly, tap KK for EX)
- Cancelable Moves: Souren Shou (b + MP), Hakkei (b + HP)
- Other: Senjo
Notes:
- 'Grap' refers to 'grab' and 'grapple'.
- Air blocking and air guard parrying require specific System Direction Menu settings (Page 8). Air blocking requires holding back, not up-back or down-back. Air guard parrying only uses the 'tap f' version.
- Some moves, like Alex's Flash Chop, can destroy projectiles. EX Flash Chop knocks opponents away, while normal versions turn them around for combos.
- Certain moves gain enhanced properties when used on a back-turned opponent (e.g., Alex's Sleeper Hold).
- Some moves are unblockable (e.g., Alex's Spiral D.D.T., Power Bomb, and Super Arts).
- Specific moves must be blocked standing (e.g., Alex's Air Stampede, Flying Cross Chop, standing HP).
- Alex's Boomerang Raid has different finishers depending on opponent's state.
- Alex's Stun Gun Headbutt can cause dizziness.
Part 3
Master the moves of Yun, Dudley, and Elena in Street Fighter III: 3rd Strike. Learn their special moves, target combos, and crucial tips for effective gameplay.
This section details the special moves and target combos for Yun, Dudley, and Elena in Street Fighter III: 3rd Strike.
Yun
Special Moves:
- Shuu: f + MK
- Yoku Sen Kyaku: f + HK
- Tenshin Shuu Kyaku: df + HK
- Yousou Kyaku: In air, d + MK
- Kakushu Raku Kyaku: Press and hold MK when close
- Suitotsu Da: Jump uf, press db~df + HP
- Sankaku Tobi: Jump against a wall, then press uf
Super Arts:
- Kikou Shou: qcf,qcf + P (x1)
- Houyoku Sen: qcf,qcf + K (x2)
- Tensei Ranka: qcf,qcf + K (x3)
Target Combos:
- 1. Jumping diagonally + HP, HP
- The button used for the Kikou Ken determines its range (LP is longest, HP is shortest).
- The Kikou Shou can negate projectiles.
- You can cancel the final hit of the Houyoku Sen with a high jump.
- The Hazan Shuu, Tenshin Shuu Kyaku, Yousou Kyaku, Suitotsu Da, and the final hit of the Tensei Ranka are overhead attacks and must be blocked low.
Dudley
Special Moves:
- Lever Crusher: Press LP + LK
- Dynamite Throw: Press b / f + LP + LK
- Jumping Elbow: Press MP + MK
- EX Jet Upper: f,d,df + P
- EX Machine Gun Blow: hcf + P
- Ducking: hcf + K
- Ducking Straight: Press P during Ducking
- Ducking Upper: Press K during Ducking
- EX Cross Counter: hcb + P
- EX Short Swing Blow: hcb + K
- Slipping Jab: f + LP (cancelable)
- Stomach Blow: f + MP
- Step Straight: f + HP (super cancelable)
- Lever Blow: f + MK (cancelable)
- Dart Shot: f + HK
Super Arts:
- Rocket Upper: qcf,qcf + P (x2)
- Rolling Thunder: qcf,qcf + P, tap P rapidly (x1)
- Corkscrew Blow: qcf,qcf + P (x3)
Target Combos:
- 1. Standing LP, MP, MK (super cancelable on MP)
- 2. f+LP, MP (cancelable)
- 3. Crouching LK, MP, HP
- 4. Crouching LK, crouching or standing MK
- 5. Standing MK, HK, HP
- 6. f+HK, MK
- 7. Standing MP, MK, HP
- 8. Standing LK, MK, MP, HP (super cancelable on MP)
- 9. f+MK, MK, HP
- You can juggle someone after an EX Machine Gun Blow.
- When you use the Cross Counter, Dudley stands around idly for a moment. If Dudley is hit, he counters with a rushing punch. The damage he does depends on the strength of his opponent's attack. Dudley can counter most middle and high attacks, but can't stop low attacks. He still takes damage, making it possible to kill Dudley but still have him Cross Counter you. His attack will do no damage.
- The EX Cross Counter costs less to use than his other EX specials.
- The Slipping Jab can be performed repeatedly (it combos into itself).
- Dudley's Dart Shot must be blocked standing.
- The button used for the Corkscrew Blow determines how far forward you move during this move.
- Immediately after inputting the command for the Rolling Thunder, you can press f + PPP to make Dudley dash forward twice before he starts punching. Holding f + PPP will make Dudley dash forward repeatedly until he's within range.
Elena
Special Moves:
- Body Slam: Press (b / f +) LP + LK
- Knee Attack: Press MP + MK
- EX Rhino Horn: hcf + K
- EX Mallet Smash: hcb + P
- EX Spin Scythe: qcb + K (perform 2 times)
- EX Scratch Wheel: f,d,df + K
- EX Lynx Tail: b,d,db + K
- Handstand Kick: f + MP
- Handstand Whip: f + MK
- Round Arch: b + HK
- Sliding: df + HK
Super Arts:
- Spinning Beat: qcf,qcf + K (x3)
- Brave Dance: qcf,qcf + K (x2)
- Healing: qcf,qcf + P, then PP to cancel (x1)
Target Combos:
- 1. Jumping LP, MK
- 2. Jumping MP, HP
- 3. Standing HP, standing HK
- 4. Standing MK, crouching HP
- The Mallet Mash, Handstand Kick, and Handstand Whip are overhead attacks.
- After the first two hits of the Spin Scythe, entering qcb + K again makes Elena finish the kick. In the EX version, she finishes by knocking her opponent into the air for a juggle. You can enter qcb + K before the final kick for a normal finisher, but juggling is generally better.
- The Lynx Tail and Sliding hit low and must be crouch blocked.
- When the Healing SA is used, Elena gains back a small amount of lost life. If she's hit during this move, she gains no more life and the move ends. You can end the move prematurely by pressing PP during the Healing animation, but this is not advised as Elena gets back the most life just as the move ends.
Part 4
Master Gill and Gouki's movesets in Street Fighter III: 3rd Strike. Learn special moves, target combos, Super Arts, and advanced strategies for each character.
This section details the special moves, target combos, and Super Arts for Gill and Gouki in Street Fighter III: 3rd Strike.
Gill's Moves:
Special Moves:
- Elbow: Press b / f + LP + LK
- Pyro-kinesis: qcf + P (on the left side)
- Cryo-kinesis: qcf + P (on the right side)
- Cyber Lariat (Pyro Heat): f,d,df + P (on the left side)
- Cyber Lariat (Cryo Heat): f,d,df + P (on the right side)
- Moonsault Knee Drop: hcb + K
- Psycho Headbutt: qcb + P
- Palm Upper: b + MP (cancelable)
- Step Kick: f + MK
Super Arts:
- Meteor Strike: qcf,qcf + P (x1)
- Seraphic Wing: qcf,qcf + K (x1)
- Resurrection: Occurs when you lose a round (x1)
Target Combos:
- Standing LP, MP
- Crouching LK, MK
- Standing LP, b+MP (won't combo, but b + MP is cancelable)
Gill's Notes:
- Gill cannot use EX moves but can super cancel his moves.
- The Cyber Lariat has two hit points; close range knocks down, while long range only hits with the elemental part.
- Moonsault Knee Drop and standing HK must be blocked standing.
- Moonsault Knee Drop homes in on the opponent.
- Psycho Headbutt misses crouching characters and is best as an anti-air.
- Seraphic Wing can only be blocked, not parried.
- Resurrection revives Gill with one stock left; he cannot earn Super Art power that round but can in subsequent rounds. He can be hit out of Resurrection, but it pushes nearby opponents away.
- Gill's Hard attacks and some special moves have fire or ice elemental effects depending on his side: Left side (player 1) = Ice (Standing HP/HK), Fire (Jumping HP/HK, Crouching HP), Ice (Crouching HK), Pyro-kinesis (qcf+P), Cyber Lariat (Pyro Heat) (f,d,df+P). Right side = Reversed effects.
- Gill's standing HK and Cyber Lariat can hit twice.
- Gill has infinite combos, such as crouching HP into Psycho Headbutts, and can perform multiple Cyber Lariats.
Gouki's Moves:
Special Moves:
- Seoi Nage: Press (f +) LP + LK
- Tomoe Nage: Press b + LP + LK
- Straight: Press MP + MK
- Gou Hadou Ken: qcf + P
- Zankuu Hadou Ken: In air, qcf + P
- Shakunetsu Hadou Ken: hcb + P
- Gou Shouryuu Ken: f,d,df + P
- Tatsumaki Zankuu Kyaku: qcb + K (air)
- Ashura Senkuu: f,d,df / b,d,db + PPP / KKK
- Hyakki Shuu: f,d,df + K, then...
- Hyakki Gouzan: ...do nothing after Hyakki Shuu
- Hyakki Goushou: ...press P while in air
- Hyakki Goujin: ...press K while in air
- Hyakki Gousai: ...press LP + LK when close and in air
- Tenma Kuujin Kyaku: Jump uf, d + MK at apex of jump
- Zugai Hasatsu: f + MP
Super Arts:
- Messatsu Gou Hadou (SA I): qcf,qcf + P (x2)
- Tenma Gou Zankuu (SA I): In air, qcf,qcf + P (x2)
- Messatsu Gou Shouryuu (SA II): qcf,qcf + P (x2)
- Messatsu Gou Rasen (SA III): qcf,qcf + K (x2)
- Messatsu Gou Senpuu (SA III): In air, qcf,qcf + K (x2)
- Shun Goku Satsu: LP,LP,f,LK,HP (x max stocks)
- Kongou Kokuretsu Zan: d,d,d + PP (x max stocks)
Target Combos:
- Close standing MP, HP
Gouki's Notes:
- Gouki does not have any EX-able moves.
- A ground LK Tatsumaki Zankuu Kyaku can be followed by an MP or HP Gou Shouryuu Ken.
- If an opponent uses a Super Art while Gouki is using Ashura Senkuu, Gouki will stop teleporting and be vulnerable. This also works against non-damaging Super Arts.
- Hyakki Goushou, Zugai Hasatsu, and Tenma Kuujin Kyaku are overhead attacks.
- An attack can be comboed after Tenma Kuujin Kyaku or Hyakki Goujin.
- Hyakki Gousai is an air throw that only hits if grabbing the head and cannot catch airborne opponents. It cannot be Grap Defended.
- Super Art I grants access to Messatsu Gou Hadou (ground) and Tenma Gou Zankuu (air). Super Art III grants Messatsu Gou Rasen (ground) and Messatsu Gou Senpuu (air, 1 less damage).
- With 2 stocks, Shun Goku Satsu or Kongou Kokuretsu Zan can be used regardless of the chosen Super Art.
Similar guides you might like
100% Human-Written. AI Fact-Checked. Community Verified. Learn how AntMag verifies content