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Part 9
Street Fighter III: 3rd Strike

Part 9

A comprehensive guide to the moves, special attacks, and Super Arts for Ryu, Sean, and Twelve in Street Fighter III: 3rd Strike, including detailed notes on their properties and applications.

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A comprehensive guide to the moves, special attacks, and Super Arts for Ryu, Sean, and Twelve in Street Fighter III: 3rd Strike, including detailed notes on their properties and applications.

This section details the movesets for Ryu, Sean, and Twelve in Street Fighter III: 3rd Strike. Each character has a unique set of normal attacks, special moves, and Super Arts, along with specific properties and combo potential.

RYU, Superior One Who Seeks the Way

  • Seoi Nage — Press (f +) LP + LK
  • Tomoe Nage — Press b + LP + LK
  • Straight — Press MP + MK
  • EX Hadou Ken — qcf + P
  • EX Shouryuu Ken — f,d,df + P
  • EX Tatsumaki Senpuu Kyaku — qcb + K
  • EX Joudan Sokutou Geri — hcf + K
  • Sakotsu Wari — f + MP
  • Kyuubi Kudaki — f + HP
  • I. Shinkuu Hadou Ken — qcf,qcf + P (x2)
  • II. Shin Shouryuu Ken — qcf,qcf + P (x1)
  • III. Denjin Hadou Ken — qcf,qcf + P, hold P to charge (x1)

Target Combos:

  1. far standing HP, HK

Notes:

  • An opponent hit by the EX Joudan Sokutou Geri is knocked off the wall behind them and into the air, where they can be juggled.
  • Ryu's Sakotsu Wari must be blocked standing.
  • You can link the Kyuubi Kudaki into an EX Shouryuu Ken or the Shin Shouryuu Ken.
  • The Shin Shouryuu Ken hits more times against an opponent who is in the air, but for less overall damage. You can juggle someone who is falling down after getting hit by the ground version.
  • The Denjin Hadou Ken is unblockable, but can still be parried. If you hold down the button used, Ryu will charge it up through four levels, flashing each time he reaches another level. The more levels you have, the faster the fireball goes, and the more damage and stun damage it inflicts. At level 3, it will stun most anyone but Hugo, and at level 4 (if you charge it all the way), it will stun any character with an empty stun gauge. Ryu still charges a bit even during the throwing animation, so for example, you could charge up almost to Level 3, release the button, but still reach the next level while Ryu begins to toss the fireball.
  • You can make the Denjin Hadou Ken charge faster by wiggling the joystick rapidly while holding down the Punch button used.

SEAN, Hot Storm Kid

  • Seoi Throw — Press (f +) LP + LK
  • Tomoe Throw — Press b + LP + LK
  • Straight — Press MP + MK
  • EX Sean Tackle — hcf + P (hold P to tackle)
  • EX Dragon Smash — f,d,df + P
  • EX Tornado — qcb + K
  • Ryuubi Kyaku — qcf + K
  • Zenten — qcb + P
  • Rolling Sobat — f + MK
  • Sean Pachiki — f + HP
  • I. Hadou Burst — qcf,qcf + P (x3)
  • II. Shouryuu Cannon — qcf,qcf + P, tap P rapidly (x2)
  • III. Hyper Tornado — qcf,qcf + P (x1)

Target Combos:

  1. close standing MP, HK
  2. close standing HP, f+HP (won't combo)

Notes:

  • The Sean Tackle hits low and must be crouch blocked.
  • Sean's Ryuubi Kyaku and Sean Pachiki are overhead attacks.
  • The EX version of the Ryuubi Kyaku homes in on an opponent.
  • You can roll through somebody using the Zenten.

TWELVE, White Massacre Machine

  • H.U.G. — Press LP + LK
  • F.L.G. — f + LP + LK
  • T.R.W. — b + LP + LK
  • J.S.P. — Press MP + MK
  • EX N.D.L. — qcf + P
  • EX A.X.E. — qcb + P (air)
  • EX D.R.A. — In air, qcb + K
  • Kokkuu — In air, tap b,b / f,f
  • Kabe Haritsuki — Press f into a wall during Kokkuu
  • B.M.K. — f + MK (cancelable)
  • I. X.N.D.L. — qcf,qcf + P (x2)
  • II. X.F.L.A.T. — In air, qcf,qcf + P (x2)
  • III. X.C.O.P.Y. — qcf,qcf + P (x1)

Target Combos:

None.

Notes:

  • The button used for the N.D.L. determines where the needles come up from (LP is closest, HP is furthest away). The EX version of the N.D.L. will home in on an opponent's location.
  • You can add hits to the MP, MP, or EX version of the A.X.E. by tapping any Punch button rapidly. The same applies if this move is done in mid-air, but I had trouble getting the extra hits to land unless they were standing and I did the A.X.E. while descending from a jump.
  • The button used for the D.R.A. determines Twelve's angle of descent.
  • When the Kokkuu is used, Twelve glides through the air in a downward arc. You can cancel this move into any mid-air punch, kick, or special move, although I had trouble doing the A.X.E. consistently, and wasn't able to do the EX A.X.E. at all. You can do this move while on the ground by tapping ub,ub (to fly backwards), or uf,uf (to fly forwards), but it's not as easy to perform as the mid-air Kokkuu.
  • You can hold in the direction that you're flying during the Kokkuu, and if you're near a wall, Twelve will grab onto it, then spring off again and do another Kokkuu.
  • The closer you are to someone when you use the X.N.D.L., the more damage they will take from this attack.
  • The X.F.L.A.T. is Twelve's most damaging Super Art, but connecting with it is difficult, as it only has one range (unlike the D.R.A.). Also, it does significantly less damage if your opponent is airborne when you hit them.
  • When you use the X.C.O.P.Y., Twelve transforms into a copy of his opponent (albeit with different colors, and altered vocals). He will remain transformed until he is hit.

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