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 236 Quarter Circle Forward     Down > Down-forward > Forward
Qcb.png 214 Quarter Circle Back Down > Down-back > Back
Hcf.png 41236     Half Circle Forward Back > Down-back > Down > Down-forward > Forward
Hcb.png 63214     Half Circle Back Forward > Down-forward > Down > Down-back > Back
Dp.png 623 Dragon Punch Forward > Down > Down-forward
Rdp.png 421 Reverse Dragon Punch     Back > Down > Down-back
360.png 6248
4268
360° Spin Can spin stick clockwise or counterclockwise
(Must hit all 4 cardinal directions - R, D, L, U)
B.png,F.png     [4]6 Charge Back + Forward Holding Down+Back (1) will charge both direction at once
D.png,U.png     [2]8 Charge Down + Up Holding Down+Back (1) will charge both direction at once
K.png
(Mash)
Rapidly tap kicks Chun-Li only
-Some specials/supers have enhanced properties when mashing P.png or K.png after the move 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
  • The strength of the button press 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