Explore Street Fighter III: 3rd Strike options like mid-air blocking, chain combos, and Super Arts gauge settings.
High Jump Canceling Specification
This option is for "2nd Impact style of high jump canceling," which appears to be the ability to cancel special moves with a high jump. The source text indicates it can be changed to "cancelable into special moves." However, the author could not get this to work or affect specific moves like Chun-Li's Houyoku Sen.
Mid-Air Blocking
With this option enabled, you can block attacks while jumping. To block successfully, you must hold back; holding up-back or down-back will still result in getting hit. This also allows for mid-air Guard Parries on multi-hit attacks. The source notes that only the "tap f" version of the Guard Parry worked, not the "tap d" version.
Jump After a Knockdown (?)
The translation and functionality of this option are unclear. It seems to relate to jumping the moment you hit the ground after being knocked down, with the ability to attack while doing so. The original text states, "During the time from being hit by a knockdown to landing, you will be in a jumping state simultaneously (attacks, etc. become possible)."
All Attacks Cause Block Damage
When this is turned on, all your attacks, including normal punches and kicks, and command attacks, inflict block damage. Personal Actions that can hit will also do block damage, though some, like Ibuki's, may not.
Start Off With a Full SA Gauge
Enabling this option means you begin each round with a maxed-out Super Arts (SA) gauge. This setting overrides the "SA Gauges Reset After Each Round" option.
SA Gauges Reset After Each Round
With this option active, your Super Arts gauges reset at the start of each round. If you had 1.5 levels of SA when a round ended, you would start the next round with zero.
Ground Chain Combos
When enabled, you can perform chain combos while standing or crouching. The pattern follows a six-hit series similar to the VS games, allowing progression from the same strength Punch to the same strength Kick, or from any strength Punch or Kick into a stronger one (e.g., LP -> LK -> MP -> MK -> HP -> HK). However, enabling this option may prevent you from executing some Target Combos, such as Yun's MP, HP, b+HP combo.
Mid-Air Chain Combos
This allows chain combos in the air. It is presumed to work similarly to ground chain combos, but the source author could only achieve two hits and could not perform same-strength Punch to Kick chains (like MP -> MK), only progressing from weaker to stronger attacks. Enabling this option may also prevent certain Target Combos, like Chun-Li's diagonally jumping HP, HP.
Cancel Out of Any Normal Attack
With this option active, any normal attack or command attack can be canceled into a special move or Super Art. For example, Ryu's standing HP could be canceled into a Hadou Ken or Denjin Hadou Ken, even if normally not possible. There is a notice stating, "All normal attacks are cancelable (Note: some attacks cannot be canceled)," but the author could not fully decipher it.
Super Cancel Into Specials or SAs
This feature allows you to cancel special moves into other special moves (e.g., Twelve's N.D.L into an A.X.E. or EX A.X.E.). You can also cancel any special move into any Super Art (e.g., Gouki's Gou Shouryuu Ken into the Tenma Gou Zankuu).
Use All Super Arts
When this option is turned on, you can use any of your Super Arts instead of being limited to one. A drawback is that all characters share the same Super Arts Gauge, which can only hold two stocks. For 'timer' SAs, any remaining power is lost once the SA ends if you had more than one level initially. MAX level SAs consume the entire gauge, requiring two levels instead of one for SAs like Oro's Tengu Midare Ishi. Additionally, some characters have altered Super Art commands when this option is enabled.
Cancel Super Arts Into Super Arts
This option enables you to perform a supercancel from one Super Art into a *different* Super Art. For instance, you could execute the Tyrant Punish into the Jupiter Thunder. This option is only useful if 'Use All Super Arts' is also enabled.
Mid-Air Chain Combo Restrictions
This setting adjusts the duration allowed for mid-air chain combos and affects juggles. With the setting at its maximum, it's possible to indefinitely juggle opponents, as demonstrated with Gill's Psycho Headbutt. Reducing the setting limits the number of juggle hits; at one star, only one to two hits can be performed before the juggle ends. The original text states, "Sets the numerical value that limits the length of time mid-air combos can be performed."
Notes on Using All Super Arts
When the 'Use All Super Arts' option is enabled, the commands for Super Arts change. The source provides a list of SAs with new commands, but the specific commands are not detailed in the provided text.
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