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Part 7
Street Fighter III: 3rd Strike

Part 7

Street Fighter III: 3rd Strike move lists for Makoto, Necro, and Oro, including special moves, Super Arts, and target combos.

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Street Fighter III: 3rd Strike move lists for Makoto, Necro, and Oro, including special moves, Super Arts, and target combos.

Makoto

  • The "Fukiage" only hits an airborne opponent, allowing for follow-up attacks as they fall.
  • The "Oroshi" is an overhead attack that must be blocked standing.
  • The "Karakusa" is an unblockable throw that does very little damage but allows for follow-up attacks due to Makoto's quick recovery.
  • The "Kaoruna" is super cancelable.
  • The button used for the Abare Tosanami Kudaki determines the angle of Makoto's diving kick, which is an overhead attack that must be blocked standing and allows for juggling the opponent after the final hit.
  • During the Tanden Renki, Makoto's skin turns red, and her attacks inflict more damage for a limited period. She cannot block during this Super Art but can still parry.

Necro, Bio-Cyber

Special Moves:

  • Shoulder Attack: Press (f +) LP + LK
  • Frankensteiner: Press b + LP + LK
  • German Suplex: Press b / f + LP / LK on a back-turned foe
  • Finger Attack: Press MP + MK
  • EX Flying Viper: qcb + P
  • EX Rising Cobra: qcb + K
  • EX Tornado Hook: hcf + P
  • Snake Fang: hcf + K
  • German Suplex: Snake Fang a back-turned opponent
  • Denji Blast: f,d,df + P, tap P rapidly
  • Drill Kick: In air, d + K
  • Elbow: b + LP / MP (cancelable)
  • Necro Upper: b + HP
  • Knee Dagger: b + LK (cancelable)
  • Knee Attack: b + MK (cancelable)
  • Knee Missile: b + HK
  • Whip Straight: d / df + HP
  • Elbow Cannon: db + HP

Super Arts:

  • I Chou Denji Storm: qcf,qcf + P, tap P rapidly (x1)
  • II Slam Dance: qcf,qcf + P (x1)
  • III Electric Snake: qcf,qcf + P (x2)

Target Combos:

  1. standing b+LK, MP (cancelable)

Properties:

  • Necro's Flying Viper and Rising Cobra are overhead attacks.
  • The HP Tornado Hook leaves the opponent back-turned, allowing for an extra hit or a German Suplex (Snake Fang version only).
  • The Snake Fang and Electric Snake must be blocked low.
  • The Knee Missile stuns the opponent long enough for Necro to follow up with an attack.
  • Anyone hit by the Necro Upper can be juggled as they fall.
  • The Chou Denji Storm has a 'vacuum' effect that pulls in nearby characters.
  • The Slam Dance is unblockable.
  • Necro can shorten the length of his limbs by pressing back, then hitting any Punch or Kick button.

Oro, Mysterious Old Man with the Secret of Immortality

Special Moves:

  • Kubi-jime Kataguruma: Press (f +) LP + LK
  • Tomoe Nage: Press b + LP + LK
  • Kuuchuu Jigoku Guruma: In air, any dir. but d + HP when close
  • Tobi Hiza: Press MP + MK
  • EX Nichirin Shou: Charge b,f + P
  • EX Oni Yanma: Charge d,u + P
  • Niou Riki: hcb + P
  • EX Jinchuu Watari: qcf + K
  • EX Hitobashira Nobori: In air, qcf + K, tap K rapidly
  • Mawashi Hiji: f + MP
  • 2 Dan Tobi: While jumping, press ub~uf

Super Arts:

  • I Kishin Riki: qcf,qcf + P, then P to grab (x1/1)
  • I Kishin K. Jigoku Guruma: qcf,qcf + P, grab out of air (x1/1)
  • II Yagyou Dama: qcf,qcf + P (use 3 times) (x3/3)
  • III Tengu Ishi: qcf,qcf + P (x1/1)
  • I Kishin Tsui: qcf,qcf + PP (x(max stock))
  • II Yagyou Oodama: qcf,qcf + PP (x(max stocks))
  • III Tengu Midare Ishi: qcf,qcf + PP (x(max stock))

Target Combos:

  1. close standing LK, MK

Properties:

  • The button used for the Nichirin Shou determines the direction of Oro's projectile (LP is straight, MP is diagonal, HP is 45 degrees). The EX version homes in somewhat and Oro directs his arm based on opponent's position.
  • The Niou Riki is blockable but cannot be parried.
  • The EX version of the ground Jinchuu Watari homes in on an opponent.
  • The Jinchuu Watari only hits a set number of times on the ground; the air version, Hitobashira Nobori, can hit multiple times if K is tapped.
  • Oro's Jinchuu Watari, Hitobashira Nobori, and standing HP must be blocked standing.
  • During the Kishin Riki, Oro glows. Pressing any Punch button or attempting Niou Riki initiates an unblockable grab attempt. Combos like close standing MK into Niou Riki do not link into Kishin Riki. A ground grab results in slams, while an air grab performs the Kishin Kuuchuu Jigoku Guruma.
  • The button used for the Yagyou Dama affects its trajectory (LP is fairly straight, HP makes it bob up and down). You can have three Yagyou Dama balls on screen simultaneously.
  • During the Tengu Ishi, items float around Oro's head and hit the opponent for additional hits, but not during Nichirin Shou or Niou Riki. The items can also offer limited protection.

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