Street Fighter 3: 3rd Strike/Controls

From SuperCombo Wiki


Directions

Ub.png/7 - Back Jump U.png/8 - Neutral Jump Uf.png/9 - Forward Jump
B.png/4 - Back Walk, Stand Block
(Hold to charge back)

B.pngB.png/44 - Back Dash
Universal Numeric Notation.jpg F.png/6 - Forward Walk
(Tap for High Parry)

F.pngF.png/66 - Forward Dash
Db.png/1 - Crouch Block
(Hold to charge down+back)
D.png/2 - Crouch
(Tap for Low Parry)
(Hold to charge down)


Button layout

Third Strike uses 6 buttons : LP, MP, HP LK, MK and HK.

Notation
Lp.png - LP - Light Punch Lk.png - LK - Light Kick
Mp.png - MP - Medium Punch   Mk.png - MK - Medium Kick
Hp.png - HP - Heavy Punch Hk.png - HK - Light Kick
P.png - P - Any Punch K.png - K - Any Kick


Button Combinations

Lp.png+Lk.png: Throw

  • Performs a close-range throw that cannot be blocked. Some characters can also throw while in the air. The same input is used to defend (tech) against throws, both on the ground and in the air.
    • A throw tech can also be input while crouching, but if the defending character is not already being thrown, then cr.LP will come out (resulting in a failed throw tech).
    • Additionally, there is a bug in which attempted throw techs will fail if input on the same frame that the throw connects (3rd frame). This also locks out any further throw tech attempts.

Mp.png+Mk.png: Universal Overhead (UOH)

  • Performs a short hopping attack that must be blocked standing. Generally, combos are only possible if spaced or timed to hit later in the attack's active frames.

Hp.png+Hk.png: Personal Action (Taunt)

  • Performs a unique taunt animation, usually granting a bonus effect such as increased health, damage, or faster stun reduction.
    • Several taunts can also hit the opponent, and some may be required to do so in order to grant the bonus.
    • Some taunts can be held or performed multiple times to stack their bonus effects.


Special Move Inputs

Qcf.png - quarter circle forward : down > down-forward > forward

Qcb.png - quarter circle back : down > down-back > back

Hcf.png - half circle forward : back > down-back > down > down-forward > forward

Hcb.png - half circle back : forward > down-forward > down > down-back > back

Dp.png - dragon punch : forward > down > down-forward

Rdp.png - reverse dragon punch : back > down > down-back

360.png - 360 degree spin : any 4 consecutive cardinal directions (ending with Up is easiest)

B.png,F.png - charge back + forward

D.png,U.png - charge down + up

K.png (Mash) - Rapidly tap kicks (Chun-Li only)

  • Note: some other special moves or super arts have altered effects when P.png or K.png is mashed after being input

Super Art Inputs

Most Super Arts require the same input: Qcf.pngQcf.png followed by a P.png or K.png. A few supers must be done while in the air, and the strength of the button pressed may affect the move's properties.

Exceptions:

360.png - 360 degree spin (Alex SA1 only)

  • Input requires 4 cardinal directions (u, r, d, l) to be considered valid -- diagonal inputs do not matter

360.png360.png - 720 degree spin (Hugo SA1 only)

  • Input requires 7 cardinal directions (u, r, d, l) to be considered valid -- diagonal inputs do not matter

Lp.pngLp.pngF.pngLk.pngHp.png - Shun Goku Satsu (Akuma only)

D.pngD.pngD.png - Kongou Kokuretsu Zan (Akuma only)

3S Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Characters
Akuma
Alex
Chun-Li
Dudley
Elena
Hugo
Ibuki
Ken
Makoto
Q
Necro
Oro
Remy
Ryu
Sean
Twelve
Urien
Yang
Yun
Gill