Street Fighter 3: 3rd Strike/System

From SuperCombo Wiki

Game Mechanics

Parrying

(Also known as "Blocking" or "Teching" in Japan) A defense mechanic that removes all blockstun and leaves the opponent open for a counterattack. The Parry can also be done in the air.

As a general rule:

  • Against High/Mid attacks: Tap Forward
  • Against Low attacks: Tap Down
  • Against Air attacks: Tap Forward
  • While in Mid-Air: Tap Forward

However, some moves can be parried with either. All ground-based Light Punches, whether standing or crouching, can be parried both ways, as well as all standing Light Kicks. Certain attacks that become aerial mid-way through (especially uppercuts) can also be parried both ways.

Frame Data Input Window for Parries:

  • Ground Parry: When inputting a parry attempt against a ground attack, high and low parries have a 10 frame input window as long as the directional input is released quickly. If forward or down direction is held, this input window is reduced to 6 frames. Also, you cannot input another parry (cooldown period) for the next 23 frames.
  • Anti-Air Parry: When inputting a parry against an incoming aerial attack while you are grounded, your parry has a 5 frame input window whether or not you held the direction. However, the cooldown period is only 18 frames long. This also means you should return to guard position almost immediately after the parry attempt as there is no benefit from committing to the parry for longer.
    • Anti-Air Parry Note 1: This ONLY applies to forward (high) parry input; low-parrying an aerial attack counts as if you were parrying a grounded low attack. (Examples of this case include Necro's drill kick, and pretty much all multi-hit uppercuts, including supers such as Dudley's Rocket Uppercut.)
    • Anti-Air Parry Note 2: Universal Overheads (MP+MK), despite literally attacking you in mid-air, follow the ground-to-ground parry type rule.
  • Air-to-Air Parry: When inputting a parry in mid-air, your parry has a 7 frame input window (6 if held), and has a cooldown of 20 frames. However, if you land within 10f of your parry attempt window, this becomes extended upon landing as if you had initially inputted a standing parry.


Frame Data for Frozen State during Parries:

When an attack is parried, the parrier and the object being parried are frozen for 16 frames. Note that the object may actually be a projectile, in which case the projectile would be frozen and not the character who threw it. During these 16 frames, the parrier can cancel into block and parry, and can tech throws (note that since you cannot initiate a throw during this freeze, you can only tech after the throw connects).

In addition to these initial 16 frames, the attacker is frozen for additional frames, depending on the attack type:

  • Light Attack: +4 frames
  • Medium Attack: +3 frames
  • Heavy Attack: +2 frames
  • Special/Super Art: +0 frames (Note: This applies to all attacks during "install state" Super Arts such as Yun's Gen'ei Jin or Twelve's X.C.O.P.Y)

This means that if your light or medium attack is parried and you attempt to cancel into a Super Art or invincible attack, your opponent can use a throw (2f startup) immediately after their parry before you are able to do anything. However, if they parry into a Super Art, their super flash will remove the innate +4/+3/+2/+0 advantage, allowing you to cancel into a super of your own.

(Some projectile attacks do not seem to freeze when parried because they are actually several individual attacks that approach you at the same time, rather than one multi-hit attack as is the case with Akuma's Red Fireball for example. Oro's EX Yagyou Dama and Akuma's KKZ act in this way, even though they seem like one big projectile.)

If a parry is successful, your character will automatically parry any other attack that hits you within the next 2 frames.

The game ignores your inputs during the freeze for air parries. However, you can buffer inputs during the freeze for ground parries. Landing a parry will reset your special input queue, and the game will only accept the first button input during parry freeze.

If a jumping attack is parried, the attacker is reset to a neutral state upon recovery of the attack if it recovers before he lands. This means he is once again free to attack or parry, and even block low upon landing (trip guard). However, the attacker will not be able to tech air-throws until the full recovery animation of their attack is completed.

If the original attacker does not recover before he lands, he will be stuck in a small recovery upon landing. Furthermore, while backwards and forwards jumps retain the same momentum after a parry, a neutral jump gains a slight amount of forward momentum AND changes the jump type to forward jump. This is significant if your character has a jumping heavy attack that changes significantly between neutral and forward jump (typically jumping Heavy Punch).

In situations where you are being juggled and then reset with certain normal attacks (dependent on juggle points), Super Arts are still able to hit you, but can be parried in mid-air before you reach the ground. If you do so, your parry resets the juggle count (and thus resets all scaling), so if you fail to parry every hit before landing, you may end up taking far more damage than if you did not attempt to parry.

You cannot parry 1 frame before the end of YOUR attack's recovery.

  • Red parry windows for all moves: 3 for normal moves, 2 for specials/supers. Also, there is no bonus for keeping the stick in neutral after a red-parry attempt, so it is advisable to immediately return to guard position in case you attempted the red-parry too early. Note that this gives leverless players a significant advantage for this technique.


Throw

A grappling maneuver which can't be blocked or parried, but can be defended against by inputting a throw of your own. Characters may have up to 3 different types of normal throws: neutral throw, back throw, and forward throw.

  • LP+LK
  • (B/F + LP+LK)

Every character's normal throw has 3 frames of startup, 1 active grabbing frame, and 21 frames of recovery if it misses for a total of 24 frames.

A normal throw can be teched by inputting LP+LK during the 5 frames on and after which it connects. The game is very liberal with throw option selects; there are very few instances where you can't combine a throw tech with what you're attempting, and you can get around many limitations you run into with kara throw type inputs.

You cannot tech throws that connected while you had an action animating, or if you had a parry active on the same frame the throw connected.

Only three characters have air throws: Ibuki, Chun-Li, and Oro. However, all characters can tech an air-throw. Makoto is the only character that can act during air-tech recovery, and is considered to be in the same state as back-jump.

3rd Strike has a small bug related to teching with standing throws. If an opponent's throw connects on the 2nd or 3rd frame of your own throw, a throw tech will occur, but will fail if it connects on the 1st frame. In practice, this means there's a small deadzone when teching with standing throws: 2 valid frames from your own throw starting first, 1 invalid frame from the bug, and then 5 valid frames on and after the opponent's throw connects. Double tapping tech cannot circumvent this. (This bug is fixed in Revision B but is rarely played.)

Defenders gain 6 frames of throw protection after exiting blockstun, exiting hitstun, waking up after a knockdown, or landing after an air reset. This protection is in place even if the defender presses a button. However, if the defender performs a Super Art, the activation freeze frames will consume all of the throw protection frames and they can become vulnerable to an overlapping/meaty throw if their Super does not have inherent invincibility to throws (Ken SA3, Necro SA1/SA3, Q SA1, and most fireball Super Arts are good examples of this.)

You cannot be thrown during blockstun. You usually can't be thrown out of hitstun, but there are two notable exceptions:

  • Some moves (Ibuki's Raida, Oro's Nioh Riki) are a special type of grab called a hitgrab, which can be blocked and comboed into just like a normal, and ignore throw protection.
  • Some moves cause a back-turned state (for example: Alex's Flash Chop, Akuma's far standing Heavy Kick, Necro's MP/HP Tornado Hook, Oro's crouch HP) that allow combos into hit grabs AND traditional command grabs.

Prejump immediately lifts your throwbox off the ground, allowing you to avoid all grounded throws. However, you're still vulnerable to air throws, such as Hugo's Backbreaker, Alex's Stun Gun Headbutt, Chun/Oro/Ibuki's standard air-throws, etc.


Kara-Throw/Kara-Cancel

This is a special version of a normal throw which extends its range by cancelling the first frame of a normal move into the throw. However, not all characters have useful kara-throws.

If used to change the range of a special attack, it is known as a kara-cancel.

Some characters have kara-cancels that go backwards, which can be useful for certain techniques (such as Alex's s.HK and Makoto's s.HK).

How to perform: In Ryu's case: Forward + MP cancelled into LP + LK (this has to be done very quickly). Since throws can be performed while holding forward or back on the stick, you can simply hold the direction as you input the throw. However, for crouching buttons, you must release from crouching (either neutral, back, or forward) when inputting throw. (Crouching buttons are still practical to use with many special attack kara-cancels, however.)

Legend for the table: S=Standing C=Crouching F=Forward B=Back

Character Standard Throw Range (pixels) Moves allowing Kara-Cancel Kara-Cancel Difference (pixels)
Hugo 32 S.MK / C.HP +8 / +6
Alex 30 C.LP/ F.HP / S.LK / S.MP / Close S.MK / S.HK +16 / +16 / +8 / +8 / +8 / -14
Urien 26 F.MP / C.HP +4 / +2
Necro 26 B.HK / S.MP / B.MK / S.MK +8 / +6 / +4 / +4
Chun-Li 26 Far S.MK / Close S.HK / C.MP / B.MP / Close S.MK / C.HP +32 / +16 / +4 / +2 / +2 / +2
Oro 25 Far S.MK / S.HK / F.MP / Far S.MP / Close S.MK / C.HP +28 / +14 / +12 / +10 / +10 / +6
Ryu 24 F.MP / C.MK / C.HK +16 / +13 / +13
Ken 24 C.MK / C.HK / B.MK / S.MK / S.HK +13 / +13 / +10 / +6 / +6
Akuma 24 F.MP / C.MK / C.HK +20 / +13 / +13
Q 24 B.MP / S.MP / C.MP / Far S.LP +36 / +25 / +14 / +1
Remy 24 Far S.HK / Far S.MP / F.MK / Close S.MP / Close S.LK / Close S.MK / Far S.HP / C.MK / C.HK / C.HP / Far S.LP +27 / +21 / +16 / +14 / +12 / +12 / +9 / +8 / +7 / +6 / +1
Elena 22 F.MK / DF.HK / S.MP / S.LP +28 / +14 / +12 / +10
Twelve 22 Far S.MP / Close S.MP / S.HP +20 / +7 / +6
Dudley 20 F.LP / F.HK / F.MP / S.MK / F.MK +12 / +11 / +10 / +8 / +6
Sean 20 F.HP / C.MK / C.HK / Far S.HP / Far S.HK +14 / +13 / +13 / +12 / +8
Makoto 20 C.HK / S.LK / S.MK / F.LK / F.MP / C.MP / F.MK / S.HK +13 / +7 / +7 / +4 / +4 / +3 / +2 / -24
Yun 18 S.LK / F.MK +10 / +8
Yun (Gen'ei-Jin) 18 F.HP / C.HK +8 / +8
Yang 18 S.HK / S.LK / F.MK / Far S.HP / Close F.HP +13 / +10 / +8 / +4 / +4
Ibuki 16 Close S.LP / C.HP / S.MK / Close S.HK +14 / +6 / +4 / +4


Universal Overhead

A hopping overhead attack that hits crouching opponents.

  • MP+MK

They're universally airborne on frame 5, hit on frame 16, have 8-10 active frames and last 30 frames total. Low attacks will miss your character when the UOH is performed. Unlike most ground-based attacks in 3rd Strike, frame advantage can vary with how late in the active frames the move connects as it is an aerial move. They range from -5/0/+1 on block/hit/crouch to 0/+7/+8 or better, depending on the character. However, despite behaving like an aerial attack, they have the same parry window as a ground-based move (10f instead of 5f).

There are tradeoffs between reactability and frame advantage, keep this in mind when using it in setups. They can also be kara-canceled into to extend their range (or reduce their range to hit deeper; Makoto and Alex are especially good with this).


Stamina

Stamina (or defense) is the term used for explain how much health or life a character has. The health bars are all the same length (160 points), but every character has different stamina (defense rating) that reduces damage taken.

Also, when a character reaches 30% HP or less, their defensive rating will increase based on how little HP they have left (also known as Guts scaling).

Here's the ranking, from highest to lowest (not counting in-game modifiers from Personal Actions).

  • 1. 1300 - Hugo
  • 2. 1250 - Gill
  • 3. 1220 - Urien
  • 4. 1200 - Alex / Q
  • 5. 1150 - Ryu / Ken / Makoto / Dudley
  • 6. 1120 - Sean
  • 7. 1100 - Oro / Elena / Chun-Li
  • 8. 1070 - Necro / Remy
  • 9. 1050 - Twelve
  • 10. 1020 - Yun / Yang
  • 11. 1000 - Ibuki
  • 12. 950 - Akuma


Stun

Under the health bar, there is a black little bar. This is the "Stun Bar". Getting hit by various attacks will increase your stun, which will recover slowly over time. Stun recovery DOES NOT STOP while blocking, getting hit or while you are in a combo. When the bar is full, you're stunned or dizzy, and you cannot perform any actions other than stun recovery. Like with stamina, not all the characters have the same Stun rating. There are 3 types of Stun Bars: long (72), normal (64) and short (52).

Here's a list of what Stun Bar the characters have:

  • Long Stun Bar (72) - Hugo / Gill / Alex / Q / Dudley / Oro
  • Normal Stun Bar (64) - Urien / Ryu / Ken / Makoto / Sean / Elena / Chun-Li / Necro / Twelve / Yun / Yang / Ibuki
  • Short Stun Bar (52) - Remy / Akuma

There are also varying rates of Stun Recovery (typically expressed as a stun point recovered per X frames). For example, after 600f (roughly 10 seconds), Yun would recover 24 points of stun while Makoto would recover 30 points of stun. Likewise, it would take Makoto 1280f (21.33 sec) to fully recover, while Yun would take 1536f (25.6 sec).

  • Very Slow Recovery (24f) - Yun, Yang, Ibuki, Oro
  • Slow Recovery (23f) - Alex, Sean, Necro, Twelve, Akuma
  • Average Recovery (22f) - Q, Dudley, Ryu, Ken, Elena, Chun-Li
  • Fast Recovery (21f) - Hugo, Urien, Remy
  • Very Fast Recovery (20f) - Gill, Makoto

When your Stun bar fully fills up and you become dizzy, the gauge will rapidly flash "STUN" and you become extremely vulnerable. If in the middle of a combo, it does not get interrupted by Stun state, and will even make it easier for your opponent to juggle you if you became airborne during the combo. Until you stand on your feet again, you cannot begin stun recovery.

Depending on the last attack that you ate before the stars/birdies/angels/reapers appear, the game will randomly choose one out of 4 numbers. This number is the number of frames you would be dizzy without mashing.

  • Normal move - 90 or 110 or 130 or 150 frames
  • Normal throw - 120 or 140 or 160 or 180 frames
  • Special hit - 150 or 170 or 190 or 210 frames
  • Special throw - 120 or 160 or 200 or 240 frames
  • Super hit - 120 or 160 or 200 or 240 frames
  • Super throw - 150 or 190 or 230 or 270 frames

Stun Recovery: Like any other Capcom game, a direction or button (not including start) reduces stun time. Not all inputs are equal however: Cardinal directions (up, down, left, right) count for 2 frames, while diagonals count for 4 frames. Punches are also better than Kicks, only requiring 1 Punch to reduce a frame as opposed to 2 Kicks for the same reduction. Therefore, diagonals with punches are the most efficient method to mash out of stun.


Personal Action

(Commonly abbreviated as "PA") A taunt that gives your character a stat bonus in either attack power, defense, stun ability, etc. The bonus is different for each character and only lasts until the round is over.

  • Alex:

Unheld taunt - Increases damage for the next hit/combo by 9.4% for the first taunt and 6.3% for each additional taunt. Maximum: 6 taunts, 37.5% bonus.

Held taunt - Increases damage for the next hit/combo or throw by 6.3% per extra arm turn. Maximum: 8 turns, 50% bonus.

  • Akuma:

Increases damage for the next hit/combo by 43.8% and increases stun damage for the next hit/combo by 28.1%. One taunt is the maximum.

  • Chun-Li:

Yawn (happens 100% of the time) - Increases stun recovery rate by 10% for the first yawn and an additional 21% for the second yawn. Lasts the whole round. Maximum 2 yawns, 33% bonus.

Shoulder tap (happens 21% of the time) - Increases defense by 18.8%. Lasts for the whole round. Maximum one shoulder tap.

Neck stretch (happens 38% of the time) - Increases damage for the next hit/combo by 31.3%. Maximum one neck stretch.

Back stretch (happens 15% of the time) - Increases defense by 31.3% (more than the shoulder tap) for the whole round. Also increases damage for the next hit/combo by 31.3%. Maximum one back stretch.

  • Dudley:

Increases damage for the next hit/combo by 25% if a rose is thrown. Like Sean, there's no bonus if the rose isn't actually thrown. One taunt is the maximum.

  • Elena:

Increases stun damage for the next hit/combo by 18.8% per taunt. Maximum 4 taunts, 75% bonus.

  • Hugo:

Unheld taunt - Increases damage for the next hit/combo by 18.8% (maximum 1 taunt). Also increases defence for the rest of the round by 6.3% per taunt (maximum 4 taunts, 25% bonus).

Held taunt - Increases damage for the next hit/combo/throw by 25%. One taunt is the maximum.

Poison - No bonus.

  • Ibuki:

Increases damage for the next hit/combo/throw by 43.8% only if she gets the leapfrog. Otherwise you get nothing. Maximum one taunt.

  • Ken:

Increases damage for the next hit/combo by 31.3%. One taunt is the maximum.

  • Makoto:

Part 1 - Increases damage for the next hit/combo by 31.3% per taunt. Maximum 2 taunts, 62.5% damage.

Part 2 - Replaces a second Part 1 taunt. One two-part taunt is the maximum.

Part 3 - Increases stun recovery rate by 10% for the first full taunt and an additional 21% for the second full taunt. Lasts the whole round. Maximum 2 full taunt, 33% bonus.

Hayate taunt - No bonus.

  • Necro:

Increases damage for the next hit/combo by 31.3%. Holding the taunt does nothing bonus-wise. One taunt is the maximum.

  • Oro:

Recovers stun rapidly while the taunt is held.

  • Q:

Increases defense for the whole round by 12.5% (maximum 3 taunts, 37.5% bonus). Also increases stun recovery rate for the whole round by 10% (one taunt is the maximum).

  • Remy:

Increases stun damage for the next hit/combo by 18.8% per taunt. Maximum 4 taunts, 75% bonus.

  • Ryu:

Increases stun recovery rate by 10% for the first taunt and an additional 21% for the second taunt. Lasts the whole round. Maximum 2 taunts, 33% bonus. Note that this increased recovery will actually prevent Makoto from achieving 100% stun from her Double Fukiage combo.

  • Sean:

Increases stun damage for the next hit/combo by 12.5% per ball thrown. If Sean throws nothing (ie. another ball on the screen), there is no bonus. Maximum 3 balls thrown, 37.5% bonus.

  • Twelve:

It turns you invisible for a while. This invisible state will prematurely end if you block or get hit by any attack. (Editor Note: Need exact frames of duration)

  • Urien:

Increases damage for the next hit/combo by 31.3%. One taunt is the maximum.

  • Yang:

Increases damage for the next hit/combo by 31.3% and increases damage for the next throw by 6.3%. One taunt is the maximum.

  • Yun:

Unheld taunt (works for held too) - Increases damage for the next hit/combo by 6.4% for each taunt/hat twirl. Maximum 8 taunts/twirls, 50% bonus.

Held taunt only - Increases damage for the next throw by 6.3% for the first extra twirl and 3.1% for every additional twirl. Maximum 7 extra twirls, 25% bonus.

Dash

Tapping forward or backward twice in quick succession will perform a dash. This allows a character to cover a larger distance in a short period of time. You cannot block or tech throws until the final recovery frame of the dash animation, so it is riskier than walking.

Dashes have different speeds and movement distances. The speed (duration) is measured in frames, while the distance is measured in pixels. A strong dash is one that covers a greater distance in a lower period of time.

Note: if two values are given, the number in parentheses represents the recovery before the character can walk or dash again. For Ken only, it means the recovery before he can jump, walk, or dash. This has no effect on the character's ability to attack or defend after the dash recovery.

The following table lists the speed and distance of all forward and back dashes in the game for comparison:

Character Forward Dash
(frames)
F. Dash Distance
(pixels)
Back Dash
(frames)
B. Dash Distance
(pixels)
Akuma 13 95 15 47
Alex 17 123 21 107
Chun-Li 16 106 25 124
Dudley 18 111 19 95
Elena 13 (16) 106 25 112
Hugo 22 80 22 69
Ibuki 19 148 35 164
Ken 12 (16) 95 15 54
Makoto 11 (30) 150 14 57
Necro 22 132 20 123
Oro 17 122 13 87
Q 19 81 23 86
Remy 17 131 19 109
Ryu 13 (17) 95 15 47
Sean 13 (17) 112 15 54
Twelve 20 113 18 103
Urien 15 (17) 121 19 82
Yang 23 (27) 133 29 (31) 174
Yun 23 (27) 144 29 (31) 202


Additional Notes:
Oro: During forward dash, upper body hurtbox disappears on frames 1-16.

Some characters are airborne during a portion of their backdash. These are:

  • Alex (6-10f)
  • Hugo (3-16f)
  • Ibuki (4-29f, throw invuln 2-30f)
  • Necro (6-12f)
  • Q (8-14f)
  • Remy (4-8f)
  • Twelve (5-8f)
  • Urien (5-13f)


Super Jump

Similar to a regular jump, except that it carries you further, and has more prejump frames.

  • Tap D,U


Wake Up and Quick Stand

After being knocked down, your character enters a "Wake Up" state, and they will wake up at the character's standard speed. However, you have the option to perform a "Quick Stand". A "Quick Stand" will make your character roll backwards into a standing position, and you will wake up faster than the character's normal wake up. This is extremely useful in avoiding wakeup setups after you are knocked down, where you must guess in order to defend properly against an opponent's attack (i.e. high, low, throw). Some characters (Dudley, Alex, Necro, Ibuki) should not quick stand in the corner, because your opponent may be able to dash through the roll and cross you up, making it extremely confusing to defend properly. Also, you will gain a small amount of Super meter for a successful quick stand.

Note: You cannot quick stand after being knocked down by a super, or by certain moves.

To perform a quick stand, tap Down as soon as your character hits the ground, as if you were low-parrying it to break your fall.

Every character wakes up at different speeds, this is also for "Quick Stand". All the information below are in frames, a higher number of frames means a slow wakeup, and a small number of frames, a faster wakeup.

Character Normal Wakeup
(Frames)
Quick Stand
(Frames)
Akuma 77 50
Alex 67 49
Chun-Li 88 61
Dudley 55 45
Elena 64 50
Hugo 69 54
Ibuki 68 53
Ken 75 48
Makoto 71 43
Necro 59 53
Oro 71 52
Q 72 46
Remy 67 47
Ryu 77 50
Sean 77 50
Twelve 59 49
Urien 76 56
Yang 57 41
Yun 60 41


Crouching Hit Advantage

When getting hit while crouching, the attacking player gains a few advantages as opposed to getting hit while standing:

  • The attack that hits the crouching opponent and any attacks that combo from the attack deal 1.25x normal damage (excluding grabs and command grabs). This damage buff continues until the combo ends, or the opponent is hit with a force stand attack or is juggled.
  • Many moves gain more frame advantage when they hit crouching opponents: (this is a general guideline, there are MANY exceptions)
 a) lights gain no frame advantage
 b) mediums gain +1 frame advantage
 c) heavies gain +2 frame advantage
 d) specials gain +2 frame advantage

Like with the damage increase, this extra frame advantage continues with every hit of the combo you get on the crouching opponent, until the combo ends, the opponent is juggled, or is hit with a force stand move.

This crouching hit state is sometimes present on certain moves, such as Dudley's Ducking or Ibuki's Kasumi Gake. When interrupted or punished in their crouching frames, these moves are treated just as any other crouch hit in the game.

Advanced Crouching/Standing Mechanics

1f Wakeup Standing Frame: When all characters (except Chun-Li) wake up from a knockdown, they are considered Standing for exactly one frame even if holding down on the joystick the entire time. This can be exploited by an attacker to land meaty attacks that would normally miss on a crouching opponent. The defender can bypass this with a crouching attack right before they wake up, but this does not benefit from a Reversal input buffer.

Rising Animation from Crouch: When releasing the joystick from a crouching position, character standing speeds vary. The longer a character takes to get to shoulder height, the easier it is for them to high-parry airborne attacks from a crouching position. As it takes roughly 2f for a player to release the joystick and then tap forward to parry, it is desirable to have a shoulder height rising animation of 3f or more when trying to do this technique.

Crouching animation from Stand: Characters often take a couple of frames to lower their hurtboxes from a standing position, even if they can block low attacks on the first crouching frame. This makes low-parrying slightly riskier for them due to being in the unenviable state of taking 25% extra damage (as if crouching) but still being hit by high moves. On the other hand, fast-crouch characters can often safely low-parry attacks while ducking under high attacks; Chun-Li is unique in having a 1f crouch animation in this regard.

Standing or Crouching State after Low Parry attempt: Many characters are still considered crouching if hit after the down-tap of a low-parry attempt. This too, makes low-parrying somewhat riskier for these characters.

Data is as follows:

Rising to Shoulder, Rising to Head, Crouch speed, and Low-Parry Recovery
Character Type Shoulder Full Stand Crouch Low-Parry
Akuma Gradual 3f 4f 3f Crouch
Alex Gradual 2f 4f 4f Stand
Chun-Li Instant 3f 3f 1f Crouch
Dudley Gradual 2f 3f 3f Crouch
Elena Gradual 6f 11f 4f Stand
Gill Gradual 4f 11f 6f Crouch
Hugo Gradual 2f 8f 5f Stand
Ibuki Gradual 3f 4f 4f Stand
Ken Gradual 3f 4f 3f Crouch
Makoto Gradual 2f 3f 7f Crouch
Necro Gradual 3f 4f 5f Crouch
Oro Gradual 2f 4f 3f Crouch
Remy Gradual 5f 7f 5f Stand
Ryu Gradual 3f 4f 3f Stand
Twelve Instant 1f 1f 5f Crouch
Q Instant 5f 5f 4f Crouch
Sean Instant 4f 4f 4f Crouch
Urien Gradual 4f 8f 6f Crouch
Yang Gradual 3f 10f 8f Crouch
Yun Gradual 3f 10f 8f Crouch

Notably, when Q stands up from a crouching position, he is also temporarily throw-invulnerable (his throw hurtbox becomes airborne) from frames 7-14 as long as no other inputs are made. Also, Twelve may look like he has a terrible crouch to stand animation speed (1f) but he is unique in having a walk-forward state that is lower-profile than his crouch.

Crouch Blocking Penalty: Some characters have a penalty when trying to recover from a crouching block, making it slightly more difficult to reversal punish certain attacks. Notably, Chun-Li and Ryu have a 2f penalty to block recovery. (The easiest way to test this is to attempt to parry the final hit of Chun's SA2 from a crouching position. Most characters can normally parry it, but Chun-Li, Ryu, and Q must red-parry it.)

Priority

When two active moves hit each other at the same time, there is a "priority" system that determines which move will win. A higher priority move will hit while the lower priority move won't hit and equal priority moves will both hit. Simultaneous Special Throw ① will typically be a 50/50 chance of either player winning, while Special Throw ② will result in a throw tech. Also, Special Throw ② has a 50% chance of winning or teching vs a normal throw.

The priority system is the following:

 SA throw > Special Throw ① > Special Throw ② ≧ Normal throw > SA that do not throw > Special moves ・ Heavy Normals > Medium Normals > Weak Normals ・ Leap attack

◆ Special Throw ① ◆

  • Q "Capture and Deadly Blow"
  • Alex "Power Bomb, 4HP"
  • Yun, Yang "Zenpou Tenshin"
  • Ibuki "Raida, Neck Breaker"
  • Necro "Snake Fang"
  • Hugo "Moonsault Press, Ultra Throw"
  • Sean "Sean Tackle"

◆ Special Throw ② ◆

  • Makoto "Karakusa"
  • Q "Total Destruction (Grab)"
  • Oro "Human Pillar Driver"
  • Hugo "Meat Squasher"

◆ Special Hit level ◆

  • Leap attack "Light normal"
  • Personal Action (Taunt) "Weak Normal"
  • Yun, Yang Raigeki Shuu (Dive Kick) "Same strength as the push button "
  • Necro (Drill Kick) "Same strength as the push button "
  • Gil (Cyber ​​Lariat) "Weak Normal"

For more details on priority - https://www.youtube.com/watch?v=YJA8OgP8CfM

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