Explore Part 8 of the Street Fighter III: 3rd Strike guide, detailing character moves, special attacks, and strategies for Q and Remy.
This section details the moves and strategies for characters Q and Remy in Street Fighter III: 3rd Strike.
Q
Q's move names are long and often abridged. The 'Kari' suffix is omitted here for brevity but is part of the official names.
Special Moves
- Hokaku Oyobi Shippu o Mochii ta Tsuuda (Kari): Press LP + LK
- Hokaku Oyobi Touteki ni yoru Daraku Shougeki: Back/Forward + LP + LK
- Shippu ni yoru Ko-Chouyaku Kougeki (Kari): Press MP + MK
- EX Tosshin Toubu Dageki (Kari): Charge Back, Forward + P
- Tosshin Touchoubu Dageki (Kari): Charge Back, Forward + hold P
- EX Tosshin Kashi Dageki (Kari): Charge Back, Forward + K
- Kousokudo Renzoku Dageki (Kari): Quarter-circle back + P (LP for horizontal, MP for upward, HP for higher upward angle)
- Hokaku Oyobi Tsuukon Dageki (Kari): Half-circle back + K (when close, unblockable throw)
- Toubu ni yoru Jouhou Kougeki (Kari): Back + MP
- Ryouude ni yoru Zenshin Tsuugeki (Kari): Back + HP
- Tentou kara no Toubu Tsuugeki (Kari): Back + HK (low then high hit, both blockable standing, low hit cancels into specials/supers and knocks down)
- Tentou kara no Kyakubu Tsuugeki (Kari): Down-back to Down-forward + HK
Super Arts
- I Tosshin Oyobi Chishi Renzoku Dageki (Kari): Quarter-circle forward, Quarter-circle forward + P (x2)
- II Fukubu Oyobi Koutoubu e no Tsuuda (Kari): Quarter-circle forward, Quarter-circle forward + P (x1)
- III Bakuhatsu o Tomonau Dageki ya Hokaku (Kari): Quarter-circle forward, Quarter-circle forward + P (x1). After SA III, can use:
- Dageki: Quarter-circle forward + P (comboable punch)
- Hokaku: Quarter-circle forward + K (unblockable throw, more damage than Dageki)
Notes on Q
- You can hit opponents during their fall after EX Tosshin Toubu Dageki, Hokaku Oyobi Tsuukon Dageki, or Fukubu Oyobi Koutoubu e no Tsuuda.
- Tosshin Kashi Dageki, the second-to-last hit of Tosshin Oyobi Chishi Renzoku Dageki, and Q's crouching HP are low attacks and must be blocked crouching.
- Tosshin Touchoubu Dageki is an overhead attack and must be blocked standing.
- After Bakuhatsu o Tomonau Dageki ya Hokaku, Q flashes orange, enabling Dageki (comboable punch) and Hokaku (unblockable throw).
Remy
Special Moves
- Valse no you ni Kuruoshiku: Press LP + LK
- Nemuri wo Midasu Contour: Back/Forward + LP + LK
- Izanai no Vague: Press MP + MK
- EX Vertu no Zankou: Haute: Charge Back, Forward + P
- EX Vertu no Zankou: Basse: Charge Back, Forward + K (low attack, must be crouch blocked; EX versions throw high and low projectiles)
- EX Ma Cherie no Hiai: Charge Down, Up + K
- Tsumetaku Aoi Regret: Quarter-circle back + K (HK version can pass over projectiles)
- Amari ni Muku na Aiguille: Forward + MK (must be blocked standing)
Super Arts
- I Hunnu no Supernova: Quarter-circle forward, Quarter-circle forward + P (x2)
- II Vierge ni Ansoku O: Quarter-circle forward, Quarter-circle forward + K (x2)
- III Shoushin no Nocturne: Quarter-circle forward, Quarter-circle forward + K (x1, counterattack SA; counters if hit while knee is lifted, must be timed precisely)
Notes on Remy
- Remy's target combo: close standing MK, HK.
100% Human-Written. AI Fact-Checked. Community Verified. Learn how AntMag verifies content