Understand Street Fighter III: 3rd Strike projectile reflection, including Aegis Reflector properties and Yang/Yun's special moves.
Walkthrough
- 1Projectile Reflection: Many projectiles can be reflected by the Aegis Reflector, but they lose a hit upon reflection. Some projectiles, like Yang's Yagyou Oodama, go through the reflector. Others, like Yang's Yoroi Dooshi, are absorbed but will break the reflector.
- 2Reflector Durability: The Aegis Reflector has a limited lifespan, which is reduced by blocking attacks, parrying attacks, absorbing projectiles, reflecting projectiles, or dealing 6 hits to an opponent.
- 3Reflector Break: A weakened reflector can be broken by a projectile, allowing it to pass through. However, reflected projectiles will still travel back even if the reflector breaks upon contact.
- 4Double Reflection: You cannot reflect a projectile twice.
- 5Oro's Projectiles: Oro's LP or EX Nichirin Shou can pass through the reflector without being deflected. His MP and HP versions hit the reflector's edge and bounce away, or are absorbed in the EX version's case.
- 6Yang's Moves:
- 7Hiza Geri: Press LP + LK
- 8Youhon Shiun: f + LP + LK
- 9Monkey Flip: b + LP + LK
- 10Toukuu Koushu: Press MP + MK
- 11EX Tourou Zan: qcf + P (perform 3 times normally, 5 times during EX, but the last hit may miss if not performed quickly)
- 12EX Senkyuutai: qcf + K (button determines roll distance and kick height; LP is no roll/high kick, HK is full screen roll/short kick)
- 13Byakko Soushouda: qcb + P (can destroy normal projectiles; qcb + PP fakes the move)
- 14Zenpou Tenshin: hcb + K when close (an unblockable throw that switches places; Yang recovers first, allowing combos)
- 15Kaihou: f,d,df + K (a teleport move usable through attacks and opponents; can be hit while visible, but not when totally invisible)
- 16Raigeki Shuu: Jump u or uf, then df + K (button determines descent angle; can be comboed into a ground combo; must be blocked standing)
- 17Senpuu Kyaku: f + MK (must be blocked standing)
- 18Koushu: When close, f + HP
- 19Super Art I (Raishin Mahha Ken): qcf,qcf + P x1
- 20Super Art II (Tenshin Senkyuutai): qcf,qcf + K x2
- 21Super Art III (Sei'ei Enbu): qcf,qcf + P x1 (Yang is followed by two copies that attack; technically hits 3 times but usually 2 or 5 hits on 2-hit attacks; cannot use fake Byakko Soushouda during this Super Art)
- 22Yang's Target Combos:
- 231. standing MP, HP, b+HP (super cancelable)
- 242. standing LK, MK, HK
- 253. jump diagonally MK, MK Raigeki Shuu
- 26Yang's Link Combos:
- 271. close standing MP, far MP (cancelable)
- 28Yang's Combo Notes:
- 29You can cancel Yang's standing MK with a high jump (unless it's part of his standing LK,MK,HK Target Combo), allowing for an air combo.
- 30The final hit (b+HP) of Yang's MP,HP,b+HP Target Combo can be delayed.
- 31Yun's Moves:
- 32Monkey Flip: Press b / f + LP + LK
- 33Hiza Geri: Press LP + LK
- 34Gekihou Sui: Press MP + MK
- 35EX Zesshou Hohou: qcf + P
- 36Kobokushi: qcb + P (qcb + PP fakes the move)
- 37EX Tetsuzan Kou: f,d,df + P
- 38EX Nishou Kyaku: f,d,df + K
- 39Zenpou Tenshin: hcb + K when close
- 40Raigeki Shuu: Jump u or uf, then df + K
- 41Senpuu Kyaku: f + MK
- 42Dakai: f + HP
- 43Super Art I (Youhou): qcf,qcf + P x1
- 44Super Art II (Sourai Rengeki): qcf,qcf + P x3
- 45Super Art III (Gen'ei Jin): qcf,qcf + P x1
- 46Yun's Target Combos:
- 471. jumping LP, jumping f+HP
- 482. crouching MP, crouching HP
- 493. crouching HK, standing HK
- 504. standing MP, HP, b+HP (super cancelable)
- 515. close standing (incomplete in source)
Tips
- Experiment with the timing of Yang's EX Tourou Zan to land all hits.
- Use Yang's Zenpou Tenshin for mix-ups and combo opportunities.
- Yun's EX Zesshou Hohou can be faked to bait opponents.
- Yun's EX Tetsuzan Kou and EX Nishou Kyaku offer quick offensive options.
- The button strength for Yang's Senkyuutai and Raigeki Shuu significantly alters their properties.
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